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Parts List - Page 4

Last updated on 04/18/06

Goto Index
Goto Page 1 Games and Rules Supplements
Goto Page 2 Games and Rules Supplements (Continued) / Deck Plans
Goto Page 3 Adventures and Rule Supplements
Goto Page 5 Ship Recognition Manuals / Playing Aids
Goto Page 6 Magazine Index
Goto Page 7 Miniatures and Miscellaneous Info


soft cover books

PAGE 4 - Adventures and Rule Supplements (Continued)
  • 2212 A Doomsday Like Any Other
  • 2213 The Mines of Selka
  • 2214 Star Trek III: Sourcebook Update
  • 2215 The Triangle Campaign 
  • 2216 Graduation Exercise
  • 2217 Where Has All the Glory Gone?
  • 2218 Return to Axanar / The Four Years War
  • 2219 Decision at Midnight
  • 2220 Imbalance of Power
  • 2221 Old Soldiers Never Die / The Romulan War
  • 2222 A Conflict of Interests / Klingon Intelligence Briefing
  • 2223 The Dixie Gambit
  • 2224 Star Trek IV: The Voyage Home Sourcebook Update
  • 2225 The White Flame Starship Combat Scenario Pak
  • 2226 The Strider Incident / Regula 1 Deckplans
  • 2227 Star Trek: The Next Generation First Year Sourcebook


ADVENTURES and RULES SUPPLEMENTS

 

2212 A Doomsday Like Any Other

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(1986) 64 pages ISBN: 0-931787-22-4

Playing era: 2280's

The USS Fife is on standard patrol when the ship suddenly encounters a "Doomsday Machine" like the one destroyed years before by Captain Kirk of the USS Enterprise!

It was a dull patrol, and the officers and crew of the frigate USS Fife were tired of the routine, tired of watching an empty frontier. Then, a call for help put the Fife face-to-face with the most implacable foe ever faced by Star Fleet - one of the robot-brained "Doomsday Machines," like the one destroyed years before by the USS Enterprise. As if that weren't enough, the Fife had to contend with panicky civilians, selfish VIPs, interfering Romulans, and a colorful rogue whose surprising cargo might hold the only hope of stopping the planet-crushing juggernaut. It would be a day they would all remember... but it certainly wouldn't be A Doomsday Like Any Other.

 

2213 The Mines of Selka

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(1986) 48 pages ISBN: 0-931787-23-8

Smuggling, piracy, and now ship disappearances near Orion space. Who knows what will happen next?

We were on the verge of cracking an Orion smuggling and pirate ring when Star Fleet called in our ship, and assigned us to another case. Just when things were falling into place, the blunderheads in command come in and screw things up. Now we have to go and investigate ship disappearances in the Selka system. Does the Orion smuggling ring have anything to do with it? Who knows where this will lead?

 

2214 Star Trek III: Sourcebook Update

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(1984) 48 pages. ISBN: 0-931787-24-6 
ISBN: 0-425-06979-6  Pocket Folder printing.

The STAR TREK Adventure continues...

Bring your Star Trek role-playing universe up to date with the official Star Fleet Sourcebook Update. It gives all the information necessary to play your games at the time of the movies; TMP / STII / STIII

This supplement contains a complete time line from the beginning of Earth's space history to the time of Star Trek III. Also included are detailed sections on the changes made since the time of the TOS TV series in the governments of the Klingons, Romulans, Gorn, Orions, and Tholians. Sections on the UFP and Star Fleet Command, complete with photographs and illustrations, give the latest information on uniforms, insignia, equipment, sidearms, and shipboard systems. A starship recognition file gives pictures and data for the Enterprise, the Bird Of Prey and other starships. The personnel file gives the updated statistics on your favorite characters from the movies. Also a general overview of the movie with Starfleet comunique's.

In addition to all this, a complete adventure - Lost And Presumed Dead - is included so you can use all the new information.(A sequal to "Operation: Annihilate")

An updated Starship Combat Rule for handling Starships Fitted with the new 12-phaser mountings; Reference Stardate 2/2200. Updates primarly the RPG aspects the STII and STIII Starship Combat Games, It may be used in Starship Tactical.

A revised character generation short form(Revised over the 2nd Edition Officers Manual) is also provided in the back of the book. REVISED Skill List, REVISED Post Academy Experience section,The Tour assignments typos have been corrected and a modifiers table is listed. The typo in the Officer Efficiency Report table is still present. It reads 10 or less, followed by 1 to 25, it should read 11 to 25. This revised form replaces that of the second edition rules.

