final frontier to far trek
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F in a l F r o n t ie r t o F a r T r e k
Sunday, January 10, 2016
ST AR TR EK Adventure Gaming in the Final Frontier (usually
shortened to Final Frontier) is a registered trademark of Michael J . Scott
1978 Heritage Models.
https:// en.wikipedia.org/wiki/ Star_Trek:_Adventure_Gaming_in_the_Fi
nal_Frontier.Use of the trademark in thisdocument is not intended to infringe upon or
devalue the trademark. YOU MUST OWN
ST AR TR EK Adventure Gaming in the Final
Frontier
TOUSE THE VARIANTS
Far Trekis 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 TheContinuing Voyages TO USE THE VARIANTS
LEGEND
Code Source
#m Meters (approximately 3 feet)CA CharismaDX DexterityFP Fate PointsFT Far Trek (v2.0)HP Hit PointsIQ IntelligenceST Strength
TN Task Number
IN T R O D U C T IO NI remembered that an old dearly departed gaming buddy from back in
the day had written a great article on roleplaying in Star Trek. This was
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Montgomery Crabaugh (from Different Worlds #34). In trying to find this
article I stumbled across by Paul
Montgomery Crabaugh that appeared in Different Worlds #18. This
sted called
officially licensed Star Trek roleplaying game and was written to
accommodate a set of 25mm lead Star Trek miniature figures.
kes!
I had to track down an electronic copy of this game and was amazed not
only at how good it is (for the time), but how much useful material there
was for gaming in the Final Frontier. I had to laugh at the introduction
it mentions that Star Trek has had fans for 10 years! But this game
came out in 1978!
So I thought it would be fun to see if these old ideas can still find life in
gaming. This will attempt to convert all the material from this game into
rules for use in Far Trek. Of course, all of it is purely optional to use or
disregard as desired.
Any comments, criticisms and corrections are welcomed.
C-3 CHARACTERS (p. 3)Luckily attributes are numbered 3-18 (nah, not really, EVERY game
numbered attributes 3-18 in that time) so converting them is relatively
easy:
ABILITIES ATTRIBUTE
0-1 -42 -33 -24-7 -18-12 +013-15 +116-17 +218-19 +320-21 +422-23 +524-25 +626-27 +7
STRENGTHis converted to STRENGTH [FT9].
DEXTERITY is converted to DEXTERITY [FT9].
LUCK is converted as follows:
LUCK Treat as: Talents/ Limitations
3 Fatal Flaw: Unlucky [Limitation] x2 (works 2d6 times perday)
4-7 Fatal Flaw: Unlucky [Limitation]8-12 Ignore13-15 Heroic [Talent][FT18]16-17 Heroic [Talent] x2 (2 additional Fate Points)[FT18]18-19 Heroic [Talent] x3 (3 additional Fate Points)[FT18]20-21 Heroic [Talent] x4 (4 additional Fate Points)[FT18]22-23 Heroic [Talent] x5 (5 additional Fate Points)[FT18]24-25 Heroic [Talent] x6 (6 additional Fate Points)[FT18]26-27 Heroic [Talent] x7 (7 additional Fate Points)[FT18]
New Fatal Flaw
Unlucky: This character cannot get a break. 1d6 times per episode
they be undone by bad luck, either a roll that would normally be a
success fails, or a roll that fails will fail in a spectacular manner. All uses
of Fate Points will costs double as well.
MENTALITYis converted to INTELLIGENCE [FT9].
CHARISMA is converted to CHARISMA [FT9].
CONSTITUTION is converted to Talents or L imitations as follows:
CONSTITUTION Talents/ Limitations
3 Frail [Limitation] x2 (-4 TN/ HP*)[FT64]4-7 Frail [Limitation] (-2 TN/ HP*)[FT64]
8-12 Ignore13-15 Hard To Kill [Talent] (+2 TN/ HP*)[FT64]16-17 Hard To Kill [Talent] x2 (+4 TN/ HP*)[FT64]18-19 Hard To Kill [Talent] x3 (+6 TN/ HP*)[FT64]20-21 Hard To Kill [Talent] x4 (+8 TN/ HP*)[FT64]22-23 Hard To Kill [Talent] x5 (+10 TN/ HP*)[FT64]24-25 Hard To Kill [Talent] x6 (+12 TN/ HP*)[FT64]26-27 Hard To Kill [Talent] x7 (+14 TN/ HP*)[FT64]
* HP = Hit Points: from starting 10+ST if using Hit Point optional rules.
HAND-TO-HAND CLASS
Each Class is one purchase of the Brawler [Talent] [FT25].
https://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Final_Frontierhttps://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Final_Frontierhttps://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Final_Frontierhttp://fartrekrpg.blogspot.com/2015/07/these-are-continuing-voyages.htmlhttp://fartrekrpg.blogspot.com/2015/07/these-are-continuing-voyages.htmlhttp://fartrekrpg.blogspot.com/2015/07/these-are-continuing-voyages.htmlhttp://fartrekrpg.blogspot.com/2015/07/these-are-continuing-voyages.htmlhttp://fartrekrpg.blogspot.com/2015/07/these-are-continuing-voyages.htmlhttps://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Final_Frontierhttps://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Final_Frontier -
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INITIATION
Each two pluses (round down) is one purchase of the Aggressive
[Limitation] [FT65].
ARMOR
This is treated as Armor (+2/+4) [Talent] [FT117].
SKILLSThere were no skills in any games of this period! Consider that a
character has 8 points, plus 2 points per rank (from O-1 to O-6). [FT35]
Rank Skill PointsEnsign 10 pointsLieutenant 12 pointsLt. Commander 14 pointsCommander 16 pointsCaptain 18 points
STAR TREK PERSONALITIES (p. 4)
CAPTAIN JAMES T. KIRK (Gold Shirt/ Command)
ST 1 DX 1 IQ +1 CA +2 TN/ HP 13 FP 3Talents Aggressive, Brawler 2, Flexibility, Hard to Kill, Heroic, LuckyEquipment: Phaser II, Communicator
COMMANDER SPOCK (Blue Shirt/ Sciences)
ST +2 DX +2 IQ +2 CA +1 TN/ HP 16 FP 1
Talents Aggressive 2, Brawler 4, Desert-Adapted, Hard to Kill 2,PsychicLimitations Lack of EmotionEquipment: Phaser II, Communicator, Tricorder
LT. COMMANDER MONTGOMERY SCOTT (Red
Shirt/ Services)
ST 1 DX 0 IQ 0 CA +1 TN/ HP 11 FP 2Talents Brawler, Flexibility, LuckyEquipment: Phaser II, Communicator
DOCTOR LEONARD MCCOY (Blue Shirt/ Sciences)
ST 0 DX 0 IQ +1 CA +1 TN/ HP 10 FP 2Talents Brawler, Flexibility, Heroic, LuckyEquipment: Phaser I, Communicator, Tricorder, Medkit
LIEUTENANT UHURA (Red Shirt/ Services)ST 0 DX 1 IQ 0 CA +1 TN/ HP 10 FP 2Talents Brawler, Flexibility, LuckyEquipment: Phaser I, Communicator
LIEUTENANT SULU (Gold Shirt/ Command)
ST 1 DX 1 IQ +1 CA +1 TN/ HP 11 FP 2Talents Aggressive, Brawler 3, Flexibility, Heroic, LuckyEquipment: Communicator, Phaser II
ENSIGN PAVEL CHEKOV (Gold Shirt/ Command)
ST 0 DX 0 IQ 0 CA 0 TN/ HP 10 FP 2Talents Brawler, Flexibility, LuckyEquipment: Communicator, Phaser II
YEOMAN JANICE RAND (Red Shirt/ Services)
ST 0 DX 0 IQ 0 CA +1 TN/ HP 10 FP 2Talents Brawler, Flexibility, LuckyEquipment: Communicator, Phaser I, Tricorder
NURSE CHRISTINE CHAPEL (Blue Shirt/ Medical)
ST 0 DX 0 IQ 0 CA +1 TN/ HP 10 FP 2Talents Flexibility, LuckyEquipment: Communicator, Medkit, Phaser I
LI EUTENANT M RESS (Red Shirt/ Services)
ST 0 DX 1 IQ 0 CA 0 TN/ HP 10 FP 1Talents Aggressive, Brawler, Excellent, Heroic, Night VisionLimitation: Vegetarian
Equipment: Communicator, Phaser II
LIEUTENANT AREX (Gold Shirt/ Command)
ST 0 DX 1 IQ 0 CA 0 TN/ HP 10 FP 1Talents Aggressive, Brawler 2, Fast, Fine Manual DexterityEquipment: Communicator, Phaser II
CAPTAIN KOLOTH (of the Klingon Battlecruiser DEVISOR)
ST 1 DX 1 IQ 0 CA 0 TN/ HP 13 FP 1Talents Aggressive, Brawler 2, Durable, Hard to KillEquipment: Communicator, Disruptor
LIEUTENANT KORAX (of the Klingon Battlecruiser DEVISOR)
ST 0 DX 1 IQ 0 CA 0 TN/ HP 12 FP 1Talents Aggressive, Brawler 3, Durable, Hard to KillEquipment: Communicator, Disruptor
STANDARD KLINGON SOLDIER
ST 1 DX 1 IQ 0 CA +1 TN/ HP 13 FP 1Talents Aggressive, Brawler 3, Durable, Hard to KillEquipment: Communicator, Disruptor
SUB-COMMANDER TAL (of the Romulan Star Empire)
ST 1 DX 1 IQ 0 CA +1 TN/ HP 13 FP 1Talents Aggressive, Brawler 2, Desert Adapted, Duplicitous, Hard to KilEquipment: Communicator, Sonic Disruptor
STANDARD ROMULAN SOLDIER
ST 1 DX 1 IQ 0 CA 0 TN/ HP 13 FP 1Talents Aggressive, Brawler 3, Desert Adapted, Duplicitous, Hard to KilEquipment: Communicator, Sonic Disruptor
BASIC GORN
ST +6 DX -1 IQ 0 CA -1 TN/ HP 26 FP 1Talents Aggressive, Alien Strength, Armor (+4), Hard to Kill 5Limitation: SlowEquipment: Communicator, Sonic Disruptor
CHUFT-CAPTAIN (of the stolen Kzin police vessel
TRAITOR S CLAW)
ST +5 DX +3 IQ 0 CA 0 TN/ HP 23 FP 1Talents Aggressive 3, Alien Strength, Brawler 5, Claws/ Fangs,Fur/Reinforced Skeleton, Hard To Kill 4
Limitation: Honor-BoundEquipment: Communicator, Phaser II
KZIN WARRIOR
ST +5 DX +3 IQ 0 CA 0 TN/ HP 23 FP 1Talents Aggressive 3, Alien Strength, Brawler 5, Claws/ Fangs,Fur/Reinforced Skeleton, Hard to Kill 4Equipment: Communicator, Phaser II
STANDARD STAR FLEET SECURITY GUARD
ST 1 DX 1 IQ 0 CA 0 TN/ HP 13 FP 2Talents Brawler 3, Flexibility, Hard to Kill, LuckyEquipment: Communicator, Phaser II
C-4 LEARNING (p. 7)See Tests [FT28]. See Tricorders [FT39].
