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Fantasimulations Associates / FASA
Mechanics and System Brief
(Information represents 1ED and 2ED versions)

Last updated on 11/28/07

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  • The structure of STAR TREK: The Role-Playing Game is episodic in nature, much like the television series itself. Settings cover the original TV series era the 2260s,  the "original crew" movie era (upto STIV) of the 2280/90s and, skip over to, the first year of the TNG era of the 2360/70s,

  • The game system uses a d% system, it uses percentile dice for randomization. Two special d10 dice where used, each numbered 0-9 twice.

  • Character creation was done by rolling up seven attributes STR, END, INT, DEX, CHA, LUC, PSI (The last three provide additional bonus for the characters, some where adjusted depending on the characters race.) and skill points, all attributes and skills are expressed as random-roll percentages. Range from 1 to 100, with more than 100 equaling superhuman.

  • Characters that could be played are Humans, Vulcans, Tellarites, Andorians, Orions, Klingons, Romulans, Caitians and Edoans. The last two come from the animated series. Pre-rolled characters where available, including the main characters from the series, such as Captain Kirk, Mr Spock, Lieutenant Uhura and Yeoman Janice Rand.

  • FASA uses a class system, in that each branch of service(carreer path) had it's own training and class skills with alot of variety. Created by putting them through the Academy and actually selecting the courses they study. Everybody receives the same basic training, and tour of duty, but they have specialties, with a good feel for Star Trek Officers. Using a lifepath system that creates a believable, well-rounded persona with a history!  This Character system was nicely expanded in the second edition's "Star Fleet Officer's Manual."

  • FASA character generation is designed primarily for officers and department heads, rules for enlisted characters isn't directly covered.

  • No experience point system. Characters typically progressed based on the number of years in service and certain promotions.

  • FASA's rules breakdown as many tasks into skills as possible. The Communications Skill for an example into Communications Systems Operations (the use of the communications gear) and Communications Systems Technology (the repair of the communications equipment).

  • The skill-based system, uses basic percentile. For routine situations, non-crisis non-combat non-critical "basic use" situations, the FASA rules call for as follows: If you have a skill of atleast 10 you can succeed normally, For a skill of 9 or less you roll 1d10. You have the option to also roll the percentile dice(2d10); if you roll higher than your skill but 39 or less a "close call" occurs and 40 or greater in a skill is considered professional so no roll is required for routine use.

  • Dice modifiers for skill rolls are provided and are required for use to allow the skill system to work properly.

  • Close combat could be played out using a counter (or miniature) based "Tactical Movement" system featuring lots of possible weapons and actions.

  • The man to man combat system uses a complex but effective action point(AP) system based on your DEX. Its a tactical movement/combat board game system based on a 1/2 inch square, Each square is 1.5 meters. These rules are based on FASA's tactical mechanics for the Grav Ball Sport RPG. Often the majority of these rules can be over looked and then only used during critical actions or events. All depends how fast you want the game to move along.

  • Utilizes a location system. This system, best seen in The Federation, utilizes an x-y graph to locate the planetary systems of the campaign universe. The central navigational beacon of the UFP is at location 0,0. Terra is coreward of that location, at 1.23 N, 2.79 W. The Federation is approximately 160 parsecs in diameter. Each whole number on each axis is 10 parsecs, or 32.7 light years.

  • FASA's galaxy map; Planetary Systems are laid out differently than other trek maps, quadrants are numbered clockwise for 2D RPGing.

  • The FASA Federation is only approximately 500 light years across.

  • Planetarty Generation exists with basic details.

  • A new area to explore and role-play is FASA's invention of "The Triangle" A lawless area bordering on Klingon, Romulan and UFP space.

  • wide-angle stun setting for Phasers was added just before the 2nd Edition rules. Briefly, it works like this: A wide-angle stun shot affects all targets in three CONNECTED squares (any pattern chosen by the attacker). All targets must be within the stated SHORT range of the weapon, and a clear line-of-sight must be drawn to EACH TARGET SQUARE. A wide-angle stun shot drains FOUR TIMES as much power as a standard stun shot.

    A separate To Hit roll must be made for all affected targets. If the roll fails, the target is missed (or at least unaffected), even though targets on either side (or in the same square) may be hit. A 20 point bonus is applied, however, to all wide angle stun To Hit rolls.

