TEXT:  
   
  
   
   
  
  Table of Contents: 
   
  Preface 
  1 
  Adventure Background 
  2 
  Adventure Summary 
  3 
  Adventure Introduction 
  3 
  ShuttleCraft 
  4 
  The Base 
  4 
  Gaining Entrance 
  4 
  Airlock 
  5 
  Shuttlebay 
  5 
  Tram Station 
  6 
  Storage Facilities 
  6-7 
  Main Decks 
  7-8 
  The Hub 
  8-9 
  Wrath of the Pirate Captain 
  9-10 
  Ship to Ship 
  10 
  End of Era 
  10-11 
  Appendix: House Rules 
  12-13 
  Handout 1 Maps 
  * 
  Handout 2 Antagonists Stats 
  * 
  Handout 3 Ship Stat Cards 
  * 
  Pre-Generated Characters 1 - 8 * 
   
   
  Preface - 
    
  This free Star Trek D20 adventure module is designed for 4 – 6 player characters of 6th – 7th 
  level. This game is set in the original series era, however can be used in any Star Trek era. 8 
  pre-generated characters have been provided to choose from. The story is original but the 
  art is barrowed from the far reaches of the internet.  
   
  A quick note about mechanics: The adventure uses Paizo’s Pathfinder RPG as its core, with 
  a few exceptions. The game mechanic for Federation Phasers is borrowed from Prime 
  Directive D20 and Hit Points are replaced by the Wounds/ Vigor optional rule. Ship to Ship 
  combat may be accomplished using any rule set the GM prefers, however an over simplified 
  ship to ship combat mechanic is provided. These mechanics are explained in the Appendix 
  of this module.   
   
  Hope you enjoy and please provide feedback.  
  Adventure written and formatted by Nicholas Cardarelli  
   
  Anno Domini Nostri Iesu 2015 
  
  Star Date 2269:  
  Pi Canis Majoris star system, in the Beta Quadrant on the boarder of Klingon space, 
  sees moderate shipping traffic pass through to several different Federation planets.  With 
  the exception of an old forgotten Tellarite moon base outpost, the system is mostly 
  deserted.      
  Captain Tegawin, a bold and ambitious Orion pirate, has been forced into service 
  after being captured by Captain Kagran of the Klingon navy. Kagran has turned Tegawin 
  into a privateer in order to harass Federation shipping lines. Tegawin at first was angry 
  about his “employment” however, he has been granted supplies, armaments, ships, 
  additional crew, and a safety zone to escape from pursuit. For months, Tegawin has been 
  attacking merchant vessels from dozens of worlds, striping their ships for parts, selling 
  survivors into slavery, and fencing stolen goods. Overall, Tegawin has found the 
  arrangement very profitable. Since Tegawin’s operation has been in effect, he has acquired 
  a huge cache of goods and slaves. His base is starting to reach capacity and his cargo must 
  be unloaded soon. His crew is lax and looking forward to a big pay day followed by some 
  rest and relaxation.  
  Unknown to Tegawin, Star Base 24, as well as Outpost 6, has reported freighters 
  failing to make their shipments as well as merchant vessels going missing. Star Fleet is 
  launching a full investigation to ensure the Klingons are not violating the treaty.  Tegawin is 
  also unaware that Kagran is acting without the permission or knowledge of The Klingon 
  High Council. Kagran knows the penalty for his illicit pet project and will do anything to 
  prevent being connected to Tegawin’s activities. 
  
