TEXT: 1 
   
  Star Trek: The Role Playing Game (FASA) to Far Trek
  Saturday, July 16, 2016 
  Star Trek: The Role Playing Game (FASA) is a 
  registered trademark of Guy W. McLimore, Jr., 
  Greg K. Poehleim & David F. Tepool © 1983 
  FASA Corporation. 
  https://rpggeek.com/rpg/353/star-trek-role-
  playing-game-fasa#collection. Use of the trademark 
  in this document is not intended to infringe upon or 
  devalue the trademark. YOU MUST OWN Star 
  Trek: The Role Playing Game (FASA) 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-are-
  continuing-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 
  Source 
  #m 
  Meters (approximately 3 feet) 
  CA 
  Charisma 
  DX 
  Dexterity 
  FP 
  Fate Points 
  FT 
  Far Trek (v2.0) 
  HP 
  Hit Points 
  IQ 
  Intelligence 
  ST 
  Strength 
  TN  
  Task Number 
  INTRODUCTION 
  FASA Corporations Star Trek 
  Roleplaying Game is an amazing 
  source of information and resources 
  for the universe of Star Trek before 
  the "Next Generation" television show. 
  Whether you consider it 'canon' or not, 
  it provides a lot of material that can fit 
  seamlessly with Far Trek. 
  So this is book will provide simple 
  conversion systems for FASA's product 
  so that they can immediately be used 
  with Far Trek.  
   
  CADET'S ORIENTATION SOURCEBOOK 
  INSIDE COVER 
  Sterling, Lee 
  Lt. Commander, Chief Science Officer, USS Lexington 
   
  45 years old, male, human, 6'9" tall 
  ST 1 
  DX 2 
  IQ 2 
  CA 1 
  FP 1 
  HP 11 
  AP 12 
  Talents Flexibility, Lucky 
  Skills Computer 2, Space Sciences: Astronomy 2, Sensors 1 
  EQUIPMENT (p. 20) 
  ANTIGRAV (p. 20) 
  Attached with magnetic clamps or sticky pads, one antigrav can cancel 
  up to 16 mass units (about 220 lbs.).  
  AQUALANTERN (p. 20) 
  This small, hand-held, light source is used safely underwater. It produces 
  enough light for work within Close (10 meters. 
  BELT LIGHT (p. 20) 
  This light source is worn as a belt around the waist, shining a light Close 
  (10 meters) ahead of the wearer.  
  ENVIRONMENTAL SUIT (p. 20) 
  Persons with minimal proficiency (GM's discretion) can perform normal 
  tasks with a Static Easy (TN 8) IQ roll.  
  PSYCHOTRICORDER (p. 21) 
  It is about the size of a television set, and can only be used safely by 
  someone with professional-level skills (+2 or more) in Medical Sciences 
  and Computers.  
  TRICORDER (p. 21) 
  Persons qualified in Electronics frequently can make field repairs to the 
  unit.  
  Sciences Tricorder (p. 21) 
  Energy Sources: A general scan for energy sources will reveal if any 
  major source of power exists within Far (1000 meters) range. 
  A specialized scan may be made within Long (100 meters) to determine 
  the type of energy being used (atomic power, fusion reactions, electrical 
  generators, stored battery power, etc...  
  Physical Composition: A general scan for concentrations of a desired 
  substance will reveal any present within Far (1000 meters. A specialized 
  scan may be made within Long (100 meters) of an unknown substance 
  to determine what it is primarily made of. An even narrower scan within 
  Point-Blank (1.5 meters) of an unknown substance will give its complete 
  chemical composition.  
  Life Forms: A general scan for the presence of other life forms will 
  reveal any within Far (500 meters. A specialized scan made within Long 
  (100 meters) will reveal the number of individual life readings and their 
  general type (humanoid, alien, mammal, reptilian, etc... 
  Medical Tricorder (p. 22) 
  Chemical Composition: The presence of a substance and its general 
  direction and distance can be determined at Long (100 meters. A 
  narrow scan within Point-Blank (1.5 meters) not only will determine the 
  chemical composition of a sample, but also will give data on that 
  substance's effects on various life forms.  
  Life Forms: Within Close (10 meters), a life forms scan can identify any 
  known life form and give considerable biological data about even an 
  unknown life form. A narrow scan within Point-Blank (1.5 meters) 
  reveals complete diagnostic medical data.  
  UNIVERSAL TRANSLATOR (p. 22) 
  As many as 30% (TN 13) of the humanoid languages encountered are 
  similar in structure to a known language and can be translated almost 
  immediately.  
  
  2 
   
  BIOCOMPUTER (p. 24) 
  Only trained personnel may operate this equipment effectively; advanced 
  training (+2 or more) in the skill of Computers and qualification (+1) in 
  the skill of Medicine is required.  
  CARDIOSTIMULATOR (p. 24) 
  Only personnel trained in advanced first aid (skill of at least +2 in 
  Medicine) may operate this equipment effectively.  
  HEARTBEAT READER (p. 24) 
  Qualification in advanced first aid (skill +2 in Medicine) is required to use 
  this device effectively.  
  PROTOLASER (p. 25) 
  All Star Fleet personnel may use this device on minor cuts and abrasions 
  (less than 2 damage points); such use restores half that damage after a 5-
  minute application.  
  Training in advanced first aid (skill of at least +2 in Medicine) is required 
  for treating wounds of greater extend, and only a doctor can use one to 
  repair major blood vessels, nerve tissue, and other delicate work.  
  ENTERPRISE PERSONNEL FILE 
  Kirk, James Tiberius 
  Captain, USS Enterprise 
  34 years old human male 
  ST 2 
  DX 3 
  IQ 3 
  CA 4 
  FP 3 
  HP 12 
  AP 13 
  Talents Flexibility, Lucky (x2), Starfleet Commendation (Palm Leaf of 
  Axanar Peace Mission; Grankite Order of Tactics, Class of Excellence, 
  Prantares Ribbon of Commendation, First and Second Class) 
  Skills Administration 1, Computers 1, Diplomacy 3, Infiltration 1, 
  Knowledge: American History 1, Knowledge: Environmental Suit 
  Operation 1, Knowledge: Federation History 1, Knowledge: Federation 
  Law 2, Knowledge: Life of Abe Lincoln 2, Knowledge: Gaming 2, 
  Leadership 2, Marksmanship 1, Piloting: Starship Helm 1, Professional: 
  Instruction 1, Professional: Security Procedures 1, Professional: 
  Transporter Operational Procedures 1, Unarmed Melee 2, Small Unit 
  Tactics 1, Space Sciences: Astronomy 1, Starship Combat 3, Starship 
  Navigation 1, Streetwise 1, Survival: Cool Temperate 1  
  Spock 
  Commander, USS Enterprise 
  40+ yrs. old vulcan/human male 
  ST 4 
  DX 2 
  IQ 6 
  CA 1 
  FP 1 
  HP 12 
  AP 13 
  Talents Desert Adapted, Mind Meld, Psychic, Starfleet Commendation 
  (Vulcan Scientific Legion of Honor, Star Fleet Award of Valor, twice), 
  Vulcan Nerve Pinch 
  Limitations Lack of Emotion 
  Skills Administration 1, Arts: Vulcan Lyre 2, Computers 2, Knowledge: 
  Archaeology (Terran) 1, Knowledge: Federation History 1, Knowledge: 
  Federation Law 1, Knowledge: Gaming 2, Knowledge: Racial 
  Culture/History, Human 1, Language: Vulcan 1, Leadership 1, Physical 
  Sciences: Computer Science 2, Physical Sciences: Mathematics 2, 
  Physical Sciences: Physics 1, Professional: Transporter Operational 
  Procedures 1, Sensors 2, Space Sciences: Astronomy 1, Space 
  Sciences: Astrophysics 1, Starship Combat 1, Survival: Desert 1, 
  Unarmed Melee 1,  
  McCoy, Leonard, M.D. 
  Lt. Commander, USS Enterprise 
  45 year old human male 
  ST 1 
  DX 3 
  IQ 3 
  CA 3 
  FP 2 
  HP 11 
  AP 13 
  Talents Flexibility, Lucky, Starfleet Commendation (Legion of Honor) 
  Skills Diplomacy 1, Life Sciences: Botany 1, Life Sciences: Ecology 1, 
  Medical Sciences: General Medicine 3, Medical Sciences: Pathology 1, 
  Medical Sciences: Psychology (Human) 1, Medical Sciences: Surgery 2, 
  Streetwise 1 
  Scott, Montgomery 
  Lt. Commander, USS Enterprise 
  45 years old human male 
  ST 1 
  DX 2 
  IQ 4 
  CA 1 
  FP 2 
  HP 11 
  AP 12 
  Talents Flexibility, Lucky 
  Skills Arts: Bagpipes 1, Electronics 1, Engineering 1, Infiltration 1, 
  Knowledge: Life Support Systems Technology 1, Knowledge: 
  Shuttlecraft Systems Technology 1, Leadership 1, Marksmanship 1, 
  Physical Sciences: Mathematics 1, Physical Sciences: Physics 1, 
  Professional: Transporter Operational Procedures 2, Starship Engineer 
  3, Knowledge: Alcoholic Beverages 2, Unarmed Melee 1 
  Sulu, Hikaru W. 
  Lieutenant, Chief Helmsman, USS Enterprise 
  31 years old human male 
  ST 1 
  DX 3 
  IQ 3 
  CA 3 
  FP 2  
  HP 11 
  AP 13 
  Talents Flexibility, Lucky 
  Skills Athletics: Sword 1, Knowledge Ancient Firearms 2, Life Sciences: 
  Botany 1, Marksmanship 1, Marksmanship: Archaic Weapons 1, 
  Piloting: Shuttlecraft 1, Piloting: Starship Helm 2, Sensors 1, Space 
  Sciences: Astronomy 1, Space Sciences: Astrophysics 1, Starship 
  Combat 1, Starship Navigation 1, Streetwise 1 
  Uhura 
  Lieutenant, Chief Communication Officer, USS Enterprises 
  29 years old human female 
  ST 1 
  DX 4 
  IQ 3 
  CA 3 
  FP 2 
  HP 11 
  AP 14 
  Talents Flexibility, Lucky 
  Skills Arts: Harp 1, Arts: Vocal Music 2, Communication 2, Computers 
  1, Diplomacy 1, Knowledge: Ancient African Racial Culture/History 2, 
  Leadership 1, Sensors 1, Starship Combat 1 
  Chekov, Pavel Andreievich 
  Ensign, Navigator, USS Enterprise 
  22 year old human male 
  ST 1 
  DX 2 
  IQ 3 
  CA 3 
  FP 2 
  HP 11 
  AP 12 
  Talents Flexibility, Lucky 
  Skills Leadership 1, Space Sciences: Astronomy 1, Space Sciences: 
  Astrophysics 1, Starship Navigation 1 
  Chapel, Christine 
  Ensign, Head Nurse, USS Enterprise 
  31 year old human female 
  ST 1 
  DX 2 
  IQ 2 
  CA 2 
  FP 2 
  HP 11 
  AP 12 
  Talents Departmental Transfer (Sciences), Flexibility, Lucky 
  Skills Administration 1, Diplomacy 1, Life Sciences: Botany 2, Life 
  Sciences: Ecology 1, Life Sciences: Zoology 1, Professional: Instruction 
  1 
  Rand, Janice 
  Ensign, Yeoman, USS Enterprise 
  26 year old human female 
  ST 1 
  DX 2 
  IQ 2 
  CA 2 
  FP 2 
  HP 11 
  AP 12 
  Talents Flexibility, Lucky 
  Skills Administration 1, Knowledge: Federation History 1, Professional: 
  Transporter Operational Procedures 1 
  OTHER ENTERPRISE CREWMEN 
  DeSalle, Vincent 
  Lieutenant, Asst. Chief Engineer, USS Enterprise 
  Human Male 
  ST 2 
  DX 1 
  IQ 2 
  CA 1 
  FP 2 
  HP 12 
  AP 11 
  Talents Departmental Transfer (Navigation), Flexibility, Lucky 
  Skills Leadership 1, Starship Engineer 2 
  Kyle, Winston 
  Lieutenant, Transporter Chief, USS Enterprise 
  Human male 
  ST 1 
  DX 3 
  IQ 2 
  CA 2 
  FP 2 
  HP 11 
  AP 13 
  Talents Departmental Transfer (Helm), Flexibility, Lucky 
  
  3 
   
  Skills Piloting: Starship Helm 1, Professional: Transporter Operational 
  Procedures 1, Sensors 1 
  M'Benga, M.D. 
  Lieutenant, Medical Officer, USS Enterprise 
  Human Male 
  ST 1 
  DX 1 
  IQ 3 
  CA 2 
  FP 2 
  HP 11 
  AP 11 
  Talents Flexibility, Lucky 
  Limitation Unlucky 
  Skills Medical Sciences: General Medicine (Human) 1, Medical Sciences: 
  General Medicine (Vulcan) 1 
  INDIVIDUAL DATA RECORDS 
  Kor 
  Captain, Commanding Officer, D-7 Battlecruiser Klothos 
  Klingon Male 
  ST 3 
  DX 2 
  IQ 1 
  CA -1 
  FP 1 
  HP 13 
  AP 12 
  Talents Aggressive, Durable 
  Limitation Unlucky 
  Skills Interrogate 2, Leadership 2, Marksmanship 1, Professional: 
  Security Procedures 2, Unarmed Melee 1 
  Koloth 
  Captain, Commanding Officer, D-7 Class Battlecruiser Devisor 
  Klingon Male 
  ST 3 
  DX 2 
  IQ 2 
  CA 1 
  FP 1 
  HP 13 
  AP 12 
  Talents Aggressive, Durable 
  Skills Interrogate 1, Leadership 1, Marksmanship 1, Professional: 
  Security Procedures 1 
  Jones, Cyrano 
  Human Male 
  ST 0 
  DX 0 
  IQ 1 
  CA 3 
  FP 2 
  HP 10 
  AP 10 
  Talents Flexibility, Lucky 
  Limitations Unlucky  
  Skills Commerce 2, Diplomacy 1, Infiltration 2, Piloting: Small Vessel 1 
  Mudd, Harcourt Fenton (Harry) 
  Human Male 
  ST 0 
  DX 0 
  IQ 3 
  CA 2 
  FP 2 
  HP 10 
  AP 10 
  Talents Flexibility, Lucky 
  Skills Commerce 2, Diplomacy 2, Forgery 1, Infiltration 1, Knowledge: 
  Federation Law 2, Piloting: Small Vessel (license suspended), Streetwise 
  1 
   
  Sarek 
  Vulcan Male 
  ST 4 
  DX 2 
  IQ 7 
  CA 3 
  FP 1 
  HP 14 
  AP 12 
  Talents Desert Adapted, Psychic, Mind Meld 
  Limitations Lack of Emotion 
  Skills Computers 2, Diplomacy 3, Space Sciences: Astronomy 2, Space 
  Sciences: Astrophysics 3 
  Singh, Kahn Noonian 
  Augmented Male 
  ST 4 
  DX 5 
  IQ 5 
  CA 5 
  FP 1 
  HP 14 
  AP 15 
  Talents Acute Senses, Great Fortitude, Hard to Kill (+2 HP) 
  Limitations Aggressive and short tempered, Arrogant 
  Skills Administration 1, Diplomacy 1, Leadership 3, Medical Sciences: 
  Psychology 2, Survival (Desert) 2, Unarmed Melee 1 
  STAR FLEET OFFICER'S 
  MANUAL  
   
   
   
   
   
   
   
  ATTRIBUTES (p. 5) 
  Strength (p. 5) 
  STR is converted to Far Trek Strength as follows:  
  Strength   
  Strength (Far Trek) 
  -4% to 6%   
  ST -4 
  07% to 13%   
  ST -3 
  14% to 22%   
  ST -2 
  23% to 35%   
  ST -1 
  36% to 50%   
  ST +0 
  51% to 65%   
  ST 1 
  66% to 78%   
  ST 2 
  79% to 88%   
  ST 3 
  89% to 94%   
  ST 4 
  95% to 99%   
  ST 5 
  100% to 104%   
  ST 6 
  105% to 109% 
  ST 7 
  110% to 114% 
  ST 8 
  115% to 119% 
  ST 9 
  120% to 124% 
  ST 10 
  125% to 129% 
  ST 11 
  130% to 134% 
  ST 12 
  135% to 139% 
  ST 13 
  140% to 144% 
  ST 14 
  145% to 149% 
  ST 15 
  150% to 154% 
  ST 16 
  155% to 159% 
  ST 17 
  160% to 164% 
  ST 18 
  165% to 169% 
  ST 19 
  170% to 174% 
  ST 20 
  175% to 179% 
  ST 21 
  180% to 184% 
  ST 22 
  185% to 189% 
  ST 23 
  190% to 194% 
  ST 24 
  195% to 199% 
  ST 25 
  200% to 204% 
  ST 26 
  205% to 209% 
  ST 27 
  210% to 214% 
  ST 28 
  215% to 219% 
  ST 29 
  220% to 224% 
  ST 30 
  225% to 229% 
  ST 31 
  230% to 234% 
  ST 32 
  235% to 239% 
  ST 33 
  240% to 244% 
  ST 34 
  245% to 249% 
  ST 35 
  250% to 254% 
  ST 36 
  255% to 259% 
  ST 37 
  260% to 264% 
  ST 38 
  265% to 269% 
  ST 39 
  270% to 274% 
  ST 40 
  275% to 279% 
  ST 41 
  280% to 284% 
  ST 42 
  285% to 289% 
  ST 43 
  290% to 294% 
  ST 44 
  
  4 
   
  295% to 299% 
  ST 45 
  300% to 304% 
  ST 46 
  305% to 309% 
  ST 47 
  310% to 314% 
  ST 48 
  315% to 319% 
  ST 49 
  320% to 324% 
  ST 50 
  325% or more 
  ST 51 
   
  Endurance (p. 5) 
  END is converted to the following new Special Talents as follows: 
  Endurance   
  Special Talents 
  22% or less   
  Frail [Limitation] 
  23%-88%   
  Ignore 
  89% to 173%   
  Hard to Kill (+2 HP) [Talent] 
  174% to 225% 
  Hard to Kill x2 [Talent] 
  226% or more 
  Hard to Kill x3 [Talent] 
   
   
  Frail [Limitation]. -2 TN to any attack against you. If using Hit 
  Points, also deduct two from your Hit Points 
   
  Hard to Kill [New Talent]: Add +2 to your Hit Points. 
  Intellect (p. 5) 
  INT is converted to Intelligence as follows: 
  Intellect 
  Intelligence (IQ) 
  0% to 6% 
  IQ -4 
  07% to 13%  
  IQ -3 
  14% to 22%  
  IQ -2 
  23% to 35%  
  IQ -1 
  36% to 50%  
  IQ 0 
  51% to 65%  
  IQ 1 
  66% to 78%  
  IQ 2 
  79% to 88%  
  IQ 3 
  89% to 94%  
  IQ 4 
  95% to 99%  
  IQ 5 
  100% or more  
  IQ 6 
    
  Dexterity (p. 5) 
  DEX is converted to Dexterity (Far Trek) as follows: 
  Dexterity 
  Dexterity (DX) 
  0% to 6%  
  DX -4 
  07% to 13%  
  DX -3 
  14% to 22%  
  DX -2 
  23% to 35%   
  DX -1 
  36% to 50%   
  DX 0 
  51% to 65%  
  DX 1 
  66% to 78%   
  DX 2 
  79% to 88%  
  DX 3 
  89% to 94%  
  DX 4 
  95% to 99%  
  DX 5 
  100% or more  
  DX 6 
    
  Charisma (p. 5) 
  CHA is converted to Charisma (Far Trek) as follows: 
  Charisma 
  Charisma (CA) 
  0% to 6% 
  CA -4 
  07% to 13%  
  CA -3 
  14% to 22%  
  CA -2 
  23% to 35%  
  CA -1 
  36% to 50%  
  CA 0 
  51% to 65%  
  CA 1 
  66% to 78%  
  CA 2 
  79% to 88%  
  CA 3 
  89% to 94%  
  CA 4 
  95% to 99%  
  CA 5 
  100% or more  
  CA 6 
   
  Luck (p. 6) 
  LUC is converted to the Lucky Special Talent. [FT11] This Talent can be 
  taken multiple times 
  each time allows an additional Fate Point per 
  episode. 
   Luck 
  Special Talents 
  22% or less  
  Unlucky [New Limitation] 
  23% to 88% 
  Ignore 
  89% to 94%  
  Lucky [Bonus] [FT11] 
  95% to 99%  
  Lucky (x2): +2 additional Fate Points per episode 
  100% or more  Lucky (x3): +3 additional Fate Points per episode 
    
   
  Unlucky [Limitation]: Whenever you spend a Fate Point to reroll 
  dice, you must spend 2 Fate Points instead. 
  Psionic Potential (p. 6) 
  PSI is converted to Special Abilities as follows: 
  Psionic 
  Potential  
  Special Talents 
  22% or less  
  Ignore in most humanoids; Different Mind [New 
  Talent] (non-human only) 
  23% to 88%  
  Ignore 
  89% to 94%  
  Psychic [Talent] [FT19] 
  95% to 99%  
  Psychic and another Psychic Ability [FT19] 
  100% or 
  more 
  Psychic and two other Psychic Ability's [FT19] 
    
   
  Different Mind [New Limitation]: Your mind is so different that 
  you are immune to psychic powers. [LOH38] 
  SKILLS (p. 6) 
  For Far Trek Trained Skills [FT15] the following levels are considered to 
  their basic proficiency.  
  Skill Rating  Trained Skill Bonus  Proficiency 
  0%-49%  
  +0 
  Unskilled/Semiskilled 
  50%-79%  
  +1  
  Professional 
  80%-95%  
  +2  
  Expert 
  96%+  
  +3 
  Acknowledged Leader 
   