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Pocket Folder ISBN: 0-425-06979-6  This is the standard Fasa -Pocket Folder- release. Notice the Words "Star Trek" in the lower left is positioned slightly higher in this release and there is no red stripe on the cover like the newer print.

 

 

2215 The Triangle Campaign

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(1985) 60 pages ISBN: 0-931787-25-4

A hotbed of deceit, destruction, and death. Over the next year State secrets will be bought and sold, Wars waged, Revolutions launched, Planetary governments will topple, Millions will die, And billions of credits profit will be made...

The Triangle Campaign contains four background plots of enormous proportions that could reshape the "Star Trek" galaxy, particularly designed for Star Fleet Intelligence operatives. Details for all the four major plots unfold over a one-year period:

  • "Merchant of Death" deals with the unhealthy actions of a Romulan weapons dealer. Have your players interact with Luxury Apparel, an arms dealership run by a beautiful Romulan spy.
  • In "A Dose of Revenge," Thought Admiral Krador not only plots the overthrow of the Klingon throne, but the conquest of known space. Track down the elusive Krador and his potent mind-control drug before the Klingons, Romulans, or Orions can grab him. (a sequel to Termination: 1456
  • "A Family Affair" involves an Orion pirate with visions of grandeur and the cunning to realize them. He's determined to take over all his family's world.
  • "The Corporate Grasp" Planets and populations are only pluses and minuses on the ledger sheet of a rogue BioResearch. A mega-corporation that loots whole worlds.

Overall, it's just another typical year in The Triangle.

The Triangle Campaign gives all the information to run a campaign in the Triangle, Time lines, plot descriptions, detailed character sheets, library computer data, News fax bulletins, rumors, briefings from Star Fleet Intelligence... and more will make the Triangle come alive. The Four adventures included cover a year's worth of wheeling, dealing and political intrigue in the area.

To add further background and depth the following supplements could also be used but are not essential:

"The Triangle" #2007 (strongly recommended)
"Star Fleet Intelligence Manual" #2014
"The Romulans" #2005 (for "Merchant of Death")
"The Klingons" #2002 (for "A Dose of Revenge")
"The Orions" #2008 (for "A Family Affair")
"Trader Captains & Merchant Princes" #2203 (for "The Corporate Grasp")

EXTENDED INFORMATION:
The Golden Triangle, as it is frequently called by merchants who infest the area, is the space located on the common borders of the 3 major powers: The United Federation Of Planets, The Klingon Empire and the Romulan Star Empire. Less than 200 years ago, thisarea served only as a constant source of conflict between the powers. Colonies were first established by the Klingons and the Romulans. Their expansion was designed to provide each a foot-hold in the disputed territory, but with every thrust, the opponent would counter thrust. The results were numerous isolated colonies, scattered and easily forgotten by their sponsors.

The greatest value these solar systems had to offer, when viewed in retrospect, was the isolation and attendant secrecy for all who sought to live within them. Early colonial life was very difficult. Many colonies were established by settlers attempting to break away from the control and persecution of their home governments. Their dreams often were fulfilled within a year of initial planetfall.

But the separation was very dangerous, for the bordering powers took advantage of this isolation. The Klingons sent campaigns to eradicate the Romulan colonies, hoping to gain the disputed territory once and for all. The Romulans countered with raids and slaughter reaching the into the millions. The survivors became disenchanted with the governments who had failed so thoroughly to protect them. It is interesting the settlers wanted absolute freedom from government intervention, but they were angry when their governments gave them what they wanted.

The survivors were the men and women who became the first of the area’s smugglers. They understood the value of survival, and also understood life was short and it is best to enjoy it while you can. With their rag-tag ships, they organized the neighboring colonies and joined into trading cartels, trading with anyone willing to do business. That is not to say the Klingon and Romulan Empires didn’t attempt to use the tough, ruthless men of the Triangle to stop the smugglers , only to learn that the coin of influence was now of solid gold rather than the plated coin of ‘loyalty’ or ‘Race’.

The smuggling operation grew with the promise of high profit netted from running arms and goods within the void. As is the way with greed, the temptation for even higher profits overshadowed the higher risks associated with running goods between the Klingon and Romulan borders. Even as this early fruit was ripening, Federation Ships and outposts began appearing, and disappearing on the edges of the Triangle. The demand for goods from foreign borders never disappeared and smugglers developed trade with these interlopers as they had with the older governments.