    Only phaser-type energy weapons (not disruptors, police stunners, blasters, etc.) have this setting, and it works only with the stun setting. (Wide angle heat is possible, but it does no damage to normal living targets...) Resetting a weapon for wide-angle stun requires performing a "reset weapon" settings action, as does returning the angle setting to normal. There is no "wide angle heavy stun" setting.

  • "The Final Reflection" and FASA introduced a Klingon naming convention based on service. Klingons were given different names when they were born but when they began their true service to the Empire, they changed their names. Those in the navy began with the K (Krenn, Kelly), those in the marines began with an M (Merzhan, Maltz) and those in administrative and support positions, scientists and the like, began with an A.

  • The Klingon/Human Genetic Fusion Theory is in FASA's authorized RPG material and in a number of STAR TREK novels, including the definitive Klingon work, "The Final Reflection" by John M. Ford. Also introduced is the Klingon/Romulan-fusion, With Imperial Klingons as the full blooded.

  • The FASA version of the Klingon language is called Klingonaase with the homeworld named Klinzhai. The leaders where Klingon Emperors-thought admirals, and an afterlife known as the "Black Fleet."

  • 1ED to 2ED; There were a few skill changes, mostly renaming. For example, Starship Navigation was renamed Astrogation. They separated the sciences into categories. The Social-political index was changed....

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  • FASA's ship combat features a Tactical and Role Playing Style starship combat system. As a Role Playing game, you take the positions of one of the bridge crew. Such as Captain, Engineer, Helmsman, Communications Officer etc.

  • FASA's Tactical Starship Combat is a standalone strategy board game, the idea is to out think your opponent more than guess about it. You have to figure out what your opponent is likely to do, then you have to figure out where you want to be and what you want to do, then perform your power allocation which includes the shields, you have to figure out which shields need to be powered.

  • FASA Starship rules are strict on power availability and amounts. Most Starships can rarely raise shields to full strength with the amount of power the ships have.

  • FASA Starship rules don't natively support "all actual" phaser bank mountings on the top and bottom of a Federation Starship saucer, and another pair of banks on the dorsal and ventral. Its based on the TOS Tri-Configuration, the original designs called for 6 phaser weapons mounted in 3 banks of 2 - one bank forward under the main dish, one to port atop the dish, and one to starboard atop the dish. FASA later introduced a newer optional rule that is based on Bank "PAIRS" and Fire Control "PAIRS". Its a limited rule, it doesn't completely compensate for the lack of native support, but its more 'canon' like. Also the rule is primarily written for Starship RPGing rather than focused on the Tactical. These rules don't call for any revision to the Starship Game or Construction Rules to use.

  • Starship Combat has an optional rule; you can fire the entire standard bank at once(considered two weapons), or each weapon in the bank individually. Results in hitting different areas of a target and more rolls of the dice to determine what happened.

  • FASA's Construction Manual is intended to build ships for the Starship Combat Games, only lists ratings for the Computers, Warp Engines, Impulse Engines, and Weapons. Theres no data for acounting for the ships total construction(mass and superstucture),  like cargo bays, sensors, shuttlebays, cargo mass and small craft mass, etc.

  • FASA splits all vessels into one of 20 weight classes. This system does not affect gameplay, but does play a major part in Starship Construction Rules. FASA's Starship Class Sizes is based on STAR TREKs official Federation classifications, which is similiar to the Terran classifications of the late 18th century. During this time 1800 A.D. a Frigate was the largest ship, such as FASA's Chandley Frigate, just the opposite of the 1990's where a very small ship is considered a Frigate. The FASA construction system has a maximum ship size of 700,000 mt. The Baker is a Class IV destroyer (122,000mt), but is not considered heavy by Federation standards, refering to the mission or tasks of the ship type. It is possiable for a destroyer to weigh twice as much, but is unlikely.

  • The Construction Rules are for Starships, they don't support Shuttle Craft Creation.

  • Many of FASAs starships use the primary hull of Constitution saucers.

  • FASA's secound edition construction manual(released 1986) supports upto and around STIII year 2285.

  • FASA'a Starship Class sizes are limited by engine tables per race in the Ship Construction Manual(2nd Edition). The largest numbers are: for the Federation Class XX; Romulans Class XIX; Klingons Class XVIII; Gorns Class XVIII, and Orions Class X.

  • FASA engine designations were the very simple FWA, FWB, FWC (Federation Warp A, B, C, etc). There was no connection between the external appearance of the nacelle and the designation given and if there was originally then its broken due to scales and sizes of the engines.

  • Popular FASA Federation Ship designs include; Andor, Baker, Larson, Northampton, Chandley, Loknar, and Nelson classes.