  Qualified: Familiarity with basic procedures used in those situations 
  normally encountered. He can use that skill in noncritical, leisurely 
  situations and have success. A basic understanding of the concepts and 
  vocabulary in an area of study. It also indicates that the most common 
  facts in the area are known by the character, and that the common uses 
  of the skill are within the character's grasp. In noncritical, leisurely 
  situations, the character can apply his knowledge to solve problems.  
  Expert: The equivalent of an advanced degree in that skill. 
  SKILL AREAS (p. 7) 
  Some skills may require that the character develop a separate Skill 
  Bonus in a specific focus. These skills are followed by an asterisks (*.  
  Trained Skills always use an Attribute to make the roll. The most 
  common Attribute is listed with the Trained Skill. For purposes of 
  knowledge rolls, Intelligence (IQ) is always the appropriate attribute.  
  Some skills are so common in the Federation (and other organizations at 
  the GM's discretion) that they only need to have Attribute rolls made. 
  The appropriate Attribute is listed instead of a Trained Skill. 
  Skills  
  Trained Skill (Far Trek) 
  Administration  
  Administration [FT15] 
  Artistic Ability (Dance)  
  Arts: Dancing [FT15] 
  Artistic Expression *  
  Arts: (specify) [FT15] 
  Astronautics (Space Sciences) 
  Starship Engineer [FT16] 
  Astronomy 
  Space Sciences: Astronomy [FT16]  
  
  5 
   
  Astrophysics 
  Space Sciences: Astrophysics 
  [FT16]  
  Atmospheric Craft Pilot  
  Piloting [FT15] 
  Botany  
  Life Sciences: Botany [FT16] 
  Bribery  
  Knowledge: Bribery [FT15] 
  Carousing  
  Infiltration [FT99] 
  Carousing (inc. Seduction)  
  Knowledge: Seduction 
  Com Sys Tech  
  Communication [FT16] 
  Communication Systems 
  Operation  
  Communication [FT16] 
  Communication Systems 
  Technology  
  Communication [FT16] 
  Comparative Archaeology  
  Knowledge: Comparative 
  Archaeology [FT15] 
  Computer Archeology 
  Knowledge: Computer 
  Archaeology [FT15] 
  Computer Operation  
  Computers [FT15] 
  Computer Technology  
  Computers [FT15] 
  Courtesan  
  Professional: Courtesan [FT106] 
  Damage Control Procedures 
  Starship Combat [FT15] 
  Dance 
   
   
   
  Arts: Dancing [FT15] 
  Deflector Shield Operation  
  Electronics [FT15] 
  Deflector Shield Technology  
  Electronics [FT15] 
  Economics 
  Professional: Economics [FT106] 
  Electronics 
  Electronics [FT15] 
  Electronics Technology  
  Electronics [FT15] 
  Environmental Suit Operation 
  Knowledge: Environmental Suit 
  Operation [FT15] 
  Environmental Suit Operation 
  Knowledge: Environmental Suit 
  Operation [FT15] 
  Exobiology  
  Life Sciences: Exobiology [FT16] 
  Federation History  
  Knowledge: Federation History 
  [FT15] 
  Federation History and Law 
  Knowledge: Federation History 
  and Law [FT15] 
  Federation Law 
  Knowledge: Federation Law [FT15] 
  Forgery  
  Arts: Forgery [FT15] 
  Gaming *  
  Knowledge: Gaming [FT15] 
  General Medicine  
  Medical Sciences: General 
  Medicine [FT16] 
  General Starship Engineering 
  (Astronautics) 
  Starship Engineer [FT16] 
  Geology 
  Planetary Sciences: Geology [FT16] 
  Ground Vehicle Operation  
  Driving: (specify) [FT15] 
  Instruction  
  Professional: Instruction [FT106] 
  Instructional Music  
  Arts: (specify) [FT15] 
  Interrogation  
  Interrogate [FT15] 
  Language *  
  Language: (specify) [FT15] 
  Language *   
  Language: (specify) [FT15] 
  Leadership  
  Leadership [FT16] 
  Leadership  
  Leadership [FT16] 
  Life Sciences 
   Bionics  
  Life Sciences: Bionics [FT16]  
  Life Sciences 
   Botany  
  Life Sciences: Botany [FT16]  
  Life Sciences 
   Ecology  
  Life Sciences: Ecology [FT16]  
  Life Sciences 
   Genetics  
  Life Sciences: Genetics [FT16]  
  Life Sciences 
   Zoology  
  Life Sciences: Zoology [FT16] 
  Life Sciences *  
  Life Sciences: (specify) [FT16] 
  Life Support Systems 
  Technology  
  Knowledge: Life Support 
  Systems Technology [FT15] 
  Marksmanship, Archaic Weapon 
  *  
  Marksmanship: Archaic Weapons 
  [FT15] 
  Marksmanship, Modern 
  Weapon 
  Marksmanship [FT15] 
  Mathematics 
  Physical Sciences: Mathematics 
  [FT16] 
  Mechanical Engineering  
  Engineering [FT16] 
  Medical Sciences *  
  Medical Sciences: General 
  Medicine [FT16] 
  Medicine (human)  
  Medical Sciences: General 
  Medicine [FT16] 
  Music 
  Arts: Music [FT15] 
  Negotiation/Diplomacy 
  Diplomacy [FT16] 
  Pathology 
  Medical Sciences: Pathology [FT16] 
  Personal Combat, Armed * 
  Athletics: (specify) [FT15] 
  Personal Combat, Unarmed 
  Unarmed Melee [FT15] 
  Personal Weapons Technology 
  Knowledge: Personal Weapons 
  Technology [FT15] 
  Physical Chemistry 
  Physical Sciences: Chemistry [FT16] 
  Physical Sciences 
  Physical Sciences: Computer 
  Science [FT16] 
  Physical Sciences * 
  Physical Sciences: Chemistry [FT16] 
  Physics  
  Physical Sciences: Physics [FT16] 
  Planetary Ecology  
  Life Sciences: Ecology [FT16] 
  Planetary Sciences * 
  Planetary Sciences: Geology [FT16] 
  Planetary Sciences-Hydrology 
  Planetary Sciences: Hydrology 
  [FT16] 
  Planetary Sciences-Meteorology 
  Planetary Sciences: Meteorology 
  [FT16] 
  Planetary Survival *  
  Survival [FT15] 
  Psychology 
  Medical Sciences: Psychology 
  [FT16] 
  Psychology (Race)  
  Professional: Psychology (race) 
  [FT106] 
  Racial Culture/History  
  Knowledge: (specify) [FT15] 
  Security Procedures  
  Professional: Security Procedures 
  [FT106] 
  Security Procedures (including 
  Interrogation)  
  Interrogate [FT15] 
  Ship's Weaponry Technology 
  Knowledge: Ship's Weaponry 
  Technology [FT15] 
  Shuttlecraft Pilot  
  Piloting: Shuttlecraft [FT15] 
  Shuttlecraft Systems Technology 
  Knowledge: Shuttlecraft Systems 
  Technology [FT15] 
  Small Equipment Systems 
  Operation 
  Electronics [FT15] 
  Small Equipment Systems 
  Technology 
  Electronics [FT15] 
  Small Unit Tactics  
  Small Unit Tactics [FT16] 
  Small Vessel Piloting  
  Piloting: Small Vessel [FT15] 
  Social Sciences 
   Law 
  Professional: Law [FT106] 
  Social Sciences 
   Political 
  Science 
  Professional: Political Science 
  [FT106] 
  Social Sciences 
   Racial 
  Culture/History 
  Professional: Racial 
  Culture/History [FT106] 
  Social Sciences *  
  Knowledge: Archaeology 
  Social Sciences * 
  Knowledge: Racial 
  Culture/History, Human [FT15] 
  Social Sciences: Federation 
  History 
  Knowledge: Federation History 
  [FT15] 
  Social Sciences: Federation Law 
  Knowledge: Federation Law [FT15] 
  Space Sciences * 
   
  Space Sciences: Astrogation  
  Starship Navigation [FT16] 
  Space Sciences: Astronautics  
  Starship Engineer [FT16] 
  Space Sciences: Astronomy  
  Space Sciences: Astronomy [FT16] 
  Space Sciences: Astrophysics  
  Space Sciences: Astrophysics 
  [FT16] 
  Sports *  
  Knowledge: (specify) [FT15] 
  Starship Combat 
  Strategy/Tactics 
  Starship Combat [FT16] 
  Starship Communication 
  Procedure 
  Professional: Starship 
  Communication Procedure  [FT106] 
  Starship Communication 
  Procedures 
  Communication [FT16] 
  Starship Engineering  
  Starship Engineer [FT16] 
  Starship Helm Operation 
  Piloting: Starship Helm [FT15] 
  Starship Navigation  
  Starship Navigation [FT16] 
  Starship Security 
  Small Unit Tactics [FT16] 
  Starship Sensors  
  Sensors [FT16] 
  Starship Services 
  Professional: Starship Services  
  [FT106] 
  Starship Weaponry Operation 
  Starship Combat [FT15] 
  Starship Weaponry Technology 
  Starship Engineer [FT16] 
  Streetwise  
  Streetwise [FT15] 
  Streetwise (including forgery)  
  Forgery [FT102] 
  
  6 
   
  Surgery 
  Medical Sciences: Surgery [FT16] 
  Trade and Commerce  
  Commerce [FT102]  
  Transporter Operational 
  Procedures 
  Professional: Transporter 
  Operational Procedures [FT106] 
  Transporter Systems 
  Technology 
  Starship Engineer [FT15] 
  Trivia * 
  Knowledge: (specify) [FT15] 
  Vehicle Operation *  
  Driving: (specify) [FT15] 
  Vocal Music  
  Arts: Singing [FT15] 
  Warp Drive Technology  
  Starship Engineering [FT15] 
  Water Vehicle Operation  
  Piloting: Water Vehicle Operation 
  [FT15] 
  Zero-G Operations  
  Athletics: Zero-G Operations [FT15] 
  Zoology  
  Life Sciences: Zoology [FT16] 
   
  USING ATTRIBUTES AND SKILLS (p. 14) 
  This can be used as written. See Tests. [FT28] Routine use of skill can be 
  considered Simple (TN 5) tests. 
  CREATING A CHARACTER (p. 15) 
  CHOOSING A RACE (P. 15) 
  It is suggested that every player have only two choices of race, either 
  human or a randomly rolled race as follows: 
  3d6 
  Crew Member Race Table 
  3-11 
  Human 
  12 
  Vulcan 
  13 
  Andorian 
  14 
  Caitian 
  15 
  Edoan 
  16 
  Tellarite 
  17-18 
  Aurelian (aka Skorr) 
   
  CREATING ATTRIBUTE SCORES (p. 15) 
  See Making Your New Character. [FT9] 
  CREATING ENDURANCE STATISTICS (p. 
  17) 
  If using the optional Hit Point rules, each character has ST + 10 HP.  
  CHARACTER AGING (p. 17) 
  Once a character reaches the critical age for his race (50 for a Humans), 
  he may take a new Limitation:  
   
  Elderly [New Limitation]: Your character is not as young as he 
  used to be. If he has not had a decent amount of rest each day, he 
  will begin to slow and tire. Use an extra -1 penalty for any physical 
  action if pushed too hard without rest. Other opportunities for 
  good role-play will undoubtedly come out of this Limitation. (BLM50) 
  In the case of some cadets or other personnel on board, they may start 
  young enough to have the following Limitation: 
   
  Young [New Limitation]: You are youthful and inexperienced, and 
  many consider you yet a child. You begin with only 1 Talent, and it 
  must be taken from the General Talents. Further, the maximum 
  rank you have in any class is Ensign until this Limitation is bought 
  off (when you become an adult. (HI44) 
  TRAINING PLAYER CHARACTERS (p. 18) 
  This is an optional system that allows player characters (PCs) to generate 
  some background history that occurs before play.  
  All characters are considered to graduate from High School at 18 years 
  old (other races may vary these ages. At that point they have a choice to 
  go straight into Star Fleet Academy or attend a University.  
  UNIVERSITY 
  Attending a University allows characters to take the Departmental 
  Transfer [Talent]. [FT17] You may also have one skill at +3 after having 
  attended University.  
  Example Universities 
   
  Astronautics University of Edinburgh: Allows the character to 
  gain any Space Terrain Maneuvers Talents. [FT54] 
   
  Denobulan Interspecies Medical Exchange Training: Allows the 
  character to gain the Bedside Manner Talent [FT23] 
   
  The University of New Paris: Allows the character to learn the 
  Space Jockey Talent [FT103] 
   
  The Merchant Academy: Allows the character to learn the 
  Smuggling Talent [FT103] 
   
  The Daystrom Institute: A Hard (TN14) IQ roll is required to 
  attend. Allows characters to learn the Breakthrough Talent [FT25] 
  Characters who attend DI do not have to attend Branch School 
  only the Star Fleet Academy Core. 
   
  Vulcan Science Academy (must have Language 1 in Vulcan): 
  Allows characters to gain the Pure Logic Talent [FT24].  
  STAR FLEET ACADEMY (p. 19) 
  This is where the initial 8 skill points are assigned.  
  BRANCH SCHOOL (p. 20) 
  After Star Fleet Academy the character must attend Branch School. 
  Branch School is divided into four Curriculums: Gold, Blue, Red and 
  Green (Military Assault Command Operation (MACO). At this point the 
  character needs to select a Class. [FT14] 
  A character can attend two Branch Schools if desired. This is the only 
  other method (besides attending University before Star Fleet Academy) 
  of gaining the Departmental Transfer [Talent][FT17] To attend two Branch 
  Schools, roll 3d6 + IQ on the following table: 
  3d6 
  Attending Second Branch School 
  3-11  
  Request denied. 
  13-18  Character can attend any second Branch school of choice. 
   
  Modifiers: Add IQ, +1 if Vulcan or other long-lived race. 
   
  CADET CRUISE (p. 21) 
  After graduating from Branch School, the Cadet is sent on a six month 
  evaluation cruise in space. Roll 3d6 on the Cadet Cruise Assignment 
  Table.  
  3d6  
  Cadet Cruise Assignment 
  3-7  
  Merchant Marine Command 
  8-9  
  Colonial Operations Command 
  10-11  
  Military Operations Command 
  12-16  
  Galaxy Exploration Command 
  17  
  Ship of the Line 
  18  
  Flag Ship 
   
  Modifiers:  
   
  +IQ 
   
  +1 Per Previous Cadet Cruise 
   
  +2 Vulcan Science Academy Training 
   
  +1 Green Branch School (MACO) 
   
  +1 Denobulan Interspecies Medical Exchange Training  
  Merchant Marine Command: The Merchant Marine Command is 
  closely related to Military Operations. It oversees travel and commerce 
  along established trade routes within the Federation, licensing 
  independent vessels for trade and travel, monitoring smuggling and 
  quarantines, regulating immigration, and offering protection from hostile 
  aliens and pirates. MACOs (Green Schools) are frequently found on 
  Merchant Marine support vessels, as are a contingent of civilian 
  administrators. Roll 3d6 to determine the Cadet Cruise's ship.  
  
  7 
   
  1d6  
  Merchant Marine Command Cadet Cruise 
  1-5  
  Transport/Tug 
  6  
  Medium Cruiser 
   
  3d6 
  Transport/Tug 
  3  
  U.S.S. Al Rashid  NCC 3802 
  4  
  U.S.S. Anaxagoras  NCC 3803 
  5  
  U.S.S. Anaximander  NCC 3804 
  6  
  U.S.S. Aristarchus  NCC 3805 
  7  
  U.S.S. Copernicus  NCC 3815 
  8  
  U.S.S. Eratoshthenes  NCC 3807 
  9-10 
  U.S.S. Galilei  NCC 3808 
  11  
  U.S.S. Hevelius  NCC 3814 
  12  
  U.S.S. Hipparchus  NCC 3809 
  13  
  U.S.S. Ibn Daud  NCC 3806 
  14  
  U.S.S. Philolaus  NCC 3811 
  15  
  U.S.S. Ptolemy  NCC 3801 1 
  16  
  U.S.S. Pythagoras  NCC 3812 
  17  
  U.S.S. Thales  NCC 3813 
  18  
  U.S.S. Ulugh Beg  NCC 3810 
   
  3d6 
  Medium Cruiser 
  3 
  U.S.S. Miranda NCC-1860 2 
  4 
  U.S.S. Condor NCC-1852  
  5 
  U.S.S. Gallant NCC-1235  
  6 
  U.S.S. Saratoga NCC-1937  
  7 
  U.S.S. Triumph NCC-1920  
  8 
  U.S.S. Ark Royal NCC-1791  
  9 
  U.S.S. Redoubt NCC-1928  
  10 
  U.S.S. Reforger NCC-1900  
  11 
  U.S.S. Renown NCC-1844  
  12 
  U.S.S. Reliant NCC-1864  
  13 
  U.S.S. Daring NCC-1914  
  14 
  U.S.S. Invincible NCC-1883  
  15 
  U.S.S. Hermes NCC-1901  
  16 
  U.S.S. Ardent NCC-1874  
  17 
  U.S.S. Kitty Hawk NCC-1754  
  18 
  U.S.S. Royal Oak NCC-1749  
    
  Colonial Operations Command: Closely related to Galaxy Explorations 
  Command, Colonial Operations handles the settling, mining, and 
  terraforming of new worlds. It also offers support to colonies and 
  settlements, including delivering supplies and personnel and performing 
  routine medical check-ups. The Starfleet Corps of Engineers (SCE) 
  operate out of this Command. Roll 1d6 to determine ship assignment.  
  1d6 
  Colonial Operations Command Cadet Cruise 
  1-3 
  Scout 
  4-5 
  Transport/Tug 
  6 
  Medium Cruiser 
   
  Military Operations Command: Despite utilizing traditional military 
  organization to maintain discipline and train its officers, Starfleet is not a 
  traditional military  any more than NASA is. It uses its military might 
  strictly as a defensive measure and a patrol force, usually along the 
  Romulan and Klingon Neutral Zones. When called upon, the might of 
  Starfleet is impressive. The Military Assault Command Operations is 
  ordered out of this command. MACO is the traditional military of the 
  Federation and their officers are usually found on ships assigned to the 
  Military Operations Command. Roll 1d6 to determine which ship your 
  cruise occurs on.  
  1d6 
  Military Operations Command Cadet Cruise 
  1-5 
  Destroyer 
  6 
  Dreadnaught 
                                                               
  1 Class Ship 
  2 Class Ship 
  3 Class Ship 
    
  3d6 
  Destroyers 
  3 
  (1-3) U.S.S. Adad  NCC 515 
   
  (4-6) U.S.S. Ahriman  NCC 513 
  4 
  (1-3) U.S.S. Alaric  NCC 503 
   
  (4-6) U.S.S. Alexander  NCC 511 
  5 
  U.S.S. Azrael  NCC 517 
  6 
  U.S.S. Darius  NCC 502 
  7 
  U.S.S. Etzel  NCC 509 
  8 
  U.S.S. Hamilcar  NCC 518 
  9 
  U.S.S. Hannibal  NCC 512 
  10 
  U.S.S. Hashishiyun  NCC 516 
  11 
  U.S.S. Jenghiz  NCC 501 
  12 
  U.S.S. Kublai  NCC 507 
  13 
  U.S.S. Pompey  NCC 506 
  14 
  U.S.S. Rahman  NCC 514 
  15 
  U.S.S. Shaitan  NCC 519 
  16 
  U.S.S. Saladin  NCC 500 3 
  17 
  (1-3) U.S.S. Sargon  NCC 504 
   
  (4-6) U.S.S. Suleiman  NCC 508 
  18 
  (1-3) U.S.S. Tamerlane  NCC 510 
   
  (4-6) U.S.S. Xerxes  NCC 505 
    
  3d6 
  Dreadnought 
  3 
  (1-3) U.S.S. Affiliation  NCC 2108 
   
  (4-6) U.S.S. Alliance  NCC 2113 
  4 
  (1-3) U.S.S. Association  NCC 2118 
   
  (4-6) U.S.S. Compactat  NCC 2103 
  5  
  U.S.S. Concordat  NCC 2109 
  6 
  U.S.S. Confederation  NCC 2114 
  7 
  U.S.S. Consortium  NCC 2119 
  8 
  U.S.S. Corporation  NCC 2104 
  9 
  U.S.S. Directorate  NCC 2110 
  10 
  U.S.S. Dominion  NCC 2115 
  11 
  U.S.S. Entente  NCC 2120 
  12 
  U.S.S. Federation  NCC 2100 4 
  13 
  U.S.S. Konkordium  NCC 2106 
  14 
  U.S.S. Organization  NCC 2111 
  15 
  U.S.S. Star Empire  NCC 2116 
  16 
  U.S.S. Star League  NCC 2101 
  17 
  (1-3) U.S.S. Star System  NCC 2107 
   
  (4-6) U.S.S. Star Union  NCC 2112 
  18 
  (1-3) U.S.S. Trusteeship  NCC 2117 
   
  (4-6) U.S.S. Unifacatum  NCC 2102 
   
  Galaxy Explorations Command: This is the primary command of 
  Starfleet, conducting its primary mission of peaceful exploration and 
  contact. Most people who join Starfleet do so out of a desire to serve 
  aboard a vessel of exploration. Roll 1d6 to determine which ship (Heavy 
  Cruiser) is served on: 
  1d6 
  Galaxy Explorations Command Cadet Cruise 
  1-3 
  Scout 
  4-5 
  Medium Cruiser 
  6 
  Heavy Cruiser 
    
  3d6 
  Scouts 
  3 
  U.S.S. Aeolus  NCC 588 
  4 
  U.S.S. Anubis  NCC 586 
  5 
  U.S.S. Bowie  NCC 593 
  6 
  U.S.S. Bridger  NCC 591 
  7 
  U.S.S. Carson  NCC 592 
  8 
  U.S.S. Cody  NCC 594 
  9-11 
  U.S.S. Crockett  NCC 600 
  12 
  U.S.S. Diana  NCC 589 
  13 
  U.S.S. Hermes  NCC 585 5 
  14 
  U.S.S. Quintillus  NCC 590 
  4 Class Ship 
  5 Class Ship 
  
  8 
   
  15 
  U.S.S. Revere  NCC 595 
  16 
  U.S.S. Sacajawea  NCC 598 
  17 
  U.S.S. Spaker  NCC 596 
  18 
  U.S.S. Tonti  NCC 599 
   
  3d6 
  Heavy Cruisers 
  3 
  U.S.S. Constellation  NCC 1017 6 
  4-5 
  U.S.S. Excalibur  NCC 1705 
  6-7 
  U.S.S. Exeter  NCC 1706 
  8 
  U.S.S. Farragut  NCC 1702 7 
  9-10 
  U.S.S. Hood  NCC 1707 
  11 
  U.S.S. Intrepid  NCC 1708 8 
  12-13 
  U.S.S. Kongo  NCC 1710 
  14 
  U.S.S. Lexington  NCC 1703 
  15 
  U.S.S. Potempkin  NCC 1711 
  16 
  U.S.S. Republic  NCC 1371 
  17 
  U.S.S. Valiant  NCC 1709 9 
  18 
  U.S.S. Yorktown  NCC 1704 
    
  Ship of the Line: A ship of the line represents the cutting edge of 
  Starfleet ship design and technology. As a result, the competition to 
  serve aboard one is fierce and the opportunity to serve on one is a mark 
  of pride and distinction. Like the flag ship, a ship of the line is not 
  limited to duties representing only a single command, but is rather used 
  by all of them for missions of urgency. However, it is most often used by 
  the Galaxy Explorations Command. 
   
