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Parts List - Page 3

Last updated on 05/15/07

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Goto Page 1 Games and Rules Supplements
Goto Page 2 Games and Rules Supplements (Continued) / Deck Plans
Goto Page 4 Adventures and Rule Supplements (Continued)
Goto Page 5 Ship Recognition Manuals / Playing Aids
Goto Page 6 Magazine Index
Goto Page 7 Miniatures and Miscellaneous Info



soft cover books

PAGE 3 - Adventures and Rule Supplements
  • 2201 The Vanished
  • 2202 Witness For The Defense
  • 2203 Trader Captains and Merchant Princes (First Edition)
  • 2203 Trader Captains and Merchant Princes (Second Edition)
  • 2204 Ship Construction Manual (First Edition)
  • 2204 Ship Construction Manual (Second Edition)
  • 2205 Denial of Destiny
  • 2206 Termination 1456
  • 2207 Demand of Honor
  • 2208 Orion Ruse
  • 2209 Margin of Profit
  • 2210 The Outcasts
  • 2211 A Matter of Priorities


ADVENTURES and RULES SUPPLEMENTS

2201 The Vanished

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(1983) ISBN: 0-425-06949-4 (Not on product, on the packaging)

Players must investigate a Federation Deep Space research Station to discover the cause of the disappearance of its entire staff and crew.

It started as just a friendly conversation - until suddenly there was no one left to talk to! The crew of the Federation Deepspace Research Station 39 has disappeared, and the crew of your Federation Starship must find out why - before they too are among The Vanished.

This 40 page booklet contains a complete adventure scenario for Star Trek: The Role Playing Game, with all the necessary background material. Included are complete deck plans for FDR 39 and a complete crew roster for use with this adventure and beyond in your own scenarios'. This gamemaster package can be used with campaigns set aboard the USS Enterprise or any other Federation vessel.

 

There are two different covers for this book. One done by Deitrick and one done by O'Connell.

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2202 Witness for the Defense

(1983) 40 pages. ISBN: 0-931787-12-2

A complete Adventure - Players return to the mining colony on the home planet of the Horta for a new dose of excitement and adventure.

The crew of the Enterprise returns to Janus VI, scene of their adventure with the Horta("The Devil in the Dark"), and finds tragedy. A young miner stands accused of murder and genocide. Will he be convicted by the swift justice of the final frontier, or can Captain Kirk, Mr. Spock, and Dr. McCoy find evidence of his guilt or innocence to clear him? And if they do, where is the real killer, and will he strike again - bringing disaster to the mining colony of Janus VI?

This adventure scenario for Star Trek: The Role Playing Game contains everything a gamemaster needs to recreate the mystery and excitement of murder on Janus VI. This booklet is designed for use in campaigns featuring the U.S.S. Enterprise crew, and includes complete maps and floor plans for the Janus VI pergium processing facility, which can also be used in later adventures.

 

2203 Trader Captains and Merchant Princes (First Edition)

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(1983) 52 pages ISBN: 0-425-06954-6

These rules will take your Star Trek campaign away from the rigid and regimented world of Starfleet and into the rough-and-tumble universe of interstellar commerce. Play a merchant, a rogue, a pirate, or a combination of all three.

Included are all the rules and charts needed for the creation of various traders, privateers, merchants, con-men, and rogues. Introducing non-military personnel as player characters for the first time. A complete system for trading commodities, playing the stock market(mini-game), procuring a bank loan, and the economics of running a starship are all presented in an easy to understand format. Also includes details of the Federation economy.

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Money In the Federation:
The old saying "There's no money in the Federation" is generalized and we always assumed everything was basicly traded in the Star Trek Universe for the most part. FASA used money in this system and provided pay scales for Federation Crew Members and for other purposes.There was never an objection to money voiced by anyone at Paramount that Fantasimulations Associates where aware about. There certainly IS money in the Federation, but aboard most fleet starships you rarely dealt with it. Remember "The Trouble with Tribbles" established the "Federation credit" as the unit of exchange in the Federation. The same episode established Cyrano Jones as an independent trader, the model for Fantasimulations Associates characters in "Trader Captains and Merchant Princes."

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2203 Trader Captains and Merchant Princes (Second Edition)

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Trader Captains and Merchant Princes

Spacelanes Magazine

(1987) 128 pages ISBN: 0-931787-13-0

From trading tribbles to outwitting Orions. Enter the world of high finance and low dealing in the Star Trek universe, and enjoy the freewheeling life of the independent trader.

This two-book supplement to FASA's Star Trek: The Role Playing Game(Secound edition) includes all the rules and charts needed to create traders, privateers, merchants, con-men, and rogues. Enabling players to buy private ships, obtain cargoes, and turn profits no man has turned before. In addition, players and gamemasters will learn the ins and outs of the Federation economy - from pricing goods to trading commodities on the UFP stock exchange, and playing the stock market, procuring a bank loan, and maintaining a starship.