  • FASA's STCS phasers outrange torpedoes. (In TNG series torpedoes greatly outranged phasers.)

  • FASA Starship rules support energy allocation that doesn't need to be tracked between turns. A Turn contains several phases.

  • The Advanced Rules for Combat in STCS follow this sequence in each turn:

    Power Allocation Phase -
    Steps 1, 2

    Tactical Advantage Phase -
    Step 3

    Sensors Phase -
    Steps 4, 5, 6, 7

    Movement Phase -
    Steps 8, 9, 10, 11

    Firing Phase -
    Steps 12, 13, 14, 15, 16, 17

    Repair/Repower Phase -
    Steps 18, 19

    Continuing the Game -
    Step 20 (Repeat Steps 4-19 for the second time/phase)
    Step 21 (Repeat Steps 4-19 for the third and final time/phase for this turn)

    Ending the Game - Step 22 (if victory conditions are met).

  • FASA's STCS game balances movement with a ratio. It takes more power for the big ships to move, so even if you allocated all power to the engines there is still a limit to how much "speed" you could get out of it.

  • Starship Combat Tactical is not based on actual speeds. It does not directly support/translate actual speed Vs movement points. However Acceleration and Deceleration is 'calculated' into The Movement Point System and Distribution Table for simple board game use. The Scale of the games mechanics and the fact that actual speeds are not used, makes it appear that a ship can go directly from a standstill to incredible undefined speeds, which would be something like 5 or 10 movement points at once, BUT in the terms of the game mechanics scale.

  • Starship Combat is not based on timetables. No reasonable translation of time can be obtained.

  • The 'FASA Shield System' should be thought of as a globe, with directional deflectors. Shields are assigned to locations around the ship.

  • Outposts and Bases can move at a high power cost of a 10/1 movement point ratio, using thrusters. They rotate aswell with minimum power.

  • Starfleet Service founded on Fasa Reference Stardate 0/8910 (2146)

  • 1ED to 2ED; The Starship Combat System RPG was eliminated from the rpg part of the game. They added a quick roll starship combat system as a separate product.

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  • The supplements and adventures were well written and for the most part...captured the style & feel of classic Star Trek.

  • Much of FASA's Adventure Modules and Scenario's put the players in the leading roles of Star Trek characters and the Enterprise.

  • Many of the Adventures are TV episode follows ups or an episode itself.

  • FASA provided detailed histories for each of their ship designs.

  • FASA's The Triangle 'area' / ("triangular system"-Picard TNG) is a well-thought out extension of the knowledge presented in the TOS original series and the TMP era Star Trek movies. The Triangle area is original to FASA and Star trek and is a great idea that made for a wonderful area to set a campaign.

  • FASA's Tricorder and Sensor Display use many 'founded <?> methods' to provide a working game prop made of paperboard.
    Methods Include:
    "red filter method" with blue and green "coded" or "cryptic" datastrips.
    The red filter (acetate plastic film);
    -absorb short and medium wavelengths.
    -block blue and green light (fasa uses a green/blue mixed color).
    -a green object viewed through a red filter will appear much darker.
    -a red filter lightens the red tones and darkens blues and greens.
    -make it difficult to detect blue from green from violet.
    -reduces total light.

  • FASA introduced the whole mythos of the Klingons and the various clans of the Klingons.

  • FASA's role-play gaming materials referred to male Orions' white/gold/green coloring being derived from varying amounts of melanin.

  • Overall Rules and Supplements support upto and including STIV then skip over to The first year of TNG

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  • The FASA dates are given in reference scheme C/YYMM.DD (century / year month. day)This dating system was for simplicity's sake as at the time of publishing there existed many forms of "STARDATES" as a result that the canon Stardates system was inconsistent.

  • FASA's explanations for the inconsistencies in ST were usually more often than not, better than the Paramount explanations.

  • FASA's Staship stats; The dimensions of the ships that apear in any of the ST films come from photos of the ship models FASA receives from Paramount. FASA makes all the appropriate measurements to come up with the proper dimensions. The speeds, weaponry and other data listed for the Enterprise, Constitution, Klingon D-7A, D-7M, and Romulan Bird of Prey only came from Paramount. All others were created at FASA.

  • FASA generated the weaponry for the Excelsior and the Klingon Scout from the STIII movie, Paramount hadn't done this. All the information published by FASA has been approved by Paramount and is therefore what should be used.