As the colonies and the smugglers burgeoned, the merchants established great
tolerance for their varied clients. As with any good businessmen, the smuggles developed a fine sense of discretion toward their customers as well. One of the sayings taught to the youth within the triangle was “ A man lost in the triangle is lost to all who seek him, but he is found by anyone who needs him.” A number of criminals and men came to the triangle escaping from all types of real and imagined problems, such as execution or marriage. During this period, it was estimated that the number of new settlers exceeded the average immigration of any single known system.

These tainted men who joined the void fit in easily with the founding fathers. Each had reason to lay down the loyalty from the worlds from which they came for the easier mantle of profit. Each had a reason to distrust the government and the clients who became their customers. Each was consumed by the overwhelming desire for profit.

With the final signature on the treaties establishing the Triangle as truly neutral, the colonies were free to create working governments to attend to their needs. These governments served them with the same efficiency their tiny brittle ships had served before. The governments were a vehicle for the single purpose of making a profit. Certainly, the governments did institute laws and projects to improve the populated planets, but only just enough to maintain the necessary forms of government. Commerce was encourage, and neutrality with the major powers proved a strong incitement for growth in the region. Several of the heavily-populated planets soon became known as trading meccas, and with this growth, the smugglers relaxed into the role of merchants, counting the easy profits made from the bazaars. The need to risk life and limb was now
balanced against a profit and loss statement from the exchanges. The majority of the colonist adopted the easy life, but the lessons of the Triangle were never lost on the people. Ruthlessness in business, distrust of governments, discretion in dealings and secrecy of location and activities were never forgotten by the citizens.

Prior to the unification of the United Federation of Planets, each of the races within the current Federation maintained their own military organization. As the development of the Federation evolved, the Orion family groups near its sphere refused to endorse unification with the UFP. The systems bordering the Orions were outspokenly pro-Federation, and the Orions were engulfed.

The Orions are not capable of concerted action. They may present a united front for a while, but, if left alone, they will forget the reason for their unification and fall to fighting among themselves Each family maintains a code of ethics all its own, and primary loyalty resides with the house and its patriarch. The houses while fiercely loyal within the family, are equally distrustful of those Orion or not, from outside. It is for this reasons Orions make such good pirates. They have a deep sense of loyalty and a deep sense of apprehension. They will fight to the death for their own, but they will pass another Orion being dismembered by an angry mob without even turning a hair. To weld this group into a force capable of unified action would take a miracle.

The Orions entered the Triangle before their homeworlds near Rigel were engulfed completely by the UFP to coreward and the Klingon Empire spinward. Since that time, they have developed into tightly controlled family empires with organized armies or raiders and smugglers operating within the region. Seizing the opportunity to enter the high profit world of contraband, The Orions established themselves as ruthless and daring by crossing the boundaries of all 3 of the adjacent powers. In each area, they concentrated on the most expensive and most demanding products. The Orions next refined their contacts into several point-to-point routes, with each leg being a drop off for the goods collected from the previous port. So well-established are these routes, still in effect, that they can be compared with the Triangle Trade of ancient Terran history. Each leg of the route insured a profit for the carriers and also wormed the Orions into favor or at least tolerance of the major powers; continued operation was guaranteed. Not only did the raiders run a closed circuit, but they also freelanced, and, more than once, they made a easy victim of an unsuspecting ship encountered in the vastness of space.

These Orion Raiders and smugglers plunder for the good of the Orion families they represent, turning a percentage of the take to support the construction of newer and better ships. The houses in turn, provide logistical and financial support with bribes to officials within the Triangle. This collusion means that the Orions will be officially unnoticed in their travels, and have even been allowed to establish construction and repair facilities in the far and largely-untraveled sections of the Triangle. The Orions have even established emergency repair facilities on the primary trading planets.

The most recent groups involved with the Triangle are the major powers: the
Federation, the Klingons and the Romulans. Each empire fits into the Triangle uniquely, as they do nowhere else in the universe. Each strives to know the plans of the others and to turn those plans to its own advantage. These plans often are at cross-purposes, and, in the Triangle, with its tentative neutrality, they take on a special flavor of their own.

To understand the involvement of the 3 major powers, each must be reviewed against the others. The Klingons have been the enemy of the Romulan Star Empire since the time of space travel; with each group being aggressive and warlike, this was only natural. The introduction of a new spacefaring race tipped the balance. It allowed, or forced, the Klingon and Romulan governments to develop ties for the common purpose of destroying the Federation . Each race fought a costly and inconclusive war with the Federation, and now they were forced to act in concert for their own survival. The exchange of treaties added to the coffers of the Klingon Empire and forced the Federation to deal with two
possible enemies.