  Ship: U.S.S. Constitution  NCC-1700  
  Flag Ship: Each year, Starfleet designates one outstanding ship of the 
  line to act as the official standard bearer of the Federation. Since the 
  days of Captain Jonathan Archer, this ship has traditionally been the 
  Enterprise. Serving aboard the flag ship is one of the highest honors in 
  Starfleet. The flag ship is not limited to duties representing only a single 
  command, but is rather used by all of them for missions of the utmost 
  priority. However, it is most often used by the Galaxy Explorations 
  Command. 
   
  Ship: U.S.S. Enterprise  NCC-1701 
  CADET CRUISE RESULTS 
  Roll 3d6 to determine Cadet Cruise Results.  
  3d6 
  Cadet Cruise 
  3-9 
  Failed, Repeat Cadet Cruise 
  10-13 
  Passed, Promoted to Ensign 
  14-15 
  Passed with Honors, Promoted to Ensign 10 
  16-18 
  Passed with High Honors, Promoted to Lieutenant,  
  Modifiers: 
   
  +3 Assigned to Flag Ship 
   
  +2 Assigned to Ship of the Line 
   
  +1 Assigned to Galaxy Exploration Command 
   
  +1 Assigned to Military Operations Command 
   
  +1 Pervious Cadet Cruise (maximum +1) 
   
  +0 Assigned to Colonial Operations Command 
   
  -1 Assigned to Merchant Marine Command 
  * 5 in 6 chance awarded Medal 
  Medals: A character earning a Medal may take the Starfleet 
  Commendation Talent [FT27], but does not have to.  
  3d6 
  Medal Awarded 
                                                               
  6 Lost in the Line of Duty 
  7 Lost in the Line of Duty 
  8 Lost in the Line of Duty 
  3 
  (1-3) Starfleet Good Conduct Medal 
   
  (4-6) Bronze Star 
  4 
  (1-3) Silver Star 
   
  (4-6) Purple Heart 
  5 
  Denebian Swan of Merit 
  6 
  Federation Peace Medal 
  7 
  Grankite Order of Honor 
  8 
  Karagite Order of Heroism 
  9 
  Andorian Battle Star 
  10 
  Ribbon of Outstanding Bravery 
  11 
  The Ristak Chain of Uncommon Valor 
  12 
  Prantares Ribbon 
  13 
  Citation of Conspicuous Gallantry 
  14 
  Starfleet Silver Palm 
  15 
  The Knight Revis 
  16 
  The Star Cross 
  17 
  (1-3) Legion of Merit 
   
  (4-6) Legion of Honor 
  18 
  (1-3) Starfleet Medal of Valor 
   
  (4-6) Starfleet Medal of Honor 
    
  DEPARTMENT HEAD SCHOOL (p. 22) 
  ONLY those characters who are to begin the game as key positions on 
  board a starship can go to Department School. Department Head allows 
  the character to take the Command Talent. [FT20] Characters who 
  complete Department Head school are promoted one rank. These 
  positions are: 
   
  Chief Communications Officer (Red) 
   
  Chief Engineer (Red) 
   
  Chief Medical Officer (Blue) 
   
  Security Chief (Red) 
   
  Chief Science Officer (Blue) 
   
  Chief Navigator (Gold) 
   
  Chief Helmsman (Gold) 
  COMMAND SCHOOL (p. 22) 
  Officers who are destined to become top command personnel aboard a 
  starship must attend a one-year Command School; it is attended only 
  once in an officer's career. These officers are normally the Captain and 
  the First Officer. Officers automatically are raised one rank after its 
  completion. 
  TOURS OF DUTY: All characters must serve at least 1 Tour of Duty. 
  Note that the first of these occur after the Cadet Cruise and the second 
  occurs (if applicable) after Department Head School or before Command 
  School. For game purposes it is simpler to deal with these all at once. 
  Roll 1d6 to determine the number of Tours of Duty (minimum 1), 
  modified on the list below. Note that all results are cumulative. If a 
  character is destined to be a Captain for example, they would roll 1d6+4 
  tours.  
  Modifiers:  
   
  -1 tour: IQ +1 or more 
   
  +2 tours: Destined Position: Captain or First Officer 
   
  +1 tour: Destined Position: Department Head 
   
  +1 tour: Destined Position: Ship of the Line Officer 
   
  +1 tour: Destined Position: Flag Ship Officer 
   
  -1 tour: Destined Rank: Ensign 
   
  +0 tours: Destined Rank: Lieutenant, jg. or Lieutenant 
   
  +1 tour: Destined Rank: Lieutenant Commander or Commander 
   
  +2 tours: Destined Rank: Captain 
  9 Lost in the Line of Duty 
  10 JG 
  
  9 
   
   
  +3 tours: Destined Rank: Commodore or above 
  3d6 
  TOURS OF DUTY 
  3 
  Starfleet Academy 
  4-5 
  Starfleet Operations Command 
  6 
  United Earth Diplomatic Corps 
  7 
  Federation Diplomatic Corps 
  8-9 
  Office of the Judge Advocate General 
  10 
  Starbase Headquarters Command 
  11 
  Starfleet Intelligence 
  12 
  Merchant Marine Command 
  13 
  Colonial Operations Command 
  14 
  Military Operations Command 
  15-16 
  Galaxy Explorations Command 
  17 
  Ship of the Line 
  18 
  Flag Ship 
   
  Modifiers:  
  IQ: All Tours 
   
   Cruise with High Honors 
   
   
   
   
  -1: Second and Later Tours Only: Fair OER 
  -2: Second and Later Tours Only: Poor OER 
  -3: Second and Later Tours Only: Reprimand OER  
   
  Starfleet Academy: Starfleet Academy is where Starfleet and the 
  Federation trains most of its officers. It is only partially a military training 
  camp. It is just as much a well-respected and revered university that 
  employs a well-trained staff of educators covering every field. Besides 
  these educators, Starfleet also likes to employ experienced members of 
  the Fleet to guide cadets and assist in their training and education. It is 
  seen as a mark of distinction to be asked to perform such a duty.  
  Starfleet Operations Command: Starfleet Operations Command is the 
  highest administrative body of Starfleet. It operates out of Starfleet 
  Command in San Francisco, Earth and in orbit in Earth Spacedock. It is 
  responsible for the movements of the fleet, assignments of vessels, and 
  the general administration of Starfleet and all of its Command branches 
  and operations. Many officers of Starfleet seek the opportunity to serve 
  in this Command as a jumping-off point towards the admiralty. 
  Federation/United Earth Diplomatic Corps: Diplomacy and arbitration 
  has always been used by Starfleet as a vital weapon for maintaining the 
  peace and avoiding conflict and war. The Federation is, after all, made 
  up of an extraordinary number of species, all of whom have their own 
  cultures and ideas, and conflict is inevitable, even among member 
  worlds. The Diplomatic Corps not only assists in arbitration and 
  peacekeeping, it also conducts ambassadors to and from key destinations 
  and approves those ambassadors and their aides for service. The 
  Federation News Service is operated as a function of the Diplomatic 
  Corps.  
  Office of the Judge Advocate General: The Office of the acts as both a 
  police force and a judicial system within Starfleet and on the frontier 
  where Federation law and order has not yet been firmly established. It is 
  responsible for overseeing the Military Police of the Starfleet and 
  enforcing the laws of the fleet. It also handles the containment and 
  rehabilitation of criminals.  
  Starbase Headquarters Command: Each sector or important region in 
  space is home to an outpost from which the laws of Starfleet and the 
  Federation are adjudicated and vessels can lay over for repairs, supplies, 
  and shore leave. There are three kinds: a planet-side outpost, like 
  around or in close proximity to a planet, like Deep Space 9; and a space 
  station positioned along an important travel route but not in orbit around 
  any planet, like Deep Space K-
  These are all officially known as starbase headquarters and are one of 
  utilized in the conducting of scientific research and technological 
  development, like Regula I. These are also regulated through Starbase 
  Headquarters Command. 
  Starfleet Intelligence: More colloquially known as Section 31, Starfleet 
  Intelligence is a separate organization within Starfleet. It frequently sends 
  its agents into the field to gain experience and monitor tense political 
  situations. It also often borrows Starfleet officers to assist in its field 
  operations. Starfleet Intelligence does not conduct missions of 
  assassination or political destabilization, nor does it spy on Federation 
  citizens. It most frequently acts to correct such acts conducted by 
  unethical Starfleet officers or hostile intelligence agencies, in covert 
  rescue operations, or in undercover operations to apprehend criminals. 
  The Department of Temporal Investigation operates out of Starfleet 
  Intelligence. 
  Merchant Marine Command: The Merchant Marine Command is 
  closely related to Military Operations. It oversees travel and commerce 
  along established trade routes within the Federation, licensing 
  independent vessels for trade and travel, monitoring smuggling and 
  quarantines, regulating immigration, and offering protection from hostile 
  aliens and pirates. MACOs are frequently found on Merchant Marine 
  support vessels, as are a contingent of civilian administrators.  
  Colonial Operations Command: Closely related to Galaxy Explorations 
  Command, Colonial Operations handles the settling, mining, and 
  terraforming of new worlds. It also offers support to colonies and 
  settlements, including delivering supplies and personnel and performing 
  routine medical check-ups. The Starfleet Corps of Engineers (SCE) 
  operate out of this Command.  
  Military Operations Command: Despite utilizing traditional military 
  organization to maintain discipline and train its officers, Starfleet is not a 
  traditional military- any more than NASA is. It uses its military might 
  strictly as a defensive measure and a patrol force, usually along the 
  Romulan and Klingon Neutral Zones. When called upon, the might of 
  Starfleet is impressive. The Military Assault Command Operations is 
  ordered out of this command. MACO is the traditional military of the 
  Federation and their officers are usually found on ships assigned to the 
  Military Operations Command.  
  Galaxy Explorations Command: This is the primary command of 
  Starfleet, conducting its primary mission of peaceful exploration and 
  contact. Most people who join Starfleet do so out of a desire to serve 
  aboard a vessel of exploration.  
  Ship of the Line: A ship of the line represents the cutting edge of 
  Starfleet ship design and technology. As a result, the competition to 
  serve aboard one is fierce and the opportunity to serve on one is a mark 
  of pride and distinction. Like the flag ship, a ship of the line is not 
  limited to duties representing only a single command, but is rather used 
  by all of them for missions of urgency. However, it is most often used by 
  the Galaxy Explorations Command.  
  Flag Ship: Each year, Starfleet designates one outstanding ship of the 
  line to act as the official standard bearer of the Federation. Since the 
  days of Captain Jonathan Archer, this ship has traditionally been the 
  Enterprise. Serving aboard the flag ship is one of the highest honors in 
  Starfleet. The flag ship is not limited to duties representing only a single 
  command, but is rather used by all of them for missions of the utmost 
  priority. However, it is most often used by the Galaxy Explorations 
  Command. 
  OFFICER EFFICIENCY REPORTS (OER) (p. 23) 
  After each officer completes a tour of duty, his superior writes a report 
  describing his efficiency.  
  
  10 
   
  3d6 
  OFFICER EFFICIENCY REPORT 
  3 
  Reprimand 
  4-6 
  Poor 
  7-8 
  Fair 
  9-12 
  As Expected 
  13-15 
  Excellent 
  16-17 
  Outstanding 
  18 
  Commendation 
   
  Modifiers:  
   
  +IQ  
  COMMENDATION: Allows the character to take the Starfleet 
  Commendation [Talent]. [FT21]  
  MEDALS: OER's also determine the chance for medals.  
   
  Outstanding: 1 medal automatically, 3 in 6 chance another medal.  
   
  Excellent: 5 in 6 chance medal. 3 in 6 chance another medal. 
   
  As Expected: 1 in 6 chance medal. 
   
  Fair: 1 in 6 chance medal. 
   
  Poor: 1 in 6 chance medal (must be an interesting story here. 
  SAME MEDAL: If a character receives two of the same medal it is 
  referred to as "with clusters". If a character earns three of the same 
  medals it is referred to as "with gold clusters".  
  FINAL TOUR: On the final tour, the character is assumed to hold the 
  same position they will hold once they start the game. Roll 1d6 to 
  determine the final ship of the tour.  
  1d6 
  Final Tour Ship 
  1-3 
  The character served aboard a smaller exploration vessel 
  4-6 
  The character served aboard a military vessel 
    
  LAST: Determine the character's age as follows:  
  DETERMINE AGE   
  AGE  
  RANK 
  High School Graduate  
  18 years  
  Civilian 
  University Graduate   
  +4 years  
  Civilian 
  Denobulan Interspecies Medical 
  Exchange Training 
  +4½ years 
  Civilian 
  The Daystrom Institute 
  +5½ years  
  Civilian 
  Vulcan Science Academy  
  +6½ years 
  Civilian 
  Star Fleet Academy Core  
  +1½ years  
  Cadet 
  Star Fleet Academy Advanced  
  +2½ years  
  Cadet 
  Branch School - Gold   
  +1½ years  
  Cadet 
  Branch School - Blue   
  +3½ years  
  Cadet 
  Branch School - Red   
  +2½ years  
  Cadet 
  Branch School - Green  
  +2½ years  
  Cadet 
  Cadet Cruise (each)   
  +½ year  
  Midshipman  
  Department Head School  
  +1 year  
  +1 Rank 
  Command School   
  +1 year  
  +1 Rank 
  Tour of Duty (each, minimum 1 year)  
  +1d6-1 
  years  
  No Change 
    
  END: You are now ready to begin your adventures on whichever posting 
  the GM has ready for the players.  
  NPCS: Assume that any particular NPC will have one Talent according 
  to their Rank. One additional Talent is taken for each Limitation the 
  NPC has. Ignore Starfleet Commendations in this number.  
  Rank   
  Talents 
  Lieutenant   
  3 Talents 
  Lt. Commander  
  4 Talents 
  Commander   
  5 Talents 
  Captain   
  6 Talents 
                                                               
  11 This is based on a simplified version of these rules given in the FASA Star Trek Deluxe 
  Captains Log Supplemental (page 13) 
   
  COMBAT STATISTICS (p. 25) 
  ACTION POINTS (AP) (OPTIONAL RULES) 
  If all players agree, the following simplified Action Point, or AP system 
  can be used. These determine the number of "one things" [FT30] that a 
  character can perform when using the personal combat system. The 
  number of AP for each character depends on his DX. To find the AP, 
  add 10 to DX.  
  BASE TO-HIT NUMBERS (p. 25) 
  See Combat. [FT30]  
  To-Hit, Modern (p. 25) 
  See Ranged attacks. [FT30] 
  To-Hit, Hand-to-Hand (HTH) (p. 25) 
  See Melee attacks. [FT30]  
  BARE-HAND DAMAGE (p. 25) 
  See Weapon Damage. [FT31] If using Hit Points (wyw), Bare-Hand 
  damage is 1d6 + ST.  
  CHARACTERS AGE (p. 25) 
  This can be used as written.  
  TACTICAL MOVEMENT & COMBAT (p. 27) 
  TACTICAL MAPS (p. 27) 
  The scale of the maps is one inch equals three meters (1 in = 3m, or 
  0.5in = 1.5m. This means a distance of 1 inch on the map represents a 
  distance of 3 meters (about 10 feet) in real life; 2 inches equals 6 meters, 
  and so on. Thus each square on the map represents an area 1.5 meters 
  on a side.  
  ACTION POINTS (AP) (p. 27) 
  Each character has a number of action points, or AP, determined by his 
  DX +10.  
  USING AP (p. 27) 
  One turn in the tactical movement system represents 10 seconds of 
  time. During this turn, each player must keep track of his character's AP 
  usage. At the beginning of each new turn, the character has his full 
  amount of AP, which may be used on any actions he desires to make in 
  the turn. As the turn progresses, each action he makes subtracts from 
  his AP total; when the total is 0, the character may make no more 
  actions. AP may not be saved from turn to turn; any not used are lost. 
  The player need not use all of his character's AP all at once, but may 
  save some for opportunity actions later in the same turn, if he thinks 
  there may be some.  
  The table below gives the AP cost for many common actions.11 
  Action (AP Cost); Description 
   
  Aim/Ready Weapon (1 AP); Draw a weapon or aim a ranged 
  attack, or ready a piece of equipment, unclip or unsling a kit, etc. 
   
  Attack ** (4 AP); Use a weapon or attack unarmed in personal 
  combat. Includes a flying tackle 
   
  Defense ** (2 AP); Can be used as a reaction to block, parry, or 
  evade a personal combat attack (ST roll against all melee attacks, 
  [FT30]. Includes roll sideways, drop suddenly, dive to prone or dive 
  roll. 
   
  Difficulty Terrain (x2 AP); Applied to the AP Cost and Temporary 
  Damage movement through difficult terrain 
   
  Dodge ** (3 AP); Can be used to forego attacks and add +2 to their 
  DX for dodging purposes. [FT32] 
   
  
  11 
   
   
  Fire Weapon (3 AP); Fire or throw a ranged weapon. 
   
  Improvised (x2 AP); Applied to the AP Cost of attacks or defenses 
  using improvised or unskilled weapons 
   
  Move** (1 AP); 5m running, 3m swimming or sneaking, 2m 
  climbing, 1m crawling or jumping. Also counts as hiding behind 
  cover if it is within movement distance 
   
  Operate device (2 AP); Use a familiar device, such as a tricorder or 
  communicator, reload weapon etc. 
   
  Operate station (4 AP); Use a computer or starship station. 
   
  Quick Repair (6 AP); Make a hasty repair on a device, weapon, 
  computer station, etc. 
   
  Simple Action (1 AP); Speak, pick something up, sit down, stand 
  up, drop prone, turn in place, kneel, short communication, etc.  
   
  Unfamiliar Tech (x2 AP); Applied to using or repairing an 
  unfamiliar device or station  
  ** Movement, Dodges, and Personal Combat Attacks and Defenses cause Temporary Damage. 
  As long as you are still at zero or positive hit points, and provided you get a chance to rest for 
  about 10 or 15 minutes immediately after a battle, you will recover up to half your lost hit points 
  straight away (rounding up. This represents recovery from fatigue, bashes, and minor 
  cuts/bruises. Brawl damage (that is, damage where no weapons were used) is fully recovered in 
  this time. Each AP spent on a Move or Dodge causes 1 damage, each on an attack causes 1 
  damage, and each on a defense causes 1 damage. Terrain affects the damage caused by 
  movement. 
  MOVEMENT RESTRICTIONS (p. 30) 
  This can be used as written.  
  Movement Through Doors (p. 30) 
  This can be used as written. This requires the use of an Operate device 
  (2 AP) action, as does opening or closing a non-automatic door. Locking 
  a door open or closed also requires an Operate device (2 AP) action.  
  PLAY SEQUENCE (p. 30) 
  This can be used as written. If they cannot decide, roll Initiative [FT30]  
  Determining Tactical Advantage (p. 30) 
  A character may use their Small Unit Tactics [FT16] skill as a bonus to 
  their Initiative roll as long as he is conscious. The winner of Initiative 
  [FT30] may decide if they want to act first or allow the enemy to act first. 
  OPPORTUNITY ACTIONS (p. 30) 
  This can be used as written.  
  COMBAT (p. 31) 
  See Combat [FT30]  
  LINE-OF-SIGHT AND CONCEALMENT (p. 31) 
  This can be used as written.  
  CALCULATING THE TO-HIT NUMBERS (p. 31) 
  See Combat [FT30]  
  Range Modifiers (p. 32) 
  When counting squares, count each diagonal square as 1.5 straight 
  squares and count the target's square but never the attacker's.  
   