  • FASA provided a completely plausible background for the entire Klingon/Romulan "technology exchange" events that took place after TMP and before STII aswell as during STIII. This is based on a behind the scenes correction for the History of the Romulan BoP starship in STIII and why it was in the hands of the Klingon Empire. The "Bird of Prey" was Romulan Design traded to the Klingons some time before STIII. This also included Romulan Cloaking Devices, this is when Klingons finaly have the ability to posse and maintain a cloaking device, not make. (note: klingons didn't have cloak in the TOS/TAS/TMP series).

  • FASA provided the three original 'Klingon' "Bird of Prey" class ships, K-22, D-32, L-42   each one representing 3 differant STIII Effect shots filmed in different scales. (There where actualy 5 different sizes shown in that movie) In doing this FASA started the chain of Klingon Bird Of Prey Class Sizes used by Paramount in several later movies and series.  FASA's K-22 is the Bounty, in STIV Paramount 'fixed' this error by using the K-22 for all scenes.

  • FASA had ignored allot of unofficial "established" Treknical fandom and invented its own names for ship classes and explanations for how things worked, and diverged from the "established" Star Fleet Battles speculation material into consideration for there original speculations and expansions on the official Star Trek universe. FASA takes no responsibility for remaining consistent with the unofficial SFB system.  SFB has no connection with the official FASA ST:RPG or Star Trek in any manner, besides similarities. It was a good decision on FASA part, considering they had official access to Paramount. It produces accurate information based on the series itself rather than other publications. This may have been Paramount agreed decision aswell later on.

  • FASA's history and stories of the pre-TOS era starfleet is a great read.

  • FASA's Ruling "...material printed later is the correct source..."; Various past material was always in a refining process when older material was used in later publications, especially to meet canons ability to contradict itself.

 

 

Anomalies in FASA:

 

STARSHIPS

  • The 4 year war module mentioned that when Garth of Izar captured Axnar, there was a T-3 transport on the planet. Yet the Klingon SRM clearly states that it has no landing capability.
  • FASA's Monarch stats suggest a length of 200 meters while the official STIII size was 67 meters (smaller than the 88 meter BoP). However, in later appearances in the TNG episodes, it looks to be much larger. The more playable size is the larger size.
  • FASA's Lotus Flower Fuel Carrier(class ship of the Kobayashi Maru of 2285) overall dimensions do not match those given in the STII:TWoK onscreen computer readout. FASA disregard some of them, those figures call for a much squatter vessel.
  • FASA's Romulan V-30 visual appearance changed in the 2ed rules unexpectedly without a real history or understanding why. Now known to be a STIII story tie in.
  • FASA's drawings of the TOS Canon V-8 Romulan Cruiser is inaccurate.
  • FASA never really bothered with shuttles because most went sublight, and had movement of 1 hex a round (no move ratio).
  • FASA's front view of the Enterprise Class Refit I think the warp engines are sitting to high compared to the side view, the top view port warp engine is missing part of the 'wing' near the tail end.
  • FASA's schematics and blueprints for the TOS Constitution Class Starship have a belly on the the secondary haul. The TV Series Enterprise didn't have that belly, it was more like an straight angle line from one end to the other, no under belly. (The Star Trek Encyclopedia II also has this 'error')
  • FASA's canon sourced starship profiles are all slightly incorrect.
  • FASA's USS Excelsior miniature card #2517 has the torpedoes listed as FP-6, however the STIII Sourcebook Update #2214 has them listed a FP-4, the FP-4 is the correct information.
  • FASA's stats for the canon ships tends to be 1 or 2 Warp Factors too fast. (based on what we now know of the movie WFs)
  • FASA's stats for the Enterprise TMP where given less phasers than what was on the ST-TMP blueprints. The Enterprise is the most powerful ship in FASA's game (excluding the Excelsior) and that is only 6 phasers. It is possiable to destroy one in combat with a little cunning and good tactics. If the ship were given any more weapons it would be next to impossible to destroy and therefore lessen the play value (fun) of the game. The ship would be too powerfull. The weight and warp capability also differ from the ST-TMP blueprints, FASA didn't look at those plans when making there stats, but later made an Enterprise MK III to correct this. ST-TMP blueprints: 18 phasers, 190,000mt, Emergency Warp of 12.
  • FASA's Ship Recognition Manual: The Federation 1st Edition has some errors regarding the Loknar and Derf ships. The actual names of the ships and their color three-view placement in the book is reversed. The Loknar is a frigate and the Derf is the Survey ship.
  • FASA's THE KLINGONS 1st Edition has the D-10 heavy cruiser with one set of ranges and damage information for the forward KD-9 disrupters, while the Ship Construction Manual 1st Edition has different data. The D-10 statistics in the Construction Manual are correct. The ones in the Klingon book are in error.
  • FASA's Expanded Transwarp History and Ships where lacking but interesting. The expanded history was made prior to canons decision to "fail the great experiment" in the movies. Transwarp is now known to have beeen a helpful experiment in improving the standard TMP era current Linear Warp Drive Systems and provide Starfleet Detailed Information on Transwarp, which wouldn't be needed until the TNG era.