The Romulans viewed this alliance as temporary, in force only until the Romulan forces could be outfitted with ships and arms. Unfortunately the Romulan system is an intractable one, and the wealth of the planets is difficult and expensive to extract. So, following the Federation-Romulan war, the Romulan Empire had need to replace ships and arms lost in the conflict. They came to the Klingons looking to renew the trade agreements for the purchase of arms.

This time, the real price for Klingon support was felt. The Klingons were more than happy to provide the arms the Romulans requested, as long as the Romulans were willing to allow the Klingons all future expansions. If the Romulans were not willing to allow to except this, the cost of the weapons would be high, very high. The Romulans refused to bend to this blackmail. Instead, the agreed to purchase the new weapons at the higher, inflated, price. To finance this order for new ships, they needed more money than the post-war economy could provide. To produce the necessary capital, they turned to the Triangle.

The product for export was Romulan mining equipment. This equipment was
considered to be the best available because, if it mine in the Romulan system, it can mine anywhere. The sale of Romulan ale provided a sideline, and a reasonable profit, but the ale was outlawed officially by both the Federation and Klingons and was not a product open for sale.

The Romulans organized a fleet of merchant ships to operate in the Triangle, with a portion of the profits made by these ships being returned to the Romulan military procurement fund. The Klingons began fulfilling their arms sales despite renewed threats of price increases.

Chief buyers of the Romulan mining equipment were Federation merchants. The Federation had been blessed with planets rich in minerals and ready for easy pickings. The Romulan planets were hostile, the minerals found were few, and it was difficult to extract them. This lead to the development of sophisticated and sturdy mining engines.

It is widely believed that Star Fleet Intelligence was aware of the arms deal between the Klingons and Romulans, and that they were covertly encouraging the military effort of the Romulans. The motivation for this unusual support, to an enemy with whom a major war had been recently fought, was self-protection. If the Klingons were successful in gaining the allegiance of the Romulans in their expansion, the Federation would be the only force standing in the way. Keeping the Romulans wealthy enough to salvage their own pride did not ensure friendship, but it did ensure that here would be no love lost between the mighty empires on the borders of the Federation. Peace was expensive, but it was less expensive than war.

The Klingons , True to form, were now recovered from the Klingon-Federation war, and ready to strike out once more in their manifest destiny role of conquerors. It was still too early to engage the Federation directly, but the worlds in the Triangle offered a tempting prize. Luckily for the Triangle the Klingons had attempted their military might against the Federation first. If they had gone for the Triangle and then the Federation, history could have been very different. The ruthless governments and inhabitants of the Triangle had established their own destiny, and any move against them results in an immediate appeal form the other 2 sides. The Triangle’s governments have been careful to cultivate the value of neutrality.

The Klingons adopted a new technique in their expansionist role. They offered to become builders and developers of the unexplored and unsettled planets of the Triangle. In return for this generous offer, all the Klingons wanted was the right to export a portion of the wealth discovered on the planet as well as immigration rights to the new colonies. With this move the Klingons sought to gain the good will of the Triangle, for future consideration, while at the same time establishing covert listening posts and advanced bases.

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2216 Graduation Exercise

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(1985)40 pages ISBN: 0-931787-03-3

As graduates of the Klingon equivalent of Star Fleet Academy, you and your comrades must pass one final test of retrieving a Klingon intelligence agent in the Triangle. Simple, until the Romulans show up wanting the same thing!

This is it-- the last test before Academy graduation and commissioning as an officer assigned to a fighting ship. If only the Master of Cadets did not have a grin on his face that was even more wicked than usual. But this time you are ready, and even have a few things hidden with your kit to make sure that one way or another you will pass this test and become an officer in the Imperial Klingon Navy.

Four long years you've drilled and studied and trained. More than once you almost gave up, but somehow, you kept on trying. You've taken all the punishment and all the pain the Empire's best could throw at you, and somehow survived it all. You're the one in a hundred. You're one of the survivors. Now at the age of sixteen, only one thing stands between you and your final goal. Only the last assignment to be completed, and then, at long last, you and your comrades will receive your commissions as officers in the Imperial Klingon Navy. After what you've been through, your task seems incredibly simple. Just hop over to a small backwater planet in the Triangle, and bring back an agent Imperial Security needs to question. Simple... except the Romulans might have other ideas about the matter...

 

 

2217 Where Has All the Glory Gone?

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(1985) 56 pages ISBN: 0-931787-76-9

A distress signal from within the Neutral Zone and the USS Niwen must rush to the scene at emergency speed. But nothing is ever simple in the Neutral Zone and the situation gets far more complicated.