  • The players' book, Spacelanes Magazine(80 pages), a copy of the 23rd century trade magazine Spacelanes, gives an inside look at the ways and means of merchant life. Contains comments and essays on the ups and downs of the merchant's life, written by those who live and work in the UFP.
  • The gamemaster's book, Trader Captains and Merchant Princes(128 pages) provides details on generation trader characters, and all the necessary information for running trader adventures. Such as to play and run characters who need to know how to buy and sell merchandise, rent, lease, buy or steal a starship, find a cargo for hire, buy and sell on the black market, and many other possibilities.

Start playing the space lanes today in search of adventure and booty!

2nd Edition - Whats New
Trader Captains And Merchant Princes allows the gamemaster to insert trader characters into his Star Fleet campaign, give his Star Fleet characters pay, and let them buy things or speculate on the stock market. The character creation process is EXPANDED here to permit the creation of traders and rogues. There are NOW three paths for the prospective trader to follow in building his character, from the prestigious Merchant Academies to climbing the ladder the hard way - one rung at a time! Trade and shipping has been EXPANDED to include trade companies, selling cargos at many different levels, and even hauling passengers from one part of the galaxy to another. There is a NEW system for aging ships and telling when they will break down, and a method for fixing the price of anything that can be purchased on the black market.

 

2204 Ship Construction Manual (First Edition)

(1983) 56 (44?) pages  ISBN: 0-425-06952-4

Build any Starship from the mighty Enterprise to an Orion Blockade Runner can be constructed and the player reference panels drawn. Basic data is included for the Federation, the Klingon, Romulans, Gorn, and Tholians. Now players can design new Federation ship classes and gamemaster's new adversaries.

These rules supplement tells you everything you need to know to design, build, and arm your own starship, as well as information on how to rate them in combat. It contains full explanations of ship design limitations and all construction costs, procedures, and schedules. Includes:

Table of Contents:

  • Intro
  • How to Use this Book
  • Travel Times
  • Designing for Ship Combat
  • Warp Engine Tables
  • Turn Stress Charts
  • Impulse Engine Tables
  • Weapons and Shields
  • Weapons Tables
  • Firing Tables
  • Shields
  • Vessel Crew Allocation
  • Superstructure Values
  • Damage Chart Selection
  • Designing Full Player Panels
  • Designing in Detail
  • Appendix
  • Generic Full Player Combat Panels - Helm Display, Communications, Engineering (2pages), Science, Navigator

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First Edition Starship Combat (SC) Rules Update:
These NEW rules update #2001 Star Trek, the Role Playing Game (First Edition) Starship Combat. NEW Generic Panels for use with ANY ship. Also see product 2002 The Klingons Box Set (First Edition) for NEW rules that update this SCM..

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2204 Ship Construction Manual (Second Edition)

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(1985) 80 pages ISBN: 0-931787-14-9

Begin your career as a starship engineer and designer.

The Ship Construction Manual contains all of the information necessary to construct starships for your Star Trek Role Playing Games. The recently declassified information in this manual allows the design of state-of-the-art starships of Federation, Klingon, Romulan, Gorn, or Orion origin. The easy-to-use format combined with the comprehensive data also provides the information necessary to build any ship active during the last 60 years of Star Trek history/TOS and the classic films, upto Star Trek 4.

The 80-page rulebook includes the tables for the various engines, weapons, shields, and computers that make up starships, essays on the design philosophy of the major races, detailed information on the cost and availability of the equipment, and a system for rating the ships in combat. Theres Diagrams and background info of warp and impulse drive development.

The Ship Construction Manual is required reading for all Star Fleet personnel and potential ship designers from all of the major races.

Using a new  -Secound Edition- Construction system, The Ship Construction Manual provides improved rules for:
-Updated to support 2003 Star Trek Starship Tactical Combat Simulator properly.
-Major redesign of the Tables
-Restructured and Reformated Data
-New information to make ship construction a logical extension of all the rules and supplements that have already been printed.
-New comparable Combat Efficiency for all Starships.
-Resequence of all information for each race; its all in one location and Tables are in the same sequence as the Blank Starship Forms.
-Allows creation of ships from 2230 to aprox 2286/87.

Note: Does not directly support construction of a three warp engine starship. But does for single and dual. Officialy There is no such thing as a single warp engine starship or a tri configuration in the Star Trek Universe. Single Warp engine ship testing was abandoned some time shortly before the ST:TMP. Although in ST: TNG they have shown single warp engine starships on bridge displays, including a ship from the late TOS/early TMP period and some possiably from TNG era or slightly earlier. The Three engine configurations where only shown on screen in Altered Timelines or Possiable Futures only.