  RANGE AND RANGE MODIFIERS FOR PHASER I 
  (p. 32) 
  See also Ranged Penalties [FT30]. 
  Range  
  Distance    
  Modifier 
  Point-Blank  
  1 square (1.5m)   
  -2 TN 
  Close 
  2 to 5 squares (2m-7.5m)  
  +0 TN 
  Medium  
  6 to 10 squares (8m-15m)  
  +2 TN 
  Long  
  11 to 25 squares (16m-37.5m) 
  +4 TN 
  Far  
  26 to 45 squares (38m-67.5m) 
  +8 TN 
  Out of Range 
  46 squares (69m) or more  
  n/a 
    
  Size Modifiers (p. 32) 
  Size 
  Modifier 
  Small (normal eight year old)  
  +6 TN 
  Man-sized (adult human)   
  +0 TN 
  Large (adult horse or larger)  
  -4 TN 
    
  Position Modifiers (p. 32) 
  This can be used as written.  
  Kneeling, crouching, sitting, prone or crawling targets are +2 TN. 
  Concealment Modifiers (p. 32) 
  This can be used as written.  
  Concealment   
  Modifier 
  Only covered up to knees   
  +0 
  One-third concealed   
  +2 TN 
  Waist-level concealment   
  +4 TN 
  Peeking behind door   
  +6 TN 
  Behind gun slit   
  +8 TN 
   
  Target's Movement Modifier (p. 32) 
  Running makes a target harder to hit by +2 TN.  
  Aiming Modifier (p. 32) 
  See Aim. [FT32] 
  Attacker's Movement Modifier (p. 32) 
  See Move and Fire. [FT32] 
  WEAPONS TABLE (p. 33) 
  Damage 
  FASA {average}   
  Far Trek (damage) 
  D5 
  TN 2 (1d3-2) 
  D10-3 {2.5} 
  TN 3 (1d6-2) 
  D10 {5.5} 
  TN 4 (1d6-1) 
  D10+1 {6.5} 
  TN 4 (1d6-1) 
  D10+3 {8.5} 
  TN 5 (1d3) 
  2D10 {11}    
  TN 8 (2d6) 
  3D10 {16.5}    
  TN 9 (2d6+1) 
  20 
  TN 10 (2d6+2) 
  4D10 {22}    
  TN 10 (2d6+2) 
  25     
  TN 11 (3d6) 
  30     
  TN 11 (3d6) 
  4D10+5 {27}    
  TN 11 (3d6) 
  4D10+10 {32}    
  TN 12 (3d6+1) 
  40     
  TN 12 (3d6+1) 
  4D10+20 {42}    
  TN 13 (3d6+2) 
  50     
  TN 13 (3d6+2) 
  4D10+30 {52}    
  TN 14 (4d6) 
  5D10 
  TN 11/3d6 
  6D10 
  TN 12/3d6+1 
  60     
  TN 15 (4d6+1) 
  75    
  TN 16 (4d6+2) 
  80    
  TN 17 (5d6) 
  120   
  TN 18 (5d6+1) 
  130     
  TN 19 (5d6+2) 
  150     
  TN 20 (6d6) 
  160     
  TN 21 (6d6+1) 
  DESTROYED    
  TN 22 (6d6+2) 
    
  
  12 
   
  Cutting Torch: This weapon set on Heat can also be used as a cutting 
  torch12. For example a reinforced cargo doors will take 20 charges over 
  5 minutes and will totally drain a phaser I, and seriously deplete a phaser 
  II. A door thus damaged can be fixed, but it will take 2 hours to do so. 
  Burning in with the Disintegrate setting is a bit faster, but it will take 
  three shots to open a man-sized hole. A door so damaged cannot be 
  fixed without a major work detail, thus making the door unable to hold 
  pressure. An airlock door is not quite as touch, requiring only 12 
  charges on the Heat setting to burn out the lock or one Disintegrate shot 
  to remove the door entirely.  
  Graze: When damage is given with two numbers (i.e., TN #/#) the first 
  number is the 'graze' amount (below. 
  Heavy Stun: Effects last 3d6+20 minutes. 
  Non-Lethal: This damage heals faster than normal (wyw.  
  Overload: This is the radius the weapon effects if set on overload. 
  Overload destroys the weapon.  
  Parry: The weapon can be used to parry (see Defense on page 10. 
  Range: Given in meters. Point-Blank/Close/Medium/Long/Far. For 
  example: 1m/5m/10m/15m/20m means the weapon has the range of 
  Point-Blank 1m, Close 2-5m, Medium 6-10m, Long 11-15m, Far 16-
  20m. 
  Shots: How much ammo or power the weapon has before needing to 
  be reloaded. 
  Stun: Effects lasts 2d6+10 minutes.  
  WEAPONS 
   
  Axe (TN 12, Parry) 
   
  Bow (with normal quiver, TN 10, 1m/20m/60m/130m/190m, 
  Parry, 20 shots) 
   
  Carbine (TN 12, 1m/15m/50m/100m/170m, Parry, 5 shots) 
   
  Club (TN 8, Parry) 
   
  Crossbow (with quarrels, TN 12, 1m/12m/35m/60m/90m, 
  Parry, 20 shots) 
   
  Dagger (TN 8, 1m/5m/10m/15m/20m, some kinds can Parry) 
   
  Disruptor Rifle-A (TN 11/16 2 charges, 
  1m/10m/25m/40m/100m, Parry, 100 shots) 
   
  Disruptor-C (standard shot TN 11/16, 2 charges, 
  1m/10m/20m/60m/90m, high-power shot TN 13/22, 8 
  charges, 1m/10m/20m/60m/-, Parry, 60 shots) 
   
  Flail (TN 12, Parry) 
   
  Gorn Blaster (TN 10/13, 1 charge, 1m/4m/8m/20m/40m, 60 
  shots) 
   
  Hand Disruptor-A (TN 11/16 2 charges, 
  1m/4m/10m/20m/35m, 50 shots) 
   
  Hand Disruptor-B (standard shot TN 11/16, 2 charges, 
  1m/4m/10m/25m/45m, high-power shot TN 13/22, 6 charges 
  1m/4m/10m/25m/-, 50 shots) 
   
  Hand Disruptor-C (standard shot TN 11/16, 2 charges 
  1m/5m/15m/35m/50m, high-power shot TN 13/22, 6 charges, 
  1m/5m/15m/35m/-, 60 shots) 
   
  Hand Laser (old-style, TN 10/17, 1 charge, 
  1m/6m/15m/30m/60m, 50 shots) 
   
  Knife (TN 8, some kinds can Parry) 
   
  Laser Rifle (old-style, TN 10/17, 1 charge, 
  1m/15m/40m/100m/200m, 100 shots) 
   
  Mace (TN 12, Parry) 
   
  MG (machine gun, TN 14, 1m/50m/150m/300m/500m, 50 
  shots) 
                                                               
  12 See Star Trek The Roleplaying Game (1st edition) Adventure Book, 
  page 14 
   
  Phaser I-A (stun TN 11/16 non-lethal, 1 charge, wide angle stun 
  TN 11/16, 1m/5m/-/-/-, 4 charges, heavy stun TN 12/18 non-
  lethal, 2 charges, heat TN 10/12, 1 charge, disrupt TN 13/20, 2 
  charges, disintegrate 13/22, 4 charges, overload 45m radius, 
  1m/5m/12m/30m/50m, 50 shots, cutting torch) 
   
  Phaser I-B (stun TN 11/17 non-lethal, 1 charge, wide angle stun 
  TN 11/17, 1m/6m/-/-/-, 4 charges, heavy stun TN 13/19 non-
  lethal, 2 charges, heat TN 10/12, 1 charge, disrupt TN 15/21, 2 
  charges, disintegrate 15/22, 4 charges, overload 45m radius, 
  1m/6m/15m/30m/60m, 50 shots, cutting torch) 
   
  Phaser II-A (stun TN 11/16 non-lethal, 1 charge, wide angle stun 
  TN 11/16, 1m/10m/-/-/-, 4 charges, heavy stun TN 12/18 non-
  lethal, 2 charges, heat TN 10/12, 1 charge, disrupt TN 13/20, 2 
  charges, disintegrate 13/22, 4 charges, overload 150m radius, 
  1m/10m/24m/60m/100m, 100 shots, cutting torch) 
   
  Phaser II-B (stun TN 11/17 non-lethal, 1 charge, wide angle stun 
  TN 11/17, 1m/6m/-/-/-, 4 charges, heavy stun TN 13/19 non-
  lethal, 2 charges, heat TN 10/12, 1 charge, disrupt TN 15/21, 2 
  charges, disintegrate 15/22, 4 charges, overload 165m radius, 
  1m/12m/30m/60m/100m, 100 shots, cutting torch) 
   
  Phaser Rifle-A (stun TN 11/16 non-lethal, 1 charge, wide angle 
  stun TN 11/16, 1m/15m/-/-/-, 4 charges, heavy stun TN 12/18 
  non-lethal, 2 charges, heat TN 10 non-lethal/12, 1 charge, disrupt 
  TN 13/20, 2 charges, disintegrate 13/22, 4 charges, overload 
  187½m radius, 1m/15m/35m/90m/150m, 150 shots, cutting 
  torch) 
   
  Pistol (TN 10, 1m/10m/25m/40m/75m, 6 shots) 
   
  Pole Weapon (TN 11, Parry) 
   
  Police Stunner (TN 11/16 non-lethal, 1 charge, 
  1m/5m/12m/30m/50m, 50 shots) 
   
  Rifle (TN 11, 1m/30m/100m/200m/300m, Parry, 0 shots) 
   
  Shotgun (TN 12, 1m/10m/25m/50m/100m, Parry, 2 shots) 
   
  SMG (submachine gun, TN 13, 1m/15m/45m/80m/120m, 
  Parry, 32 shots) 
   
  Stunclub (TN 12 non-lethal, Parry) 
   
  Sword (TN 10, Parry) 
  DETERMINING SUCCESSFUL HITS (p. 34) 
  See Combat [FT30]  
  Grazes (p. 34) 
  A shot is a graze if it not greater than the to-hit number but is within 3 
  points of it. For example, if Mr. Sterling were shooting his Phaser I at a 
  Klingon and his target number were 11, any attack roll of 8, 9 or 10 
  would graze the Klingon instead of hitting him solidly.  
  Thrown Weapons or Objects (p. 34) 
  This can be used as written. The range that small items may be tossed is 
  the same range of a thrown knife  a maximum of Medium (30m.  
  Firing Arcs (p. 34) 
  This can be used as written.  
   
  
  13 
   
  DAMAGE (p. 34) 
  Damage Effects (p. 34) 
  If using Hit Points, as wound damage is taken, it is removed from the 
  character's HP total. When this total reaches 0, the character may 
  collapse, and when it reaches -5 the character will die.  
  Armor (p. 35) 
  See Armor Protection. [FT31]  
  Shotgun Hits (p. 35) 
  This can be used as written.  
  SPECIAL VULCAN TECHNIQUES (p. 35) 
  PSIONICS (p. 35) 
  See Psychic [Talent] [FT19].  
  Using Psionics (p. 35) 
  When a character uses one of the described Vulcan psionic abilities, the 
  player must make an Active IQ vs. IQ Test. [FT28] Any attempt to make 
  any sort of telepathic link takes 1 minute, during which the Vulcan and 
  his subject may take no other actions.  
  NERVE PINCH (p. 35) 
  See Vulcan Nerve Pinch [Talent]. [FT19] Note that any creature with a 
  natural Armor (+2) or more is immune to a Vulcan Nerve Pinch.  
  INJURY, MEDICAL AND RECOVERY (p. 36) 
  This can be used as written. 
  OPERATING ENDURANCE (OP END) (p. 36) 
  This can be treated as either the maximum/healthy Target Number [FT31] 
  or Hit Points (HP) of the character.  
  MAXIMUM OPERATING ENDURANCE (MAX OP END) (p. 
  36)  
  This can be treated as either the current Target Number [FT31] or Hit 
  Points of the character.  
  If a character's TN/HP is more than 0, he may continue to function 
  more or less normally. If the injuries are more serious and his TN/HP is 
  less than 0, he would be confined to a hospital bed until enough damage 
  had healed to raise his TN/HP to at least 1.  
  CURRENT OPERATING ENDURANCE (CURR OP 
  END) (p. 36) 
  This can be treated as either the current Target Number [FT31] or Hit 
  Points of the character.  
  When a character's TN/HP is more than 0 points, he may operate 
  normally. When his TN/HP is less than 0, he is fatigued or in danger of 
  falling unconscious. The damage may be restored by voluntary rest or by 
  enforced rest when a character passes out; the amount of damage 
  restored is equal to half your lost TN/HP.  
  INJURY (p. 36) 
  This can be used as written. 
  TAKING TEMPORARY DAMAGE (p. 36) 
  This can be used as written. When performing strenuous activities, a 
  character must make an Average Static ST Test (TN 11) to avoid 
  temporary damage from fatigue. If the roll is successful, no temporary 
  damage is taken, but if it fails, the character takes 1 point of temporary 
  damage. 
  INACTION AND UNCONSCIOUSNESS (p. 37) 
  At any time the character's TN/HP score drops to exactly 0, he is 
  seriously injured. When he attempts to perform any action at all, the 
  player must make a Static TN 11 ST test. Success means that the action 
  may be completed. Failure means that the pain is too great to perform 
  the action at this time. Depending on the action, a second roll may be 
  required to see if the attempt caused the injuries to become worse. Any 
  action that could cause Temporary or Fatigue Damage for example.  
  Any time the character's current TN/HP score drops below 0 (-1 to -4), 
  he is totally exhausted. When he attempts to perform any action at all, 
  the player must make a Static TN 11 ST test. If the test is successful, 
  then the character feels no adverse results and the action may be 
  performed, but if the test is unsuccessful, the character falls unconscious.  
  If the character attempts another action, or if his TN/HP is reduced 
  again, the player must make another Static TN 11 ST tests, even if he 
  has already made one or more successfully. This will happen any time a 
  character's TN/HP is reduced below 0.  
  If a character falls unconscious, he will remain that way until his TN/HP 
  is raised above 0 (TN/HP 1 or more. How long he is unconscious will 
  depend on the type of damage he has taken and the efforts others make 
  to revive him. The time period will be shorter if the unconsciousness 
  resulted from temporary damage, since temporary damage heals much 
  faster than wound damage.  
  MORTAL INJURY AND DEATH (p. 37) 
  Whenever a character's TN/HP reaches -1, he is mortally wounded and 
  will die if emergency treatment is not provided quickly. They will lose 1 
  TN/HP each 3 minutes until they die at -6 TN/HP or more. Generally 
  speaking, if transportation to a more appropriate location would take 
  more than 15 minutes, it is better to apply first aid on the spot, even if 
  no equipment or doctor is available.  
  RESTORING HEALTH (p. 37) 
  Wound damage heals slowly, normally through rest for one day or more. 
  During this time, the character may not do anything that would hinder 
  the healing process. If the character's TN/HP is 0 or less, the rest must 
  be in bed.  
  Characters will heal 1 TN/HP of wound damage each day with only 
  light activity.  
  REGAINING TEMPORARY DAMAGE (p. 37) 
  Some damage will be regained for 30 minutes of rest, during which the 
  character may not perform any strenuous or continuous action like 
  prolonged walking, combat, or the like. Up to half the current TN/HP of 
  wound damage will be recovered after 30 minutes of rest.  
  If the damage is Temporary Damage, all of it will be recovered after 30 
  minutes of rest.  
  EMERGENCY FIRST AID (p. 37) 
  Emergency first aid required to prevent death can be provided by anyone 
  qualified (1 skill point) in Medical Sciences: General Medicine [FT16]. Once 
  a medic reaches the injured character, he/she may attempt to save that 
  character's life (at -1 to -5 TN/HP) with a Static TN 11 IQ + Medical 
  Sciences: General Medicine skill roll. The attempt takes 5 minutes. Of 
  course, success of the treatment depends on the skill of the medic, and 
  thus it should be the greatest available at the time. Success may be 
  modified by a number of factors, including the extent of the injury (+1 
  TN for each point below 0), the medical equipment available (-3 TN for 
  a medical field kit or first aid kit only, -9 TN with a Star Fleet medical 
  pouch, -15 TN at a Star Fleet sick bay or equivalent), prior attempts at 
  first aid (+3 TN for each previous attempt), the time that has elapsed 
  since the patient's condition became critical (below 0, +1 TN per 
  minute), and so on.  
  If emergency first aid is successful, the patient's TN/HP is stabilized at 1 
  TN/HP and the healing may begin. They may rest for 30 minutes to 
  regain half of their current TN/HP (or all of the Temporary Damage. 
  Further healing will take place at 1 TN/HP per day, unless drugs, etc., 
  are used to hasten the process. If it is unsuccessful, the patient remains 
  
  14 
   
  mortally wounded. Another attempt may be made each 5 minutes (at +1 
  TN per minute.  
  WOUNDS 
  TIME TILL DEATH 
  0   
  18 minutes 
  -1  
  15 minutes 
  -2   
  12 minutes 
  -3  
  9 minutes 
  -4  
  6 minutes 
  -5  
  3 minutes 
  Death  
  Death 
   
  VULCAN PAIN REDUCTION (p. 37) 
  This can be used as written.  
  GLOSSARY OF GAME TERMS (p. 38) 
  ACTION POINTS (AP) 
  This is an optional rule that allows players to precisely define the number 
  of actions their characters take in a round. They can be "split up" and 
  saved for use later in the round (as a response to some other action or to 
  coordinate actions with another character), but they cannot be saved for 
  a later round. A character has 10+DX AP each round.  
  ATTRIBUTE 
  In this game, attributes include Strength (ST), Dexterity (DX), Intelligence 
  (IQ) and Charisma (CA. See FT8.  
  DAMAGE 
  This is either the "wound state" of the TN needed to pass when being hit 
  [FT31] or as an optional rule, the Hit Points (HP) of a character. The 
  Starting TN is determined by the weapon used [FT31] and is increased by 
  each wound by +3 TN if using Wound States. If using HP each weapon 
  has an individual damage type that reduces HP until 0 is reached (ST 
  rolls each action or fall unconscious. If HP -1 is reached, HP will go 
  down by -1 each 3 minutes until death at -6 HP.  
  EXPERT LEVEL 
  A Skill Rating of +2. That is, 2 points have been spent in this skill [FT16]  
  GAMEMASTER (GM) 
  Called the Referee [FT6] in Far Trek.  
  HAND-TO-HAND (HTH) COMBAT 
  Called Melee [FT30] in Far Trek.  
  GAME TURN 
  Called Rounds [FT30] in Far Trek. Approximately 5-10 seconds. [FT40] 
  INTELLECT (INT) 
  Called Intelligence (IQ) in Far Trek. [FT8] 
  LINE-OF-SIGHT (LOS) 
  This can be used as written. [FT175] 
  LUCK (LUC) 
  Occasionally used as Fate Points [FT8] in Far Trek.  
  OPPORTUNITY ACTION 
  Only used if using Action Points (on page 10). This allows characters to 
  used "saved" action points (in the same round only) to respond to other 
  characters or events or coordinate with other characters or events in 
  combat.  
  PERSONAL COMBAT  
  See Combat [FT30]  
  PHASE 
  Ignore.  
  PLAYER TURN 
  This can be used as written.  
  PROFICIENCY LEVEL 
  This is Unskilled (+0), i.e., having no points in a skill in Far Trek [FT16] At 
  the Referee's option, this may mean that while the character has been 
  trained, they are not particularly skilled and may in non-stressful, 
  leisurely situations perform any action using that skill, but without an 
  additional modifier. For example, while not every person may have the 
  Computers skill [FT15], most Star Fleet personal can use the computer to 
  perform routine operations (but not to create programs or hack systems. 
  Skills in Far Trek are assumed to be especially proficient individuals.  
  PROFESSIONAL LEVEL 
  This is having +1 (one skill point) in a Trained Skill in Far Trek. [FT16] 
  RANGED COMBAT 
  See Combat [FT30] 
  SAVING ROLL 
  This is usually a Static Test. [FT28] Unless otherwise mentioned, treat the 
  Target Number (TN) as Average (11.  
  SKILL RATING 
  A numerical score, usually between 0 and 4 that shows the relative 
  ability of a character in a mental or physical skill. Characters with a Skill 
  Rating of 0 are unskilled (but may not be completely ignorant of a 
  particular body of knowledge); characters with a Skill Rating of +1 or 
  more are professionals in the skill; characters with a Skill Rating of +2 or 
  more are experts in the skill; characters with a Skill Rating of +4 or 
  more are acknowledged leaders in the field.  
  SKILL ROLL 
  This is a Test. [FT28]  
  STRENGTH (STR) 
  See Strength [FT8] 
  TO-HIT NUMBER 
  See Starting TN. [FT30] 
  TO-HIT ROLL 
  See Melee attack and Ranged attack [FT30] 
  GAME OPERATIONS 
  MANUAL 
   
   
   
   
  DESIGNING CLASS M 
  PLANETS (p. 6) 
  Number of Class M Worlds Present 
  3d6 
  Number of Worlds 
  3-14 
  1 
  15 
  2 
  16-18 
  3 
   
  Position in System 
  2d6 
  Position in System 
  2 
  (Star Name) I (1st) 
  3 
  (Star Name) II (2nd) 
  4 
  (Star Name) III (3rd) 
  5 
  (Star Name) IV (4th) 
  
  15 
   
  6 
  (Star Name) V (5th) 
  7 
  (Star Name) VI (6th) 
  8 
  (Star Name) VII (7th) 
  9 
  (Star Name) VIII (8th) 
  10 
  (Star Name) IX (9th) 
  11-12 
  (Star Name) X (10th) 
   
  Number of Satellites 
  2d6 
  Number of Satellites 
  2-4 
  No satellites 
  5-7 
  1 satellite 
  8-9 
  2 satellites  
  10 
  3 satellites 
  11-12 
  4 satellites 
   
  Planetary Gravity 
  2d6 
  Planetary Gravity 
  2 
  0.6 G 
  3 
  0.7 G 
  4 
  0.8 G 
  5 
  0.9 G 
  6 
  1 G 
  7 
  1.1 G 
  8 
  1.2 G 
  9 
  1.3 G 
  10 
  1.4 G 
  11-12 
  1.5 G 
   