It started as a routine patrol for the crew of the Chandley Class USS Niwen. For weeks, the vessel had been picking up only normal subspace radio traffic along the patrol route near the Romulan Neutral zone. Then came the distress signal from within the zone. Help was needed because the senders said they had less than 24 hours remaining in their life-support system. If the Niwen pushed its limits of warp speed, they might make it in time - maybe.

 

2218 Return to Axanar - The Four Years War (2218A)

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Return to Axanar

The Four Years War

(1986) 65 pages/46 pages ISBN: 0-931787-78-5
The inside cover of the first book indicates a ISBN of 0-931787-79-3
The inside of the secound book indicates a ISBN of 0-931787-80-7

Playing era: 2260's

The crew of the USS Cooper were long overdue for some R&R at Star Base 23. Even the ship needed some work after the long patrol. Then, new orders came in. Now the Cooper had to transport some scientists to Axanar, site of the first battle between the Federation and the Klingons in the Four Years War. What is so important that the scientists need a destroyer? The trip would take months in travel time alone. No scientific theory could possibly be important enough to tie up a destroyer for so long. Or could it?

This adventure module also includes a separate book that details The Four Years War. Contains essays done by Federation experts on Axanar. Valuable background data on the war between the Klingons and the Federation, including a detailed timeline, tactics, ships of the war, the major battles, and the political, social, and economic factors are included.

 

2219 Decision at Midnight

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(1986) 48 pages ISBN: 0-931787-29-7

Your captain's behavior is becoming more and more erratic. After a border incident, he suddenly decides to blockade a key system. A showdown is brewing, but is it to be against the captain, or Klingons?

The warble of phaser fire filled the empty corridors. Through the heavy smoke figures moved, closer now, almost within range. Lieutenant O'Shanter crouched lower behind a blasted bulkhead.

"Funny... I don't feel like a mutineer." The gauge on his phaser showed the charge was almost gone. Maybe there was still time... if only he could talk to them, reason with them... From behind came a low throaty growl -- a sound no Human voice could ever make. Turning slowly, Tam found himself face to face with the yellow eyes of Commander Brr'ynn. The Caitian's weapon never wavered as she licked her lips of anticipation. "You tried to kill my Captain..." For Tam, time had just run out.

Captain Barbara Vellacora was one of the youngest women ever to be promoted to the command of a Star Fleet military starship. No one realized that her obsession with the exploits of Garth of Izar and the current political tensions along the Klingon border could combine into an incident that might lead to mutiny or even war.

An adventure for a group of recently graduated personal from the academy.

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2220 An Imbalance of Power

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(1986) 67 pages. ISBN: 0-931787-46-7

Your scout vessel has discovered a planet with large durallium deposits. The Empire will reward you and your Klingon cohorts well if you find an efficient way to exploit the natives.

Your advance scout vessel has just discovered an inhabited planet with large amounts of durallium, a rare and valuable mineral. The Empire will reward you and your Klingon cohorts if you can find an efficient way to exploit the natives and take the minerals for the Empire.

The usual course of action is to put one faction of the native population into absolute power. Thus the Empire does not have to waste time with any internal problems. However, there is the small matter of a civil war to resolve first.

The crew of the Dun Da Spu discovers a star system containing a planet that is not only Class M, but contains some of the largest known deposits of durallium, an extremely rare element used in the manufacture of anti-radiation shielding for starship warp engines. The crew's task is to exploit the natural resources of the planet to the best advantage of the Empire and, of course, themselves.

Also includes an accompanying simple board game, The Final Battle, which includes playing board, playing pieces and complete rules.


Contents inside book.

  • The Final Battle Rulebook (6-page cut-out)
  • Player's Information Book (4 page cut-out)
  • 22" x 17" full-color map
  • 228 color counters

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2221 Old Soldiers Never Die - The Romulan War (2221A)

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Old Soldiers Never Die

The Romulan War

(1986) 56 pages/48 pages ISBN: 0-931787-47-5

A burglary at Memory Alpha sends the players on a hunt for the last remaining Romulan Juggernaut from the war. Of course, the thieves have plans for their new toy.

While on a routine survey mission, the crew of the USS Sparon receive an urgent message from the Star Fleet Museum at Memory Alpha. As the closest available ship, the Sparon is ordered to investigate an attempted break-in of one of the museum's storerooms. The investigation leads to the planet Daran V and a group of dissatisfied Star Fleet veterans who voice the opinion that much stronger measures should be taken against the Federation's enemies.

Decisive action is needed when the museum reports the successful theft of a mothballed battleship, the USS Juggernaut, a relic of the Romulan War. If this ship were fitted with modern warp engines and other equipment, it would be a very potent vessel. The adventurers must find those responsible for the theft before the Juggernaut can be used against Star Fleet.