Recalculating Ship Recognition Manuals WDFs: FASA used a different formula to calculate CE prior to the second edition of the Starship Construction Manual.The Federation and Klingon Manuals WDF/D vary significantly with results from the 2nd ed Construction Manual CE formula. But in the Romulan Manual the numbers matched. The romulan ships that appeared in the STCS rulebook also had corrected WDF/D.

 

2205 Denial of Destiny

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(1983) ISBN: 0-425-06953-2

A complete adventure - Players must ignore the Prime Directive of non-interference in order to save the inhabitants of a doomed planet.

"He's stealing my soul!" While strolling down the street the party comes upon a beggar who appears to have only one leg. You may wish to put some Kopas (local currency) into his bowl at which the beggar will smile genially.

The medical officer decides to carefully scan this individual since he has not seen any other Alerian who does not seem totally fit. As the tricorder is turned on it begins making its normal whining sound. The beggar hears the peculiar noise, sees the device and begins shouting in mortal terror: "Ayak! Ish Bendanaada ju serada megeni kra kra Jhopo!" which when translated will turn out to mean "Help! This off-world swine is trying to steal my soul!"

The local merchants, who have become quite attached to this fellow as knows just about the filthiest stories ever heard in Kembali, will come running to his aid and will insist that the party leave him alone. They won't be violent about it since after all, he is only a beggar and no one fights over a beggar. The tricorder reading taken by the medical officer indicates something peculiar about the beggar's missing leg.

The planet Aleriad, barred to Star Fleet and independent vessels, is a doomed world. Your mission: take a rescue fleet and save as many of the natives as you can. Simple? Not quite. The Alerians are religious fanatics and believe it is their destiny to remain on their world. To complicate matters, the Orions have been reported operating in the area. Aleriad's imminent collision with a cloud of debris doesn't allow you much time to perform your task, then of course there is the Prime Directive.

 

2206 Termination: 1456

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(1984) 48 Pages ISBN: 0-931787-16-5 (on folder package)

Internal Security Dispatches: Do Not Open on Penalty Of Death

Termination Order 1456:
  Issued by Internal Security, Imperial High Command

  SUBJECT: Thought Admiral Krador zantai Rrilac
  MISSION: End his command!

It is suspected that Admiral Krador, a brilliant veteran of the Romulan wars, has been gathering forces to overthrow the Emperor. Under the direction of the Fourth Frontier Security Area Command, you and your crew aboard the warpshuttle IKS Vacsin will go to Muldor IV, penetrate Krador's stronghold, and take appropriate action against Krador and his senior officers. The mission is a vital one, though very difficult, and it must be accomplished, even at the expense of your lives.

This adventure for Klingon characters starts with an order to execute a rogue Klingon admiral who is plotting to overthrow the emperor. Of course, the admiral is not without resources himself.  Issued by Internal Security, Imperial High Command. Subject Thought Admiral Krador Zantai Rrilac. Mission: End His Command!.... It is suspected that Admiral Krador, a brilliant veteran of the Romulan wars, has been gathering forces to overthrow the Emperor. Under the direction of Fourth Frontier Security Area Command, you and your crew aboard a warpshuttle IKS Vacsin will go to Muldor IV, penetrate Krador's stronghold, and take appropriate action against Krador and his senior Officers. The mission is a vital one, though very difficult, and it must be accomplished, even at the expense of your lives!

Contents inside book:

  • 6-page pull-out Playable Maps and Deck Plans(pages 21-26)
    -4 Floor Plans for Two Buildings that are 2 stories high.
    -2 Deck Plans for a WarpShuttle

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2207 Demand of Honor

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(1984) 48 Pages ISBN: 0-425-06968-0

Although the Federation and the Gorn Alliance have concluded a treaty, a band of renegade Gorn ships have been raiding Federation shipping. This threatens to jeopardize the peace. The Gorn have told Star Fleet the location of the planet where the renegades have their base. Your destroyer, the USS Hastings, has been dispatched to carry a Gorn Ambassador to meet with the renegades.

It seems like a normal mission, but the Ambassador turns out to be none other than the Gorn Captain who fought with Capt. James T. Kirk of the Enterprise. He brings aboard with him a squad of 'bodyguards.' Your Security chief senses that something isn't quite right ...

Contents inside book:

  • 20 page pull-out; (pages 15-34)
    -1 Partially filled out Master Control Panel
    -1 Partially filled out Damage Control Display(on the reverse side of the Master Control Panel)
    -1 Partially filled out Weapons Tracks System Panel/"Weapon Type and Bearing" Console
    -1 Partial Filled out Deflect Sheilds
    -1 Partially Filled out Helm Panel
    -1 Sensors Panel
    -1 Damage Control Panel
    -1 Engineering Panel (2 pages)
    -1 Partialy Filled out Weapon Systems Panel
    -7 pages of Playable floor and Deck plans
    -1 page Outpost Map
    -1 page Starship Data
    -1 page Starship Data and Prefilled World Log.
    Note: The Starship panels are for use with 2003 Star Trek II Starship Combat Simulator.