C-5 PSIONICS (p. 7)See Mind Meld [Talent] [FT16]. Optionally you can add the target's IQ or
CA bonus (whichever is higher) to the TN of the Mind Meld attempt if
they are unwilling participants.
With the Psychic Ability [Talent] [FT19], Telepathic [Talent] [FT120]a new
psychic Talent, Suggestion may be taken.
Suggestion [Talent]: Vulcans can also make suggestions to other life
forms if they are not too far away. If Mr. Spock wished an alien or other
character to perform a simple function, the alien would have to be within
5 meters and Mr. Spock's player would have roll 3d6+IQ with a TN of
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14. Once again, the subject's IQ or CA (whichever is highest) would be
added to the TN.
C-5 BASIC GAME COMBAT RULESThe following can be considered optional rules to add more detail to Far
Trek combat [FT30].
Decision (p. 8)
Combat Actions (Optional)
The "one thing each round" can be defined as a single action as follows:
a.
Move up to the character's full movement in any direction orcombination of directions.
b.
Move up to of the character's movement and perform a Melee
attack.
c.
Move up to of the character's movement and perform Ranged
Combat.
d.
Perform Ranged Combat.
e. Perform Melee Combat.
f. Reload Ranged weapon.
g. Stand Up.
h.
Lie Down.
Initiation (p. 8)This is treated as Initiative [FT30]. Ties are decided by an additional 1d6
roll.
Defense (Optional)
While a character may only execute one action, they may defend against
any number of attacks.
Record-Keeping (p. 8)
This can be used as written.
MOVEMENT (Optional)Far Trek has a split personality with regards to measurement. Tricorders[FT39]measure distance in meters while weapons [FT30]measure distance in
feet while space ship movement is abstracted. [FT40]Since FF measures in
meters, all ranges are roughly converted to meters. An abstract range
will also be given for those groups who wish to abstract all distances and
movement.
Short Range will be called Close Range for consistency.
All characters can move up to 10 meters in an action phase.
They can move from Close to Point Blank or from Point Blank to Close
in a single action phase (action b or c). They can also move from Close
to Medium or from Medium to Close (action a) in a single action phase.
Locked in Combat (Optional Rule)
If a character attempts to move away from an opponent in which the
character was locked in Melee combat (both at Point Blank range), the
opponent gets to attack the character, but the character may not attack
back.
Must Move First (Optional Rule)
In all cases, if a character plans to move and attack (actions b or c), themovement is performed first.
HAND-TO-HAND COMBAT (p. 9)This is treated as Melee Combat [FT30].
Hit Points (Optional)
If a group decides to use Hit Points, it is determined as follows:
Character Type Hit Points
Most Classes, Animals and Creatures 10+STGoons/Face in the Crowd [FT67-69] 3+ST
Character Size [FT72] Add to Hit Points (TN/ HP)
Size
Size Example Hit Points
Tiny 5cm/ 2" to 15cm/ 6",phaser 1, bar of soap
-8 TN/HP(minimum 1)
Small 50cm/ 1'8" to 1.25m/4'1"or smaller, loaf of bread,microwave, television
-6 TN/HP(minimum 1)
Man-Sized/Medium 1.5m/4'9" to 2.25m/7'4",average 1.75m/5'9",
refrigerator
+0 TN/HP
Large x2, 2.25m/7'5" to3m/9'10"; car
+4 TN/HP
Giant-Sized x3, 4m to 7m {23'} +8Monster-Sized x4, 8m-10m +16Enormous/ StarshipSized
x5 +20
Planet Sized/ Earth'sMoon
x50 +200
Hand-To-Hand Damage (Optional)
The difference between the attacker's roll and the defender's roll [FT30]is
the non-lethal damage the target suffers. If a character loses or more
of their current Hit Points in one attack, the character is knocked out,
and falls to the ground. They are unconscious until they heal up to 1 Hit
Point (see Healing,below).
RANGED COMBAT (p. 9)See Ranged Combat [FT30].
Stun (p. 9)
When a weapon is set on stun effect, the damage points caused must be
at least one half of the character's Hit Points to stun him. However, half
of the damage points caused by stun fire is taken from the character's
Hit Points. The amount needed to stun is listed after the slash next to
the Hit Points (i.e., TN/ TN or HP/ HP to stun). If stunned, the target
must make ST/ TN 17 roll or fall unconscious. The amount the roll is
failed by determines how long the target is unconscious.
1d6 rounds if failed by 1-3
3d6 minutes if failed by 4-62d6x10 minutes if failed by 7 or more
Ammunition (p. 10)
Even though Far Trek gives the numbers of charges a phaser has [FT38]it
appears to treat every setting the same. These optional rules
distinguish between the types of shots.
Effect of Wounds (p. 10)
For every three points of Hit Points that were lost during the phase, the
character's Dexterity must be reduced by 1 point to reflect how the
damage affects the character's ability to fight.
Healing (p. 10)
A character can get back 1 Hit Point per minute without outside help. If
a doctor or nurse is able to use their Medkit on a character, 1d3 Hit
Points can be restored per minute.
C-G CREATURES IN COMBAT (p. 10)This can be used as written.
BASIC WEAPON TABLES (p. 10)
Because the energy charges are known [FT38], these figures will be used.
WEAPON RANGES (p. 10)RANGED ATTACK MODIFIERS (p. 10)
Range Approximately To Hit Modifier
(Difficulty)
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PointBlank
1 meter (3ft) +2 to hit (-2 TN )
Close 2-15 meters (50ft) +0 to hit (+0 TN )Medium 16-60 meters (200ft) -2 to hit (+2 TN )Long 61-150 meters (500ft) -4 to hit (+4 TN )Far 151+ meters (501ft or
more)-8 to hit (+8 TN )
Situation Attack Modifier
Attacker moving +2 TNDefender moving +3 TNDefender partially hidden +4 DNDarkness +6 DNAttacker being fired at +2 DN
WEAPON TYPE DAMAGE
Bump TN 2/ 1d3-2Scratch TN 3/ 1d6-2Bruise TN 4/ 1d6-1Fist, Claws TN 5/ 1d6
TN 6/1d6+1TN 7/ 1d6+2
Knife, Arrow, Club, Cudgel TN 8/ 2d62d8 TN 9/ 2d6+1
TN 10/2d6+2Sword, Axe, Mace, Pistol shot, agonizer TN 11/ 3d6
TN 12/3d6+1
TN 13/3d6+2Rifle, Machine gun, Phaser/Disruptor on Stun TN 14/ 4d6TN 15/4d6+1TN 16/4d6+2
Phaser/Disruptor on Heavy Stun TN 17/ 5d6TN 18/5d6+1TN 19/5d6+2
Explosives, weapon set to kill TN 20/ 6d6TN 21/6d6+1TN 22/6d6+2TN 23/7d6TN 24/7d6+1TN 25/7d6+2TN 26/8d6TN 27/8d6+1TN 28/8d6+2
TN 29/9d6TN 29/9d6TN 30/9d6+1TN 31/9d6+2TN 32/10d6TN 33/10d6+1TN 34/10d6+2TN 35/11d6TN 36/11d6+1TN 37/11d6+2TN 38/12d6TN 39/12d6+1TN 40/12d6+2TN 41/13d6TN 42/13d6+1TN 43/13d6+2
TN 44/14d6TN 45/14d6+1TN 46/14d6+2TN 47/15d6TN 48/15d6+1TN 49/15d6+2TN 50/16d6TN 51/16d6+1TN 52/16d6+2
WEAPON EFFECTS:
Weapon (charges used, damage at Point Blank (PB); Close (CL); Medium(MD); Long (LG); Far ranges (EX)).
Phaser I (-1 Initiative, 2 ROF, 50 charges, 2 rounds to reload, 0.2
mass: Stun: 2 charges, TN 11/ 8/ 5/ -/ - non-lethal damage; Sweep: 6
charges, TN 11/ 8/ 5/ -/ - non-lethal damage; Disrupt (aka Heavy Stun): 4
charges, TN 14/ 11/ 8/ -/ - damage; Dematerialize: 8 charges, TN
17/11/ -/ -/ - damage; Heat: 1 charge, TN 8/ -/ -/ -/ - damage, Overload:
TN 14/20 damage, TN 26/ 8 vs. non-living targets, Medium (2m/ 50m)
Radius)
Phaser II (-2 Initiative, 2 ROF, 100 charges, 2 rounds to reload, 0.5
mass: Stun: 2 charges, TN 14/ 11/ 8/ 5/ - non-lethal damage; Sweep: 6
charges, TN 14/ 11/ 8/ 5/ - non-lethal damage; Disrupt (aka Heavy Stun)
4 charges, TN 14/ 11/ 8/ -/ - damage; Dematerialize: 12 charges, TN17/14/ 11/ -/ - damage; Heat: 2 charges, TN 14/ -/ -/ -/ - damage,
Overload: TN 17/ 20 damage, TN 29/ 8 vs. non-living targets, Medium
(3m/135m) Radius)
Disruptor (100 charges)
Disrupt (6 charges/5d6/4d6/3d6/2d6/ -)
Sonic Disruptor (100 charges)
Disrupt (6 charges/4d6/3d6/2d6/-/ -)
C-10 BASIC EQUIPMENT RULES (p. 11)
1. Tricorder To make a successful scan, the player must roll his or
her IQ or Static Test, usually an Average (TN 11) roll.
2.
Communicator This can be used as written.3.
MediKit The medikit, when used by a doctor or nurse (someone
with the Medical Sciences skill), will repair 1d3 Hit Points, during a
minute.
4.
Klingon/ Romulan Communicator As written.
C-11 PLAYING A SCENARIO (p. 11)
MM: As you come around the passage, you enter a large open area. In
the center of the open area is a huge reptilian creature. Make a Static
Subterfuge (DX) roll to see if it hears you as its head is turned away from
the opening. GM's could have made this an Active test against the
creature's IQ.
BASIC GAME SCENARIO ONE THE
SHUTTLE CRASH
KEY
A. This can be used as written.
B. A rockfall.
Rockfall, Small (New Hazard)
The first person entering the area must make an Average (TN 11) Static
DX roll. If the roll made, the falling rocks will cause TN 5/ 1d6
points of damage to the person.