  The Alpha Team (Player Characters) are 
  assigned to fly an augmented shuttlecraft 
  through the system to scan for possible 
  evidence of Klingon raiders. Instead of 
  Klingons, they find Orion pirates and an 
  old Tellarite moon base that is being used 
  as their operations hub. The Alpha Team 
  is ordered to infiltrate the moon base, set 
  up beacons to allow any goods or captives 
  to be beamed to safety, and to transmit all 
  information about the pirates and their 
  operation before rendezvousing with the 
  Constitution Class Starship. The 
  adventure ends with a space battle. 
  The Player Characters, referred to as 
  “Alpha Team”, are junior star fleet officers 
  aboard USS MacKenzie, a Constitution 
  Class Starship. They have gathered in the 
  briefing room with their Captain and on 
  the viewing screen are two other 
  Captains.    “Alpha Team, Star Fleet has 
  received reports from star bases and 
  outposts that shipments near the Pi Canis 
  Majoris star system, in the Beta Quadrant, 
  have never arrived. Natural phenomenon 
  has been ruled out since non-cargo laden 
  vessels have passed through the area 
  unharmed. Star Fleet is concerned due to 
  the close proximity to the Klingon 
  boarder. The rocky truce between The 
  Federation and the Klingons has been 
  holding this past year, however, if that 
  truce has been broken it will mean open 
  war. Before Star Fleet can make any 
  formal grievances, we need to be certain 
  the Klingons are involved. Your main 
  objective is to comb the star system for 
  any proof of raiders and capture the 
  responsible parties, if possible. Also, if 
  there are any remaining goods or 
  survivors of the lost freighters, you will 
  place long range transport beacons to 
  have them beamed back to the USS 
  MacKenzie. Captain Burke of the USS 
  Weehawken, a Miranda Class Medium 
  Cruiser, and Captain Jordan of the USS 
  Olympia, an Oberth class Starship, will 
  assist in scans, receiving goods, and fire 
  support if it comes to it. This could spell 
  another Federation/Klingon War so 
  discretion is key to this operation. Any 
  Questions?” Allow the Alpha Team to ask 
  any questions, answer to the best of your 
  ability, and when they are finished “Good. 
  Report to the shuttle bay immediately.” 
   
   
   
   
  USS Enterprise in ST: Pirate Hunt 
  GM's may choose to use the USS Enterprise 
  and crew in place of the USS MacKenzie. 
  Some players enjoy interacting with the 
  iconic characters of the franchise. However, 
  GMs are cautioned to limit the interactions 
  since the player characters are the stars of 
  the adventure.     
  
  Shuttle Craft - 
  The Alpha Team takes the augmented 
  shuttlecraft, Elcano, out into the system. 
  Each member should take a station and 
  be asked to make skill checks, computer 
  checks, pilot checks, communications 
  checks, etc. Request at least 4 skill checks 
  per member.  GMs should improvise 
  information about the physical nature of 
  the planets, energy signatures, coded 
  communications, etc. being given. The 
  locations of 3 small crafts on the edge of 
  an asteroid belt are discovered. 
  Intercepted communications between the 
  ships reveal the following dialog: “Why 
  are we still out here?” says a male voice. 
  “There may be another freighter, today,” 
  Says another male voice. First male voice 
  again, “We have no more room at the base! 
  We need to move the loot and slaves…” He 
  is interrupted by a harsh female voice, 
  “Cut the chatter! Stay alert!” Computer 
  check will confirm small vessels are 
  security skiffs.  
   
  The Base –  
  The shuttle craft is not equipped to 
  engage the scout ships, but they pick up 
  their ion signature and can follow it to a 
  moon orbiting the 4th planet. The moon 
  has no atmosphere and low gravity, 
  requiring environmental suits. A scan of 
  the moon reveals an old moon base. 
  Scanners cannot penetrate to the base’s 
  interior. Exterior scans reveal two 
  possible entrances: a shuttle bay or a low 
  security air lock.    
  Gaining Entrance -  
  Outlined are three ways to gain access to 
  the base…. 
  1. Open Hailing Frequencies – Alpha 
  Team requests permission to dock, 
  fabricating who they are and why, 
  Bluff check (DC 20). Go to Section 
  A1: ShuttleBay  
  2. Open Sesame – They can use the 
  onboard computer’s short range 
  interface to trick the moon bases 
  computer into allowing a 
  shuttlebay landing without 
  alerting anyone.  Computer check 
  (DC 20) 
  3. Moon Walk – On the outside of the 
  base is a maintenance airlock 
  which could permit the Alpha 
  Team to land on the surface, moon 
  walk in environment suites and 
  access that airlock.  
  
  Inside - 
  This old Tellarite observatory has been refurbished by outlaws for smuggling long ago. Still 
  the design is obviously Tellarite; the interior doors are shorter, wider, and in a pentagon 
  shape; the very warm temperature is pleasant to any Tellarite characters; the walls have 
  minimal paneling to show off the artfully intricate engineering and to make for easy repair 
  access, and all signs are in Tellarite script.  (The GM’s and Players’ Map included.) 
   
