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v6

A d20 Star Trek Supplement by Shay Ian lord_rblade@yahoo.com This supplement was only made for starfleet. Additions are welcome. This is just a modified version of the Star Wars rules set. I am aware of many flaws, and will fix them if people actually like the direction I am taking.

Starfleet Characters
I chose to use a generic class to allow the maximum variety of starfleet archtypes. Class: Starfleet Officer Approx. 2 years / rank Crewman Lt Cmdr Admiral Ensign Lt. Jg. Cmdr

Defense Reputation Base Attack ___ ___ ___ Bonus Save Save Save Special Bonus Bonus Level 1 1 2 0 0 Starting Feats 3 0 2 2 3 0 0 Bonus Feat 3 1 3 3 3 1 1 Bonus Feat 4 1 4 4 4 1 1 Bonus Feat 4 1 5 5 4 1 1 5 1 6 6/1 5 2 2 Bonus Feat 5 2 7 7/2 5 2 2 6 2 8 8/3 6 2 2 Bonus Feat 6 2 9 9/4 6 3 3 7 2 10 10/5 7 3 3 Bonus Feat 7 3 11 11/6/1 7 3 3 8 3 12 12/7/2 8 4 4 Bonus Feat 8 3 13 13/8/3 8 4 4 9 3 14 14/9/4 9 4 4 Bonus Feat 9 4 15 15/10/5 9 5 5 10 4 16 16/11/6/1 10 5 5 Bonus Feat 10 4 17 17/12/7/2 10 5 5 11 4 18 18/13/8/3 11 6 6 Bonus Feat 11 5 19 19/14/9/4 11 6 6 12 5 20 20/15/10/5 12 6 6 Bonus Feat 12 5 Note on saving throws: The Player may choose which is their good save, and the other two are average.

Game Rule Information


Ability Scores Intelligence is usually considered the most important ability for a starfleet officer depending on duties, with wisdom and charisma a close second. Starfleet officers are usually well-rounded. Vitality 1d8 per level. Constitution modifier applies.

Class Skills
Astrogate, Computer Use, Craft, Diplomacy, Escape Artist, Gather Information, Intimidate, Knowledge, Pilot, Repair, Treat Injury Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Starting Feats Weapon Group Proficiency (simple weapons) Weapon Group Proficiency (phasers)

Cpt

Lt.

Zero-G Training Bonus Feats (Must be taken from the following list, and the Officer must meet any prerequisites.) Acrobatic, Alertness, Athletic, Cautious, Combat Reflexes, Dodge+, Influence, Iron will, Lightning Reflexes, Martial Arts+, Nimble, Point Blank Shot, Quick Draw, Quickness, Run, Skill Emphasis, Sharp-Eyed, Spacer, Stamina, Starship Dodge, Starship Operation, Surgery, Weapon Focus. Credits The Federation doesn't use money. Equipment 4 Uniforms, 1 Dress Uniform.

Starfleet Equipment
Phasers Setting 1 2 3 4+ multifire/autofire Holds a total of 240 power units. Damage Pwr 2d6s +1d6 1 4d6s +2d6 2 8d6s +3d6 3 setting d6 setting Settings 1-8 1-16 1-16 1-16
1,3,5,8,16 F,3,5,8,16

Hardness

Weapon Name Proficiency Type 1 Hand Phaser Blaster Pistols Type 2 Holstered Pistol Blaster Pistols Type 3 Phaser Rifle Blaster Rifles Type 4 Compression Rifle Blaster Rifles Isomagnetic Disintegrator Heavy Photon Grenade Simple Weapons F=Flash; ref(18) or be blinded for 1d6 rounds. Tricorders