C.A small cat-like creature lives here. It is currently asleep but if any of
the characters miss their Easy (TN 8) Static DX roll, the noise wakes the
cat-creature up and it will attack. It can move up to 14 meters in a turn
and with an Ability Rating of 10 and long talons, it can cause TN 8/ 2d6
worth of damage per action phase.
Cat-Creature
ST 0 DX 0 IQ -1 CA 0 TN/ HP 3/2 FP 0SizeSmall Move14m/roundTalents Claws (TN 8/ 2d6 damage)
E.Quicksand.
Quicksand (New Hazard)
Anyone entering here must make an Average (TN 11) Static DX roll to
escape or take TN 8/ 2d6 non-lethal damage per round.
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F.Large (2.5m) humanoid carrying a spear.
Large Humanoid
ST 3 DX 0 IQ-1 CA -1 TN/ HP 17/9 FP 0SizeLarge (2.5m) Move10m/roundTalent: Hard To Kill x2Weapons: Huge Spear (TN 8/ 2d6 damage, Range Medium/20m)
G.A rockfall (small).
H. The lair of a large (3 meters long) snake.
Large Snake
ST 1 DX 1 IQ-2 CA 0 TN/ HP 15/8 FP 0SizeLarge (3m) Move12m/roundTalents Poison Bite, Rattles
Poison Bite(New Talent): If this creature strikes someone, it will do
TN 8/2d6 damage immediately and the person will lose +1 TN/1 Hit
Point due to poison until someone repairs the damage with a Medkit.
Rattles(New Talent): The creature has rattles similar to the Terran
rattlesnake and will buzz them if anyone approaches.
I . This is the is the home of a giant reptile over 4 meters long. If anyone
enters the passage they must make an Active Average (TN 11) Mind roll
as the beast is telepathic and can sense approaching creatures. If it
senses anyone (who failed the roll) it will attack immediately.
Giant Reptile
ST +4 DX +4 IQ -1 CA 0 TN/ HP 22/11 FP 0SizeGiant-sized (4m) Move10m/roundTalents Fangs (+5 attack, TN 8/ 1d6 damage), Telepathic
J. A bed of strangely purple grass.
Narcotic Purple Grass (New Hazard)
The grass emits a narcotic gas which will put a person to sleep unless
they make a Static Average (TN 11) Strength roll and notice the grass-
gas in time. Once asleep in the grass, a person will lose +1d3 TN/ -1d3
HP per round until pulled away.
L . A vein of radioactive ore.
Radioactive Ore (New Hazard)
High Radiation.It will cause the loss of 1d6 points of Strength per
person each minute spent in the area. See Radiation Sickness below.
Radiation Sickness (New Hazard)
When first exposed a Static Strength Test must be made. The TN
depends on the Degree of Exposure. If the first roll is successful, no
damage is done and the radiation has no effect. Each Incubation Period
after that another Static ST Test must be made. If failed, the damage is
done. If two successful Static Tests are made, the radiation has no
further effect. Treatment with a Medkit will add +2 ST to a patients test.
The tests are made in secret so the character does not know if they have
recovered or not.
Mild: Simple(TN 5) Static ST test each day or take TN 2/ 1d3-2damage.
Low Radiation:Easy (TN 8) Static ST test each 4d6 hours or take
TN 3/ 1d6-2 damage.
Moderate Radiation:Average (TN 11) Static ST test each 3d6
hours or take TN 4/ 1d6-1 damage.
High Radiation:Hard (TN 14) Static ST test each 2d6 hours or
take TN 5/ 1d6 damage.
Severe Radiation:Heroic (TN 17) Static ST test each 1d6 hours
or take TN 8/ 2d6 damage.
M. For every minute that the crew is in the area, their phasers will be
drained by 3 points of energy unless they kill the creature.
Small Rodent
ST-3 DX-3 IQ -1 CA 0 HP 3/2 FP 0SizeSmall Move10m/roundTalents Energy Drain, Energy Reflection
EnergyDrain(New Talent): For every minute that phasers or other
electronic devices are within Close (15m) range, they will lose 3 energy.
Consider that most devices have 50 energy unless otherwise noted.
Energy Reflection (New Talent): This creature cannot be killed by
phaser/ disruptor/ sonic disruptor fire. The fire is absorbed and the shot
reflected back at the firer. Treat this as a Ranged attack using thecreatures DX.
N.Another rockfall.
Rockfall, Medium (New Hazard)
The first person entering the area must make a Hard (TN 14) Static DX
roll. If the roll isn't made, the falling rocks will cause TN 8/ 2d6 points of
damage to the person.
O.Another patch of Pod plants
Pod Plant
ST -1 DX -1 IQ -1 CA -1 HP 5/3 FP 0SizeMan-sized (1m) MoveImmobileTalentsThorn Throwing
Immobi le(New Limitation): This creature cannot move.
Thorn Throwing (New Talent): This creature can throw its thorns to a
distance of 15 meters, doing TN 11/ 3d6 damage.
P. This is the home of the humanoid's buddy.
Humanoid's Buddy
ST +4 DX 0 IQ -1 CA 0 HP 24/12 FP 0SizeLarge Move10m/roundTalents Hard To Kill x3 (+6 TN/ HP)Weapons: Club (-3 Initiative, TN 11/ 3d6, Reach 1, 2 mass)
Q. Spiked Pit Trap.
Spiked Pit Trap (New Hazard)
A deep hole covered over by grass (a trap). Anyone who walks over the
trap (approximately 5 meters in diameter) must make an Average (TN
11) Static DX test. If the test fails, the person falls into the hole and
takes TN 14/ 4d6 damage from the sharp stakes on the bottom.
R.Another rockfall (small).
ADVANCED GAME SCENARIOTHESLAVER RUINSA. Stasis box containing personal flying belt capable of lifting a full-
grown human for 5 minutes.
B. Make Average (TN 11) Static IQ rolls to see if the aliens hear the
party opening the door.
C.Inside is a Vulcan Lematya.
Vulcan Le-Matya
ST +5 DX 1 IQ -3 CA -1 TN/ HP 19 FP 0SizeLarge Move15m/roundTalentsAggressive, Claws/ Fangs, Fast, Thick Hide (AR +1), Toxic
Claws, Fangs
The room is a kitchen of sorts containing several plastic sealed packages
of synthetic protein, quite toxic, it will cause TN 9/ 2d6+1 damage if
eaten.
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D . Inside the room are 2 Slaver Sunflowers.
Slaver Sunflower
ST -1 DX -1 IQ -4 CA 0 TN/ HP 9/5 FP 0SizeMan-sized Move10m/roundTalentsEnergy Reflection, Solar Energy Bolt
Solar EnergyBolt (New Talent): If a lifeform approaches, this
creature will concentrate solar energy on it (TN 11/ 3d6 damage). There
is a 2 in 6 chance that the sun is hidden by clouds and the creature
cannot fire solar energy.
E.A stasis box rests inside this room containing a 1 foot black wand
with a metallic tip.
Neuronic Whip (New Equipment)
If the whip is held in the hand with the metallic tip out, and the wand is
squeezed, a hum will be heard. If the tip is touched to any life form it will
cause TN 14/ 4d6 non-lethal damage. It has 50 charges.
G. Inside are 3 Sandbats.
Sandbat
ST -1 DX -1 IQ -1 CA 0 TN/ HP 3/2 FP 0SizeSmall Move10m/ round in air, m groundTalentsCamouflage, Teeth and Claws (+2 TN, TN 8/ 1d6 damage),
Wings
H. Sonic Grenade (-1 Initiative, TN 26/ 6 non-lethal damage, Close
(2m/4m) Radius, carries 1-4, 0.4 mass)
I . Energy Shield (-2 Initiative, Armor (+15): All, protects from energy
weapons only, 3 mass). If whoever reaches for the belt makes a Static
Average (TN 11) Mind test, they will notice a metallic ring on the ceiling,
surrounding the table.
J. The box contains a psionic amplifier.
Psionic Amplifier (New Equipment)
If someone puts the helmet on, they must make a Static Average (TN
11) IQ test. If they miss the roll, they will lose 1 point of IQ. If they make
their roll, their IQ will gain 1 point and they will temporarily gain 1
psionic power. Roll on the Psionic Power Table to see which power is
acquired. The gain in IQ is permanent, but the psionic power will fade
away in 3 minutes. The helmet may only be put on twice, after that it
will burn out.
K. Inside are a pair of Swoopers from Phylos.
Swooper
ST 1 DX 1 IQ-3 CA 0 TN/ HP10/5 FP0SizeGiant-Sized (4m) Movement10m/ round ground
Talents Aggressive, Wings (20m air)
L.Whoever first enters the corridor must make a Static Easy (TN 8) DX
test. If the test is made, the beams fire and narrowly miss the person. If
the test is failed, the laser beams will strike the person like a laser rifle.
Laser Rifle (-3 Initiative, 2 ROF, TN 20/ 17/14/11/ 5 damage, 40
charges, 1 round to reload, 1.2 mass). The beam requires three roundsto regenerate before they can fire again.
If they fire at the hologram the room will be flooded by Severe radiation.
M. As written.
N. As written.
O-T. As written.
The crewmen in the lead should make a Static Average (TN 11) IQ roll
to see if the creature spots the landing party before they spot it.
0-1 CHARACTER CREATING (p. 18)
Movement
Human movement is 10 meters per round. Add or subtract 1m for every
point of ST. If a character is capable of flight (such as an Aurelian), the
flying movement is three times the character's ground movement.
Character Size
[FT72]
Add to
Movement
(if
Wings)
Tiny (phaser 1, bar of soap) +11m (+33m)Small (loaf of bread, microwave,
television)
+6m (+18m)
Man-Sized/ Medium (1.75m,refrigerator)
+0m (30m)
Large (x2, car, 2.5m-3m) -6mGiant-Sized (x3, 4m) -11mMonster-Sized (x4, 7m) -26mEnormous/ Starship Sized (x5,8.75m)
-35m
Planet Sized/ Earth's Moon (x50,85.5m)
-429m
Encumbrance
Obviously, a character's Movement attribute is modified by how much
equipment the character is carrying. Players should keep track of when a
character gains or loses equipment as it can change his or her
movement. For each 2 units of mass carried subtract -1m from basicmovement. Every character has an Encumbrance rating which is equal to
10 plus 2 units per point of ST (-2 units per ST if negative).
0-2 ADVANCED GAME PSIONICS (p 18)All races except for those already defined as having psionic powers (such
as Vulcans or Talosians) have a 3 in 3d6 chance of having a psionic
ability (the Psychic Talent) [FT19]. On a roll of 3, a character's player would
roll on the table below to determine what type of psionic ability the
character possesses. If you are creating a Kzin character, rolling a 3
through 6 on 3d6 will result in a Kzinti telepath. [FT120]
3d6 Psionic Power Table
3-8 Empathy9-11 Telepathy
12-13 Telekinesis14 Clairvoyance15-16 Precognition17 Mind Control18 Teleportation
Psychic Ability Descriptions
Clairvoyance(New Psychic Ability)This is the ability to see things that cannot normally be seen by the eye.