 

STARSHIP CONSTRUCTION

  • FASA's Fleets where created much larger than what 'canon' partially establish later. Too many classes built in large numbers, built for the same role at the same time despite clear differences in the combat effectiveness of the class. This of course is FASA feeding the desire from fans to see what other ships where out there never seen on screen, at that time.
  • FASA's Constitution Class stats has one Mk completly missing from the recognition manual (I think it is the Mk3) and another Mk is misnumbered as a result.
  • FASA's construction manuals lacked rules for static power plants, such as found in starbases.
  • FASA's Starship Construction Rules can not build or replicate the FASA Provided Ship Stats. They can be recalculated but not all ships with convert correctly, additional tinker is required. The Federation and The Klingon Ship Recognition Manuals where calculated with an older formula. However the Romulan Manual was built with the updated 2nd Edition SCM formulas.
  • FASA Nacelle Sizes; The "cut and paste" method of kitbashing used in the FASA Starfleet Ship Recognition Manual partially obscures the fact that the nacelles (and, in some cases, the primary saucers) used in the ships are of different sizes. A measurement of each picture based on the stated size of the ship represented will show this to be the case. Many nacelles come out to a unique size. (The connection between the appearance of the nacelle and the designation was broken.) The identical-looking FASA nacelles fall into roughly seven different sizes.
  • In the MPR tables, some of the info wasn't spaced correctly. For example, the data for a 3/1 MPR for a particular class (engine type, WER
    & warp speeds) was actually listed one column over in the 4/1 class. You could find the mistakes by looking at the engine availablity: if an engine is available at 3/1 at Class 5, not available at 4/1 at class 5 and then available at 5/1 at Class 5, chances are the 3/1 data goes in the 4/1 column. You can check this by calculating the WER value and comparing it to the printed value. The values should be close (were talking tenths). If not, then calculate it at another MPR and you've got your misprint/misalignment.

    WER= (1.45 X power of engine X number of engines)/MPR
  • In ST:TMP the technology suggests and implies that power is derived from the warp nacelles themselves, FASA's Engine power calculations are also presented as if the engines or nacelles are the source of the ships power, and the number of nacelles a ship has determines the maxium power output,  but more recent Warp Treknology lore indicates that warp power is derived from the matter-antimatter reactor, otherwise known as the warp core. FASA's construction rules are set on the premise of TOS/TMP as "The Warp Engines" representing the entire warp system (the reactor core, warp engines/nacelles and other componets) and how efficient it is. If one choose too they could separate the warp core reactor system properties from FASA's 'Engine' mechanic properties, doing so would force you to make new components and possibly adding rules to the Starship Combat Game, resulting overall more complex.
  • If this where a 3D game; the 'FASA Shield System' should be thought of as a globe, more closely resembling the visual effect of the TNG era 'bubble' Shield System that was used later. But based on TAS; "Deflector Shields" are both visually shown to be just above the 'skin' of the ships hull and hits are shown effecting the entire shield grid, something like the bleed off effect you would see in TNG when the shields "spread" the damage over nearby shield locations. Although Live TOS and TMP era ship shield special effects are never shown, countless movie bridge displays and material confirm the 'skin' formation of the shields for TOS/TAS/TMP era ships. Technically the TOS/TMP era true "entire shield grid" effected and TNG's bleed off damage "spread" are not represented in the 'FASA Shield Mechanics'. Either FASA didn't know or they simplified the construction and game rules.
    If one choose too they could devise a new game rule and/or modify the construction tables to supplement FASA's shield system properties, resulting overall more complex.
  • Another Shield flaw appears to be that each side of the shields are very weak in comparison to the amount of damage an enemy ship could output. While they can be raised instantly, they are recharged slowly. I would make shields many times more powerful, but limit their recharge rate. To correct this one could simply modify the maxium power a shield has with a balanced recharge ratio.
  • FASA's construction and game rules clearly make torpedoes have a hugely superior damage yield when compared to the alternate energy-gulping and less powerful phasers and disruptors. So much so, after awhile you wounder why the ships don't have more torpedoe decks and amounts. The primary advantage of an energy weapon over a projectile weapon is obviously logistical. A phaser never runs out of bullets, where as torpedoes are finite. This is a major fault of the game, to correct this one could simply modify the photon torpedeo damage yields while leaving the phaser damage alone. Phasers in Trek are more effective against deflector shields, while torpedoes are more effective at destroying hulls. A good system would reflect this.
  • The overall rules never really take into account for any speeds, sub-light or warp. Speeds in the game are loosely based on the amount of movement one has, The more movement points a ship expends the faster it is moving.  The specs and stats of the ships already take into acount "Balanced Movement" to some degree, <more>