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2208 Orion Ruse

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(1984) 48 pages. ISBN: 0-931787-18-1  (on folder package)

This adventure sends the characters to open trade talks with Orions. Unfortunately, others in Star Fleet have different ideas, and want to use the ship for espionage. Then there's the missing merchant ship... 

The Captain of TransSolar's Eridani Star was not a happy man. By all rights, he ought to have been satisfied, confident, and even smug. He'd just received permission to open trade talks with the Orion-settled world of Daros IV, the commercial center for an entire sector.

'Unfortunately,' thought the Captain, 'there is a fly in the ointment - several flies, in fact, and they all wear Star Fleet uniforms. A Federation merchant ship had disappeared near the Daros system, and someone in Intelligence was convinced that the merchant ship Eridani Star would make an excellent spy ship for cover for an intelligence mission in Orion Space.

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Designed to be used with 2203 Trader Captains and Merchant Princes (First Edition) but you can adopt it for use with a small group of Starfleet Officers that investigate matters.

 

 

2209 Margin of Profit

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(1984) 48 pages ISBN: 0-931787-19-X  Not on product, perhaps on packaging.

Trouble abounds for the merchant crew when dilithium shipments are being hijacked. Can the players take matters in their own hands, or will they lose their freighter? Hauling dilithium can be a lucrative occupation, but when there are pirates in the area, you can lose a lot more than just your margin of profit.

"I knew things were too good to be true! "Our sweetheart stock deal with TriMark won't be worth lizard lips if we can't stop whoever has been hijacking the dilithium shipments. If the TriMark shipment next week is hit, our margin of profit will drop to nothing and we'll lose the Two Brothers. We'll have to take matters in our own hands if we want to keep the ship! "Hmmm... I wonder if that Orion 'trader' named Akalzed knows something about this..."

Contents inside book.

  • 8-page pull-out of Maps and Starship Combat Panels(Pages 21-28)
    -3 pages for playable Deck Plans for a small Transport
    -1 page for a small city block map
    -2 Parialy filled out Master Control Panels (for use with 2003 Star Trek II Starship Combat Simulator )
    -2 Partially filled out Damage Control Displays(on reverse of Master Control Panels) (for use with 2003 Star Trek II Starship Combat Simulator )

Designed to be used with 2203 Trader Captains and Merchant Princes (First Edition) but you can adopt it for use with a small group of Starfleet Officers.

 

2210 The Outcasts

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(1985) 48 pages ISBN: 0-931787-20-3

The Outcast is a Module/Adventure where the players attempt to recruit an outcast Romulan as a Federation Intelligence Agent. Covert operations without Star Fleet sanction lead players into a web of crime and possible interstellar war.

Greetings, old comrade! I trust that this message finds you well and that your career is going smoothly. It has been a long time since we were in contact, and so it is difficult for me to presume by asking for a favor. What I ask I cannot explain, but much depends on this. You will be contacted by a Vulcan named Salak, who is on a mission of utmost secrecy dealing with a renegade Romulan. I urge you and a few of your best fellow officers to aid him with his mission, though you will have no official Star Fleet sanction. Do not attempt to contact me. I cannot respond, and would be forced to deny all. For whatever it is worth, I wish you all the luck that humans seem to put so much faith in. Sonam

Contents inside book:

  • 8-page pull-out Maps and Vessels(pgs21-28);
    -3 pages of Deck plans
    -4 pages of a Building
    -1 page of stats for a Small Commericial Transport

 

2211 A Matter of Priorities

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(1985) 40 pages ISBN: 0-931787-21-1

As the new Commander of the Klingon Battlecruiser Malevolent , you must perform a security inspection of an intelligence-gathering base on the Klingon/Romulan border. The Romulans show up to complicate matters.

As newly promoted Commander of the refitted IKV Malevolent patrolling near the infamous Triangle Zone, opportunities for quick advancement and promotion would arrive as a matter of course. Although the crew has different opinions about the current power struggle in the politics and policies of the Klingon Empire, they all work well together. Then came the order from the Fleet Command to perform a security inspection on the secret intelligence base on Valtor III located in the Klingon/Romulan Disputed Area. Captain Discretion allowed. Captain's Discretion: the chance to live or die by one's actions. No one said that success in the Klingon Empire was easy. An adventure for STRPG.

The following supplements are suggested to be used with this adventure; Klingon Battlecruiser Deck Plans and Star Trek III Combat Game.


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