The ability to do this is determined in the same way as empathy or
telepathy. If the dice roll is successful, the clairvoyant would be able to
see hidden objects or through walls. The difficulty of the Static IQ test
depends on the distance as follows:
Range Approximately Clairvoyance
Difficulty
Point Blank 1 meter (3ft) Easy (TN 8)Close 2-15 meters (50ft) Average (TN 11)Medium 16-60 meters (200ft) Hard (TN 14)Long 61-150 meters (500ft) Heroic (TN 17)Far 151+ meters (501ft or more) Legendary (TN 20)
Empathic Sense(New Psychic Ability)Empathy is the ability to sense another's emotions. If somebody was
about to kill her, the empath could sense the hatred or killing lust. To
use empathy successfully, the Empath makes an Active IQ test [FT28]. If
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successful, then the empath is told, by the Referee, the current emotions
of the subject.
Empathic Healing (New Psychic Ability)If a character become an empath, there is a 2 in 12 chance that the
character will be a special empath like Gem on the STAR TREK show
"The Empath". This ability allows the empath to remove another's
damage points right up to the point of death. The drawback to this
system is that the empath then has the damage. However, the empath
can throw off this damage at the rate of 1 point per minute.
Mind ControlSee Mind Control. [FT74]Here the user is attempting to take over the
mind of another sentient being. Roll 3 dice. This is an Active IQ test.
Success means you are able to control the action of the target for one
minute.
Precognition (New Psychic Ability)Precognition is the ability. To see into the future. In this game, the
precog would tell the Referee that he or she was attempting to see what
would happen if a certain action is performed. Then 3 dice are rolled for
a Static IQ test and modified just as if for telepathy, empathy, or
clairvoyance. If the roll is successful, then the Referee must tell the
precog the probable result of the declared action. However, the catch is
that it is the Referee who rolls the 3 dice and keeps the result hidden
from the players. If the roll is not successful, the Mission Master may lie
to the precog. The difficulty is determined by the distance in the futureas follows.
Future Difficulty
Next round Easy (TN 8)Next minute Average (TN 11)Next hour Hard (TN 14)Next day Heroic (TN 17)Next week Legendary (TN 20)
Telekinesis (New Psychic Ability)This can be used for Telekinesis [FT72]. This is the ability to move objects
by mental power. The object must be in the sight of the telekinetic.
Make a Static IQ test based on the size of the object. If the test is
successful, then the object has been lifted.
Size
[FT72]
Telekinesis Test
Tiny Easy (TN 8)Small Average (TN 11)Man-Sized/Medium Hard (TN 14)Large Heroic (TN 17)Giant-Sized Legendary (TN 20)Monster-Sized TN 23Enormous/ Starship Sized TN 26Planet Sized/ Earth's Moon TN 29
Telepathy
See also Telepathic. [FT120]This is the ability to sense what another entity
is thinking. This is worked just like empathy using the same 3 dice Active
IQ test as described above. If the telepath is successful, the Referee must
describe the subject's thoughts to the telepath's player.
Teleport SelfSee Teleport Self or Others. [FT75]This is the ability to transport one's
body from one location to another by a means other than physical
movement. The main pre-requisite is that the teleporter must have been
to the place he or she wished to teleport to before attempting the
teleportation. It is also possible to teleport to a location that is in view
but farther away; for example: teleporting from one end of a hall to the
other. Roll 3 dice for a Static IQ roll. If the test is successful, then a
successful teleportation has been made. If the test is failed, then the
teleportation either did not work, or it worked in a random fashion. Roll
1 die. If the result is an odd number, the teleport attempt did not work. If
an even number is rolled, roll an six-sided die twice. The first roll is to
determine in what compass direction (1 = N, 2 = NE, 3 = E, 4 = SE, 5
= W, 6 = S, etc.) the jump is made and the second roll is to determine
the distance in meters. If the jump results in the teleporter ending up
inside a material object, like a wall, an explosion like that of a photon
grenade will result. Refer to the Advanced Game Weapons Tables for
further information. Photon Grenade Launcher (-4 Initiative, TN 20/ 6d6
up to Far (2000m) range, 1-6 rounds, 1 round to reload, 2.5 mass).
D-3 FAMILIAR STAR TREK LIFE FORMS(p. 19)
NEW TALENTS
Alien Physiology (Basto Neuron)This creature is only stunned by full dematerialize phaser fire. The only
way to kill them is with ultraviolet light.
Energy Generation
This creature can direct up to TN 11/3d6 of energy from an outside
source, against a target up to 20m away.
Flying (New Talent)As Wings. [FT116]
LIFE FORMS
Andorians
See Andorians. [FT11]Move11m.
Aquans
SizeMediumMove15m in water, 7m on landTalent: Aquatic
Basto Neuron (Flying Parasites)
SizeTiny (TN/ HP 1)Move15m through air, 1m on groundTalent: Alien Physiology, Flying, Hive Mind, Mind Control
Caitian
See Caitian. [FT108]Move10m.
Capellan Power Cat
See Capallen Power Cat. [FT116]SizeMedium. Move15m.
Oramians
SizeMedium. Move9m
Edoan
See Edoan. [FT110]SizeMedium. Move10m.
Eiasians
Size Medium, Move 10m. Talents Pheromones (if the male touches her
tears).
EM/3/ Green
See Kaferian. [FT118]SizeSmall, Move8m. ST -2, CA -2.
Giant Dryworm
ST4 DX4 IQ-3 CA0 TN/ HP22/11 FP0SizeGiant-sized Move5m/roundTalentsEnergy Generation
Glommer
ST-1 DX-1 IQ-3 CA0 TN/ HP3/2 FP0SizeSmall Move10m/roundTalentsAcid (can eat up to 3 tribbles per minute), Aggressive
Gorn
See Gorn. [FT64]Usually armed with sonic disruptor and/or vibro-sword.
Size Large (2.25m/7'5"; +4 TN/ HP). Move 6m.
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Gossamer Mice
ST -4 DX 0 IQ -2 CA 0 TN/ HP 1 FP 0Size Tiny (5cm/2") Move 8m/round
Talents Alien Physiology (react to minute changes to the surrounding
environment), Camouflage (transparent)
Halo Fish
ST -4 DX 0 IQ -2 CA 0 TN/ HP 1 FP 0Size Tiny (5cm/2") Move 8m/round
Talents Alien Physiology (colorful aura, the aura loses color if the
environment changes in any way)
Hate Entity
ST -1 DX -1 IQ -1 CA 0 TN/ HP 10/5 FP 0Size Man-sized Move 10m/round
Talents Alien Physiology (cluster of rotating lights), Mind Control (gains
+1 TN/ HP for every 3 damage it causes people to commit. If the
character fails the Active IQ test, that character will attack the nearest
other character. The entity loses 1 TN/ HP point per minute in which no
combat takes place. If the Entity's TN/ HP drops to 1, it will leave
immediately.
Horta
See Horta [FT118].
ST 1 DX -2 IQ 0 CA -1 TN/ HP 14/8 FP 0Size Large Move 10m/round in native rock.
Talents Acid (TN 14/ 4d6, Range 4m), Burrowing (10m), Flight (12m inair), Tough Hide (AR 4)
Humans (Homo Sol)
See Humans. [FT11]Size. Man-sized (1.75m), Movement10m/round.
Klingons
See Klingons. [FT130]SizeMen-sized (1.75m). Movement10m/round.
Kzinti
See Kzin. [FT119]Size Large (14 TN/ HP). Movement 14m/ round.
Lactrans
See Lactrans. [FT121]SizeGiant-Sized (18 TN/ HP). Move10m/round.
Psychic Talent is Psychic (Empathy).
Le-Matya
See Le-Matya. [FT128]Size Man-sized (1.5m). Movement 15m/round.
Medusan
ST0 DX0 IQ-1 CA0 TN/ HP10/5 FP0SizeMan-sized Move10m/roundTalentsAlien Physiology (non-corporeal, the unvisored view of a
Medusan will send a person into a paranoia, driving that person to run
and/or attack the nearest other person. Only a telepath can cure such a
person), Telepathic, Skill Bonuses (Medusans are fantastic interstellar
navigators)
M-113 Creature (Salt Vampire)
ST0 DX0 IQ0 CA0 TN/ HP10/5 FP0SizeMan-sized (1.75m) Move10m/round
Talents Alien Physiology (requires large amounts of salt especially alifeforms body and blood salts (sodium chloride only), in order to live),
Blood Drain, Shape Change (the ability to appear like any person an
observer thinks of)
Blood Drain (New Special Ability)Can reduce a person's TN/ HP by 5 points per round while in contact.
The person being attacked is paralyzed.
Mugato
See Neuralian Mugato. [FT125]SizeLarge (TN/ HP 14/7, 2.5m).
Movement12m/round.
Organians
ST0 DX0 IQ-1 CA0 TN/ HP10/5 FP0SizeMan-sized Move10m/roundTalentsAlien Physiology (beings of pure though), Cause Illusion, modifyMachinery (can render weapons inoperable through extreme heat),Possession, PsychicLimitations Pacifists
Orions
See Orions. [FT64]
Phylosians
See Phylosian. [FT112]Size Man-sized (1.5m). Movement 8m.
Pod Plant
ST-1 DX-1 IQ-1 CA-1 TN/ HP5/3 FP0SizeMan-sized (1m) MoveImmobileTalentsThorn Throwing
Retlaw Plant
See Phylosian Retlaw Plant. [FT122]Size Man-sized (1.5m). Movement
5m/ round.
Rigellian Hypnoid
See Rigellian Hypnoid. [FT124]Size Small (m). Movement 11m/round.
Romulans
See ROMULANS.[FT141]
Size Man-sized (1.75m). Movement10m/round.
Sandbats
ST-1 DX-1 IQ-1 CA0 TN/ HP3/2 FP0SizeSmall Move10m/ round in air, m groundTalentsCamouflage, Teeth and Claws (+2 TN, TN 8/ 1d6 damage),
Wings
Sehlat
See Vulcanian Sehlat. [FT129]SizeLarge (TN/ HP 14, 3m). Movement
10m/round
Skorr
See Aurelian. [FT108]SizeMan-sized (2m). Movement9m/round (27m in
the air).