    Renegade Legions: Interceptor by FASA. While not as fast as some of the other systems it has possiably the best vector movement and damage control sheets. The damage sheet actually has a wire diagram flow chart so if your engines get whacked you can short systems in the cockpit or elsewhere as a result.
  • Possiable math error in the cargo ratings, Possiably all the cargo tonnages for FASA ships are off by a factor of 10, According to the Construction Manual, 1 Standard Cargo unit (SCU) is 6.75 cubic meters. Also, according to the book 1 SCU is assumed to have a mass of 50 metric tons, which is considered to be about 3/4th the mass of water. Water has a mass of 1 metric ton per cubic meter, so if 1 SCU has the mass equal to 3/4th that of water it should be around 5 mt, not 50. Either somene multiplied the number by 10 or was using (water is around 63 pounds per cubic foot, and 3/4 of that would be around 50 pounds per cubic foot).

    Some ships would be unaffected. The big effects would be on ships that drop a Class or two and wind up with better engine performance, or worse, become too small to support their components. For example the MkI Constitution-class drops down to Class X and a 3/1 MPR, making the old Connie more maneuverable than the later version with the more powerful FWF Engines.

    The best fix would simply to assume that the cargo holds are designed to hold something with around 10 times the specific gravity of water, say Silver, or a Tungsten-steel alloy, or some sort of fictional hull materal like duranium, with sg10. That would allow the cargo hold stuff to be used as is. It would also make a lot of sense since many things that a ship could be carriying as cargo are denser than water.

    The only way to get to the 50 mt that a SCU represents is to have a nice cube that's ~3.6 meters on a side. This will get you to the 50 mt per
    SCU at the weight of water. Unfortunately, it's only 3/4 the weight of water...so of course it's less. It's just easier to accept that a SCU is a nice cube thats 3x3x3. It's a good bit wider than the current standard, but in the long run it's easier than trying to change everything.

 

STARSHIP COMBAT

  • FASA's STCS gives the Federation every advantage. The other races ships were always out-gunned, out-ran and out-classed by the Federation.
  • FASA's Starbase/Outpost Combat Games Rules where never completely finished and refined.
  • FASA Starship Combat Warp rules are very limited as to the amount and quality of those rules.
  • FASA's Standalone STCS Box rules and the STCS book packaged with the Deluxe rules have minor differances.
  • FASA's STIII Starship Combat Game is the STII Starship Tatical Combat Game but with new Ships and Ship Data, no new rules.
  • FASA's STIII Starship Combat Role Playing game (Secound Edition) has improved rules over the STIII Starship Combat Game.

 

THE RPG

  • FASA's early role-play gaming materials incorrectly inferred that Edoans were reptilian and the creators of Saurian brandy.
  • FASA's Timeline is off by many years, sometimes it could be 52 years or 60 years, it all depends in which part of the timeline you are trying to line up, if varys. Basicly you'll be adding years to each date. (This is just a rule of thumb, you'll want to see the James Dixon Timeline to read about how to adjust the dates and or look at the Design Consortiums Date Conversion List.) Special note about the German version of the RPG, although it still uses the FASA Reference Stardates, it uses the Paramount Timeline. So in otherwords the dates are right on.
  • FASA's Timeline doesn't include the now known adjusted years between TMP and STII.
  • FASA dumped a bunch of ranks into their sourcebook, and failed to explain where they exist.
  • 1st to 2nd Edition Rule changes are overall minor (and they probably could have developed a 3rd Ed to straighten out that hand to hand combat system.