Rng 6m 12m 20m 25m 18.5m 4m

B B B B M -

20 20 20 19 19 -

T S M M M T

0.2 0.6 1.1 2.0


3.85

.2

5 5 5 5 5 2

1 2 4 5 6 2

12 14 14 15 16 14

Cost: Not Available For Sale. Weight: 0.4kg Availability: Starfleet, Prevalent; Elsewhere, Very Rare. Power: 18 hours (max) The Tricorder is a portable sensing, computing, and data communications device. It allows the user to detect com signals, energy emissions, geological conditions, chemical composition, life forms, and internal wounds nearby with a special range penalty of -1 for every 10 meters. The Tricorder can be reconfigured to detect something new with a Computer Use (DC 15+) check. . The Computer Use DC for unopposed checks is 10. The Tricorder can record up to 4 hours of visual, 16 hours of audio, or 3 hours of audio and video. In addition, the Tricorder can also record up to 4 hours worth of full-range scans, or more data of less detail. The Tricorder can transmit this data up to 5m using a subspace comlink; it can be routed through other communications devices to extend this range. These communications may also be encrypted (DC 25 to decrypt). Rumor has it the tricorder can make coffee (false).

break dc

critical

weight

size

wp

Starfleet Starship Construction


As "Starships of the Galaxy" except as noted below. Ship Size Double cp for 'the starfleet factor' i.e. all of your nifty toys. Automation Must purchase maximum allowable Automation. Crew requirement is 10% of that stated. Life Support Double CP (due to replication technology) Stowage As normal. Include shuttlebays and cargo bays. Consumables Double CP (due to anti-matter) Hyperdrive & Backup Hyperdrive Not available. See below. Ion Engines Not available. See below. Impulse Engines (new option) Purchase Ion Engines of ramming speed, ignoring size restrictions. Warp Drive (new option) Construction Points = Integer[Size Modifier(min 1)] * Roundup[max speed (c) / 5] (For example, both a Colossal warp drive and a Fine sized warp drive cost 40cp.) Astrogate (DC 10) No mishap chance (failure increases travel time by 1% per point failed by) Quantum Slipstream (new option) Construction Points = Hull CP * [max speed (c) / 500,000]; all other sizes impossible (due to stability issues) Astrogate (DC 10+Warp) Mishap possible; add dmg equal to the d00 rolled for the mishap. Sensors (new option) Follow standard sensor rules except: Extreme range is extended based on how much you pay during construction; determine range (in light-years); cost (cp) = LY*3 example: 16LY = 16 x 3, or 48 cp. The 'range' is the new 'Extreme' range, i.e. 21squares to 16 LY. Power Requirement = range being scanned; <1LY uses minimal power.
Attempting to detect objects through anything 3 times their size reduces scanning range by 1 step (Extreme to Long, etc.)

Shields (startrek version)


Buy shields as usual; add 1/20 (round up) of shield points as a bonus to Defense when shields are active.

Computer System (new requirement)


1CP; Expert 4; +0 Init; +3 to attack; +1 defense; Int 18; Heuristic processor; Astrogate 7 ranks, Knowledge (Astronomy) 7 ranks, Pilot 7 ranks, Repair 7 ranks, speak,read,Write any programmed language.

MUST PURCHASE: Backup Shield Generators, Comm(1000), Subspace Transceiver(3000), Slave Circuits.

Weapons
Energy Weapons Name Damage Max Rng Special Cost EP Class NX-01 Laser Cannons 2d10x5 Short 4000 5 N/A Defiant pulse phasers 5d10x5 Short Autofire 7000 8 N/A Phaser Type VI 6d10x5 Medium 8000 8 N/A Phaser Type VII 7d10x5 Long 8000 9 N/A Phaser Type VIII 8d10x5 Long 9000 10 N/A Phaser Type IX 9d10x5 Long 10000 11 N/A Phaser Type X 10d10x5 Extreme(40) 12000 12 N/A Phaser Type XI 11d10x5 Extreme(40) 13000 14 N/A Phaser Type XII 12d10x5 Extreme(40) 14000 16 N/A Phaser Damage dice may be split among as many beams as tactical has attacks. Targeting Individual Systems With Phasers Choose a Damaged System and Effect from Table 11-9, SWRPG. If the attack beats the defense by an amount equal to or greater than the repair DC, then that Effect takes place and the attack does not deal any damage. If the attack only beats the defense, the attack deals damage normally.