Sord
ST3 DX1 IQ-1 CA0 TN/ HP15/8 FP0SizeMan-Sized (1.75m) Movement8mTalentsArmor (+3), Hard to Kill (+2 TN/ HP)
Swooper
ST1 DX1 IQ-3 CA0 TN/ HP10/5 FP0SizeGiant-Sized (4m) Movement10m/ round groundTalentsAggressive, Wings (20m air)
Talosians
ST-2 DX-2 IQ4 CA0 TN/ HP6/3 FP0SizeMan-sized (1.75m) Movement10m/ roundTalentsCause Illusion, Psychic, Telepathy
Tellarite
SizeMan-sized (1.75m). Movement10m
Tholian
See Tholians. [FT66]
Tribbles
See Tribble. [FT26]Alien Physiology (they multiply, if fed, in litters of 10,
once every 12 hours. They have voracious appetites, consuming several
times their own weight in a single day).
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Vampire Cloud
See Cloud Monster. [FT71]TalentsAlien Physiology (a gaseous energy
creature than cannot be hit by phaser fire due to its ability to displace
itself by microseconds in time. It smells like honey, gives tricorder
readings of di-kironium. Can only be destroyed by the massive
detonation of anti-matter). Blood Drain (see above, Vulcans are
immune), Psychic, Teleportation (can move up to warp factor 6 on
gravity waves)
Vedala
See Vedala. [FT114]SizeSmall (1.25m). Movement10m.
Vendorian
See Vendorian. [FT127]SizeMan-Sized (2m). Movement12m.
Vulcans
See Vulcans. [FT12]Alien Physiology (they have a protective nictating
membranes to protect their eyes from dirt and glare. Once every seven
years they must mate or die). SizeMan-Sized (2m). Movement11m.
GENERAL TYPE AND SHAPE (p. 22)Roll 3d6 to determine the general type of creature.
3d6 Type and/or Shape
3-5 Amoeboid6 Insectoid7 Reptilian8 Felinoid9 Canine10 Bovine11 Ursunoid12 Anthropoid13 Humanoid14 Plant15 Polymorph16 Crystalline17 Gaseous18 Energy
3d6 BASIC SIZE
3 Small (-6 TN/ HP, 0.5m)
4 Small (-6 TN/ HP, 0.75m)5 Small (-6 TN/ HP, 1m)6 Small (-6 TN/ HP, 1.25m)7 Man-Sized (1.5m)8-10 Man-Sized (1.75m)11-12 Large (+4 TN/ HP, 2.25m)13 Large (+4 TN/ HP, 2.5m)14 Large (+4 TN/ HP, 2.75m)15-16 Large (+4 TN/ HP, 3m)17 Giant-sized (+8 TN/ HP, 3.25m)18 Giant-sized (+8 TN/ HP, 3.5m)
SPECIAL WEAPONS AND CAPABILITIESRoll 1d6 to determine how many times you will roll 4d6 on the table
below for any special characteristics the creature may have.
1d6 How Many Special Talents
1-2 Roll once on the Special Talents Table3 Roll twice on the Special Talents Table4 Roll three times on the Special Talents Table5-6 Roll four times on the Special Talents Table
4d6 Special Talents
4-8 None9 Size Difference (see below)10 Armor [FT117]11 Wings [Talent] [FT116]12 Fangs [Talent] [FT115]13 Claws [Talent] [FT124]
14 Stinger (see below)15 Horn [FT125]16 Poison [Talent] [FT33]17 Shape Change [Power] [FT72]18 Cause Illusion [Power] [FT72]19 Fiery Breath [Talent] [FT116]20 Pheromones [Bonus] [FT64]21 Energy Absorber (New Special Ability)22 Energy Reflector (New Special Ability)23 Electrical Discharge [Talent] [FT116]24 Drains Energy [Power] [FT72]
Armor Rating (p. 23)
Roll 2d6 to determine Armor. [FT117]2d6 Armor Rating
2-3 Armor (+1)4 Armor (+2)5 Armor (+3)6 Armor (+4)7 Armor (+5)8 Armor (+6)9 Armor (+7)10-12 Armor (+8)
Cause I l lus ion [Power] [FT72]
This creature can project a duplicate of itself. Roll 2d6 to determine how
far away it can protect a duplicate.
2d6 Duplicate Distance
2-3 1 meter4 2 meters5 3 meters6 4 meters7 5 meters8 6 meters9 7 meters10-12 8 meters
Claws
See Claws [Talent]. [FT124]
Drain Energy
See Drains Energy [Power] [FT72]. Can reduce a person's TN/ HP by #per round while in contact. The person being attacked is paralyzed. The
creature gains/ heals the points from the victim (but no higher than their
natural TN/ HP. Roll 1d6 to determine how much energy is drained from
the victim.
Energy Absorber (New Talent)
For every minute that phasers or other electronic devices are within
Close (15m) range, they will lose #energy. Consider that most devices
have 50 energy unless otherwise noted. Roll 3d6 to determine how
much energy is lost per minute.
3d6 Energy Lost Per Minute
3-4 1 charge per minute5 2 charges per minute
6 3 charges per minute7 4 charges per minute8 5 charges per minute9 6 charges per minute10 7 charges per minute11 8 charges per minute12 9 charges per minute13 10 charges per minute14 11 charges per minute15-18 12 charges per minute
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Electr ical Discharge [Talent]
See Electrical Discharge. [FT116]This creatures energy (usually from the
sun, but sometimes as an Energy Absorber) and can discharge it when
touched. Roll 3d6 to determine the size of the discharge.
3d6 Electric Discharge
3-4 TN 9/ 2d6+15 TN 10/2d6+26 TN 11/3d67 TN 12/3d6+18 TN 13/3d6+2
9 TN 14/ 4d6 (around 2,000 volts)10 TN 15/4d6+111 TN 16/4d6+212 TN 17/5d613 TN 18/5d6+114 TN 19/5d6+215-18 TN 20/6d6
Energy Reflection (New Special Ability)
This creature cannot be killed by phaser/disruptor/sonic disruptor fire.
The fire is absorbed and the shot reflected back at the firer. Treat this as
a Ranged attack using the creatures DX. Roll 3d6 to determine how
much damage can be reflected back. The maximum it can reflect back is
the power of the energy it is attacked with.
3d6 Energy Reflected Back
3-4 TN 9/ 2d6+15 TN 10/2d6+26 TN 11/3d67 TN 12/3d6+18 TN 13/3d6+29 TN 14/4d610 TN 15/4d6+111 TN 16/4d6+212 TN 17/5d613 TN 18/5d6+114 TN 19/5d6+215-18 TN 20/6d6
Fangs
See Fangs [Talent] [FT115].
Fiery BreathSee Fiery Breath [Talent] [FT116]. Roll 1d6 to determine the damage the
breath does. Even if the creature does not fly, it can only use its fiery
breath three times before it must rest for at least 8 hours.
1d6 Fiery Breath Damage
1 TN 5/1d62 TN 8/2d63 TN 11/3d64 TN 14/4d65 TN 17/5d66 TN 20/6d6
Horn
See Horn (FT125). Roll 2d6 to determine its attack bonus.
2d6 Attack Bonus
2-3 +1 ST
4 +2 ST
5 +3 ST
6 +4 ST
7 +5 ST
8 +6 ST
9 +7 ST
10-12 +8 ST
Pheromones
See Pheromones [FT64]. This ability is not necessarily limited to males.
Poison
Roll 1d6 to determine its potency.
1d6 Poison Potency
1 Simple (TN 5)2 Easy (TN 8)3 Average (TN 11)4 Hard (TN 14)5 Heroic (TN 17)6 Legendary (TN 20)
Shape ChangeRoll 1d6 to determine how many additional shapes
1d6 Additional Shapes
1-4 1 Additional Shape (roll on the Type and/ or Shape Table)5-6 2 Additional Shapes (roll on the Type and/ or Shape Table)
Size Modifier
This creature is especially large or small. Roll 3d6 on the table below.
3d6 Size Modifier
3-5 -2 Size/ Tiny (-8 TN/ HP)6-7 -1 Size/ Small (-6 TN/ HP)8-10 No Effect11-14 +1 Size/Large (+4 TN/ HP)15 +2 Size/Giant-Sized (+8 TN/ HP)
16 +3 Size/Monster-Sized (+16 TN/ HP)17 +4 Size/Enormous/ Starship Sized (+20 TN/ HP)18 +5/ Size/Planet Sized/Earth's Moon (+200 TN/ HP)
Stinger (New Special Ability)
Stinger which give a natural +1 attack (plus ST bonus). Roll 1d6 to
determine the ST bonus. If the creature also has the Poison Special
Ability, it is delivered through this stinger.
1d6 Stinger Bonus
1-2 +1 ST3 +2 ST4 +3 ST5-6 +4 ST
Wings
See Wings [Talent] (FT111/ [FT116]).
1d6 Flight
1-4 Movement x25-6 Movement x3
SIZE MODIFIER TABLE (p. 24)
3d6 Size Modifier Attribute
Modification
3-5 x0.25 or Tiny (-8 TN/ HP, 5-15cm) AM Table 16-7 x0.5 or Small (-6 TN/ HP, 0.5m) AM Table 18 x0.75 or Man-Sized (1.5m) AM Table 29 x1.0 or Man-Sized (1.75m) No Effect10 x1.25 or Large (+4 TN/ HP,
2.25m)AM Table 3
11 x1.5 or Large (+4 TN/ HP, 2.5m) AM Table 412 x2 or Large (+4 TN/ HP, 2.75m) AM Table 513 x2.5 or Large (+4 TN/ HP, 3m) AM Table 614 x3.0 or Giant-sized (+8 TN/ HP,
3.25m)AM Table 7
15-16
x4.0 or Giant-sized (+8 TN/ HP,3.5m)
AM Table 8
17 x6 or Monster-Sized (+16 HP,8m+)
AM Table 9
18 x10 or Monster-Sized (+16 HP,10m)
AM Table 10
1d6 AM Table 1
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1-3 -1 to Strength4-6 -2 to Strength
1d6 AM Table 2
1-3 +0 to Strength4-6 -1 to Strength
1d6 AM Table 3
1-3 +0 to Strength4-6 +1 to Strength
1d6 AM Table 4
1-3 +1 to Strength4-6 +2 to Strength
1d6 AM Table 5
1-2 +1 to Strength3-4 +2 to Strength5-6 +3 to Strength
1d6 AM Table 6
1-2 +2 to Strength3-4 +3 to Strength5-6 +4 to Strength
1d6 AM Table 7
1-2 +3 to Strength
3-4 +4 to Strength5-6 +5 to Strength
1d6 AM Table 8
1-2 +3 to Strength3 +4 to Strength4 +5 to Strength5-6 +6 to Strength
1d6 AM Table 9
1-2 +4 to Strength3 +5 to Strength4 +6 to Strength5-6 +7 to Strength
1d6 AM Table 10
1-2 +5 to Strength3 +6 to Strength4 +7 to Strength5-6 +8 to Strength
B A S IC M O V E M E N T (p .
2 4 )Roll 4d6 for basic movement.
Add +1 if Strength is greater than +0.