This adventure module also includes a separate book describing the Romulan War, fought between the United Federation of Planets and the Romulan Star Empire. Included are essays by Federation experts on the causes of the war, the major battles, and the political, social, and economic factors involved.

 

 

2222 Conflict of Interest - Klingon Intelligence Briefing (2222A)

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Conflict of Interest

Klingon Intelligence Briefing

(September 1986) 72 pages/24 pages ISBN: 0-931787-48-3

Sheridan's World is the site of an Organian experiment to create a colony populated by both Klingons and Humans. Now they must decide between the Federation and the Klingon Empire. Diplomatic teams must be very convincing, both publicly and privately. Also included is the Star Fleet Officers Briefing on the Klingon Empire.

This adventure pits two groups of players against one another as diplomatic teams from the Federation and the Klingon Empire. The objective is to convince the population of Sheridan's World to join either the Federation or the Empire. The only problem is that this planet was settled by the Organians right after the Organian Incident by 100 colonists from the UFP and 100 colonists from the Klingon Empire. Having kept the planet in isolation for 15 years, the Organians have decided that now is the time for the colonists to decide whether they will become Klingon, Federation, or independent. Each diplomatic team must do its best both publicly and privately to convince the colonists to join their side.

The secound book (24 pages) , a Star Fleet Officer's Intelligence Briefing on the Klingon Empire. The briefing includes information on prominent family lines, Klingon Society, and new information on the little-known, non-military side of Klingon life. This information further rounds out that included in FASA's 2002 The Klingons Box Set (First Edition) supplement.


2223 The Dixie Gambit

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(1986) 67pages ISBN: 1-55560-001-8

Operation Dixie was an ambitious intelligence missions that, inexplicably, failed. suddenly one of the ships involved reappears and your mission is to determine the fate of the agents and information involved!

Operation Dixie...

These files describe the Federation's most ambitious Intelligence mission as "Lost-Presumed Destroyed." Three vessels, betrayed to the Klingons one by one, have been swallowed up behind the Imperial frontier, never to return.

Now the last of Dixie's ships has been spotted, owned by a shipping company in the Triangle, far from the place where it had presumably been destroyed. A crew of Intelligence Operatives has been given the crucial mission of discovering the fate of Operation Dixie and recovering the important data lost when the expedition failed.

But in the Triangle, things aren't always what they seem, and this is only the first move in a dangerous game of thrust and counterthrust... a move that leads to The Dixie Gambit.

Contents inside book.

  • Operation Dixie Handout (6-page pull-out)
  • Players' Background Information (4 page pull-out)

 

 

2224 StarTrek IV: The Voyage Home Sourcebook Update

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(June 1, 1986) 80 pages ISBN: 1-55560-002-6 (note this ISBN is shared with FASA #2226)

All is not well on Terra...

Admiral Kirk and the crew of the Enterprise are en route to Terra to face court-martial proceedings for their actions in Star Trek III: The Search for Spock. The Klingons are demanding custody of Kirk for his part in Genesis while the Genesis controversy rages unabated. And an even more catastrophic danger has materialized to threaten the very existence of Terra.

The Star Trek IV Sourcebook Update contains all the information needed to bring your Star Trek: The Role Playing Game campaign up to date. Material is from STIII-STIV. It discusses the opinions of the Klingons, Romulans, and different factions within the Federation regarding Genesis and contains essays about Operation Armageddon, a Star Fleet computer simulation detailing war between the Federation and the Klingon and Romulan Empires. Sections describe what can be done to prevent the unauthorized use of starships and what sort of military justice the Enterprise crew will face when they return to Terra.

The races of the Federation...

Also included is a 16-page color section illustrating some of the new aliens seen in Star Trek IV: The Voyage Home. Along with each illustration is a description of the creatures as well as notes on their civilization and history.  The Deltans from STIII are now included (They where missing in the STIII Sourcebook). Species stats for the aliens in the council chambers and for the navigator of the Saratoga are covered aswell.

