RPG PORTION
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....
STARSHIP GAMES
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.
SUPPLEMENT
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
GENERAL
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.
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