  Airlock – Landing the shuttle craft requires a fly or Dex check (DC 12), failure results 
  in bouncing. This is followed by a second check (DC 16). A second failure results in a crash 
  landing, rendering the shuttle inoperable. In either situation, the team will have to wear 
  environmental suits and moonwalk to the airlock. The access panel can be by passed by Disable 
  Device, Escape Artist, or Computer Use checks (DC 15).  
  A1: Shuttle Bay –  
  This rectangular shuttle bay is barren. No ships or supplies remain here. The shuttle bay 
  control room has a broken viewing window and looks abandoned. There are several 
  security cameras that look as if they were installed long ago with little thought of strategy. 
  There is a single short, wide, pentagon shaped door on the opposite wall to the shuttle bay 
  hanger doors. This door opens to a long hallway leading to a door identical to the first.  
   
  
  A2: Tram-Station –  
  This rectangular area is a recharging station for 6 hover trams. To the left and right of the 
  area are corridors wide enough for a tram to travel in each direction. Each tram can carry 6 
  – 8 individuals and there are 4 trams currently in the station. Each tram is equipped with a 
  display screen that shows a complete layout of the base, though nothing is labeled (Give the 
  players Handout 1: Players’ Map).    
  B1 – B6: Storage Facilities –B1 – B6 are the storage facilities which are 
  used to hold supplies for extended tours in the moon base. The B1 – B6 areas have each 
  become warehouses for stolen goods and supplies for the pirates. Each circular warehouse 
  has a large reinforced door and is at the end of a long two lane corridor. Each warehouse is 
  3 open air levels. Each of these warehouses hold different supplies or goods and are 
  currently filled to capacity. The warehouses, though breathable atmosphere, do not have 
  artificial gravity. This makes moving heavy supplies from the different levels easier. Alpha 
  Team will need their low gravity boots or make Acrobatics or Dex checks (DC 12) to “Moon 
  Walk”. Pirates of varying aliens will be encountered throughout the base. (Pirate stats are 
  for the GM only in Handout 2: Antagonists Stats.) 
   B1 – Slave Pens 
  o Two pirates guard this area from outside the large reinforced door. They 
  have their backs to the tram and assume player characters are other pirates 
  approaching. Dozens of freighter crews and a few female Orions are kept 
  here. Only the female Orions leave this area to work in the mess hall. The 
  crews are not soldiers and request the Alpha Team immediately beam them 
  to safety. If the Alpha Team has set up beacons, they can rescue all of the 
  captives, including the Orions, in 2d6 rounds. GMs roll percentiles with a 5% 
  chance the energy spike is noticed by the pirates in C3. The crews tell the 
  Alpha Team that the pirates have several ships; security skiffs, free traders, 
  and at least one Orion pirate light cruiser. The pirates consist of a variety of 
  races, including Romulans, Klingons, Humans, Orions and races allied with 
  each.    
   B2 -   Ship Parts 
  o Four pirates work this chop shop. They are busy cataloging and packing ship 
  parts when the Alpha Team arrives. The pirates give no resistance; they are 
  unarmed and shocked at the intrusion. This area contains the salvageable 
  resalable parts of the freighters. 
   
   
   