  Planetary Size 
  This can be used as written.  
  Land Area 
  3d6 
  Land Area 
  3 
  01% (probably small islands) 
  4 
  1d6; 1-3 = 02%, 3-4 = 03% 
  5 
  1d3; 1 = 04%, 2 = 05%, 3 = 06% 
  6 
  1d6+6% (07% to 12%) 
  7 
  2d6+11% (13% to 23%) 
  8 
  2d6+22% (24% to 33%) 
  9 
  2d6+33% (35% to 44%) 
  10 
  1d6+43% (45% to 49%) 
  11 
  3d6+47% (50% to 65%) 
  12 
  2d6+64% (66% to 76%) 
  13 
  2d6+75% (77% to 87%) 
  14 
  1d6+87% (88% to 93%) 
  15 
  1d3+93% (94% to 96%) 
  16 
  1d3+96% (97% to 99%) 
  17-18 
  100% (a desert with almost no free-standing water) 
   
   
   
   
  Planetary Rotation 
  Planetary rotation time (4d6+12), in hours is determined by rolling 4d6. 
  Add the rolls together and add 12 to the sum. This generates a time 
  between 16 and 36 hours as the length of one local day.  
  Atmospheric Density 
  If no special measures are taken, such as Tri-Ox injections for thin 
  atmospheres or breathing masks for thick atmospheres, all characters 
  except Vulcans and Tellarites must make a Static Average (TN 11) ST 
  test every two hours.  
  2d6 
  Atmospheric Density 
  2-3 
  Thin 
  4-9 
  Terrestrial 
  10-12 
  Thick 
   
  General Climate 
  3d6 
  General Climate 
  3-7 
  Desert 
  8 
  Tropical 
  9-11 
  Warm Temperate 
  12-13 
  Cool Temperate 
  14-18 
  Arctic 
   
  Mineral Content 
  To eliminate the trouble of mapping each individual vein of ore, roll 3d6 
  to determine the difficulty of finding a certain mineral in a given area.  
  3d6 
  Difficulty of Finding Minerals 
  3 
  Legendary (TN 20) 
  4 
  Legendary (TN 19) 
  5 
  Legendary (TN 18) 
  6 
  Heroic (TN 17) 
  7 
  Heroic (TN 16) 
  8 
  Hard (TN 15) 
  9 
  Hard (TN 14) 
  10-11 
  Hard (TN 13) 
  12-18 
  Hard (TN 12) 
   
   
  Mineral Type 
  Target Number Modifier 
  Normal Minerals 
  +0 
  Radioactive 
  +3 TN 
  Gemstones 
  +6 TN 
  Industrial Crystals 
  +9 TN 
  Special Minerals 
  +12 TN 
   
  1d6 
  Normal Minerals 
  1-2 
  Iron 
  3-4 
  Copper 
  5-6 
  Aluminum 
   
  1d6 
  Radioactive Minerals 
  1-2 
  Uranium 
  3-4 
  Plutonium 
  5 
  Thorium 
  6 
  Potassium 
   
  1d6 
  Gemstones 
  1-2 
  Diamonds 
  3-4 
  Rubies 
  5-6 
  Flame Gems 
   
   
  1d6 
  Industrial Crystals 
  1-2 
  Dilithium 
  3-4 
  Trilithium 
  5 
  Corbomite 
  6 
  Archerite 
   
  1d6 
  Special Minerals 
  1-2 
  Kironide 
  3-4 
  Pergium 
  5-6 
  Latinum 
   
  Once the general difficulty is determined, a landing party with a 
  professional-level geologist (Planetary Sciences: Geology skill of at least 
  1) may make closer scans with a sciences tricorder.  
  NEW LIFE (p. 8) 
  To determine the type of life form that dominates the world, roll 3d6 
  and consult the table below. The 'Chance Sentient' column indicates the 
  chance for the dominant life form to be a thinking creature. After the life 
  form type has been determined, roll 3d6 again and compare the roll to 
  the table to see if the life form is an intelligent race. If the roll is less than 
  or equal to the 'Chance Sentient' then the dominant life form is a race of 
  thinking beings.  
  
  16 
   
  3d6 
  Dominant Life Form 
  Chance Sentient 
  3-4 
  Plants 
  3 or less on 3d6 
  5 
  Lower Animals 
  N/A 
  6 
  Insects/Arthropods 
  4 or less on 3d6 
  7 
  Fish 
  5 or less on 3d6 
  8 
  Amphibians/Reptiles 
  6 or less on 3d6 
  9-10 
  Birds/Avians 
  6 or less on 3d6 
  11-15 
  Mammals 
  6 or less on 3d6 
  16-18 
  Special 
  14 or less on 3d6 
   
  Alien Attributes (p. 9) 
  Intelligent (sentient) alien creatures have 8 attributes just like any other 
  player character or NPC races. If they are not sentient, however, alien 
  creatures use only 3 standard attributes (Strength, Agility and 
  Intelligence. 
  Size 
  Roll 3d6 to determine the life forms size.  
  3d6 
  FASA Size 
  Far Trek Size 
  HP 
  3-4 
  Tiny 
  Tiny 
  1 
  5-7 
  Very Small 
  Small 
  2 
  8-9 
  Small 
  Small 
  5 
  10-11 
  Medium 
  Medium 
  10 
  12-13 
  Large 
  Large 
  20 
  14-15 
  Very Large 
  Giant-sized 
  30 
  16-18 
  Huge 
  Monster-sized 
  40 
   
  3d6 
  Form 
  3-5 
  Amorphous 
  6-7 
  Insect 
  8 
  Fish 
  9-10 
  Amphibian 
  11 
  Reptile 
  12 
  Bird 
  13-15 
  Mammal 
  16-18 
  Special 
   
  Alien Attribute Generation Table (p. 9) 
  Treat STR as Strength. 
  Ignore END.  
  Treat DEX as Dexterity.  
  Strength   
  Strength (FAR TREK) 
  -4% to 6%   
  ST -4 
  07% to 13%   
  ST -3 
  14% to 22%   
  ST -2 
  23% to 35%   
  ST -1 
  36% to 50%   
  ST +0 
  51% to 65%   
  ST 1 
  66% to 78%   
  ST 2 
  79% to 88%   
  ST 3 
  89% to 94%   
  ST 4 
  95% to 99%   
  ST 5 
  100% to 104%   
  ST 6 
  105% to 109% 
  ST 7 
  110% to 114% 
  ST 8 
  115% to 119% 
  ST 9 
  120% to 124% 
  ST 10 
  125% to 129% 
  ST 11 
  130% to 134% 
  ST 12 
  135% to 139% 
  ST 13 
  140% to 144% 
  ST 14 
  145% to 149% 
  ST 15 
  150% to 154% 
  ST 16 
  155% to 159% 
  ST 17 
  160% to 164% 
  ST 18 
  165% to 169% 
  ST 19 
  170% to 174% 
  ST 20 
  175% to 179% 
  ST 21 
  180% to 184% 
  ST 22 
  185% to 189% 
  ST 23 
  190% to 194% 
  ST 24 
  195% to 199% 
  ST 25 
  200% to 204% 
  ST 26 
  205% to 209% 
  ST 27 
  210% to 214% 
  ST 28 
  215% to 219% 
  ST 29 
  220% to 224% 
  ST 30 
  225% to 229% 
  ST 31 
  230% to 234% 
  ST 32 
  235% to 239% 
  ST 33 
  240% to 244% 
  ST 34 
  245% to 249% 
  ST 35 
  250% to 254% 
  ST 36 
  255% to 259% 
  ST 37 
  260% to 264% 
  ST 38 
  265% to 269% 
  ST 39 
  270% to 274% 
  ST 40 
  275% to 279% 
  ST 41 
  280% to 284% 
  ST 42 
  285% to 289% 
  ST 43 
  290% to 294% 
  ST 44 
  295% to 299% 
  ST 45 
  300% to 304% 
  ST 46 
  305% to 309% 
  ST 47 
  310% to 314% 
  ST 48 
  315% to 319% 
  ST 49 
  320% to 324% 
  ST 50 
  325% or more 
  ST 51 
   
  Damage 
  FASA {average}   
  Far Trek (damage) 
   
  TN 2 (1d3-2) 
  D10-3 {2.5} 
  TN 3 (1d6-2) 
  D10 {5.5} 
  TN 4 (1d6-1) 
  D10+3 {8.5} 
  TN 5 (1d3) 
  2D10 {11}    
  TN 8 (1d6) 
  3D10 {16.5}    
  TN 9 (1d6+1) 
  20 
  TN 10 (1d6+2) 
  4D10 {22}    
  TN 10 (1d6+2) 
  25     
  TN 11 (2d6) 
  30     
  TN 11 (2d6) 
  4D10+5 {27}    
  TN 11 (2d6) 
  4D10+10 {32}    
  TN 12 (2d6+1) 
  40     
  TN 12 (2d6+1) 
  4D10+20 {42}    
  TN 13 (2d6+2) 
  50     
  TN 13 (2d6+2) 
  4D10+30 {52}    
  TN 14 (3d6) 
  60     
  TN 15 (3d6+1) 
  75    
  TN 16 (3d6+2) 
  80    
  TN 17 (4d6) 
  120   
  TN 18 (4d6+1) 
  130     
  TN 19 (4d6+2) 
  150     
  TN 20 (5d6) 
  160     
  TN 21 (5d6+1) 
  DESTROYED    
  TN 22 (5d6+2) 
    
  Amorphous 
  Tiny: ST -4 to -3 
  FASA Attributes (STR & 
  END) 
  Far Trek Attributes (roll 1d6) 
  D10/2 
  -4 
  D10-2 
  -4 
  D10-3 
  -4 
  D10-4 
  -4 
  D10-5 
  -4 
  D10-6 
  -4 
  D10-7 
  -4 
  
  17 
   
  D10-8 
  -4 
  D10-9 
  -4 
  D10 
  -4 (1-3) to -3 (4-6) 
  D10+2 
  -4 (1-3) to -3 (4-6) 
  D10+5 
  -4 (1-2), -3 (3-4) or -2 (5-6) 
  D10+8 
  -3 (1-3) to -2 (4-6) 
  D10+10 
  -3 (1-3) to -2 (4-6) 
  D10+15 
  -2 (1-3) to -1 (4-6) 
  D10+20 
  -2 (1-3) to -1 (4-6) 
  D10+25 
  -1 
  D10+35 
  0 
  D10+40 
  0 
  2D10 
  -4 (1-2), -3 (3-4) or -2 (5-6) 
  2D10+5 
  -3 (1-2), -2 (3-4) to -1 (5-6) or 1d3-4 
  2D10+10 
  -3 (1-2), -2 (3-4) to -1 (5-6) or 1d3-4 
  2D10+15 
  -2 (1-3) to -1 (4-6) or 1d2-3 
  2D10+20 
  -2 (1-3) to -1 (4-6) or 1d2-3 
  2D10+25 
  -1 (1-3) to 0 (4-6) or 1d2-1 
  2D10+30 
  -1 (1-2), 0 (3-4) or 1 (5-6) or 1d3-2 
  2D10+35 
  +0 (1-3) to +1 (4-6) or 1d2-1 
  2D10+40 
  +0 (1-3) to +1 (4-6) or 1d2-1 
  2D10+45 
  +0 (1-3) to +1 (4-6) or 1d2-1 
  2D10+50 
  1 (1-3) to 2 (4-6) or 1d2 
  2D10+55 
  1 (1-3) to 2 (4-6) or 1d2 
  2D10+60 
  1 (1-2), +2 (3-4) to 3 (5-6) or 1d3 
  2D10+65 
  2 (1-3) or 3 (4-6) or 1d2+1 
  2D10+70 
  2 (1-2), 3 (3-4), or 4 (5-6) or 1d3+1 
  2D10+75 
  2 (1-2), 3 (3-4), 4 (5) to 5 (6) 
  2D10+80 
  3 (1-2), 4 (3-4), 5 (5) to 6 (6) 
  2D10+90 
  4 (1-2), 5 (3), 6 (4), 7 (5), 8 (6) or 
  1d6+2 
  3D10-5 
  -4 (1-2), -3 (3-4), -2 (5) to -1 (6) 
  3D10 
  -4 (1-2), -3 (3-4), -2 (5) to -1 (6) 
  3D10+5 
  -3 (1-2), -2 (3-4) or -1 (5-6) 
  3D10+10 
  -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  3D10+15 
  -2 (1-2), -1 (3-4) or 0 (5-6) 
  3D10+20 
  -1 (1-3) to 0 (4-6) 
  3D10+25 
  -1 (1-2), +0 (3-4) or +1 (5-6) or 1d3-
  1 
  3D10+30 
  -1 (1-2), 0 (3-4) or 1 (5-6) 
  3D10+35 
  +0 (1-3) to +1 (4-6) 
  3D10+40 
  +0 (1-2), +1 (3-4) to 2 (5-6) or 1d3-
  1 
  3D10+45 
  +0 (1-2), +1 (3-4) to 2 (5-6) 
  3D10+50 
  +1 (1-2), +2 (3-4) to 3 (5-6) or 1d3 
  3D10+55 
  +1 (1-2), +2 (3-4) to 3 (5-6) or 1d3 
  3D10+60 
  +1 (1-2), +2 (3-4), +3 (5) to +4 (6) 
  3D10+70 
  +1 to +6 
  3D10+90 
  1d6+3 
  3D10+115 
  1d6+8 
  4D10+5 
  -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  4D10+10 
  -2 (1-2), -1 (3-4) or +0 (5-6) 
  4D10+15 
  -2 (1-2), -1 (3-4), +0 (5) to +1 (6) 
  4D10+20 
  -1 (1-2), +0 (3-4) or +1 (5-6) 
  4D10+30 
  -1 (1-2), +0 (3-4), +1 (5) to +2 (6) 
  4D10+35 
  0 (1-2), 1 (3-4) or 2 (5-6) 
  4D10+40 
  +0 (1-2), +1 (3-4), +2 (5) to +3 (6) 
  4D10+50 
  1d6-2 
  4D10+55 
  1d6-1 
  4D10+60 
  1d6 
  4D10+65 
  +1d6+1 
  4D10+70 
  1d6+1 
  4D10+80 
  1d6+2 
  4D10+100 
  1d6+5 
  D100/2 
  -4 (1-2), -3 (3), -2 (4), -1 (5) to -0 (6) 
  D100/4 
  -4 (1-2), -3 (3-4), -2 (5) to -1 (6) 
  D100 
  +2d6-6 
  4D10+125 
  2d6+9  
  4D10+160 
  +1d6+17 
  4D10+170 
  2d6+18  
  D100+30 
  3d6-4 
  D100+40 
  3d6-3 
  D100+60 
  +3d6-2 
  D100+80 
  4d6-4 
  D100+100 
  4d6+2 
  D100+140 
  4d6+10 
  D100+175 
  +4d6+17 
  D100+225 
  4d6+27 
   
  Endurance   
  Special Talents 
  22% or less   
  Frail [Limitation] 
  23%-88%   
  Ignore 
  89% to 173%   
  Hard to Kill (+2 HP) [Talent] 
  174% to 225% 
  Hard to Kill x2 [Talent] 
  226% or more 
  Hard to Kill x3 [Talent] 
    
  Endurance 
  Far Trek Talents/Limitations 
  D10/2 
  Limitation Frail (-2 HP) 
  D10 
  Limitation Frail (-2 HP) 
  2D10 
  Limitation Frail (-2 HP) 
  2D10+5 
  Limitation Frail (-2 HP) 
  2D10+15 
  Limitation 1 in 6 Frail (-2 HP) 
  2D10+35 
  Ignore 
  3D10+10 
  Limitation 1 in 6 Frail (-2 HP) 
  3D10+15 
  Limitation 1 in 6 Frail (-2 HP) 
  3D10+30 
  Ignore 
  3D10+40 
  Ignore 
  3D10+50 
  Ignore 
  3D10+60 
  Talent 1 in 6 Hard to Kill (+2 HP) 
  3D10+70 
  Talent 5 in 6 Hard to Kill (+2 HP) 
  3D10+90 
  Talent Hard to Kill (+2 HP) 
  3D10+115 
  Talent Hard to Kill (+2 HP) 
  4D10+10 
  1 in 6 Limitation Frail 
  4D10+30 
  Ignore 
  4D10+40 
  Ignore 
  4D10+80 
  Talent 5 in 6 Hard to Kill (+2 HP) 
  4D10+125 
  Talent Hard to Kill (+2 HP) 
  4D10+160 
  Talent 1 in 6 Hard to Kill (+2 HP), otherwise Hard to 
  Kill x2 (+4 HP) 
  4D10+170 
  Talent Hard to Kill x2 (+4 HP) 
  D100+60 
  Talent 4 in 6 Hard to Kill (+2 HP) 
  D100+100 
  Talent (1-3) Hard to Kill x2 (+4 HP), (4-6) Hard to Kill 
  (+2 HP) 
  D100+175 
  Talent 3 in 6 Hard to Kill x2 (+4 HP), otherwise Hard 
  to Kill x3 (+6 HP) 
  D100+225 
  Talent Hard to Kill x3 (+6 HP) 
   
  Armor Roll 
  Far Trek Armor 
  D10-8 
  Ignore 
  D10-7 
  Ignore 
  D10-6 
  Ignore 
  D10-5 
  Ignore 
  D10-4 
  Ignore 
  D10-3 
  Ignore 
  D10-2 
  Ignore 
  D10 
  Ignore 
  D10+5 
  Ignore 
  D10+15 
  Ignore 
  D10+25 
  Ignore 
  D10+35 
  Ignore 
  D100/2 
  Ignore 
  D100/4 
  Ignore 
   
  Damage Roll 
  Ignore. Damage is 1d6+Strength. 
  ALIEN ATTRIBUTE EXAMPLES 
  Amorphous, Tiny 
  ST -4 (1-3) to -3 (4-6) 
   
  DX +2d6-6 
  HP 1 
  Size Tiny 
  
  18 
   
  Limitation Frail 
  Amorphous, Very Small 
  ST -3 (1-3) to -2 (4-6) 
   
  DX +2d6-6 
  HP 2 
   
   
  Size Very Small 
  Limitation 1 in 6 Frail 
  Amorphous, Small 
  ST -3 (1-2), -2 (3-4) or -1 (5-6)  
   
  DX +2d6-6 
   
   
  HP 5 
  Size Small 
  Amorphous, Medium 
  ST -1 (1-3) to 0 (4-6) 
  DX +2d6-6 
   
   
  HP 10 
  Size Medium 
  Talents 5 in 6 Hard to Kill (+2 HP) 
  Amorphous, Large 
  ST +0 (1-2), +1 (3-4) to 2 (5-6) 
  DX +2d6-6 
  HP 22 
  Size Large 
  Talent Hard to Kill (+2 HP) 
  Amorphous, Giant-sized 
  ST +1 to +6 
  DX +2d6-6 
  HP 34 
  Size Giant-Sized 
  Talent Hard to Kill x2 (+4 HP) 
  Amorphous, Monster-Sized 
  ST +4d6-4 
  DX +2d6-6 
  HP 40 
  Size Monster-Sized 
  Talent Hard to Kill x3 (+6 HP) 
  Insect, Tiny 
  ST -4 (1-2), -3 (3-4) or -2 (5-6) 
  DX 1d6+1 
  HP 1 
  Size Tiny 
  Limitation Frail 
  Insect, Very Small 
  ST -2 (1-2), -1 (3-4) or +0 (5-6) 
  DX 1d6 
  HP 2 
  Size Small (Very) 
  Limitation 1 in 6 Frail (-2 HP) 
  Insect, Small 
  ST +0 (1-2), +1 (3-4), +2 (5) to +3 (6) 
  DX 1d6-1 
  HP 5 
  Size Small 
  Insect, Medium 
  ST 1d6+2 
  DX 1d6-2 
  HP 10 
  Size Medium 
  Talent 5 in 6 Hard to Kill (+2 HP) 
  Insect, Large 
  ST 2d6+9  
  DX 0 (1-2), 1 (3-4) or 2 (5-6) 
  HP 22 
  Size Large 
  Talent Hard to Kill (+2 HP) 
  Insect, Giant-sized 
  ST 2d6+18  
  DX -1 (1-2), 0 (3-4) or 1 (5-6) 
  HP 34 
  Size Giant-sized 
  Talent Hard to Kill x2 (+4 HP) 
  Insect, Monster-Sized 
  ST 4d6+27 
  DX -2 (1-2), -1 (3-4) or 0 (5-6) 
  HP 46 
  Size Monster-sized 
  Talent Hard to Kill x3 (+6 HP) 
  Fish, Tiny 
  ST -4 (1-3) to -3 (4-6) 
  DX +0 (1-2), +1 (3-4), +2 (5) to +3 (6) 
  HP 1 
  Size Tiny 
  Limitation Frail 
  Fish, Very Small 
  ST -3 (1-2), -2 (3-4) to -1 (5-6) 
  DX +0 (1-2), +1 (3-4) to 2 (5-6) 
  HP 2 
  Size Small (Very) 
  Limitation 1 in 6 Frail (-2 HP) 
  Fish, Small 
  ST -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  DX +0 (1-3) to +1 (4-6) 
  HP 5 
  Size Small 
  Fish, Medium 
  ST -1 (1-2), 0 (3-4) or 1 (5-6) 
  DX -1 (1-2), 0 (3-4) or 1 (5-6) 
  HP 10 
  Size Medium 
  Talent 5 in 6 Hard to Kill (+2 HP) 
  Fish, Large 
  ST +1 (1-2), +2 (3-4), +3 (5) to +4 (6) 
  DX -1 (1-2), +0 (3-4) or +1 (5-6) 
  HP 22 
  Size Large 
  Talent Hard to Kill (+2 HP) 
  Fish, Giant-Sized 
  ST 1d6+3 
  DX -1 (1-3) to 0 (4-6) 
  HP 32-34 
  Size Giant-sized 
  Talent 1 in 6 Hard to Kill (+2 HP), otherwise Hard to Kill x2 (+4 HP) 
  Fish, Monster-Sized 
  ST 4d6+2 
  DX -2 (1-2), -1 (3-4) or 0 (5-6) 
  HP 44-46 
  Size Monster-sized 
  Talent 3 in 6 Hard to Kill x2 (+4 HP), otherwise Hard to Kill x3 (+6 
  HP) 
  Amphibian, Tiny 
  ST -4 (1-3) to -3 (4-6) 
  DX +3d6-2 
  HP 1 
  
