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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

    -

    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)