Subtract -1 for each 10cm/4" of size over 200cm/ 2m/6'7"
Flying movement is three times normal
4d6 Movement
4-5 1m6 2m7 3m8 4m9 5m10 6m11 7m12 8m13 9m14 10m15 11m
16 12m17 13m18 14m19 15m20 16m21 17m22 18m23 19m24 20m
D-5 ADVANCED GAME EQUIPMENT
TABLE (p. 25)The Initiative modifier only applies when the unit's bulk would interfere
with a combat action.
Anti-Contamination Suit(1.5 mass, -1 Initiative)
Backpack(.5 mass, -1 Initiative, can hold up to 10 units of mass)
Cutter Beam(2 mass, -2 Initiative, Range 5cm/ 2")
Environmental Suit(2 mass, -2 Initiative)
J ump Harness(2 mass, -1 Initiative, Allows wearer to Fly 30m per
round)
Medkit(.6 mass, Can repair 1d3 TN/ HP)
Medipouch (1 mass, Can repair 1d6 TN/ HP)
Phaser Bore (3 mass, -5 Initiative, like Phaser Rifle, but can drill
1m per round)
Portable Anti-Gravs (1 mass, -3 Initiative, Can support 25 units of
mass)Portable Biocomputer(2.4 mass, -6 Initiative, Used to diagnose
alien diseases)
Police Web(3.5 mass, -6 Initiative, Holds subjects immobile)
Psychic Probe(10 mass, -10 Initiative, Klingon Interrogation
device)
Telefocals(.4 mass, Binoculars with a range of 16km/ 10 miles)
D-6 A SELECTED LIST OF EQUIPMENTAND WEAPONS (p. 25)Burst Fire: The weapon will expend 4 charges and all have attack and
damage rolls but firing a burst is increasingly inaccurate. The first shot is
rolled for normally but each of the following shots has a -1 DX to the
attack roll (for example, you would attack at -3 DX for the fourth shot). 4
charges is the minimum fire for a burst.
Charges: Primitive weapons have rounds or shots, rather than charges
Damage: The amount of damage of a ranged weapon can vary
depending on the range. Damage is given for Point-Blank (3m,
PB)/ Close (15m, CL)/Medium Range (60m, MD)/Long Range (150m,
LG)/Extreme Range (151m+, EX).
Defense: You can adopt a cautious posture with this weapon that gives
you a bonus to your defending roll (Active Test) in combat [FT30], but this
gives you are -1 to attack rolls in the same round.
Hit Location (Optional Rules): Hit Points (or TN ) can be divided up
between four primary locations: Arms, Legs, Chest, and Head. The
division of your base HP is as follows (round up):
Location Hit Points HP 10 HP 11 HP 12 HP 13 HP 14
Arms 25% 3 each 3 each 3 each 4 each 4 eachChest 75% 8 9 9 10 11Head 25% 3 3 3 4 4Legs 50% 5 each 6 each 6 each 7 each 7 each
After determining who hit who in combat, roll an additional 1d6 and
consult the following table:
ROLL LOCATION
1 Arms*2 Legs *3-5 Torso (including back)
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6 Head **
* Roll again to determine right (1-3) or left (4-6) side, if necessary.
Each location will have a minimum of one (1 HP) point, regardless of
percentage breakdown.
** Any hit to the Head of any figure, does an additional +4 HP damage.
When using Hit Location, assign armor protection to individual
locations: Arms, Legs, Chest or Head or All (in the case of shields).
Mass: Approximately 1 pound = 0.1 mass.
Radioactive: They leave the area radioactive (Mild Radiation worth)
whenever they are fired.
Rate of Fire(ROF): The number of rounds that can be fired while
using this mode are listed separately.
Reach : Hand to hand weapons can break ties in Initiative [FT30]by
having the highest Reach number go first in the same round,
Reload Time: Unless otherwise indicated a weapon will take one
round to load in which no other action can be performed. When a
Reload time is given the number indicates the number of rounds required
to reload the weapon. If there is a second number, the first number
indicates the time to load the weapon with a magazine, the second
number indicates the time needed to load the magazine by itself from
individual rounds.
Rounds: These are called 'Charges' (regardless of their physical
makeup) to distinguish them from combat rounds [FT30]. Note that in the
original Final Frontier (FF) rules they are much more limited than in Far
Trek. Therefore, treat convert each 'round' in the FF rules to 5 'charges'
in FT when it comes to advanced (greater than 20th century weaponry).
For example, change the Hand Laser (p. 32) to 30 charges rather than
6 charges, but do not change the Revolver from 6 charges (i.e., shots) to
30 charges. In the edge cases, a judgment call is made. For example, I
did not change the Gryrojet and Needler charges.
Semi : A Semi-Automatic Weapon can fire 2 shots in one round,
making separate attack rolls for each shot. The number of rounds that
can be fired while using this mode are listed separately.
Space Suit: This allows approximately 10 hours of survival in space
and provides Armor (+1). usually also has a communications unit and
environmental sensors.
Stun : See FT37. The damage caused must be at least half of the
character's TN/ Hit Points in order to stun them. If it is beneath that
amount then half of the damage is 'real' damage. If it is greater than half
their TN/ HP then the character must make a Static TN 17 ST roll or fall
unconscious. Stun damage is non-lethal and heals at the rate of 1 point
per minute. The character wakes up when all non-lethal damage is
healed.
Sweep: A stun effect may also be set at 'sweep'. the range for sweep isClose (4 meters), all life forms within 4 meters to the front of the firer
must make a Static ST roll as if they had been hit. The energy cost is
tripled though.
Agonizer(-1 Initiative, TN 14/ 4d6 non-lethal damage, 0.5 Reach,
0.3 mass)
Ahn-Woon(-2 Initiative, TN 11/ 8/ 8/ -/ - damage, carry 1-12
charges, 1 round to reload, 0.1 mass)
Armored Pressure Suit(-5 Initiative, Armor (+7): All, Space Suit,
4 mass)
Assault Rifle(-3 Initiative, 2 ROF/ 4 ROF Burst Fire, TN
14/ 14/ 14/ 11/ - damage, 30 charges in weapon, 90 charges can
be carried, 2 rounds to reload the weapon, 6 rounds to reload to
magazine, Semi, Burst Fire, 1.8 mass)
Automatic Pistol(-2 Initiative, 2 ROF, TN 11/ 11/ 11/ -/ - damage,
7 charges in weapon, 35 charges if carried, 1/ 4 rounds to reload.
0.7 mass)
Ax(-4 Initiative, TN 11/ 3d6 damage, 1.5 Reach, 2 mass)
Body Shield(Armor (+6): All, -4 Initiative, 2.5 mass)
Bow(-2 Initiative, TN 11/ 11/ 8/ 5/ -, 20 rounds, 1 round to reload
1 mass)
Broadsword(-4 Initiative, TN 11/ 3d6 if used one-handed, TN
14/ 4d6 if used two-handed, +2 Defense, 2 Reach, 2 mass)
Buckler(-2 Imitative, Armor (+4): All, 1.5 mass)
Bulletproof Vest(-1 Initiative, Armor (+8): Torso, Arms, 1.5 mass)
Cap & Ball Pistol(-2 Initiative, TN 11/ 11/ 8/ -/ - damage, 2 ROF,
6 rounds in weapon, 20 carried on person, 8 rounds to reload, 1
mass)
Chainmail(-2 Initiative, Armor (+5): All, 2 mass)
Club(-3 Initiative, TN 11/ 3d6, 1 Reach, 2 mass)
Combat Knife(-1 Initiative, +2 Defense, TN 8/ 2d6, 0.4 mass)
Crossbow(-3 Initiative, TN 14/ 11/ 11/ 8/ - damage, 20 charges, 3
rounds to reload, 1.5 mass)
Cutter-Beam: Star Fleet issue laser device with a very short range
(5cm/2") used to cut through most metals and plastics.
Dagger(-1 Initiative, +2 Defense, TN 8/ 2d6 damage, 0.5 Reach,0.3 mass)
Dagger, Thrown(-3 Initiative, 1 round to reload, TN 11/8/ 5/ -/ -,
0.3 mass)
Disruptor I(pistol, -1 Initiative, 2 ROF, Disrupt: 1 charge, TN
14/ 11/ 8/ -/ - damage, Stun: 2 charges, TN 11/ 8/ 5/ -/ - non-lethal
damage; Sweep: 6 charges, TN 11/ 8/ 5/ -/ - non-lethal damage;
100 charges, 1 round to reload 0.3 mass)
Disruptor II (rifle, -2 Initiative, 2 ROF, Disrupt: 1 charge, TN
17/ 17/ 14/11/ - damage, Stun: 2 charges, TN 14/ 11/8/ 5/ - non-
lethal damage; Sweep: 6 charges, TN 14/ 11/ 8/ 5/ - non-lethal
damage; 100 charges, 2 rounds to reload, 0.8 mass)
Energy Shield(-2 Initiative, Armor (+15): All, protects from energy
weapons only, 3 mass)
Flex-Mesh Armor(Armor (+14): All, 1 mass)
Flintlock Pistol(-2 Initiative, TN 11/ 11/ 8/ -/ - damage, 10 rounds,4 rounds to reload 1 mass)
Flintlock Musket(-3 Initiative, TN 11/ 11/11/ 8/ - damage, 10
rounds, 6 rounds to reload 2 mass)
Gryrojet(-2 Initiative, 2 ROF, TN 17/ 14/ 11/8/ - damage, 6
charges in weapon, 12 charges if carried, 4 rounds to reload, 0.6
mass)
Hand Laser(-1 Initiative, 2 ROF, TN 20/ 14/8/ -/ - damage, 30
charges, 1 round to reload, 0.6 mass)
HE Grenade(high explosive, -1 Initiative, can carry 1 to 6, 1
round to reload, TN 8/ 8/ 5/ -/ - damage, 0.2 mass)
Kinetic Shield(-1 Initiative, Armor (+15): All, protects from
material weapons (not energy weapons) only, 2 mass)
Kite Shield(-3 Initiative, Armor (+5): All, 2 mass)
Kligat(-1 Initiative, TN 11/ 11/ 8/ 5/ - damage, 1-2 can be carried,
1 round to reload, 0.1 mass)
Klingon ArmorVest (Armor (+3): Torso, 0.3 mass)
Laser Rifle(-3 Initiative, 2 ROF, TN 20/17/ 14/11/5 damage, 40
charges, 1 round to reload, 1.2 mass)
Leather(Armor (+3): All, 1.5 mass)
Life Support Belt Field(Armor (+5): All, Space Suit, 0.5 mass)
Long Sword(-3 Initiative, TN 11/ 3d6 damage, +3 Defense, 1.5
Reach, 1.5 mass)
Mace(-3 Initiative, TN 11/ 3d6 damage, 1 Reach, 1 mass)
Medikit: This is a small field medical kit containing medical
equipment which can be used to repair from 1d3 TN/ HP in a
minute when used by trained medical personnel.