  19 
   
  Size Tiny 
  Limitation Frail 
  Amphibian, Very Small 
  ST -3 (1-2), -2 (3-4) to -1 (5-6) 
  DX 3d6-3 
  HP 1 
  Size Small (Very) 
  Limitation Frail (-2 HP) 
  Amphibian, Small 
  ST -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  DX 3d6-4 
  HP 3-5 
  Size Small 
  Limitation 1 in 6 Frail (-2 HP) 
  Amphibian, Medium 
  ST -1 (1-2), 0 (3-4) or 1 (5-6) 
  DX -1 (1-2), +0 (3-4), +1 (5) to +2 (6) 
  HP 10 
  Size Medium 
  Amphibian, Large 
  ST +1 (1-2), +2 (3-4), +3 (5) to +4 (6) 
  DX -1 (1-2), +0 (3-4) or +1 (5-6) 
  HP 20-22 
  Size Large 
  Talent 1 in 6 Hard to Kill (+2 HP) 
  Amphibian, Giant-sized 
  ST 1d6+3 
  DX -2 (1-2), -1 (3-4), +0 (5) to +1 (6) 
  HP 32 
  Size Giant-sized 
  Talent Hard to Kill (+2 HP) 
  Amphibian, Monster-Sized 
  ST 4d6+2 
  DX -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  HP 42-44 
  Size Monster-sized 
  Talent (1-3) Hard to Kill x2 (+4 HP), (4-6) Hard to Kill (+2 HP) 
  Reptile, Tiny 
  ST -4 (1-3) to -3 (4-6) 
  DX +0 (1-3) to +1 (4-6) 
  HP 1 
  Size Tiny 
  Limitation Frail (-2 HP) 
  Reptile, Very Small 
  ST -4 (1-2), -3 (3-4), -2 (5) to -1 (6) 
  DX -1 (1-2), 0 (3-4) or 1 (5-6) 
  HP 1 
  Size Small (Very) 
  Limitation Frail (-2 HP) 
  Reptile, Small 
  ST -2 (1-2), -1 (3-4) or 0 (5-6) 
  DX -1 (1-2), 0 (3-4) or 1 (5-6) 
  HP 3-5 
  Size Small 
  Limitation 1 in 6 Frail (-2 HP) 
  Reptile, Medium 
  ST +0 (1-2), +1 (3-4) to 2 (5-6) 
  DX -1 (1-2), 0 (3-4) or 1 (5-6) 
  HP 10 
  Size Medium 
  Reptile, Large 
  ST 1d6+1 
  DX -1 (1-3) to 0 (4-6) 
  HP 20-22 
  Size Large 
  Talent 1 in 6 Hard to Kill (+2 HP) 
  Reptile, Giant-sized 
  ST 1d6+5 
  DX -3 (1-2), -2 (3-4) or -1 (5-6) 
  HP 32 
  Size Giant-sized 
  Talent Hard to Kill (+2 HP) 
  Reptile, Monster-sized 
  ST 4d6+10 
  DX -4 (1-2), -3 (3-4), -2 (5) to -1 (6) 
  HP 42-44 
  Size Monster-sized 
  Talent (1-3) Hard to Kill x2 (+4 HP), (4-6) Hard to Kill (+2 HP) 
  Bird, Tiny 
  ST -4 (1-3) to -3 (4-6) 
  DX +0 (1-2), +1 (3-4) to 2 (5-6) 
  HP 1 
  Size Tiny 
  Limitation Frail (-2 HP) 
  Bird, Very Small 
  ST -4 
  DX +0 (1-3) to +1 (4-6) 
  HP 1 
  Size Small (Very) 
  Limitation Frail (-2 HP) 
  Bird, Small 
  ST -3 (1-2), -2 (3-4) or -1 (5-6) 
  DX +0 (1-3) to +1 (4-6) 
  HP 3 
  Size Small 
  Limitation Frail (-2 HP) 
  Bird, Medium 
  ST -1 (1-3) to 0 (4-6) 
  DX +0 (1-3) to +1 (4-6) 
  HP 8-10 
  Size Medium 
  Limitation 1 in 6 Frail (-2 HP) 
  Bird, Large 
  ST +0 (1-2), +1 (3-4) to 2 (5-6) 
  DX -1 (1-2), 0 (3-4) or 1 (5-6) 
  HP 20 
  Size Large 
  Bird, Giant-sized 
  ST 1d6 
  DX -1 (1-2), +0 (3-4) or +1 (5-6) 
  HP 34 
  Size Giant-sized 
  Bird, Monster-sized 
  ST 4d6-4 
  DX -1 (1-3) to 0 (4-6) 
  HP 40-42 
  Size Monster-sized 
  Talent 4 in 6 Hard to Kill (+2 HP) 
  Mammal, Tiny 
  ST -4 (1-3) to -3 (4-6) 
  DX -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  HP 1 
  
  20 
   
  Size Tiny 
  Limitation Frail (-2 HP) 
  Mammal, Very Small 
  ST -3 (1-2), -2 (3-4) to -1 (5-6) 
  DX -1 (1-3) to 0 (4-6) 
  HP 1 
  Size Small (Very) 
  Limitation Frail (-2 HP) 
  Mammal, Small 
  ST -3 (1-2), -2 (3-4), -1 (5) to +0 (6) 
  DX -1 (1-2), +0 (3-4) or +1 (5-6) 
  HP 3-5 
  Size Small 
  Limitation 1 in 6 Frail (-2 HP) 
  Mammal, Man-sized 
  ST -1 (1-2), 0 (3-4) or 1 (5-6) 
  DX -1 (1-2), 0 (3-4) or 1 (5-6)  
  HP 10 
  Size Medium 
  Mammal, Large 
  ST +1 (1-2), +2 (3-4), +3 (5) to +4 (6) 
  DX -1 (1-3) to 0 (4-6) 
  HP 20-22 
  Size Large 
  Talent 1 in 6 Hard to Kill (+2 HP) 
  Mammal, Giant-sized 
  ST 1d6+3 
  DX -4 (1-2), -3 (3-4) or -2 (5-6)  
   
  HP 32 
  Size Giant-sized 
  Talent Hard to Kill (+2 HP) 
  Mammal, Monster-sized 
  ST 4d6+2 
  DX -4 (1-2), -3 (3-4), -2 (5) to -1 (6) 
  HP 42-44 
  Size Monster-sized 
  Talent (1-3) Hard to Kill x2 (+4 HP), (4-6) Hard to Kill (+2 HP) 
  MENT Scores for Alien Animals (p. 10) 
  MENT is treated as IQ as follows: 
  To find the initial IQ for a new life form, roll 2d6, consult the table, and 
  record the information on the Alien Creation Record. 
  2d6 
  Mentation Level (IQ) 
  2 
  Reactant (IQ -4) 
  3-4 
  Low Animal intelligence (IQ -3) 
  5-7 
  Medium Animal Intelligence (IQ -2) 
  8-10 
  High Animal Intelligence (IQ -1) 
  11-12 
  Very High Animal Intelligence (IQ 1) 
   
  Modifiers for Feeding Habits (p. 10) 
  The creature's form and size determine its basic DX, but this is modified 
  by the type of food it easts. 
  For each new life form, the Referee should determine its feeding habits, 
  either by choosing it or by rolling 2d6 and consulting the left-hand 
  column. Then the Referee must read across, consult the table below, and 
  apply the modifiers to the creature's initial DX and IQ scores. 
  2d6 
  Feeding Habits 
  DX Modifier 
  IQ Modifier 
  2-5 
  Carnivore 
  +1 DX 
  +0 IQ 
  6-7 
  Omnivore 
  +0 DX 
  +1 IQ 
  8-12 
  Herbivore 
  -1 DX 
  -1 IQ 
   
  Tactical Movement and Combat Statistics (p. 10) 
  Modify the creatures other abilities as follows: 
  Carnivore 
  Unarmed Melee 2 and Claws [Talent] [FT124] or Claws/Fangs [Bonus]. 
  [FT68] 
  Omnivore 
  Unarmed Melee 1. 
  Herbivore 
  +0 Unarmed Melee and Fast [Bonus]. [FT113] 
  F'lanari ('golden death-bringers') 
  Mammal, Carnivore 
  ST 2 
  DX 1 
  IQ 1 
  HP 12 
  AP 11  
  Size Large 
  Talents Claws/Fangs, Fur Coat 
  Skills Unarmed Melee 2 
  Upright, 2-legged animal, very strong and intelligent, with a sleek body, 
  golden brown fur. It resembles "Bigfoot" but is slimmer an more agile. It 
  inhabit mountainous terrain. Highly territorial, living in no group larger 
  than a family.  
  ATTRIBUTE SCORES FOR INDIVIDUAL ALIENS (p. 
  11) 
  For any ind
   attribute, first determine if the attribute is greater 
  than average or less than average.  
  2d6 
  Attribute Score 
  2-4 
  -1 
  7-9 
  +0 
  10-12 
  +1 
   
  NEW CIVILIZATIONS (p. 12) 
  2d6 
  Space 
  Sciences 
  Index 
  Accomplishment 
  2-5 
  0 
  No accomplishment. +0 to Social Science 
  Index roll. 
  6 
  1 
  Star recognition. +0 to Social Science Index 
  roll. 
  7 
  2 
  Recognition of other planetary bodies. +0 to 
  Social Science Index roll. 
  8 
  3 
  Solar system mechanics. +0 to Social 
  Science Index roll. 
  9 
  4 
  Basic astronautics. +0 to Social Science 
  Index roll. 
  10 
  5 
  Manned spacecraft. +1 to Social Science 
  Index roll. 
  11-
  12 
  6 
  Manned interstellar probes. +1 to Social 
  Science Index roll. 
   
  2d6 
  Physical 
  Sciences 
  Index 
  Accomplishment 
  2-3 
  0 
  No accomplishment. -2 to Engineering & 
  Planetary Science Index roll. 
  4 
  1 
  Control of fire. -2 to Engineering & 
  Planetary Science Index roll. 
  5 
  2 
  Complex optics. -1 to Engineering & 
  Planetary Science Index roll. 
  6 
  3 
  Laws of motion. -1 to Engineering & 
  Planetary Science Index roll. 
  7 
  4 
  Basic electricity. +0 to Engineering & 
  Planetary Science Index roll. 
  
  21 
   
  8 
  5 
  Radio communication. +0 to Engineering 
  & Planetary Science Index roll. 
  9 
  6 
  Atomic fission. +1 to Engineering & 
  Planetary Science Index roll. 
  10 
  7 
  Controlled fusion. +1 to Engineering & 
  Planetary Science Index roll. 
  11-12 
  8 
  Subspace radio theory. +2 to Engineering 
  & Planetary Science Index roll. 
   
  2d6 
  Engineering 
  Index 
  Accomplishment 
  2-5 
  0 
  No accomplishment. -2 to Life Science 
  Index roll. 
  6 
  1 
  Rudimentary tool making. -2 to Life 
  Science Index roll. 
  7 
  2 
  Basic metallurgy. -1 to Life Science Index 
  roll. 
  8 
  3 
  Basic mechanics. -1 to Life Science Index 
  roll. 
  9 
  4 
  Reciprocating engines. +0 to Life Science 
  Index roll. 
  10 
  5 
  Heating and cooling systems. +0 to Life 
  Science Index roll. 
  11-12 
  6 
  Transistors and basic electronics. +1 to Life 
  Science Index roll. 
  13 
  7 
  Advanced microcircuits and computer 
  technology. +1 to Life Science Index roll. 
  14 
  8 
  Micromolecular circuitry. +2 to Life 
  Science Index roll. 
   
  2d6 
  Planetary 
  Sciences 
  Index 
  Accomplishment 
  2-5 
  0 
  No accomplishment 
  6 
  1 
  Recognition of weather 
  7 
  2 
  Empirical weather prediction 
  8 
  3 
  Classification of basic minerals and fossils 
  9 
  4 
  Basic scientific meteorology 
  10 
  5 
  Basic earthquake prediction 
  11-12 
  6 
  Harnessed geothermal energy 
  13 
  7 
  Gravity control 
  14 
  8 
  Planetary weather and climate control 
   
  2d6 
  Life/Medical 
  Sciences Index 
  Accomplishment 
  2-5 
  0 
  No accomplishment. -2 to Psionics 
  Index roll. 
  6 
  1 
  Basic herbal medicine. -2 to Psionics 
  Index roll. 
  7 
  2 
  Basic anatomy. -1 to Psionics Index 
  roll. 
  8 
  3 
  Basic physiology. -1 to Psionics 
  Index roll. 
  9 
  4 
  Basic genetics. +0 to Psionics Index 
  roll. 
  10 
  5 
  Bacteriology and immunology. +0 
  to Psionics Index roll. 
  11-12 
  6 
  Basic DNA and gene research. +1 
  to Psionics Index roll. 
  13 
  7 
  Gene surgery. +1 to Psionics Index 
  roll. 
  14 
  8 
  Portable medical scanners. +2 to 
  Psionics Index roll. 
   
  2d6 
  Psionics 
  Index 
  Accomplishment 
  2-5 
  0 
  No accomplishment 
  6 
  1 
  Psi activity largely unrecognized or unknown 
  7 
  2 
  Psi activity recognized 
  8 
  3 
  Psi activity documented 
  9 
  4 
  Psi activity widely recognized 
  10 
  5 
  Psionics measured in many 
  11-12 
  6 
  Psionics seen as conservable resources 
  13 
  7 
  Rudimentary training provided to psionically-
  gifted individuals 
  14 
  8 
  Psionics cultivated in all 
   
  THE SOCIOPOLITICAL INDEX (p. 14) 
   
  2d6 
  Social Science 
  Index  
  Accomplishment 
  2-4 
  0 
  No accomplishment 
  5 
  1 
  Recognition of formal leadership 
  6 
  2 
  Development of religion 
  7 
  3 
  Development of social classes 
  8 
  4 
  Basic socioeconomic theory 
  9 
  5 
  Basic psychology of own race 
  10 
  6 
  Psychoanalysis 
  11-12 
  7 
  Large-scale social planning 
  13 
  8 
  Elimination of racial, cultural or sexual 
  prejudice 
   
  Cultural Attitude Index Classification (p. 15) 
  2d6 
  Cultural Attitude Index 
  Accomplishment 
  2 
  0 
  Anarchy 
  3 
  1 
  Pre-Tribal 
  4 
  2 
  Early Tribal 
  5 
  3 
  Advanced Tribal 
  6 
  4 
  Feudal 
  7 
  5 
  Monarchy 
  8 
  6 
  Controlled Monarchy 
  9 
  7 
  Representative Structure 
  10 
  8 
  Participatory Structure 
  11-12 
  9 
  Unity 
  DESIGNING NPCS (p. 15) 
  Typical Star Base Headquarters Commodore/Admiral 
  ST 1d2-1  
  DX 1d2-1  
  IQ 1d3 
   
  CA 1d3 
  Skills Administration 1d6-1, Diplomacy 1d6-1, Leadership 1d6-1 
  Typical Captain, Constitution-class Starship 
  ST 1d2 
   
  DX 1d2  
  IQ 1d3 
   
  CA 1d6-2 
  Skills Diplomacy 1d6-2, Leadership 1d6-2, Marksmanship 1d3-1, 
  Starship Combat 1d6-2, Unarmed Melee 1d3-1 
  Typical Captain, Smaller Starship 
  ST 1d2-1  
  DX 1d2-1  
  IQ 1d2 
   
  CA 1d2 
  Skills Diplomacy 1d3-1, Leadership +0 (1-2), +1 (3-4), +2 (5) to +3 (6), 
  Marksmanship 1d2-1, Starship Combat 1d3-1, Unarmed Melee 1d2-1 
  Typical Security Guard 
  ST 1d3 
   
  DX 1d3  
  IQ 0 
   
  CA 0 
  Skills Marksmanship 1d3-1, Professional: Security Procedures 1d3-1, 
  Unarmed Melee 1d3-1 
  Typical Engineering Officer 
  ST 1 
   
  DX 1 
   
  IQ 1d3 
   
  CA 1d2 
  Skills Starship Engineer 1d6-2, (any two technical specialties) 1d6-2 
  Typical Science Officer 
  ST 1 
   
  DX 1 
   
  IQ 1d3 
   
  CA 1d2 
  Skills Computers 1d2-1, Sensors 1d2-1, (any 2 science specialties) 1d6-
  1 
   
  Klingons (p. 16) 
  Security personnel carry disruptor rifles and sometimes wear armored 
  vest (Armor (+2).  
  
  22 
   
  Typical Captain, Battlecruiser or Major Warship 
  ST 1d3 
   
  DX 1d2  
  IQ 1d2 
   
  CA 1d3-2 
  Talents Aggressive, Durable 
  Limitations 1 in 6 Unlucky 
  Skills Interrogate 1d3, Leadership 1d2, Marksmanship 1d2-1, Starship 
  Combat 1d2-1, Unarmed Melee 1d2-1 
  Typical Soldier/Guard 
  ST 1d2+1 
  DX 1d3  
  IQ 1d3-2  
  CA 1d2-3 
  Talents Aggressive, Durable 
  Limitations Unlucky 
  Skills Marksmanship 1d2-1, Unarmed Melee 1d2-1 
  Romulans (p. 17) 
  Security personnel carry disruptor rifles and wear armored vests (Armor 
  (+2)) and helmets.  
  Typical Sub-Commander 
  ST 1d3 
   
  DX 1d2  
  IQ 1d2 
   
  CA 1d2 
  Talents Desert-Adapted, Duplicitous 
  Skills Administration 1d2-1, Diplomacy 1d2-1, Leadership 1d3, 
  Starship Combat 1d2 
  Typical Centurion 
  ST 1d3+1 
  DX 1d2  
  IQ 1d2 
   
  CA 1d2 
  Talents Desert-Adapted, Duplicitous 
  Skills Marksmanship 1d3, Professional: Security Procedures 1d2-1, 
  Unarmed Melee 1d3 
  Orions (p. 17) 
  Their claw-like fingernails are usable in melee combat as Claws [Talent] 
  [FT124] 
  Typical Smuggler Captain 
  ST 1d3 
   
  DX 1d2  
  IQ 1d2 
   
  CA 1d6-2 
  Talents Decadent, Durable 
  Skills Diplomacy 1d2+1, Leadership 1d3, Marksmanship 1d2-1, 
  Starship Combat 1d2+1, Streetwise 1d3, Unarmed Melee 1d3-2 
  Typical Slave Woman 
  ST 1d2-1 DX 3 (1-2), 4 (3-4), 5 (5) to 6 (6) 
  IQ 1d2-3 CA 1d6-2 
  Talents Claws, Pheromones 
  Skills Arts: Dancing 1d3+1, Arts: Music 1d2-1, Knowledge: Seduction 
  1d3+1, Streetwise 1d3, Unarmed Melee 1d3-2 
  Gorn 
   
  Typical Captain 
  ST 3 (1-2), 4 (3-4), 5 (5) to 6 (6)   DX 1d3-2 
  IQ 1d2 
  CA 1d3-2 
  Talents Alien Strength, Armor (+2), 3 in 6 Hard to Kill (+2 HP)  
  Limitations Slow (½ move) 
  Skills Leadership 1d2-1, Starship Combat 1d2-1, Unarmed Melee 1d2 
   
  Typical Soldier 
  ST 1d6+2 
  DX 1d2-1  
  IQ 1d3-2  
  CA 1d3-4 
  Talents Alien Strength, Armor (+2), Hard to Kill (+2 HP) 
  Skills Marksmanship 1d2-1, Small Unit Tactics 1d2-1, Unarmed Melee 
  1d2+1 
  Tholians 
   
  Tholian Captain 
  ST -1 
   
  DX 0 
   
  IQ 1d3 
   
  CA 1d3-2 
  Talents Alien Physiology, Darkvision, Hard Carapace (+4) 
  Limitations Alien Mindset, Xenophobic 
  Skills Leadership 1d2, Starship Combat 1d3 
  ATTRIBUTE DESCRIPTIONS (p. 23) 
   