  
   B3 – Weapons 
  o Four pirates guard the door to this armory. Inside are crates filled with small 
  arms, ship armaments, and ammunitions ready to be shipped and sold. These 
  pirates are the most focused and will fight ferociously to guard this area.   
   B4 – Barracks 
  o 30 pirates sleep in this area at any given time. Each level has bunk beds and 
  storage lockers. Currently only the first level is occupied. Pirates here only 
  have melee weapons. Alpha Team can use pirate clothes to disguise 
  themselves (+10 on disguise checks) 
   B5 – Food and Water 
  o This area includes a hydroponic greenhouse, renewable eco-niche, and 
  storage area for shelf stable goods. 4 pirates work this area and ensure it 
  works properly, they surrender if confronted by Federation officers.   
   B6 – Artifacts and Valuables 
  o This is the least secure warehouse. The pirates hold little value for art and 
  antiquities. 2 pirates are here: Grilod, an unscrupulous human archeologist, 
  and his clerk. They are preoccupied with appraising a Vulcan deity statue 
  when Alpha Team arrives. At first, they attempt to outrun the Alpha Team 
  and steal the tram. If they are captured, Grilod explains they are not violent 
  men and only work for the pirates a appraisers. He offers the team an 
  amazing piece of technology in exchange to let them go.  They honestly won’t 
  warn the other pirates, they will just lay low until it is over then leave the 
  base (Sense Motive Check DC 15). If the players agree, he produces an arm 
  brace and explains it is a personal cloaking device. [Personal Cloaking Device 
  (PCD): Same as Ring of Invisibility http://www.d20pfsrd.com/magic-
  items/rings/ring-of-invisibility (GM’s Only:  the PCD only has a battery life of 
  1d4 rounds then must recharge for 10 rounds)  
  C1 – C4: - 
   C1 – Mess Hall 
  o A dozen pirates are stuffing their faces while 3 Orion slave girls serve. They 
  are armed with melee and range weapons. 
   C2 – Laboratory  
  o Abandoned and ransacked, this old laboratory was used by the Tellarites for 
  geological surveys. Perception check (DC 18) will reveal minerals that have 
  explosive properties. Craft check (DC 15) will allow the team to create 2 
  grenades (Range attack against a specific 5-foot square. The square has an 
  effective Defense of 10. If the attack succeeds, the grenade or explosive lands 
  
  in the targeted square. 2D8 to all creatures in or adjacent to target square, 
  Reflex saves DC 15 for half damage.)  
   C3 – Control Center 
  o This is the facilities control center, security, communications, etc. Just like the 
  bridge of a ship.   6 pirates are here drinking and enjoying the company of 
  some slave girls while using the viewing screen to watch a gladiatorial match 
  on a distant alien world. No one is paying attention. There are flashing lights 
  on consoles and security cameras showing pirates missing from areas the 
  Alpha Team have already been. Capturing this area results in control of the 
  base and go straight to “Wrath of the Pirate Captain” section.  
   C4 – Engineering 
  o This has a tall ceiling, generators, gravity controls, and power silos. 4 pirates 
  armed with tools (melee weapons). Auxiliary control only accessible through 
  area C3 or the secret entrance in D2. If the players take over Auxiliary control 
  the have captured the base and go straight to “Wrath of the Pirate Captain” 
  section. 
  D1 & D2: 
   D1 – Sewage, Steam, and Maintenance Tunnels –  
  o Underneath the outpost run several tunnels with access points in C1, C2, and 
  C4. All tunnels converge on D2. 
   D2 –  Hub – 
  o Huge dome ceiling and circular room, a narrow ledge traces the outer edge of 
  the room. Water runs in from the multiple pipes and tunnels, creating a moat 
  around a story tall mound of garbage and waste. Creature: The Otyughian. 
  Inside the mound lives a sentient alien, The Otyughian. This large creature 
  has lived here since the outpost was built. Once the Alpha Team enters the 
  Hub, The Otyughian beings to speak, “What do you seek in my dominion?” 
  The alien remains hidden beneath its mound of garbage. Perception check 
  (DC 17) will notice a cluster of yellow eyes of varying sizes with vertical slit 
  pupils gazing out from under the garbage near the top of the pile. If asked to 
  come out, The Otyughian will state that his form will frighten them, though 
  he is benign and he feels safer in his nest. The players have a chance to make 
  a powerful ally or enemy of the Otyughian.  Whether they decide to use 
  diplomacy and honesty, or intimidation and bluff will affect the Otyughian’s 
  disposition. The Otyughian will explain that he has lived here since the 
  Tellarites built this place, and they made him the keeper of the lower levels. 
  The Otyughian is tired of the instability of the outpost, changing from one 
  group of smugglers or pirates to another, with long periods of abandon in 
  