ALIENS

  • Xelatians - aquatic race with 2 tentacles and one eye. Curious and charming. (Sitting in the back of the council chamber, wearing rectangle-shaped masks.)
  • Arkenites - tall aquatic race with a hairless, bulbous head and fin-like ears. Efficient, and loyal to group (such as Starship crewmembers), suspicious of others. (One wore a Starfleet uniform.)
  • Tellarites - argumentative, honor truth, obsessive to scientific pursuits.( (Seen in the Council chamber with a bald head, a thick white beard and wearing furs).
  • Zaranites - militaristic and ritual-observing people. Outside their planet, always wear protective suits that filter air and keep symbiotic Breega insects alive. (Council chamber. Wore breathing masks and thick, padded clothing.)
  • Ariolo - sentient mammals resembling centaurs, no noses but acute sense of smell via their tongues. Slow metabolism (they seem lazy and apathetic), eat a lot, hedonistic society. No concept of time. (Back of Council Chamber. Reptillian features. Dark-colored headdress and no nose.)
  • Andorians - cool and logical thinkers, but get testy when it's hot (temperature). Stoic and unsentimental, but respect and revere family ties.
  • Efrosians - come from an ice planet. Fatty faces, males are fair-haired, females are raven-haired. Warrior-priests, highly developed sense of direction, secrecy about religion. (Two individuals seen. One resembling the ST:VI President wearing a SF uniform, the other clean-shaven with what looks like paint on his face and wearing a suit of native origin.)
  • Caitians - tall feline race, noted for their loyalty. Deep appreciation of beauty and nature, fierce when enraged, no psionics.(Council rep had dark fur and a scowl on his face. Wore a Starfleet uniform.)
  • Arcadians - race of omnivorous, pacifistic, sea-going mammals, akin to dolphins. Can walk upright, can use photosynthesis for nourishment. Lack concept of individual or family, affiliation to group (or school). (Female rep has a huge round head with two rows of hair on her head, the middle being bald.)
  • Edoans - vaguely E.T.-looking race but with a third arm (sticking out from the chest) and leg. Fantastic artisans, prefer privacy over exploration.(Illustration of an Arex-like being, but no mention of whether he was actually in the movie.)
  • Vulcans
  • Bzzit Khaht - amphibious reptiles with exceptional hearing and smell. Three segments in society: gatherers, routers (managers), providers (leaders and progenitors).(Fish-faced Council member.)
  • Kasheeta - resemble Gorn but not as warlike. Aloof and arrogantly indifferent to outsiders. Matriarchical society. (Sat in back of Sarek, dinosauroid features.)
  • Deltans - humanoid, highly psionic, sensualists. Always travel in groups of two or more, remain emotionally separated from humans.(Two male Council members, both bald, one with elaborate head jewelery.)
  • Alpha Centaurans - humans transported from Earth by the Preservers. Everybody is equal, conservative and discliplined. Strive to be morally superior compared with other races.

Book Chapters:

  • -Introduction The Star Trek IV Sourcebook Update expands upon new information presented in the movie STAR TREK IV: THE VOYAGE HOME and reports on controversial issues being hotly debated behind closed doors by the Federation Council in the movie. During this special conference, delegates from all over the Federation are meeting to discuss the now infamous Genesis Incident and the fate of Admiral James T. Kirk and his Enterprise officers.
  • -The State of the Federation narrates the history of the United Federation of Planets, and includes a discussion of both the Klingons and the Organian Peace Treak. As the Organians have become less and less willing to enforce the Organian Peace Treaty, both the Klingons and the UFP have recently begun violating each other's borders along the Neutral Zone.
  • -The Politics of Genesis presents the range of opinions concerning Genesis, the device and the incident. This includes the views of the UFPs enemies (i.e. the Klingons, Romulans, and Orions), as well as of Federation scientists, politicians, corporations, and media.
  • -Planetary Rights The consequences of Sarek's granting asylum to the crew of the Enterprise are discussed.The chapter also includes current Federation definitions of diplomatic immunity, extradition, and planetary sovereignty.
  • -Operation Armageddon discusses several aspects of the massive computer game / training operation of the same name. Included are various official documents on the operations, a description of the operation's purposes, a brief history, and the pros and cons of using Operation Armageddon in a possible first strike against the Klingon Empire.
  • -Security Procedures Three reports describe how security (or its lack) permitted Admiral Kirk and his party to spacejack a starship from Spacedock. Star Fleet Security Command analyzes how security measures failed to prevent the abduction of Doctor McCoy, the sabotage of the Excelsior, and the theft of the Enterprise. Also included are Admiral Morrow's sworn testimonial concerning Admiral Kirk's actions and a transcript from a Security Council meeting regarding the Genesis leak.
  • -Star Fleet Military Justice
  • -Timeline a chronology of all major events from FASA adventures and most supplements up through Star Trek IV.
  • -Portraits of Alien Races
  • -Alien Races the final section, introduces some of the newer and more important members of the Federation. Included are 16 full-color plates depicting individual aliens from each race, plus descriptions of their history, physiology, and talent.