 

SUPPLEMENTS

  • FASA's pre-rolled Klingon PCs in "Graduation Exercise" are poorly defined, having a few skills but no specialties, and not at all following the "Klingons" supplement.
  • FASA's White Flame Rulebooks contains drawings of Klingon-Human and Klingon-Romulan Fusion Characters in Imperial Uniforms. When this isn't consistent with canon or the games original definition of the Fusion beings.
  • FASA's "The Strider Incident" has Full deckplans of a scout-class ship -- 43 crewmembers and not a single bathroom.
  • FASA's "Decision at Midnight" Plans. Areas of the ship are classified -- like "Officer's quarters" -- and the entire space is filled with a chunky rectangle without any detail and the plans are not to scale.
  • FASA's canon sourced STIII Sourcebook Update, Features the Type II-b Phaser from the movies with image(pg15). Apparently the photo is of the designed teams prototype. "The final Phaser products shown in the film have some detail differences..." . In Mr. Scott’s Guide, The Art of Star Trek and all other publications you’ll see the prototype II-b Phaser builds aswell. It seems the only available pictures are all from the ILM-built proposal prototypes and not from actual finished production photos.
  • The names of some of the FASA staff that worked on FASA Star Trek lent their names to various "things" in the game universe: Proofreader Donna Ippolito's last name was used as the name for (and home planet of) the Ippolito (horse guys). Babcock Class Frigate named after a FASA employee, FASA's Baker class write up in the Fed Recog, 2nd edition mentioned the USS Knutson (for FASA artist Dana Knutson).

 

 

Sources FASA used:

 
  • FASA did not use the Franz Joseph ship designs but in The Four Years War and Romulan War sourcebooks most of the ships listed except the Tikopai and Achernar are from the Spaceflight Chronology by Stan Goldstein and Franz Joseph's Technical Manual. They did reference the Hermes and Ptolemy, and also listed sub-classes of both of these and the destroyer as separate classes. Most of these ships listed had "real world" analogs.
  • FASA's The Federation sourcebook features one illustration of the U.S.S. Patton, the name is a "Spaceflight Chronology" ship. However the design FASA used was not that of the "Spaceflight Chronology".  In FASA's other publications, there are no Romulan War ERA drawings associated directly with any starship descriptions. The Marklin class destroyer apears on the front cover and is the only illustration of this ship.
    Several other ship profiles where lifted for inclusion in "The Four Years War" and "The Romulan War" sourcebooks.
  • FASA timeline and historical information includes some elements of the Goldstein Spaceflight Chronology book except for the shameless twisting and manipulation of the the SFC material for "The Romulan War."
  • Contributions of Shane Johnson.
  • FASA's Federation Recognition Manual 2ed components(some) are traced from the Enterprise blueprints set published by Del Rey back in 1980. The drawings were larger than Forest and Dana needed but they were able to reduce them to the size needed for paste-up.
  • FASA used many of the of the Animated Series happenings and details that didn't conflict with the live TOS Series.
  • FASA used John M. Ford books for the Klingon Background, The Final Reflection and unpublished author notes. (some of the background material given in the players's book is presented as excerpts from An Informal Guide to the Klingon Empire, by J. Ford and E. Tagore. This fictional book was published during the time of the Enterprise's five year mission, and was based on the findings of the 'Committe on the Klingon Estimate, a UFP study group. These excerpts are set off from the rest of the text)
  • FASA featured all the classic Matt Jeffrey's starship designs.
  • FASA adopted most of Greg Jein's attempt (from his T-Negative article) for their Constitution registries list.
  • The artwork on the asteroid counters used in the combat simulator games was the same artwork first used on the asteroids from FASA's Battlestar Galactica game.
  • Some of the components from the set of Enterprise blueprints published by Del Rey back in 1980 where traced.
  • The book, The Making of Star Trek showed profile views of the same plans of the Constitution and D-7A Class that FASA used. (Note: The profiles probably came from the writers guide. The display can be seen from the TOS episode "Enterprise Incident" in 1968, in this scene, they referred to the D-7A as a Romulan ship borrorwed from the Klingons.)
  • Spacegamer #64. It has about a 5 page review of the 1st edition Star Trek game. In it, the reviewer complains about a few things he thinks should have been included. Those very things are included in the 2nd edition update!!
    -"evasive" action in the AP system (2nd ed: Dodge, Evasion and Duck Thrown Object),
    -modifiers to Attacker's To-Hit # for movement should be added (2nd ed: includes these), the reviewer complained that Checkov's To-Hit numbers were lower than Rand's (2nd edition: fixed this).
  • The primary source used for the Star Trek universe was Bjo Trimble's , The Star Trek Concordance book. Professionally written "Trek Fiction" and other references where used aswell. Plus that of "Fan Wisdom."
  • FASA's own Grav Ball game was used for the man-to-man combat system for its quick play and simple mechanics, paticulary the easy to use action point system. Use of a square grid further simplied play.
  • A nod to Lord of the Rings; The Loknar class ships were named after cities, provinces, etc. in the Federation. NCC 2974 is christened the Hobbiton... obvious LotR reference.