  between. He offers to aid the Alpha Team in exchange for passage to an active 
  outpost or space station, in order to ensure his survival.   
   If the Alpha Team accepts the Otyughian’s offer, he will show them the 
  secret entrance into C4, will arm the phasers for them, and create a 
  sewer backup in areas B4 and C1 to distract any remaining pirates. (At 
  end of mission, the Otyughian is taken to Starbase 24 and provided a 
  much more acceptable habitat in their sewers.) 
   If the Alpha Team offend or refuse the Otyughian’s offer, he will only 
  say, “That is… unfortunate.” 1d4 rounds later, alarms begin sounding, 
  the sound of heavy steel doors slamming shut in all directions and the 
  dirty, smelly water starts to rise. The Alpha Team will have to hurry to 
  escape. A perception check (DC 23) will reveal the secret door to C4. 
  In 1d6 rounds, the water will reach waist deep, the mound explodes in 
  all directions and the creature launches a full attack on the Alpha 
  Team (Otyughian stats are in the Handout 2 Antagonist) If he loses 
  2/3 of his wounds, he retreats under the water and the doors reopen 
  (the creature will become a reoccurring villain if not destroyed).  
  Wrath of the Pirate Captain -  
  Once the Alpha Team has taken control of the base, 
  Tegawin appears on the viewing screen –  
   If they are in disguise: Tegawin, slightly 
  amused, will smugly ask, “Who are you? You 
  must wish to court death to try to steal from 
  the notorious Captain Tegawin.” 
   
   If they are in uniform: Tegawin fakes a calm 
  confusion and says, “Federation guests! I 
  must say, I do not understand the nature of 
  your intrusion. This outpost is leased to me 
  by the Tellarite government and I am 
  protected under Orion law. Unless you have 
  an Orion Security Force or my landlord, you are infringing on my rights.”  
  As soon as the Alpha Team inform Tegawin that they know about his piracy or that they 
  have taken his goods, Tegawin’s mild pleasantries sharply turn to threats and curses. 
  Tegawin calls in all of his ships to attack and recapture the moonbase.  
  
  The outpost is not defenseless. The pirates have knowledge of the outpost’s lite shield 
  capabilities. However, because they use so much of the outpost’s energy output, the shields 
  are short lived. Because of this, they are rarely used. Skill checks such as computer use or 
  knowledge engineering (DC 14) will let the Alpha Team know that there is a way to boost 
  shields and arm a forgotten defense system.  
  More Shields – One member of the team will have to race to area A2 and crawl 48 meters 
  through a tight engineering crawlspace to make a repair to the damaged shield calibrator. 
  The current shields (AC) of the base is 10 and this will increase it to 15. 
  Fire Power - To arm the forgotten phaser turrets of the base, a member will have to enter 
  D2 to make a repair. If the Alpha Team has never been to D2 use the D2 encounter. If they 
  have already had the D2 encounter if they have made an ally of the creature it will help 
  them, if not they will have to brave its trap.  Once the turrets are armed, the control room is 
  treated as a ship’s bridge and can engage in combat  
  Ship to Ship:  
   
   
   
   
   
   
   
   
  GM should turn to Appendix  for the ship to ship combat rules and ship stats on Handout 3 
  Ship Stat Cards. Tegawin turns his might against the outpost, after 3 rounds the Federation 
  vessels punch out of warp and engage the battle. GMs are encouraged to allow each player 
  to command one Federation ship during the combat. GMs should also remind players that 
  disabling and capture is the Federation’s objective. Once the pirates are routed and their 
  ships are disabled, Tegawin hails the Alpha Team, “I would like to offer you a significantly 
  bigger fish to fry in exchange for our lives. We are prepared to beam aboard.” As soon as 
  Tegawin drops his shields in order to be beamed aboard, a Klingon Battle Cruiser uncloaks 
  and fires photon torpedoes at the Orion pirate ship. The Alpha Team will have one round to 
  
  save Tegawin and his bridge crew by beaming them off of their ship. Have the Alpha Team 
  roll a Computer Use (DC 22) multiple characters can assist to add +2 to the success.   
   
  End of an Era -  
  The Orion cruiser explodes and a Klingon Battle Cruiser looms in the black of space.  
   If the Alpha Team fails to rescue Tegawin – 
  Captain Kagran comes on the viewing screen, “I am 
  Captain Kagran of the Klingon Empire. I have been 
  hunting criminals that have used the Neutral Zone to 
  elude capture. I saw that you had engaged my prey 
  in battle, so I broke protocol to lend assistance. You 
  are welcome for my saving of your lives. I will report 
  to The Klingon High Council so they may explain 
  what happened to your United Federation of 
  Planets.” Despite the Alpha Team’s objections, 
  Captain Kagran will cloak and sail back over the 
  border. Upon examination of the moon base 
  computer, The Alpha Team will stumble upon a 
  recording of Tegawin and Kagran negotiating 
  payment for arms.   
   