Note: The name "Efrosian" was given to the alien race introduced in "ST IV: The Voyage Home" by the Makeup Dept. and named for Paramount's Mel Efros. FASA Adapted that name.

 

2225 The White Flame Starship Combat Scenario Pak

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(1988) 55 pages ISBN: 1-55560-066-2

Engage and Destroy! Our ships closed apon the helpless Federation ships like an animal on wounded prey. Their destruction would allow the glorious plunder of undefended Federation space... The White Flame is a scenario pack for any of the Star Trek Starship Combat Games which details the exploits of the Emporer's own 123rd Assault Flotilla. This Klingon battle group patrols the uneasy border of Klingon, Federation, and Romulan space. Included are unit history, organization, personalities, and combat readiness, as well as 15 scenarios, pitting the White Flame against Orion, Romulan, and Federation opponents in a series of deadly encounters.

This book indirectly shows how a GameMaster can outline a Starship Scenario. (The STCS only uses a rough outline to present scenerios.) The White Flame book is a good template based on and defined by the words and terms used in the STCS Rulebook. The White Flame Scenerios even provide a small space for additional madantory rules.

 

2226 The Strider Incident - Regula 1 Deckplans (2226A)

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The Strider Incident

Regula-1 Deckplans

(1987) 56 page, 48 page ISBN: 1-55560-002-6 (note this ISBN is shared with FASA #2224)

Playing era: 2280's

The first book; The Strider Incident Players must investigate a starship attack on the Klingon Empire. Did Captain Kristine Reardon act on her own? Who sent the orders to attack? Is the Federation at war with the Klingons?

Is the Federation at war with the Klingon Empire? ... or did Captain Reardon violate Klingon space to avenge her brother's death?

While stuck aboard an R-1 type defense outpost, the player characters are drawn into the investigation of the USS Strider's attack on the Klingon Empire. If the group fails to discover who sent the war orders to Captain Reardon, the Klingons will use the incident to gain control of a strategic system in the Neutral Zone. In addition, they will take Reardon prisoner... and Klingons do not treat Federation prisoners gently. Also included are complete deck plans for the Regula I space station.

The secound book, Regula-I Orbital Station Deckplans contains extensive blueprints and room descriptions of its eight variations, and their support vehicles. Also it lists all of the R-I type stations in operation. When the GM is using the Strider Incident module he can use this book to keep track of the player's actions aboard defense outpost 1121.   Included is a 16 page pull-out of the Regula-1 Invictus Type Orbital Defense Outpost as seen in Star Trek II. Scale of the pull outs is 1 square = 3 meters.

 

 

2227 Star Trek: The Next Generation First Year Sourcebook

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(1989) 64 pages. ISBN: 0-931787-38-6
This is the first year sourcebook for Star Trek: The Next Generation. This has personal history and game statistics for all the major characters. It also contains information on the holodeck, new tricorders, phasors and LaForge's visor.

These updates allow you to integrate the characters, new civilizations, and equipment used in the first year of the tv series into your game campaign.

Contains These Updates::

  • New Ship Positions - Learn the jobs of new personnel on the Enterprise
  • Personal history and game statistics for all major characters, including:
    -Captain Jean-Luc Picard, Commander of the ENTERPRISE
    -Lieutenant Commander DATA, the android Helmsman
    -Lieutenant Worf, the Klingon Security Officer
  • New Equipment like the Holodeck, new tricorders, new phasers, and Lieutenant LaForge's visor.
  • New races with stats and planets that have been encountered.
  • A section of tables and skills for generating characters for The Next Generation.

About Contents: This Sourcebook has plenty of solid statistics and rules modifications. The problem comes from the feeling that this Sourcebook was a cut-and-paste of the Officer's Manual, to the point that no one seemed that into doing it (perhaps ticked off about having to?). As a result, lots of information is lifted straight from the Manual, with inaccuracies being only corrected in some places and not in others. Rules changes are poorly explained, and they still didn't give stats for the weapons (aside from how long it took to reload one). At least it has stats for all of the main characters.

Apparently  Parmount  disliked FASA's Star Trek: The Next Generation Officer's Manual FASA, in response to Paramount's order to pull the Next Generation Officer's Manual off the shelves produced this First Season Source Book.

Parmount Approved the First Year Sourcebook with the included disclaimer "Some materials in this book were created expressly for Star Trek: The Role Playing Game, and may be invalidated by later episodes of Star Trek: The Next Generation." What they don't tell you is Star Trek invalidates itself from time to time.  The rule of thumb these days is any Material Paramount Officialy Approved may be invalidated later, Expecially RPG Material.

 

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Back of book and one of the pages.


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