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Medipouch: This is a larger field medical kit which can be used to
repair much larger amounts of damage including semi-major
surgery. It can repair 1d6 TN/ HP points of damage in a minute if
used by a doctor.
Morning Star(-5 Initiative, TN 14/ 4d6 damage, 1 Reach, 1 mass)
Needler(-2 Initiative, 3 ROF, TN 17/14/ 14/11/ 5 damage, 3
charges in weapon, 12 charges can be carried, 3 rounds to reload,
1 mass)
Nuclear Blaster(-2 Initiative, 2 ROF, TN 20/17/14/11/ -
damage, 5 charges, 2 rounds to reload, 0.8 mass)
Phaser I(-1 Initiative, 2 ROF, 50 charges, 2 rounds to reload, 0.2
mass: Stun: 2 charges, TN 11/ 8/ 5/ -/ - non-lethal damage; Sweep:
6 charges, TN 11/ 8/ 5/ -/ - non-lethal damage; Disrupt (aka Heavy
Stun): 4 charges, TN 14/ 11/ 8/ -/ - damage; Dematerialize: 8
charges, TN 17/ 11/ -/ -/ - damage; Heat: 1 charge, TN 8/ -/ -/ -/ -
damage, Overload: TN 14/ 20 damage, TN 26/ 8 vs. non-living
targets, Medium (2m/ 50m) Radius)
Phaser II(-2 Initiative, 2 ROF, 100 charges, 2 rounds to reload,
0.5 mass: Stun: 2 charges, TN 14/11/ 8/ 5/ - non-lethal damage;
Sweep: 6 charges, TN 14/ 11/ 8/ 5/ - non-lethal damage; Disrupt
(aka Heavy Stun): 4 charges, TN 14/ 11/ 8/ -/ - damage;
Dematerialize: 12 charges, TN 17/ 14/ 11/ -/ - damage; Heat: 2
charges, TN 14/ -/ -/ -/ - damage, Overload: TN 17/ 20 damage, TN
29/ 8 vs. non-living targets, Medium (3m/135m) Radius)
Phaser Rifle(-3 Initiative, 2 ROF, 150 charges, 2 rounds to reload,
1.5 mass: Stun: 3 charges, TN 17/14/ 11/ 8/ - non-lethal damage;Sweep: 9 charges, TN 17/ 14/ 11/ 8/ - non-lethal damage; Disrupt
(aka Heavy Stun): 6 charges, TN 17/ 14/ 11/ 8/ - damage;
Dematerialize: 12 charges, TN 20/ 17/ 14/ -/ - damage; Heat: 4
charges, TN 20/ -/ -/ -/ - damage, Overload: TN 20/ 20 damage, TN
32/ 8 vs. non-living targets, Medium (4m/135m) Radius)
Phaser Bore: Can drill up to 1 meter of native rock in one round
but consumes 1 charge of its 120 charges.
Photon Grenade Launcher(-4 Initiative, TN 20/ 6d6 up to Far
(2000m) range, 1-6 rounds, 1 round to reload, 2.5 mass)
Plate Armor(-5 Initiative, Armor (+7): All, 4 mass)
Police Stunner(-2 Initiative, Stun: 1 charge, TN 17/14/ 11/8/ -
non-lethal damage, Sweep: 3 charges, TN 17/ 14/ 11/ 8/ - non-
lethal damage, 30 charges, 2 rounds to reload, Stun, 0.6 mass)
Police Web: The web operates for 10 minutes on a portable
powerpack.Pressure Suit(-4 Initiative, Armor (+4): All, Space Suit, 3 mass)
Psychic Probe: Also known as a mind-ripper, the psychic probe
will cause 1 to 4 points of Intelligence to be lost from the victim,
per use, depending on the setting (TN 5/ 8/ 11 or 14). The victim
must make a Static IQ test against the setting. if they fail the test,
the victim must tell the interrogator what they wish to know.
Revolver(-1 Initiative, 2 ROF, TN 11/ 11/8/ -/ - damage, 6
charges in weapon, 18 charges if carried, 3 rounds to reload, 0.5
mass)
Rifle(-3 Initiative, 2 ROF, TN 14/ 14/ 14/ 11/ 8 damage, 8 charges
in weapon, 40 charges if carried, 2 mass)
Rock, Thrown(-1 Initiative, can carry 1 to 6, 1 round to reload,
TN 8/ 8/5/ -/ - damage, 0.2 mass)
Short Sword(-2 Initiative, TN 11/ 3d6 damage, +2 Defense, 1
Reach, 1 mass)
Sling(-2 Initiative, TN 11/ 8/ 8/ -/ - damage, carry 1-12 charges, 1
round to reload, 0.1 mass)
Sonic Disruptor(-2 Initiative, 2 ROF, TN 14,11/8/ -/ - damage,
40 charges, 2 rounds to reload, 1 mass)
Spear(-3 Initiative, TN 11/ 3d6 damage, +1 Defense, 2.5 Reach,
1.5 mass)
Sub-Machine Gun(-3 Initiative, 4 ROF, TN 17/ 14/11/2/ -
damage, 30 charges in weapons, 90 charges in magazine, 2
rounds to reload, 6 rounds to reload magazine, 1.7 mass)
Tricorder Sciences Tricorder:Capable of sensing, measuring
and analyzing through the electromagnetic spectrum, for energy
sources, lifeforms, force fields, determining density and volume, out
to a range of about Long.
Tricorder Medical Tricorder:The Medical Tricorder also
contains a small medikit which any Star Fleet Officer can use to
repair between 1 and 2 points of damage per minute (1d2).
Consider it to have 50 charges.
Vibro-Blade(-1 Initiative, TN 11/ 3d6 damage, 0.5 Reach, 0.3
mass)
Vibro-Sword(-3 Initiative, TN 17/ 5d6 damage, +2 Defense, 1.5
Reach, 1.2 mass)
D-7 ADVANCED GAME COMBAT RULES(p. 30)INITIATION
Treat as Initiative [FT30]. This die roll is modified by the DX of the
characters. If two characters roll the same number, even after all
modification to the numbers (ST and Defense for Melee, DX for Ranged
has been calculated, the character with highest Reach number (in Melee
only) will attack first. Otherwise, both characters will perform their action
at the same time with simultaneous results.
Otherwise these rules can be used as written.
HAND-TO-HAND COMBAT (p. 30)
When using a Melee weapon, the character's Initiative roll is further
modified by the weapon's specific In initiative modifier, as listed on the
Hand-to-Hand Weapon Table. When it is time for the character to make
his or her attack, the defender makes a Defense roll (a Static Test + ST,
see FT31) against the Weapon Type TN or the player rolls the
appropriate number of damage dice (if using Hit Points,on page 3)for
the particular weapon. For example: A Klingon Soldier uses his
Agonizer on a Federation Security Guard. The Klingon would subtract -1
to his Initiative roll for using an Agonizer and when he got to use the
weapon, the defender would either roll his Defense against TN 14 or the
player would roll 4d6 non-lethal damage dice and add them together to
get the total attack made on the Security Guard.
Defense
Some Melee weapons allow the user to better defend themselves from
Melee attacks (ONLY). For example, a short sword in the hands of a
defending character would allow him or her to add +2 to their Static +
ST Defense roll.
ADVANCED HAND-TO-HAND WEAPON TABLE (p. 31)
Agonizer(-1 Initiative, TN 14/ 4d6 non-lethal damage, 0.5 Reach,
0.3 mass)
Ax(-4 Initiative, TN 11/ 3d6 damage, 1.5 Reach, 2 mass)
Broadsword(-4 Initiative, TN 11/ 3d6 if used one-handed, TN
14/ 4d6 if used two-handed, +2 Defense, 2 Reach, 2 mass)
Club(-3 Initiative, TN 11/ 3d6, 1 Reach, 2 mass)
Combat Knife(-1 Initiative, TN 8/ 2d6 damage, +2 Defense, 0.5
Reach, 0.4 mass)
Dagger(-1 Initiative, +2 Defense, TN 8/ 2d6 damage, 0.5 Reach,
0.3 mass)
Dagger, Thrown(-3 Initiative, 1 round to reload, TN 11/8/ 5/ -/ -,
0.3 mass)
Lirpa(-4 Initiative, TN 14/ 4d6 damage, +1 Defense, 2 Reach, 2
mass)
Long Sword(-3 Initiative, TN 11/ 3d6 damage, +3 Defense, 1.5
Reach, 1.5 mass)
Mace(-3 Initiative, TN 11/ 3d6 damage, 1 Reach, 1 mass)
Morning Star(-5 Initiative, TN 14/ 4d6 damage, 1 Reach, 1 mass)
Short Sword(-2 Initiative, TN 11/ 3d6 damage, +2 Defense, 1
Reach, 1 mass)
Spear(-3 Initiative, TN 11/ 3d6 damage, +1 Defense, 2.5 Reach,
1.5 mass)
Staff(-2 Initiative, TN 8/ 2d6 non-lethal damage, +3 Defense, 2
Reach, 1 mass)
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Vibro-Blade(-1 Initiative, TN 11/ 3d6 damage, 0.5 Reach, 0.3
mass)
Vibro-Sword(-3 Initiative, TN 17/ 5d6 damage, +2 Defense, 1.5
Reach, 1.2 mass)
RANGED WEAPON COMBAT (p. 31)
See Combat [FT30].
ADVANCED RANGED WEAPONS TABLE (p. 32)
Ahn-Woon(-2 Initiative, TN 11/ 8/ 8/ -/ - damage, 1 round to
reload, carry 1-12 charges, 0.1 mass)
Assault Rifle(-3 Initiative, 2 ROF/ 4 ROF Burst Fire, TN14/ 14/ 14/ 11/ - damage, 30 charges in weapon, 90 charges can
be carried, 2 rounds to reload the weapon, 6 rounds to reload to
magazine, Semi, Burst Fire, 1.8 mass)
Automatic Pistol(-2 Initiative, 2 ROF, TN 11/11/ 11/ -/ - damage,
7 charges in weapon, 35 charges if carried, 1/ 4 rounds to reload.