   If the Alpha Team successfully captures Tegawin - Captain Kagran comes on the 
  viewing screen, “I am Captain Kagran of the Klingon Empire. I have been hunting 
  criminals that have used the Neutral Zone to elude capture. I saw that you had 
  engaged my prey in battle, so I broke protocol to lend assistance. You are welcome 
  for my saving of your lives. I will report to The Klingon High Council so they may 
  explain what happened to your United Federation of Planets. Lower your shields 
  and I will beam the pirate, Tegawin, to my ship and return to Klingon space.”  
  Tegawin will explode with anger, “You bastard! You blew up my ship and killed my 
  crew! I was bluffing the Feds to get out of this but now I will tell them every detail!” 
  Kagran ignores Tegawin and address the Alpha Team, “Turning over the criminal 
  will help me to convince the Klingon High Council that the pirate was not acting as a 
  privateer for the Federation. If I were to return without him however, warmongers 
  may build a case that you have violated our treaty. Will you turn over the criminal or 
  risk open war?” Game Masters should allow the players to role play out this 
  encounter. 
   
  
   If they hand over Tegawin - Kagran will condescendingly congratulate them 
  on choosing peace. Once Kagran is gone, the Alpha Team finds files in the 
  moon base computer showing Tegawin and Kagran negotiating their 
  agreement. GM should narrate to the players Kagran offering Tegawin his life 
  in exchange to confess to the Klingon High Council he was a privateer for the 
  Federation, Tegawin agrees. Kagran gives a rallying speech to go to war with 
  the Federation. Even though the council does not agree to launch a full scale 
  war, he wins supporters on the council. Months later the files from the moon 
  base reach the Klingon High Council and Kagran is tried for treason. He 
  escapes with his loyal crew, swearing vengeance against the Away Team and 
  the Federation. Kagran will come back as a greater villain in later adventures. 
   
   If they refuse to hand over Tegawin - Kagran will say “Very Well.” And his 
  ship will cloak. He may or may not leave without attacking again, which is up 
  to the Game Master. The Alpha Team will have to devise a plan to get from 
  the moon base to their ships without exposing themselves to another Klingon 
  sneak attack. The sensitive scanners aboard the USS Olympia can detect the 
  cloaked ship. Have an Alpha Team member roll Computer Use (DC 18). Once 
  detected the Klingon ship can be attacked. While cloaked it has no shields 
  (AC) but the benefit of being cloaked is full concealment, so even a successful 
  attack roll is subject to a 50% miss chance.  Kagran will not choose to fight to 
  the death. Once his ship has lost any hull points he will retreat across the 
  Neutral Zone.  If he is not killed, GM should narrate to the players Kagran 
  giving an account to Klingon High Council of chasing a Federation privateer 
  across the Neutral Zone and being confronted with a large Star Fleet force. 
  He gives a rallying speech to go to war with the Federation. Even though the 
  council does not agree to launch a full scale war, he wins supporters on the 
  council. Kagran will come back as a greater villain in later adventures. Once 
  secured, Tegawin will give detailed info about the Klingons and will be 
  imprisoned on Orion. 
    
   
   
   
  This Star Trek Adventure is dedicated to…. 
   
  The memory of Leonard Nimoy 
  All the people that have been inspired by Star Trek 
  And to my fearless daughter, Alexandria (Lexi) 
  
  Appendix: 
  1 . House Rules:  
  The adventure uses Paizo’s Pathfinder RPG as it’s core with a few exceptions. GMs should 
  familiarize themselves with these rules and discuss them with their players so that 
  everyone playing understands.  
    
  A. Federation Phasers by Prime Directive D20         
  http://www.starfleetgames.com/prime/pd-20.shtml  
  B. Hit Points are replaced by the Wounds/ Vigor optional rule 
  http://www.d20pfsrd.com/gamemastering/other-rules/wounds-and-vigor .  
  C. Ship to Ship combat cards 
   
  All 3 of these mechanics are detailed here for your convenience.   
   