Missile Weapons Name Damage Max Rng Special Cost Photon Torpedo Launcher 800 Photonic Torpedo 7d10x4 point blank 1/4 Impulse 1000 Photon Torpedo 8d10x4 Medium 3/4 Impulse 1400 Photon Torpedo 9d10x4 Long Full Impulse 1600 Quantum Torpedo 12d10x4 Long 3/4 Impulse 20000 Transphasic Torpedo 12d10x4* Long 1/2 Impulse 40000 *Apply directly to hull, ignoring shields and DR.

EP Class 1 per 10 torpedoes NX-01 TOS TNG+

Warp Combat Only missile weapons can be employed during warp combat. The vessels must be at point blank range and must match velocities. The pursing ship must make an Astrogate (DC 15 + Warp) to match velocity and course. Failure by 9 or less means the ship is unable to engage in combat; failure by 10 or more could result in a collision. Other Starship Systems Science Lab Holodeck Sickbay Transporter(s) 10cp +4 bonus on any task that the GM feels appropriate 20cp; 20'x20'. +4 bonus on any task that the GM feels appropriate 1cp per biobed; 2cp per operating suite. +4 to treat injury; +8 in surgical suite. 1cp per person-round capacity; (site to site uses 2 capacity points) Short Range. (Transporters are blocked by shields and strong EM fields.)

Warp Speed Calculator


Fairly Accurate, useful for gaming. Uses a revised warp scale :gasp: FTL Navigation Astrogate check: DC(warp factor)
SWRPG Multiplier

WARP 9.2 Drive Efficiency 0.25 Warp Factor 9.2


Speed ( c ) Power Usage LW HW 1,631 1,713

3985.3

Each 'hour' on Table 11-3 is approximately 500 ly.

(affects off-peak power usage; lower better; 0.5 warp) (must be able to power warp -.1(1rnd) to reach that WF) (multiples of the speed of light) (in cochrans) 4 ly/day 0 ly/hr 489300k km/sec 0 ly/min

1631 70,000 15665.2 375965.7 ######## 1631 Distance (ly) days hours minutes 0.0026432 2.879267 0.0627412 0.325746 Speed ( c ) Speed ( c ) Calculated ACTUAL WF My Quantum Speeds 1 1 1 Transwarp 10+ 2 10 10 Future Enterprise-D 13 3 38 39 Borg Transwarp 29 4 101 102 Babylon 5 WhiteStar 34 5 213 215 Quantum Slipstream 41 6 392 392 x1 Hyperdrive 51 7 656 656 Vaadwuar Cooridors 56 8 1024 1024 Borg Transwarp Conduits 58 9 1516 1516 Voyager Slipstream Accident 66 9.2 1631 1649 Slipstream Calc 9.6 1915 1909 9.2 9.9999999992 9.9 3065 3053 Dauntless (-0.963 Efficiency tech) 9.99 7900 7912 Pre 1.5 Efficiency NX-01 1 Efficiency Assume Power Usage in Cochrans: TOS .75 Efficiency Shields =(shield points) TNG .5 Efficiency Weapons =(EP cost) Voy / Sov .25 Efficiency SIF / IDF =8-(size mod) Warp 1 1.9 2 2.9 3 3.9 4 4.9 5 5.9 6 6.9 7 7.9 8 Speed 1 8 10 34 38 93 101 199 213 379 392 625 656 981 1024 Power (@.25 efficiency) 1 10 10 42 38 114 101 244 213 454 392 766 656 1202 1024

8.9 9 9.9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
4000 3500 3000 Cochrans 2500 2000 1500 1000 500 0 0 2

1460 1516 3065 3137 3215 3393 3604 3862 4183 4597 5167 6050 7900 8062 8237 8638 9127 9742 10552 11689 13451 16694 25567 26468 27467 29828 32848 36866 42499 51018 65514 95931 199973 212057