  Strength (STR) 
  A character with an ST score of 0 can carry about 50 lbs. at length 
  without tiring, lift about 150 lbs. without strain and drag a 200 lbs. 
  weight for a short time without exhausting himself.  
  POUNDS 
  Strength 
  Strength 
  Carry 
  Lift (x3) 
  Drag (x4) 
  -4% to 6% 
  ST -4 
  6 lbs. 
  18 
  24 
  07% to 13% 
  ST -3 
  13 
  39 
  52 
  14% to 22% 
  ST -2 
  22 
  66 
  88 
  23% to 35% 
  ST -1 
  35 
  105 
  140 
  36% to 50% 
  ST 0 
  50 
  150 
  200 
  51% to 65% 
  ST 1 
  65 
  195 
  260 
  66% to 78% 
  ST 2 
  78 
  234 
  312 
  79% to 88% 
  ST 3 
  88 
  264 
  352 
  89% to 94% 
  ST 4 
  94 
  282 
  376 
  95% to 99% 
  ST 5 
  99 
  297 
  396 
  100% to 104% 
  ST 6 
  104 
  312 
  416 
  105% to 109% 
  ST 7 
  109  
  327 
  436 
  110% to 114% 
  ST 8 
  114 
  342 
  456 
  115% to 119% 
  ST 9 
  119 
  357 
  476 
  120% to 124% 
  ST 10 
  124 
  372 
  496 
  125% to 129% 
  ST 11 
  129 
  387 
  516 
  130% to 134% 
  ST 12 
  134 
  402 
  536 
  135% to 139% 
  ST 13 
  139 
  417 
  556 
  140% to 144% 
  ST 14 
  144 
  432 
  576 
  145% to 149% 
  ST 15 
  149 
  447 
  596 
  150% to 154% 
  ST 16 
  154 
  462 
  616 
  155% to 159% 
  ST 17 
  159 
  477 
  636 
  160% to 164% 
  ST 18 
  164 
  492 
  656 
  165% to 169% 
  ST 19 
  169 
  507 
  676 
  170% to 174% 
  ST 20 
  174 
  522 
  696 
  175% to 179% 
  ST 21 
  179 
  537 
  716 
  180% to 184% 
  ST 22 
  184 
  552 
  736 
  185% to 189% 
  ST 23 
  189 
  567 
  756 
  190% to 194% 
  ST 24 
  194 
  582 
  776 
  195% to 199% 
  ST 25 
  199 
  597 
  796 
  200% to 204% 
  ST 26 
  204 
  612 
  816 
  205% to 209% 
  ST 27 
  209 
  627 
  836 
  210% to 214% 
  ST 28 
  214 
  642 
  856 
  215% to 219% 
  ST 29 
  219 
  657 
  876 
  220% to 224% 
  ST 30 
  224 
  672 
  896 
  225% to 229% 
  ST 31 
  229 
  687 
  916 
  230% to 234% 
  ST 32 
  234 
  702 
  936 
  235% to 239% 
  ST 33 
  239 
  717 
  956 
  240% to 244% 
  ST 34 
  244 
  732 
  976 
  245% to 249% 
  ST 35 
  249 
  747 
  996 
  250% to 254% 
  ST 36 
  254 
  762 
  1016 
  255% to 259% 
  ST 37 
  259 
  777 
  1036 
  260% to 264%  
  ST 38 
  264 
  792 
  1056 
  265% to 269%  
  ST 39 
  269 
  807 
  1076 
  270% to 274% 
  ST 40 
  274 
  822 
  1096 
  275% to 279% 
  ST 41 
  279 
  837 
  1116 
  280% to 284% 
  ST 42 
  284 
  852 
  1136 
  285% to 289% 
  ST 43 
  289 
  867 
  1156 
  290% to 294% 
  ST 44 
  294 
  882 
  1176 
  295% to 299% 
  ST 45 
  299 
  897 
  1196 
  300% to 304% 
  ST 46 
  304 
  912 
  1216 
  305% to 309% 
  ST 47 
  309 
  927 
  1236 
  310% to 314% 
  ST 48 
  314 
  942 
  1256 
  315% to 319% 
  ST 49 
  319 
  957 
  1276 
  320% to 324% 
  ST 50 
  324 
  972 
  1296 
  325% to 329% 
  ST 51 
  329 
  987 
  1316 
   
   
  KILOGRAMS 
    
  Strength 
  Strength 
  Carry 
  Lift (x3)  
  Drag (x4) 
  -4% to 6% 
  ST -4 
  13 
  40 
  53 
  07% to 13% 
  ST -3 
  29 
  86 
  114 
   14% to 22% 
  ST -2 
  48 
  145 
  194 
   23% to 35% 
  ST -1 
  77 
  231 
  308 
   36% to 50% 
  ST 0 
  110 
  330 
  440 
  
  23 
   
  51% to 65% 
  ST 1 
  143 
  429 
  572 
  66% to 78% 
  ST 2 
  172 
  515 
  686 
   79% to 88% 
  ST 3 
  194 
  581 
  774 
   89% to 94% 
  ST 4 
  207 
  620 
  827 
   95% to 99% 
  ST 5 
  218 
  653 
  871 
   100% to 104% 
  ST 6 
  229 
  686 
  915 
   105% to 109% 
  ST 7 
  240 
  719 
  959 
   110% to 114% 
  ST 8 
  251 
  752 
  1003 
   115% to 119% 
  ST 9 
  262 
  785 
  1047 
   120% to 124% 
  ST 10 
  273 
  818 
  1091 
   125% to 129% 
  ST 11 
  284 
  851 
  1135 
   130% to 134% 
  ST 12 
  295 
  884 
  1179 
   135% to 139% 
  ST 13 
  306 
  917 
  1223 
   140% to 144% 
  ST 14 
  317 
  950 
  1267 
   145% to 149% 
  ST 15 
  328 
  983 
  1311 
   150% to 154% 
  ST 16 
  339 
  1016 
  1355 
   155% to 159% 
  ST 17 
  350 
  1049 
  1399 
   160% to 164% 
  ST 18 
  361 
  1082 
  1443 
   165% to 169% 
  ST 19 
  372 
  1115 
  1487 
   170% to 174% 
  ST 20 
  383 
  1148 
  1531 
   175% to 179% 
  ST 21 
  394 
  1181 
  1575 
   180% to 184% 
  ST 22 
  405 
  1214 
  1619 
   185% to 189% 
  ST 23 
  416 
  1247 
  1663 
   190% to 194% 
  ST 24 
  427 
  1280 
  1707 
   195% to 199% 
  ST 25 
  438 
  1313 
  1751 
   200% to 204% 
  ST 26 
  449 
  1346 
  1795 
   205% to 209% 
  ST 27 
  460 
  1379 
  1839 
   210% to 214% 
  ST 28 
  471 
  1412 
  1883 
   215% to 219% 
  ST 29 
  482 
  1445 
  1927 
   220% to 224% 
  ST 30 
  493 
  1478 
  1971 
   225% to 229% 
  ST 31 
  504 
  1511 
  2015 
   230% to 234% 
  ST 32 
  515 
  1544 
  2059 
   235% to 239% 
  ST 33 
  526 
  1577 
  2103 
   240% to 244% 
  ST 34 
  537 
  1610 
  2147 
   245% to 249% 
  ST 35 
  548 
  1643 
  2191 
   250% to 254% 
  ST 36 
  559 
  1676 
  2235 
   255% to 259% 
  ST 37 
  570 
  1709 
  2279 
   260% to 264% 
  ST 38 
  581 
  1742 
  2323 
   265% to 269% 
  ST 39 
  592 
  1775 
  2367 
   270% to 274% 
  ST 40 
  603 
  1808 
  2411 
   275% to 279% 
  ST 41 
  614 
  1841 
  2455 
   280% to 284% 
  ST 42 
  625 
  1874 
  2499 
   285% to 289% 
  ST 43 
  636 
  1907 
  2543 
   290% to 294% 
  ST 44 
  647 
  1940 
  2587 
   295% to 299% 
  ST 45 
  658 
  1973 
  2631 
   300% to 304% 
  ST 46 
  669 
  2006 
  2675 
   305% to 309% 
  ST 47 
  680 
  2039 
  2719 
   310% to 314% 
  ST 48 
  691 
  2072 
  2763 
   315% to 319% 
  ST 49 
  702 
  2105 
  2807 
   320% to 324% 
  ST 50 
  713 
  2138 
  2851 
   325% to 329% 
  ST 51 
  724 
  2171 
  2895 
   
  MASS UNITS 
   
  Strength 
  Strength 
  Carry 
  Lift (x3)  
  Drag (x4) 
  -4% to 6% 
   ST -4 
  6 
  18 
  24 
  07% to 13% 
  ST -3 
  7 
  21 
  28 
   14% to 22% 
  ST -2 
  8 
  24 
  32 
   23% to 35% 
  ST -1 
  9 
  27 
  36 
   36% to 50% 
  ST 0 
  10 
  30 
  40 
  51% to 65% 
  ST 1 
  11 
  33 
  44 
  66% to 78% 
  ST 2 
  12 
  36 
  48 
   79% to 88% 
  ST 3 
  13 
  39 
  52 
   89% to 94% 
  ST 4 
  14 
  42 
  56 
   95% to 99% 
  ST 5 
  15 
  45 
  60 
   100% to 104% 
  ST 6 
  16 
  48 
  64 
   105% to 109% 
  ST 7 
  17 
  51 
  68 
   110% to 114% 
  ST 8 
  18 
  54 
  72 
   115% to 119% 
  ST 9 
  19 
  57 
  76 
   120% to 124% 
  ST 10 
  20 
  60 
  80 
   125% to 129% 
  ST 11 
  21 
  63 
  84 
   130% to 134% 
  ST 12 
  22 
  66 
  88 
   135% to 139% 
  ST 13 
  23 
  69 
  92 
   140% to 144% 
  ST 14 
  24 
  72 
  96 
   145% to 149% 
  ST 15 
  25 
  75 
  100 
   150% to 154% 
  ST 16 
  26 
  78 
  104 
   155% to 159% 
  ST 17 
  27 
  81 
  108 
   160% to 164% 
  ST 18 
  28 
  84 
  112 
   165% to 169% 
  ST 19 
  29 
  87 
  116 
   170% to 174% 
  ST 20 
  30 
  90 
  120 
   175% to 179% 
  ST 21 
  31 
  93 
  124 
   180% to 184% 
  ST 22 
  32 
  96 
  128 
   185% to 189% 
  ST 23 
  33 
  99 
  132 
   190% to 194% 
  ST 24 
  34 
  102 
  136 
   195% to 199% 
  ST 25 
  35 
  105 
  140 
   200% to 204% 
  ST 26 
  36 
  108 
  144 
   205% to 209% 
  ST 27 
  37 
  111 
  148 
   210% to 214% 
  ST 28 
  38 
  114 
  152 
   215% to 219% 
  ST 29 
  39 
  117 
  156 
   220% to 224% 
  ST 30 
  40 
  120 
  160 
   225% to 229% 
  ST 31 
  41 
  123 
  164 
   230% to 234% 
  ST 32 
  42 
  126 
  168 
   235% to 239% 
  ST 33 
  43 
  129 
  172 
   240% to 244% 
  ST 34 
  44 
  132 
  176 
   245% to 249% 
  ST 35 
  45 
  135 
  180 
   250% to 254% 
  ST 36 
  46 
  138 
  184 
   255% to 259% 
  ST 37 
  47 
  141 
  188 
   260% to 264% 
  ST 38 
  48 
  144 
  192 
   265% to 269% 
  ST 39 
  49 
  147 
  196 
   270% to 274% 
  ST 40 
  50 
  150 
  200 
   275% to 279% 
  ST 41 
  51 
  153 
  204 
   280% to 284% 
  ST 42 
  52 
  156 
  208 
   285% to 289% 
  ST 43 
  53 
  159 
  212 
   290% to 294% 
  ST 44 
  54 
  162 
  216 
   295% to 299% 
  ST 45 
  55 
  165 
  220 
   300% to 304% 
  ST 46 
  56 
  168 
  224 
   305% to 309% 
  ST 47 
  57 
  171 
  228 
   310% to 314% 
  ST 48 
  58 
  174 
  232 
   315% to 319% 
  ST 49 
  59 
  177 
  236 
   320% to 324% 
  ST 50 
  60 
  180 
  240 
  325% to 329% 
  ST 51 
  61 
  183 
  244 
  CHARACTER AGING (p. 24) 
  The rules on character aging are included for those who want to use 
  them. If the referee wishes, they may be ignored. 
  As a result of the character generation system, for each full 10 years of 
  age the character has lived beyond the critical age, roll 2d6. On a roll of 
  11 or 12 the character must reduce one point of ST, DX or TN/HP.  
  A character may permanently spend a Fate Point to avoid the loss. 
  INCREASING SKILL RATINGS THROUGH PLAY (p. 
  26) 
  See Experience. [FT34] 
  REQUESTING SAVING ROLLS (p. 26) 
  See Tests. [FT28] 
  SAVING ROLL TARGETS FOR SPECIFIC 
  ATTRIBUTES (p. 26) 
  See Goal (p. 29. 
  Saves Against Strength (p. 26) 
  This can be used as written.  
  Saves Against Endurance (p. 26) 
  These are usually tests against ST. 
  Saves Against Intellect (p. 26) 
  This can be used as written.  
  
  24 
   
  Saves Against Dexterity (p. 26) 
  This can be used as written.  
  Saves Against Charisma (p. 26) 
  This can be used as written.  
  Saves Against Luck (p. 27) 
  These are usually tests against DX or IQ. 
  Saves Against Psionic Potential (p. 28) 
  These are usually tests against IQ. 
  USING SKILLS (p. 28) 
  Sports (p. 31) 
  Vulcans and Caitians may not choose Knowledge: Swimming [FT15] as 
  part of their background.  
  JUDGING TACTICAL MOVEMENT (p. 32) 
  Movement (p. 32) 
  Move: If a character uses half or more of his AP in one round to move 
  across difficult terrain, such as steep hills, sand, snow, rubble, or the like, 
  he may take temporary damage from fatigue. The player must make an 
  Average (TN 11) ST Test. If the roll is successful, there is no temporary 
  damage. If the roll is unsuccessful, then the character takes 1 point of 
  temporary HP damage.  
  Dodge (aka Evade): If a character uses all AP to evade for a full round, 
  he may take temporary damage. The player must make a Hard (TN 14) 
  ST Test. If the roll is successful, there is no temporary damage. If the roll 
  is unsuccessful, then the character takes 1 point of temporary HP 
  damage.  
  Run: It is possible to make other actions before running, but running is 
  the last action possible in a round because it takes up all the remaining 
  AP. Once he decides to run, the running character may double his 
  normal movement when figuring the number of squares he may run. If a 
  character runs two or more successive rounds, he may take temporary 
  damage; The player must make an Average (TN 11) ST Test. If the roll 
  is successful, there is no temporary damage. If the roll is unsuccessful, 
  then the character takes 1 point of temporary HP damage.  
  Climb: An Average (TN 11) DX test must be made if a character 
  attempts any other action in the midst of climbing a ladder, rope, wall, 
  or cliff, or the like where both hands must be used to succeed. 
  Swim: If a character uses the full round to swim, he may take temporary 
  damage from fatigue. The player must make an Average (TN 11) ST 
  Test. If the roll is successful, there is no temporary damage. If the roll is 
  unsuccessful, then the character takes 1 point of temporary HP 
  damage.  
  Defense (aka Parry/defend): Once the defense action has been declared, 
  it is effective for the rest of the round against any direct attack from the 
  front.  
  If the character successfully parries (i.e., their ST roll is higher than their 
  attackers), the enemy's attack does no damage. In addition, he may 
  declare a special opportunity action at the beginning of the following 
  round. This action costs the same as an attack (4 AP), using up all the 
  AP for the round, but it comes before any other actions in the new 
  round. During this special opportunity action, the character may make a 
  personal combat attack against one attacker whose attack he successfully 
  parried in the previous round. The attack must be made with any 
  weapon already in the hands; no other weapon may be drawn or 
  otherwise readied for this attack. 
  Dodge: Use of this action, which requires 3 AP, does not guarantee 
  success in dodging an attack. The defender makes a roll against his DX 
  [FT30] If the roll is successful, the defender may move into any adjacent 
  square and the attack misses automatically. If the roll is unsuccessful, the 
  character remains where he is, though use of this action makes him 
  more difficult to hit. 
  Duck Thrown Weapon/Object (aka Dodge): The thrown object will 
  continue on for 2d6-1 squares and anyone or anything else in this pay 
  may be hit if they do not duck.  
  Hide: For characters to spot hidden non-player characters, requires an 
  Active IQ test. [FT28]  
  Dive Roll: The character must make an Average (TN 11) Static Test to 
  complete this evasive maneuver successfully. If the test is successful, the 
  figure is moved 2 squares (3 meters) in the desired direction and the 
  player announces whether the character is coming out of the roll 
  kneeling or prone. If the test is not successful, the figure is moved only 
  one square, and the character is prone.  
  Flying Tackle: This can be used as written.   
  JUDGING COMBAT (p. 34) 
  TO-HIT SEQUENCE (p. 34) 
  See Initiative [FT30]  
  DETERMINE BASE TO-HIT NUMBER (p. 34) 
  See Combat [FT30]  
  Base To-Hit Number For Throw Weapons or 
  Objects (p. 34) 
  See Ranged Combat [FT30]  
  Ranged Modifiers (p. 35) 
  Range   
  Distance      
  Modifier 
  Point-Blank  
  1 square (1.5m)     
  -2 TN 
  Close 
  2 to 5 squares (2m-7.5m)   
  +0 TN 
  Medium   
  6 to 10 squares (8m-15m)   
  +2 TN 
  Long   
  11 to 25 squares (16m-37.5m) 
  +4 TN 
  Far   
  26 to 45 squares (38m-67.5m) 
  +8 TN 
  Out of Range 
  46 squares (69m) or more   
  n/a 
   
  Unarmed Personal Combat (p. 35) 
  All hand-to-hand attacks in unarmed personal combat get the -2 TN 
  point-blank range modifier.  
  Armed Personal Combat (p. 35) 
  Armed personal combat and hand-to-hand combat attacks always receive 
  the -2 TN point-blank range modifier.  
  Size Modifiers (p. 35) 
  Size 
  Modifier 
  Small (normal eight year old)   
  +6 TN 
  Man-sized (adult human)    
  +0 TN 
  Large (adult horse or larger)   
  -4 TN 
   
  Position Modifiers (p. 35) 
  Apply a +1 TN position modifier to kneeling, crouching, sitting targets. 
  Apply a +2 TN position modifier to stationary prone targets or crawling 
  targets.  
  Concealment Modifiers (p. 35) 
  If between one-third and two-thirds of the target is concealed, a +2 TN 
  modifier should be made to the To-Hit number. If more than two-thirds 
  of the target is concealed, the To-Hit number should be modified by a 
  
  25 
   
  minimum of +6 TN. The Human peering from a gun slit might have a 
  +10 TN concealment modifier.  
   
  When A and B exchange fire, no intervening obstacles are present. 
  Clear LOS exists no matter what positions A or B take. The shots are 
  made with no concealment modifier. 
  When A and C exchange fire, the console is between them. If C is 
  standing, he is partly concealed from A by the console, though he has a 
  clear LOS at A. Thus, A can fire, but he has a +2 TN modifier for the 
  1/3 to ½ concealment; C has no concealment modifier. If C is kneeling 
  behind the console, however, he is more than 2/3 concealed from A 
  though he still has a clear LOS to A. Thus, A can fire, but he has a +6 
  TN for the more-than-2/3 concealment; C has no concealment 
  modifier. If C is prone behind the console, neither can see or hit the 
  other.  
  When A and D exchange fire, the LOS is blocked by two things, both of 
  which must be considered 
   
  blocked in both directions, and neither A nor D may exchange fire 
  the LOS is not blocked. If D is completely hidden behind the wall, LOS 
  is blocked; neither A nor D can see one another and thus they may not 
  exchange fire. Assuming that B does not block the LOS, if D is peeking 
  because D is more than 2/3 concealed, but D has no concealment 
  modifier (though he may have a +4 TN modifier if he is right-handed. 
  Modifiers For Target's Movement (p. 35) 
  Stationary targets are easier to hit, and they have a -3 TN modifier to 
  hit. Running targets have a +1 TN to hit, and evading targets have a +3 
  TN to hit.  
  Aiming Modifiers (p. 35) 
  For aimed shots, adjust the To-Hit number by a -5 TN aiming modifier. 
  For quick-draw shots, adjust the To-Hit Number by +5 TN.  
  Gamesmasters should not let more than one character out of 20 be 
  ambidextrous (treat as a Talent. For off-hand attacks, apply a +4 TN 
  aiming modifier.  
  For simultaneous attacks, apply a +2 TN aiming modifier to both 
  attacks. Unless the character is ambidextrous, also apply the +4 aiming 
  modifier to attacks with the off-hand weapon.  
  Modifiers For Attacker's Movement (p. 35) 
  When a character uses AP to move and then to attack or fire, without a 
  non-movement action in between, apply a +1 TN movement modifier. 
  When the character is running just prior to attacking or firing, apply a 
  +2 TN movement modifier. When the character is evading just prior to 
  an attack of any kind, apply a +6 TN movement modifier.  
  CALCULATING ADJUSTED TO-HIT NUMBER (p. 35) 
  After all the target modifiers and attacker modifiers have been 
  determined, adjust the Target Number by adding them to it or 
  subtracting them from it. [FT30] 
  DETERMINING SUCCESSFUL ATTACKS (p. 36) 
  Any roll of 3 (on three dice) misses and any roll of 18 hits, no matter 
  what modifiers have been added to or subtracted from the base Target 
  Number.  
  DETERMINE DAMAGE (p. 36) 
   
  Damage From Armed Combat (p. 36) 
  This can be used as written.  
  Damage From Unarmed Combat (p. 36) 
  Damage done in unarmed combat is 1d6+ST. 
  Parrying Attacks (p. 36) 
  Parrying requires an Average (TN 11) Active DX test. Otherwise, This 
  can be used as written.  
  SPECIAL VULCAN ATTACKS (p. 36) 
  The table below gives the modifiers used in judging the Target Number. 
  The base chance of success is TN 11 [FT15].  
  PSIONIC ATTEMPT MODIFIERS (p. 36) 
  See Mind Meld [FT118], Telepathic [Talent]. [FT121] 
  Contact Type 
  Mind touch, one way 
   
  Basic concept or feeling 
   
   
  +0 TN 
   
  Short message, complex concept 
   
  +2 TN 
  Mind touch, two-way 
   
   
  Telepathic conversation 
   
   
  +4 TN 
   
  Sharing of thoughts and feelings 
   
  +6 TN 
   
  Total though exchange 
   
   
  +8 TN 
   
  Modification of subject's memory 
   
  +4 TN 
  Mind fusion 
   
   
   