    Ptarth (2763)seems to be from Edgar Rice Burroughs' "Warlord of Mars (The Martian Tales)! Epcot (2711) seems obvious, Epcot stands for Experimental Prototype Community of Tomorrow! Lactra (2748) is listed; Lactra VII was discovered in 2269 and was "featured" in the TAS episode "The Eye of the Beholder".
  • ..more...

 

 

Sources borrowed from FASA:

 
  • Shane Johnson, in his Mr Scott's Guide to the Enterprise, borrows heavily from FASA and many of his technical terms and dates are direct lifts. A good addition for FASA players.
  • Paramount often referred to details from the RPG during the early days of planning on ST:TNG, the First season especially.
  • Okudagram - In TNG episodes of season one; If you look carefully and closly you will occasionally see pages directly from the FASA books appear in the background scenes on the Enterprise control and data displays. In the TNG 'Conspiracy' episode the schematic diagram of the Orion Wanderer Class ship is seen (upside-down) on random screens several times. The Lotus Flower Class neutronic fuel carrier ('Kobayashi Maru') appears briefly on Data's console in the TNG episode "Contagion".
  • Okuda adopted FASAs Constitution registries list in the current official Paramount list.
  • John M. Ford book, The Final Reflection actually was written at the same time of FASA's Sourcebook and information was shared between the two. Ford also wrote blocks of highlighted text for the game supplement "in conjunction with" one of the characters from the novel.
  • Among some of the material used in STIII are the manuscript by John M. Ford, The Final Reflection  and FASA's The Klingons Supplement.
  • Gray Morrow and Howard Chaykin was using FASA material when he did some issues for DC's Star Trek series
    Who's Who in Star Trek #1- DC Comics Mar '87 and Who's Who in Star Trek #2- DC Comics Apr '87 are replete with FASA Star Trek material. No ads, but material:
    -Front Cover of Issue 1: Star Fleet Command symbol from the ST:RPG boxed set.
    -Enterprise entry, Issue 1 (page18-19): mentions Enterprise has 33% power increase-just like the entry in the 2nd edition Federation Ship Recog.
    -Orion entry. Issue 2 (pg11): Wilkerson class "wannabe" in artwork?
    -Romulans entry, Issue 2(pg17): Nova class renderings!
    -Starships entry, Issue 2(pg18): Reliant class (not Miranda, indicating it is a fasa reference)
    -Back cover of Issue 2: FASA Romulan symbol AND reprint of Whitewind cut away from the Romulan Ship Recog.
  • X-Com series of computer games (X-COM: UFO Defense; X-COM: Terror from the Deep, etc) use a tactical combat system virtually identical to FASA's AP system. The system is turned based, with one side's team member (a choice of any on that side) goes first, then the next side goes, until all have gone. Also, each action that a character may perform has a cost (I believe the "unit" they use is seconds instead of AP, although really the action has nothing to do with time per se) and a character may save "seconds" for opportunity actions (mainly firing). The higer a characters "dexterity", the more actions he can perform. If you've ever played, you know what I mean. It really helps one understand how the FASA AP system should flow.
  • In Star Trek Armada II, a version of the Deathgame Station appears as a Klingon reasearch station. In the game Star Trek: Starfleet Academy Bridge Simulator for SEGA Genesis 32x, it appears as the navigation icon for a Gorn shipyard.
  • Many other computer games used FASA designed ships, including ST Legacy which used Romluan and Klingon designs, aswell as some ship names for other models. One example is they made a battleship out of the Romulan M-4 assaultship.
  • The Ranger Class Scout look-alike appeared in a animated movie called Starchaser: The Legend of Orin in 1985.

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Some of FASA's books include Designer Notes which explain some of there reasonings for doing something a paticular way in the game versus another way. Also some Stardate Magazines include a Q&A section which the designers of the game answer some common questions.

 

 

Xon Gaming
http://www.anzwers.org/free/FASA