0.7 mass)
Bow(-2 Initiative, TN 11/ 11/ 8/ 5/ -, 20 rounds, 1 round to reload,
1 mass)
Dagger, Thrown(-3 Initiative, TN 11/ 8/ 5/ -/ - damage, 1 round to
reload, can carry 1, 0.3 mass)
Cap & Ball Pistol(-2 Initiative, TN 11/ 11/ 8/ -/ - damage, 2 ROF,
6 rounds in weapon, 20 carried on person, 8 rounds to reload, 1
mass)
Crossbow(-3 Initiative, TN 14/ 11/ 11/ 8/ - damage, 20 charges, 3
rounds to reload, 1.5 mass)Disruptor I(pistol, -1 Initiative, 2 ROF, Disrupt: 1 charge, TN
14/ 11/ 8/ -/ - damage, Stun: 2 charges, TN 11/8/ 5/ -/ - non-lethal
damage; Sweep: 6 charges, TN 11/ 8/ 5/ -/ - non-lethal damage;
100 charges, 1 round to reload 0.3 mass)
Disruptor II(rifle, -2 Initiative, 2 ROF, Disrupt: 1 charge, TN
17/ 17/ 14/11/ - damage, Stun: 2 charges, TN 14/ 11/8/ 5/ - non-
lethal damage; Sweep: 6 charges, TN 14/ 11/ 8/ 5/ - non-lethal
damage; 100 charges, 2 rounds to reload, 0.8 mass)
Flintlock Pistol(-2 Initiative, TN 11/ 11/ 8/ -/ - damage, 10 rounds,
4 rounds to reload 1 mass)
Flintlock Musket(-3 Initiative, TN 11/ 11/ 11/8/ - damage, 10
rounds, 6 rounds to reload 2 mass)
Grenade(-1 Initiative, can carry 1 to 6, 1 round to reload, TN
8/ 8/ 5/ -/ - damage, 0.2 mass)
Gryrojet(-2 Initiative, 2 ROF, TN 17/14/ 11/8/ - damage, 6
charges in weapon, 12 charges if carried, 4 rounds to reload, 0.6
mass)
Hand Laser(-1 Initiative, 2 ROF, TN 20/ 14/8/ -/ - damage, 30
charges, 1 round to reload, 0.6 mass)
Kligat(-1 Initiative, TN 11/ 11/ 8/5/ - damage, 1-2 can be carried,
1 round to reload, 0.1 mass)
Laser Rifle(-3 Initiative, 2 ROF, TN 20/17/ 14/11/5 damage, 40
charges, 1 round to reload, 1.2 mass)
Needler(-2 Initiative, 3 ROF, TN 17/14/ 14/11/ 5 damage, 3
charges in weapon, 12 charges can be carried, 3 rounds to reload,
1 mass)
Nuclear Blaster(-2 Initiative, 2 ROF, TN 20/17/14/11/ -
damage, 5 charges, 2 rounds to reload, 0.8 mass)
Phaser I(-1 Initiative, 2 ROF, 50 charges, 2 rounds to reload, 0.2mass: Stun: 2 charges, TN 11/ 8/ 5/ -/ - non-lethal damage; Sweep:
6 charges, TN 11/ 8/ 5/ -/ - non-lethal damage; Disrupt (aka Heavy
Stun): 4 charges, TN 14/ 11/ 8/ -/ - damage; Dematerialize: 8
charges, TN 17/ 11/ -/ -/ - damage; Heat: 1 charge, TN 8/ -/ -/ -/ -
damage, Overload: TN 14/ 20 damage, TN 26/ 8 vs. non-living
targets, Medium (2m/ 50m) Radius)
Phaser II(-2 Initiative, 2 ROF, 100 charges, 2 rounds to reload,
0.5 mass: Stun: 2 charges, TN 14/ 11/ 8/ 5/ - non-lethal damage;
Sweep: 6 charges, TN 14/ 11/ 8/ 5/ - non-lethal damage; Disrupt
(aka Heavy Stun): 4 charges, TN 14/ 11/ 8/ -/ - damage;
Dematerialize: 12 charges, TN 17/ 14/ 11/ -/ - damage; Heat: 2
charges, TN 14/ -/ -/ -/ - damage, Overload: TN 17/ 20 damage, TN
29/ 8 vs. non-living targets, Medium (3m/135m) Radius)
Phaser Rifle(-3 Initiative, 2 ROF, 150 charges, 2 rounds to reload
1.5 mass: Stun: 3 charges, TN 17/ 14/ 11/ 8/ - non-lethal damage;
Sweep: 9 charges, TN 17/ 14/ 11/ 8/ - non-lethal damage; Disrupt
(aka Heavy Stun): 6 charges, TN 17/ 14/ 11/ 8/ - damage;
Dematerialize: 12 charges, TN 20/ 17/ 14/ -/ - damage; Heat: 4
charges, TN 20/ -/ -/ -/ - damage, Overload: TN 20/ 20 damage, TN
32/ 8 vs. non-living targets, Medium (4m/135m) Radius)
Photon Grenade Launcher(-4 Initiative, TN 20/ 6d6 up to Far
(2000m) range, 1-6 rounds, 1 round to reload, 2.5 mass)
Police Stunner(-2 Initiative, Stun: 1 charge, TN 17/ 14/ 11/8/ -
non-lethal damage, Sweep: 3 charges, TN 17/ 14/ 11/ 8/ - non-
lethal damage, 30 charges, 2 rounds to reload, Stun, 0.6 mass)
Revolver(-1 Initiative, 2 ROF, TN 11/11/ 8/ -/ - damage, 6
charges in weapon, 18 charges if carried, 3 rounds to reload, 0.5
mass)
Rifle(-3 Initiative, 2 ROF, TN 14/ 14/ 14/ 11/ 8 damage, 8 charge
in weapon, 40 charges if carried, 2 mass)
Rock, Thrown(-1 Initiative, can carry 1 to 6, 1 round to reload,
TN 8/ 8/5/ -/ - damage, 0.2 mass)
Sling(-2 Initiative, TN 11/ 8/ 8/ -/ - damage, carry 1-12 charges, 1
round to reload, 0.1 mass)
Sonic Disruptor(-2 Initiative, 2 ROF, TN 14,11/8/ -/ - damage,
40 charges, 2 rounds to reload, 1 mass)
Spear, Thrown(-3 Initiative, TN 11/ 8/ 8/ -/ - damage, can carry 10 rounds to reload, 1 mass)
Sub-Machine Gun(-3 Initiative, 4 ROF, TN 17/ 14/11/2/ -
damage, 30 charges in weapons, 90 charges in magazine, 2
rounds to reload, 6 rounds to reload magazine, 1.7 mass)
ARMOR AND SHIELDING (p. 33)
Each type of armor or shielding has a mass and an Initiative modifier.
When a character wears or carries a piece of armor it will reduce his or
her movement according to the overall mass the character is carrying
and will modify the Initiative roll if the character will attempt
to move as a part of his or her action during the round.
If a character is hit by any weapon, the armor rating of the armor or
shielding will accordingly add a bonus to their roll to stay conscious or
reduce the amount of damage that the character must take against their
Hit Points (if using Hit Points).
ADVANCED GAME ARMOR AND SHIELDING (p. 33)
-5 Initiative, Armor Rating (+7: All), Space
Suit, 4 mass)
Body Shield(-4 Initiative, Armor Rating (+6: All), 2.5 mass)
Buckler(-2 Initiative, Armor Rating (+4: All), 1.5 mass
Bulletproof Vest(-1 Initiative, Armor Rating (+8: Torso), 1.5
mass)
Chainmail(-2 Initiative, Armor Rating (+5: All), 2 mass)
Energy Shield(-2 Initiative, Armor Rating (+15: All, Only Against
Energy Weapons), 3 mass): Can be operated for 20 rounds. If the
AR is exceeded, the shield loses one point of armor rating and any
excess damage points are taken against the characters TN/ HP. It
protects from energy weapons only and must be turned off in order
to fire a weapon during a round.
Flexmesh Suit(Armor Rating (+14: All), 1 mass)
Kinetic Shield(-1 Initiative, Armor Rating (+15: All, Only Against
Material Weapons), 2 mass): The shield may absorb up to 15
points per round. Each point of damage absorbed reduces the AR
value. It regenerates AR at the rate of 5 points per round. If an
energy weapon hits a kinetic shield, both the weapon and the
shield detonate like a photon grenade due to feedback. This is also
the type of shielding used by Star Fleet instead of bars on their
security cells. However, the Star Fleet Security Cells have an Armor
Rating of 25 and are not portable.
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Kite Shield(-3 Initiative, Armor Rating (+5: All), 2 mass)
Klingon Armor Vest(-3 Initiative, Armor Rating (+3: Torso), 0.3
mass)
Leather Armor(Armor Rating (+3: All), 1.5 mass)
Life Support BeltField (Armor Rating (+5: All), Space Suit, 0.5
mass)
Plate Armor(-5 Initiative, Armor Rating (+7: All), 4 mass)
Pressure Suit(-4 Initiative, Armor Rating (+4: All), Space Suit, 3
mass)
GRENADE TYPE WEAPONS (p. 34)
See the Throw an Explosive rules (FT33). Instead of a 5ft x 5ft radius,these weapons radius are listed with the weapon description. In most
cases there are two radius values given because the damage differs
depending on how close you are to the area that is hit.
Damage: Weapons can have additional damage against non-living
targets. If the additional damage is not given, assume it is the same as
the damage to living targets.
Miss: If a Ranged Attack is missed, the weapon 2d6 are rolled to
determine the direction and distance of the miss (in case there is a
chance that the weapon will hit something else nearby).
Thrown Weapons (including Grenades)
1d6 Direction Missed 1d6 Distance Missed
1 North 1 1m2 Northeast 2 2m3 Southeast 3 3m4 South 4 4m5 Southwest 5 5m6 Northwest 6 6m
Ranged Weapons (all others)
1d6 Direction Missed 1d6 Distance Missed
1-2 Left 1 0.5m3-4 Right 2 1m5 Low 3 1.5m6 High 4 2m
5 2.5m6 3m
Radius is given in both Range. This is an area - as in, it affects
everything with Close (for example) range of the target area hit).
Phaser Rifle Overload(-3 Initiative, TN 20/ 20 damage, TN 32/ 8
vs. non-living targets, Medium (4m/135m) Radius, 1.5 mass)
Photon Grenade(TN 26/ 20 damage, TN 50/ 8 to non-living
targets, Medium (4m/60m) Radius, carries 1-6, 0.5 mass)
Sonic Grenade(-1 Initiative, TN 26/ 6 non-lethal damage, Close
(2m/ 4m) Radius, carries 1-4, 0.4 mass)
HE Grenade(-1 Initiative, TN 20/ 8 damage, Close (2m/5m)
Radius, carries 1-6, 0.2 mass)
Phaser I Overload(-1 Initiative, TN 14/ 20 damage, TN 26/ 8 vs.
non-living targets, Medium (2m/50m) Radius, 0.2 mass)
Phaser II Overload
(-2 Initiative, TN 17/ 20 damage, TN 29/ 8 vs.non-living targets, Medium (3m/135m) Radius, 0.5 mass)
Theragen Grenade(-1 Initiative, can carry 1 to 6, 1 round to
reload, TN 8/ 8/ 5/ -/ - damage to ST only. When ST reaches zero,
the character cannot move at all, 0.2 mass)