   
  +10 TN 
  Mind meld, per additional person 
   
   
  +½ TN 
  Subject 
  Intelligence 
   
   
  Intelligent humanoid  
   
  -2 TN 
   
   
  Intelligent non-humanoid 
   
  +0 TN 
   
   
  Semi-intelligent creature 
   
  +2 TN 
   
   
  Unintelligent creature or animal 
  +5 TN 
   
   
  Unknown creature type 
   
  +4 TN 
   
  State of mind 
   
   
  Willing telepath 
   
  -IQ of less skilled 
   
   
  Willing non-telepath  
   
  -5 TN 
   
   
  Unresisting or unaware 
   
  -2 TN 
   
   
  Aware and consciously resisting +IQ of subject 
   
   
  Friendly or mentally sympathetic 
  -2 TN 
   
   
  Previously mind-touched 
   
  -2 TN 
  Conditions 
   
  Surroundings 
   
   
  Total quiet, no one else present 
  -3 TN 
   
   
  Comfortable, familiar location  
  -2 TN 
   
   
  Touching subject 
   
   
  -4 TN 
   
   
  Subject in sight, not touched 
   
  +0 TN 
   
   
  Subject distant 
  +2 TN per range distant 
   
  Nerve Pinch (p. 37) 
  See Vulcan Nerve Pinch [FT19] The Vulcan nerve pinch is judged like any 
  other melee attack.  
  If the attack is successful, the victim must make a Static Heroic (TN 17) 
  ST test. If the test is failed, the victim is reduced to unconsciousness 
  immediately, regardless of his current TN/HP. The effect lasts 3d6+10 
  
  26 
   
  minutes (or 1d2 hours if the test is failed by 4 or more) and there is no 
  loss of TN/HP upon regaining consciousness.  
  TO-HIT MODIFIERS FOR NERVE PINCH (p. 37) 
  Condition  
   
   
   
  Modifier 
  Victim totally unaware 
   
   
  +6 TN 
  Victim surprised or distracted  
   
  +4 TN 
  Victim on guard in general 
   
   
  -4 TN 
  Victim aware of nerve pinch technique 
   
  -8 TN 
   
  JUDGING INJURY, MEDICAL AID, AND DEATH (p. 
  37) 
  INACTION (p. 37) 
  Whenever a character's Hit Points (HP) fall to 0, the character is either 
  too wounded (ill) or too fatigued to perform ANY action normally. Any 
  action after this condition has been reaches must be accompanied by a 
  Static Average (TN 11) ST test. If the roll is successful, then the 
  character may perform the action; if it is not, he is either too hurt or too 
  exhausted to do it, and collapses from the effort, taking 1 more point of 
  non-lethal damage. A second Average (TN 11) ST test is necessary to 
  see if the character falls unconscious.  
  UNCONSCIOUSNESS (p. 37) 
  When a character's HP falls below 0, a Static Average (TN 11) ST test is 
  required. If the character fails this roll, then he passes out. After any 
  attempt at subsequent actions, more ST tests will be required, not only 
  to see if the character can perform the action, but also to see if he 
  passes out from the strain or the pain. Failing the unconscious roll 
  causes the character to pass out.  
  Duration (p. 37) 
  Once a character is unconscious, he will remain that way for 3d6+10 
  minutes after which he will again be able to function normally. IF the 
  character's HP was below 0, the unconsciousness period of 3d6+10 
  minutes does not begin until his healing brings his current HP to 0 
  (1d6+9 minutes, see BLM16. 
  Temporary damage does not accumulate beyond 0, and any temporary 
  damage a character takes after 0 is ignored. A character cannot stun an 
  unconscious individual and expect unconsciousness to last longer; he 
  must wait for the individual to wake up and stun him again.  
  REST AND HEALING (p. 37) 
   
  Regaining Temporary Damage (p. 37) 
  When a character rests for 30 minutes, he regains all of the temporary 
  damage lost. Rest means no violent or prolonged action is possible.  
  Regaining Damage While Unconscious (p. 37) 
  A character will regain all HP lost to fatigue at the normal rate for 
  temporary damage during the time he is unconscious (that is, he will heal 
  1 point every 5 minutes of non-lethal damage. If, however, 
  unconsciousness were due to phaser stun, a Vulcan nerve pinch, or most 
  drugs, the character will regain all HP lost due to these types of attacks 
  as soon as he regains consciousness. 
  Regaining Wound Damage (p. 37) 
  When a character rests for one full day, he regains 1 HP point due to 
  wound damage. The rest must be for a full 24 hours; see the note above 
  for definition of rest.  
  EMERGENCY FIRST AID (p. 37) 
  When HP is reduced to zero or below by injury, emergency first aid (use 
  of the skill Medical Sciences: General Medicine [FT16]) is the only way that 
  the victim can life, for normal healing will not begin while the HP is zero 
  or lower.  
  When someone is mortally injured, record the damage taken below 0 
  HP and begin to record the time until first aid is applied. When a 
  character attempts to give a victim emergency first aid, the player makes 
  a Skill Test against his rating in Medical Sciences: General Medicine for 
  the race of the victim. If the medic does not have the skill for the 
  appropriate race, such as having only skill for Humans and the victim is 
  a Vulcan, only the IQ is used to make the skill test. 
  EMERGENCY FIRST AID SKILL ROLL MODIFIERS 
   
  Condition Present 
   
   
   
   
  Modifier 
  Using medical field kit/first aid kit only 
   
   
  -1 TN 
  Using med pouch (Star Fleet or Klingon issue) 
   
  -3 TN 
  Using non-Star Fleet hospital or sick bay facilities 
   
  -2 TN 
  Using Star Fleet hospital or sick bay facilities 
   
  -5 TN 
  Prior attempt(s) at first aid, successful or not 
   
  -1 TN 
  Per minute since 0 HP was reached 
   
   
  +1 TN 
  Per damage point below zero HP 
   
   
  +1 TN 
  Additional personnel assisting  
   
   
  +0 TN 
   
  If the Skill Test succeeds, raise the victim's HP to 1 and begin the normal 
  healing process. If the roll fails, continue to record the time; the HP 
  remains at the current level, but the next first aid attempt will have 
  modifiers for the time passed.  
  DEATH (p. 38) 
  If at any time the HP is dropped to -6 or less, the patient is irretrievably 
  dead. The player should generate a new character.  
  VULCAN PAIN REDUCTION (p. 38) 
  This technique might be employed to prevent a character from having to 
  make an ST Test when he has taken temporary damage or wound 
  damage and his HP has fallen to 0.  
  JUDGING EQUIPMENT USE (p. 38) 
   
  Environmental Suit (p. 38) 
  Most unusual actions will require Skill Tests against the character's rating 
  in Knowledge: Environmental Suit Operation [FT15]. 
  Life Support Belt (p. 38) 
  A 10-damage point hit will render the belt useless. 
  Psychotricorder (p. 38) 
  The technician must have a Skill of +1 in Computers [FT15]. Skill Tests 
  required to establish a scan are made against Medical Knowledge: 
  Psychology [FT16] and Computers, at a modifier of +4 TN.  
  Subcutaneous Transponder (p. 38) 
  A 10-damage hit to the area of insertion will render the transponder 
  useless. 
  Tricorder (p. 38) 
  If the scan is common, then no roll is necessary for operators with Star 
  Fleet (or equivalent) backgrounds. If the scan is unusual, then the 
  operator must make a Skill Test against the rating in Computers [FT15].  
  If a character carrying a tricorder falls down, is shot by anything other 
  than a stun weapon, or is attacked physically and knocked to the 
  ground, he must roll 2d6. On a roll of 2, the tricorder is damaged and 
  becomes inoperative. An inoperative tricorder can be repaired in the 
  field 3 in 6 times by a person with skill in Electronics [FT15], assuming that 
  he makes a successful Skill Test and is carrying basic tools. Otherwise, it 
  must be returned to the ship for repairs. if return to the ship is 
  necessary, there is a 3 in 6 chance that the tricorder is so badly damaged 
  that data it is carrying is lost.  
  
  27 
   
  Universal Translator (p. 38) 
  When a new language is encountered, there is a 8 or less on 3d6 chance 
  that it will be translated immediately. This chance increases +1 for each 
  hour of conversation the device records or is fed in advance. A +2 TN 
  penalty modifies the chance if the language is spoken by a non-
  Humanoid species.  
  Biocomputer (p. 38) 
  This skill can generally be used by anyone with Star Fleet (or equivalent) 
  medical training. Otherwise Skill Tests are made against Medical 
  Sciences: General Medicine [FT16]. 
  Cardiostimulator (p. 38) 
  A character reduced to 0 or less TN/HP through some kind of heart 
  failure or shock (like electric shock) may require a successful application 
  of this unit to be revived, at the gamemaster's option. Because its use is 
  always in an emergency, a successful Skill Test is required to use this 
  device, and are made against Medical Sciences: General Medicine [FT16]. 
  Diagnostic Table And Panel (p. 38) 
  Anyone with Star Fleet (or equivalent) medical training can take the 
  readings from the panel's scales, but only someone with Medical 
  Sciences: General Medicine [FT16] will be able to tell very much from 
  them.  
  Drugs (p. 38) 
  Antitoxins: To determine if an antitoxin is effective, have the medical 
  officer roll 1d6. If the first roll is 3 or less, the antitoxin will cure 1d6 x4 
  damage points (or TN. If the second roll is 3 or less, the antitoxin will 
  cure 3d6 damage points/TN; otherwise roll again. If the third roll is 3 or 
  less, the antitoxin will cure 1d6+1 points. If none of the three is 3 or 
  less, the antitoxins are totally ineffective. The 3 in 6 chance may be 
  adjusted depending on the circumstances.  
  Coradrenaline: This drug neutralizes 3d6 points of damage/TN from 
  cold-based sources, and cuts further damage suffered by ½ for the next 3 
  hours.  
  Neural Paralyzer: The coma begins 1d6+6 minutes after the injection. 
  If an injection of a light stimulant is not administered within a number of 
  minutes equal to the character's ST, death will result.  
  Sedatives: Sedatives produce a temporary reduction of TN/HP which is 
  treated much like fatigue. A light sedative reduces TN/HP by 3d6+3 for 
  2 hours (since it is temporary damage, damage is not reduced below 0. 
  A medium sedative reduces TN/HP by 3d6+6 for 4 hours. A heavy 
  sedative reduces TN/HP by 3d6+10 for 6 hours.  
  If a sedative drops TN/HP to 0, the character must make an Average 
  (TN 11) ST test to avoid unconsciousness. When the sedative wears off, 
  the TN/HP returns to its previous level, counting in any normal healing 
  done while unconsciousness. 
  If a sedative's effect would drop a character's TN/HP below zero, 
  calculate the number of points below zero the TN/HP would go. The 
  character must make an immediate Average (TN 11) ST roll, minus the 
  number of points below zero caused by the sedative effect. If the roll is 
  unsuccessful, the character has been overdosed and TN/HP starts to be 
  lost at one point per minute. The character is in mortal danger and will 
  die (in 6 minutes) without medical attention and successful emergency 
  first aid.  
  Stimulants: Stimulants provide a temporary boost to TN/HP. A light 
  stimulant adds 1d6+1 to TN/HP for a number of minutes equal to the 
  character's ST score. A medium stimulant adds 3d6 TN/HP and lasts 
  twice as long. A heavy stimulant adds 1d6 x3 and lasts three times as 
  long.  
  If giving a stimulant to an unconscious person brings TN/HP above 0, 
  consciousness is regained for as long as the stimulant's effects last. Then 
  the TN/HP returns to the original depressed state. A light stimulant will 
  awaken a person who passed out before reaching 0; unlike a more 
  seriously injured character, that person will stay conscious unless TN/HP 
  is dropped below 0 by further injury.  
  When stimulants wear off, an Average (TN 11) ST Test must be 
  attempted. For a light stimulant, the roll is made without modifiers. For a 
  medium stimulant, there is a +3 TN (TN 14), and for a heavy stimulant, 
  there is a +6 TN (TN 17. If the roll succeeds, there is no adverse effect 
  on the system when the drug wears off. If the roll fails, however, the 
  shock to the system caused by the stimulant damages the character's 
  system. A light stimulant does 1 point of damage/TN, a medium 
  stimulant does 1d6 damage points/TN, and a heavy stimulant does 
  1d6+1 damage points. 
  Warning About Sedatives And Stimulants (p. 39) 
  Their use is tricky and only a doctor or someone with a Skill Rating of at 
  least 1 in Medical Sciences: General Medicine [FT16] should be allowed to 
  administer them.  
  Heartbeat Reader (p. 39) 
  Anyone with Star Fleet (or equivalent) medical training can use this.  
  Hypo (p. 39) 
  Anyone with Star Fleet (or equivalent) medical training can fill one, and 
  anyone who is shown briefly how to handle it can give an injection under 
  normal circumstances. 
  Med Pouch (p. 39) 
  This can be used as written.  
  Protoplaser (p. 39) 
  With a 5-minute application, these devices will heal ½ the damage from 
  any wound of fewer than 10 damage/TN points. Anyone with at least 1 
  in Medical Sciences: General Medicine [FT16] can use one for this 
  purpose.  
  They are also used for more involved healing and surgery, but such use 
  already has been figured into the medical rules. A Skill Rating of at least 
  1 in Medical Sciences: General Medicine [FT16] is required for use on 
  normal wounds, but major blood vessels, nerve tissue and delicate work 
  requires a Skill Rating of at least 2.  
  Spray Dressing (p. 39) 
  Anyone with Star Fleet (or equivalent) medical training can apply spray 
  dressings.  
  Agonizer (p. 39) 
  On a high setting, a character must make a successful Heroic (TN 17) 
  test to take any action at all.  
  Wide Angle Stun (p. 39) 
  This can be used as written. A separate attack roll must be made for all 
  affected targets. If the attack roll fails, the target is unaffected, even if 
  targets on either side or even in the same square are affected. Because 
  of the wide-angle effect, a -4 TN modifier is added to the attack roll, 
  making a miss unlikely.  
  Phaser Overload (p. 39) 
  The blast radius for the phasers depends on the size of the powerpack. 
  For a phaser I, it is 45 meters (30 squares); for a Phaser II, it is 150 
  meters (100 squares); and for a Phaser Rifle, it is 187½  meters (125 
  squares.  
  
  28 
   
  SHIPBOARD SYSTEMS (p. 39) 
  Sensors (p. 39) 
  In non-critical situations, where time is not important, anyone with Star 
  Fleet (or equivalent) sensor training is sufficient to operate the sensors 
  and to interpret most standard results. Similarly, a Skill Rating of 1 or 
  more will yield accurate information in a timely fashion.  
  Shuttlecraft (p. 39) 
  Anyone with Star Fleet (or equivalent) Piloting: Shuttlecraft [FT15] is 
  sufficient to operate one of these vessels in normal circumstances, but 
  regular shuttle pilots usually have a rating of 1 or more. A Skill Rating of 
  1 or more Piloting: Water Vehicle Operation [FT15] also is required to 
  operate an aquashuttle.  
  'Floater' shuttlecraft are notorious for their poor states of repair. If one is 
  used for a major flight, such as interplanetary transport or where harsh 
  landing conditions prevail, it could break down. Roll 2d6, with 
  breakdown occurring on a roll of 2. Repairs will take 1d6+1 hours, after 
  which a successful Skill Test must be made to determine if more time 
  must be spent. A successful roll concludes the repairs, and an 
  unsuccessful roll may be repeated hourly, with a -1 penalty for each 
  failed try; 5 unsuccessful attempts indicate that repairs are not possible 
  and a distress signal must be sent.  
  Transporters (p. 40) 
  Although someone is on duty at all times in the transporter room, a call 
  for a quick beam-up will take 20 seconds (4 combat turns) to process 
  unless communication is established, sensors are locked on the target to 
  be beamed up, and the transporter panel is ready. If this is the case, 
  dematerialization will take place at the beginning of the next combat 
  turn.  
  No Skill Tests is required for routine ship-to-planet, planet-to-planet, or 
  ship-to-ship beaming by anyone with a rating of at least 1 in Starship 
  Engineer [FT15].  
  TRANSPORTER USE SKILL TASK MODIFIERS (p. 40) 
  Beaming Type Abbreviations 
  S>P 
   
   
  Ship-to-Planet 
  P<S 
   
   
  Planet-to-Ship 
  S>S 
   
   
  Ship-to-Ship 
  In-S 
   
   
  Within same ship 
  Modifier Conditions 
   
   
   
   
   
   
  +4 TN: Unstable atmospheric conditions (S>P, P<S) 
   
  +4 TN: Local interference (S>P, P<S) 
   
  -8 TN: Transporter at each end (S>P, P<S) 
   
  +3 TN: Lock in with sensors only (P>S, S>S) 
   
  +8 TN: Any beaming within same ship (In-S) 
   
  -4 TN: Location used in past 24 hours (any) 
   
  +5 TN: Ship's power reserve less than half (any) 
  Objects Held In Transit: For each 5 minutes an object is held, the 
  transporter operator must make a Skill Test. If the roll fails, the lock is 
  lost unless a Hero Point is spent. A second, immediate attempt may be 
  made to regain the lock with a modifier of +8 TN. If it too, fails, the 
  objects or personnel being transported are lost forever.  
  Turbolifts (p. 40) 
  Going from one lift station to another, despite the distance between 
  them, takes about 10 seconds (2 turns.          
  JUDGING STARSHIP COMBAT (p. 41) 
   
  USING ENEMY CONTACT: BRIDGE ALERT (p. 41) 
  Note that due to the success of the Star Trek III: Starship Combat Game 
  this was never published. 
  USING SKILLS (p. 42) 
   
  Captain (p. 42) 
  He may use his skill in Starship Combat [FT16] to anticipate the enemy's 
  maneuver.  
  Chief Engineer (p. 42) 
  He may use his skill in Starship Engineering [FT16] to squeeze a little more 
  power out of the engines. He can use Starship Engineer [FT16] to restore 
  power to the ship's power grid after an engine room hit; when the ship 
  has taken a hit in the engine room, it loses all power, and it will not be 
  able to move, arm and fire weapons, or raise shields until power is 
  restored. He may use Starship Engineer [FT16] to make emergency repairs 
  to the superstructure; when a ship takes enough superstructure damage, 
  it can no longer maneuver or fire weapons, and may possibly explode! 
  Science Officer (p. 42) 
  He can use his skill in Sensors [FT16] to get a sensors lock on the enemy 
  ship, to gain information on the ship's damage, which shields are up, 
  which weapons are powered, and so on. He can use Sensors [FT16] or 
  Computers [FT15] to repair the sensors console after a bridge hit; no 
  weapons may be targeted without such repair, and the position of the 
  enemy will be unknown until such repair is made.  
  Helmsman (p. 42) 
  He can use his skill in Piloting: Starship Helm [FT15] to make unusually 
  difficult maneuvers, to evade incoming fire, to make emergency heading 
  changes. He can use Starship Combat [FT15] to determine if a shot was a 
  hit. He can use either Piloting: Starship Helm [FT15] or Computers [FT15] to 
  repair the helm console damaged in a bridge hit; no maneuver is 
  possible without such repair. He may use Starship Engineer [FT16] to 
  repair the weapons console; no weapons may be fired without such 
  repair.  
  Navigator (p. 42) 
  He can use Starship Navigation [FT16] to predict the course of an 
  approaching sensors target. He can use Electronics [FT15] to feed power 
  to the correct shield, absorbing an enemy hit, or use the tractor/pressor 
  beams successfully in combat. He can use Electronics [FT15] to repair the 
  shield console after a damaging bridge hit; no shields can be raised 
  without such repair.  
  Communications Officer (p. 42) 
  He can use Communication [FT16] to penetrate jammed communications. 
  He can use Starship Combat [FT15] to reduce damage effect from 
  incoming fire, or to repair minor damage to the superstructure. He can 
  also use Communication [FT16] to repair the communications console 
  after a bridge hit; no damage control or communication is possible 
  without such repair.  
  Medical Officer (p. 42) 
  He can use Medical Science: General Medicine [FT16] to restore casualties 
  to active duty; if a ship takes enough casualties, its efficiency decreases. 
  He can use Knowledge: Life Support Systems Technology [FT15] to repair 
  a damaged life support system.  
  SIMPLE GAMEMASTERING SYSTEMS (p. 42) 
  To-Hit (p. 42) 
  Use the Helmsman's Skill Roll against his rating in Starship 
  Combat [FT15]. Modify this for range [FT40] Modify it for fancy 
  maneuvering. [FT41]  
  
  29 
   
  Damage Location (p. 42) 
  Use this system or one like it [FT44] if you want.  
  QUICK DAMAGE LOCATION 
  2d6 
  Damage Location 
  2-6 
  Superstructure 
  7-8 
  Engine (choose which) 
  9 
  Weapon (choose which) 
  10-12 
  Special (bridge hit, engine room hit) 
   
  Shielding (p. 42) 
  Use this system or one like it [FT44] if you want; otherwise, make it up just 
  like you did when you were a little kid.  
  QUICK SHIELD EFFECTS 
  2d6 
  Effect 
  2-6 
  Shield absorbs damage 
  7-8 
  Graze; shields penetrated; slight damage 
  9-10 
  Direct hit shields penetrated; moderate damage 
  11-12 
  Heavy damage. "She's gonna blow!" 
   
  USING ATTRIBUTES (p. 42) 
  Whenever the bridge takes a hit, each character should make an 
  Average (TN 11) DX Test. If the roll is successful, the character was 
  merely shaken, having gripped the console tightly enough to remain 
  virtually in place. If the roll is not successful, the character may not 
  function at his duties in the next round, for he has been thrown about 
  and needs to recover. He should then make an Average (TN 11) ST Test 
  to determine if he takes any temporary damage. If this roll fails, then the 
  character takes 1 point of temporary damage from the fall; if the roll is a 
  7 or less, he takes 1 point of wound damage from the bashing his head 
  took as it hit the console edge (or something  be creative! 
   
    
   
  
SOURCE: textdata/thevault/Star Trek RPG/Other RPGs (u)/Far Trek/FASA to Far Trek (2nd edition)( - Michael Taylor.pdf