1789 1516 3755 3137 3295 3563 3874 4248 4706 5287 6071 7260 9678 8062 8443 9070 9812 10716 11871 13442 15805 20033 31320 26468 28154 31319 35312 40553 47811 58671 76979 115117 244967 212057
Warp Speed

Speed (c) Cochrans

Warp 6 Factor

10

12

Warp Speed Chart


300000

250000

200000

Cochrans

150000

Speed (c) Cochrans

100000

50000

0 1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 Warp

Distances and Impulse Engines km Earth to Moon 385000 Earth to Sun 150000000 Across Solar System: 9 9000000000 4E+13 Nearest Star System: 40 Width of Galaxy Nearest Galaxy 9.5E+17 2.755E+19 ly 4.05263E-08 1.57895E-05 0.000947368 4.210526316 100000 2900000

Impulse Speeds
Full Impulse 3/4 Impulse 1/2 Impulse 1/4 Impulse Thrusters Acceleration Amazing Excellent Good Average Poor Slow

Speed reduced for playability

Ramming 16 Ramming 12

Attack 8 Cruising 4 Docking 1

6 spd/rnd 5 spd/rnd 4 spd/rnd 3 spd/rnd 2 spd/rnd 1 spd/rnd

Ramming +4 Ramming +3 Ramming +2 Ramming Ramming Cruising

Defiant* Nova** Intrepid** Galaxy*** Excelsior Tanker

*Defiant also includes a +3 maneuver system **Nova and Intrepid classes also include a +2 Manuever System ***Most modern starships include a +1 Manuever System

Time to full impulse (in 6sec rounds) 1 2 3 4 5 6

Ship System Ship Size

Nova Large (-1) DR / Armor 20 / 10 Automation Min-Optimal Crew (Quarters) 17-64(90) Life Support 128 Stowage ~50*length 9000 Consumables 2 Years Impulse Engines (all Ramming speed) +3 Warp Drive (emergency +20%c 12hrs) 7 Sensors 14 Shields 150 Superstructure (hull) 480 Weapons Systems (all include a +8 fire control) Phaser Array (includes full turret) VIII Torpedo Launcher Fore/Aft 2 Std (25) Tractor Beams Fore/Aft 1/1 Science Labs 3 Holodecks 2 Sickbay - Beds 3 Sickbay - Surgery 1 Transporter Cap. 12 Maneuver System +3 Shuttlebays / Shuttles 1/2(type6) Computer System & Deflector System Comm, Subspace Transceiver, Slave Circuits

Details

Nova Refit Large (-1) 20 / 10 17-64(90) 128 9000 2 Years +3 8 14 250 480 XII 2 Std (25) 1/1 3 2 3 1 12 +3 1/2(type8)

Intrepid Huge (-2) 20 / 10 65-100(150) 200 15000 4 Years +2 9.975 17 250 480 VIII 4 Std (38) 1/1 4 3 3 1 12 +2 1/4(type8)

Galaxy Gargantuan (-4) 25 / 10 101-700(1100) 5000 32000 4 Years +0 9.2 17 300 700 X 1/2 Burst (275) 0/1 9 4 4 1 36 +0 3/20(various)

Akira Huge (-2) 20 / 10 65-100(500) 5000 20000 3 Years +2 9.3 14 300 600 XII 4/2 Pulse (400) 1/1 4 2 4 1 36 +1 2/14(various)

Defiant Large (-1) 25 / 15 17-64(50) 100 2000 1 Month +4 8.7 14 250 480 X 1/2 Pulse (100) 0/1 1 0 2 0 8 +3 2(type10) Ablative armor

Soverign Gargantuan (-4) 25 / 10 101-700(800) 5000 32000 4 Years +3 9.9 17 400 700 XII 1R2P/3P(600) 1/1 6 4 4 1 36 +2 1/14(various) Ablative armor Regenerative shields (2/rnd)

Prometheus Huge (-2) 20 / 10 65-100(150) 5000 15000 4 Years +4 9.99 17 400 700 3 XII 4P/3P(550) 3/3 3 3 16 3 72 +3 1/2(type9) Ablative armor Regenerative shields (2/rnd)

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