  1. A.  Federation Phasers by Prime Directive D20  
  a. For GMs that do not own Prime Directive D20, I highly recommend 
  purchasing a copy. Here is a synopsis of TOS Federation Phaser rules 
  provided in their core rule book. There are several types of Phasers, Phaser I, 
  II, and Rifle. The different Phasers have different settings (i.e. kill, stun, or 
  disintegrate). Phaser settings cost Energy per shot. Each phasers’ energy 
  total is 40 before needing to be recharged or replace its energy cell.  Players 
  must designate their Phaser setting, spend Energy cost, roll for attack and 
  then damage. If the player’s shot fails to hit, the phaser’s energy cost is still 
  spent. Successful hit using Stun requires target to make a Fortitude saving 
  throw, failing to save renders target unconscious for 1d4 rounds.  
  Setting 
  Damage 
  Type 
  Energy Cost  
  Phaser I 
  (side arm) 
  Phaser II  
  (combat pistol) 
  Phaser Rifle 
  (heavy weapon) 
  Stun 1 
  Fort DC 15 
  Sonic 
  1 
  X 
  X 
  X 
  Stun 2 
  Fort DC 20 
  Sonic 
  2 
  - 
  X 
  X 
  Stun 3 
  Fort DC 25 
  Sonic 
  3 
  - 
  - 
  X 
  Kill 1 
  2d6 
  Fire 
  2 
  X 
  - 
  X 
  Kill 2 
  4d6+1 
  Fire 
  4 
  - 
  X 
  X 
  Kill 3 
  3d12+2 
  Fire 
  6 
  - 
  - 
  X 
  Disint 1  
  3d20x2 
  Energy 
  10 
  - 
  x 
  X 
  Disint 2 
  4d20x2 
  Energy 
  20 
  - 
  - 
  X 
   
   
   
  
  1. 
  B. Wounds/ Vigor from Paizo’s Pathfinder RPG 
   
  a. Wounds/ Vigor is a great system especially for Science Fiction RPGs. For the 
  full rules visit the link provided. Here is the short version.  
  “Instead of hit points, creatures using this system have a number of wound points and vigor 
  points. These two replacement scores are kept track of separately, and represent different 
  ways a character handles the damage inflicted on him. The following are descriptions of 
  these scores and how they work within the variant system of damage tracking. 
  Wound Points Typically a creature has a number of wound points equal to twice its 
  Constitution score. It also has a wound threshold equal to its Constitution score. Wound 
  points represent the amount of physical punishment a creature can take before it dies. 
  When a creature’s wound points drop to or below its wound threshold, that creature 
  becomes wounded. When a creature is wounded, it gains the staggered condition until it is 
  no longer wounded. Furthermore, when a creature is wounded, if that creature takes any 
  standard or move action on its turn, its remaining wound points are reduced by 1 and it 
  must make a DC 10 Constitution check. If the creature fails that check, it falls unconscious. 
  When a creature reaches 0 or fewer wound points, it is dead.” 
  1. C. Ship to Ship Combat  
   
  a. Here is a hard and fast over simplified version of  D20 ship combat to make the scene 
  fun and fast for the players without resulting to full blown war gaming. On the next 
  pages are ship cards to print, cut, and hand out to the players. Each card has stats and 
  images of a ship. GM’s should print out and distribute to players while GMs use the 
  Orion Pirate and Klingon ship cards.        
                      
   
  All game handouts; including ship stat cards, character sheets, 
   maps, etc.; are provided with this booklet. 
   
   
   
   
  
   
   
  
  Star Trek as you have never played it before! 
  You and your friends play Star Fleet officers  
  sent to investigate the cause of missing freighter ships  
  in the Pi Canis Majoris star system on the border of Klingon Space! 
   
  Will the Alpha Team find who’s responsible? Are the Klingons behind it?  Will 
  intergalactic war engulf the quadrant?  Find out the answers to these 
  questions and more as you boldly go where no one has gone before! 
                                                         
    
   
   
  
  Game Master’s Map 
   
   
  
  Handout 1: Players Map 
   
   
   
   
  
   Handout 2: Antagonists Stats 
  Pirates (Stat Block) 
  The Pirates encountered at the moon 
  base all have similar stats. GMs may add 
  variety by rolling a D10 on the alien 
  pirate chart gives adjustments to the 
  combat of different species of pirate.  
   
  Smuggler 
  CR 2 
  XP 600 
  Human rogue (smuggler) 3 
  CN Medium humanoid (human) 
  Init +6; Senses Perception +7 
   
  DEFENSE 
  AC 15, touch 12, flat-footed 13  
  (+3 armor, +2 Dex) 
  Vigor 21 Wounds 16 
  Fort +0, Ref +5, Will +2 
   
  OFFENSE 
  Speed 30 ft. 
  Melee Stun Baton +3 (1d6/18–20), (Fort 
  save vs Stun DC 13) 
  Ranged Disruptor +4 (1d6/×3) 
  Special Attacks sneak attack +2d6 
   
  STATISTICS 
  Str 10, Dex 14, Con 8, Int 12, Wis 13, Cha 17 
  Base Atk +2; CMB +2; CMD 14 
  Feats Improved Initiative, Toughness, Weapon 
  Finesse 
  Skills Appraise +7, Bluff +9, Diplomacy +9, 
  Disguise +9, Intimidate +9, Knowledge (local) +7, 
  Perception +7, Sense Motive +7, Sleight of Hand 
  +8, Stealth +8 
  SQ bribery, conceal item, distraction, rogue talents (fast stealth) 
   
  Species 
  Bonus 
  1 
  Orion 
  +1 Sneak 
         2 
  Tellarite 
  +1 CMD 
  3 
  Vulcan 
  +1 CMB 
  4 
  Rigelian 
  +1 Melee 
  5 
  Dunarks 
  +1 Range 
  6 
  Klingon 
  +1 Melee damage 
  7 
  Romulan 
  +1 Bluff 
  8 
  Hildarians +1 AC 
  9 
  Arcturians +1 Range damage 
  10 
  Cromargs 
  +1 Fort Save 
  
  Otyughian (Creature Stats) 
  In the event the players did not ally with the 
  Otyughian combat might ensue. Here is the 
  stat block for the Otyughian. GMs should 
  remember to use the environment in the Hub 
  to the advantage of the Otyughian.  
  Otyughian is a large three-legged alien with a 
  huge mouth. It has three tentacles, two tipped 
  with barbs and one with eyes, extend from its 
  sides. 
   
  CR 4 
  XP 1,200 
  N Large alien 
  Init +0; Senses darkvision 60 
  ft., scent; Perception +9 
   
  DEFENSE: 
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) 
  Vigor 60 Wounds 26 
  Fort +3, Ref +2, Will +6 
  Immune disease 
   
  OFFENSE: 
  Speed 20 ft. 
  Melee bite +7 (1d8+4 plus disease), 2 tentacles 
  +3 (1d6+2 plusgrab) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle) 
  Special Attacks constrict (tentacle, 1d6+2) 
   
  STATISTICS: 
  Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6 
  Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip) 
  Feats Alertness, Toughness, Weapon Focus (tentacle) 
  Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers +8Stealth in lair 
  Languages Common 
   
  SPECIAL ABILITIES; Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 14; onset 1d3 
  days;frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage;cure 2 consecutive saves. The 
  save DC is Constitution-based. 
   
  
  Handout 3: Ship Stat Cards 
  
   
   
  
  Pre-Generated Characters:   
  8 characters are provided to create a 4 to 6 character Alpha Team. All 8 can be used 
  however Game Master would need to scale the adventure. Players may select any of the 
  follow characters to create their Alpha Team. However, it is recommended at least 1 
  character of each shirt color be included to round out the team. Full character sheets are on 
  the following pages.  
   
  Yellow Shirts: 
   Lt Commander Adamsen (Male Human) 
   Navigations Officer Dalia th’Zarath (Female Andorian) 
   Pilot Sh’yotuo (Female Caitian) 
   
  Blue Shirts: 
   Medical Officer Francesca Pontecorvo (Female Human) 
   Science Officer Joryn (Male Vulcan) 
   
  Red Shirts: 
   Security Officer Valras th’Glveb (Male Andorian) 
   Communications Officer T’Tallendil (Female Vulcan) 
   Engineering Officer Levekl (Male Tellirite) 
   
   
   
   
   
   
   
   
   
  
   
  
   
  
   
  
   
  
   
  
   
  
   
  
   
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/Prime Directive/D20 System/D20 Pirate Hunt Book Version - NICK.pdf