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Star Trek Voyager RPG d20 System
Star Trek Voyager RPG d20 System
Star Trek Voyager RPG d20 System
Version 26
martinthegnome@yahoo.com
www.memory-alpha.org
Star Trek Online
Dungeons and Dragons 3.5
D20 Modern
Star Wars Loot table
This book assumes a basic understanding of d20 RPG systems such as Dungeons and
Dragons 3.5 and d20 Modern.
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Star Trek : Voyager RPG d20 System
Change Log
V8 Going into lots more detail about ships weapons and systems
V10 More races. extra stuff for Mystics. More detail on sensors. Pictures added for all species
V11Subspace and Warp
V12 Babi Iji Picket, Replicators, Sensors Skills, EMP Grenades
V13Numiri weapons, Two Weapon fighting, new grenades
V15 Remove stun on Non-lethal damage. Replicator Use DCs. Treat Injury DCs. Shield Types. Healing
Equipment, Telepathy, Mind Meld
V16 Modified Suggestion. Modified grenades
V17 Android/AI stuff added - vaguely
V18 Started work on a new class - Science Specialist. rules on stats and feats
V19 cleaned up loot table. Added Baneans and Numiri. Science Specialist completed (except for all synergies)
Science Class added. Added rules for AI regarding Energy Shields and Controlled Shutdowns and many
other things. Soak and HP for weapons.
V20 Firmed up the rules on HP and Andriods/AI. Currencys. Space combat / warp. Health, death and repair for
Andriods and AI. Currency in the Delta Quardrant. Alternative rules for Energy Use. Warping In Solar
Systems sorted out. Fighting during Warp. More rules on Replicators. Dilithium section added
V21 A bit more work on Unarmed Combat. Added some tables for rules on Attacks of Opportunity. Moved
Prone rules to the right place. Added rules for aiming. Added combat reflexes. Expanded rules on
healing.
V22 Heavy Weapons. Notes on Weapons Heading. Taking Aim. Note on Weapons Proficiencies
V23/24 Emergency Grab Bags, Turning at Warp, Starship Repairs, Stern Chases, Stat and Skill Items, Tech
Levels. Cyberware (stub), Genetics (stub). Tidied up the Starship descriptions and modified the way that
Energy Use works and tweaked many ships systems data. Added Sample NPCs
V25 Random encounters, Personal Shield Generator modified
V26 Removed all colour coding. Added blurb at front and additional info in section 1. Lots of mods to the
wording of the races, classes, skills and feats. Changed how Treat Injury and Repair Android are done. Sensors
are now skills, but this is all good to the players - they get to earn IPs on Sensors now. Added power armour.
Added TLs to armours and weapons. Added miss rules for Grenades. Changed how Dermal Regenerators work.
Changes to ships movement and impulse. Extended Called Shot Hit Locations. Added fumble table
To do:
add two classes – warrior and equivalent of Expert
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Table of Contents
Levels ........................................................................................................................................................... 9
Character Species and Classes .................................................................................................................... 11
Races ................................................................................................................................................. 11
Classes............................................................................................................................................... 11
Advanced Training (Prestige Classes) ................................................................................................. 11
Known Species................................................................................................................................... 12
Human..................................................................................................................................... 13
Andorian.................................................................................................................................. 14
Klingons ................................................................................................................................... 15
Aenar....................................................................................................................................... 16
Nausicaan ................................................................................................................................ 17
Orions...................................................................................................................................... 18
Risan........................................................................................................................................ 19
Denobulan ............................................................................................................................... 20
Orantakken .............................................................................................................................. 21
Tandaran ................................................................................................................................. 22
Kreetassan ............................................................................................................................... 23
Tellarites.................................................................................................................................. 24
Vulcan ..................................................................................................................................... 25
Suliban..................................................................................................................................... 29
Axanar ..................................................................................................................................... 31
Xindi ........................................................................................................................................ 32
Artificial Intelligence - Android ................................................................................................. 36
Artificial Intelligence - Self-Aware Hologram /Avatar................................................................ 37
Other Species .................................................................................................................................... 43
Kantare .................................................................................................................................... 43
Enolians ................................................................................................................................... 43
Antarans .................................................................................................................................. 43
Coridians (Coridanites) ......................................................................................................... 44
Xyrillian ................................................................................................................................... 44
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Romulans................................................................................................................................. 45
Cardassians.............................................................................................................................. 45
Delta Quadrant Species ..................................................................................................................... 46
Ocampa ................................................................................................................................... 46
Talaxian ................................................................................................................................... 46
Kazon....................................................................................................................................... 47
Vidiians.................................................................................................................................... 47
Markov-Kalto ........................................................................................................................... 48
Banean .................................................................................................................................... 49
Numiri ..................................................................................................................................... 50
Delta Quadrant Species (NON-CANNON) ........................................................................................... 51
Treebadians ............................................................................................................................. 51
Norlots .................................................................................................................................... 52
Gornands ................................................................................................................................. 52
Babi-Ijo .................................................................................................................................... 53
Burung Mera ........................................................................................................................... 54
Balaxion................................................................................................................................... 55
Character Classes............................................................................................................................... 56
Pilot ......................................................................................................................................... 58
Operations Specialist ............................................................................................................... 60
Medic ...................................................................................................................................... 62
Tactical Specialist ..................................................................................................................... 65
Mercenary ............................................................................................................................... 67
Boomer ................................................................................................................................... 69
Mystic...................................................................................................................................... 71
Science Specialist ..................................................................................................................... 75
Advanced Training ............................................................................................................................. 80
Commanding Officer ................................................................................................................ 80
Chief Engineer ......................................................................................................................... 82
Ace .......................................................................................................................................... 84
Elite Trooper ............................................................................................................................ 85
Intelligence Operative.............................................................................................................. 87
Explorer ................................................................................................................................... 89
Skills and Feats ........................................................................................................................................... 91
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Skills .................................................................................................................................................. 91
Skill Descriptions ............................................................................................................................... 93
Everyman Set........................................................................................................................... 93
Pilot Skill Set ............................................................................................................................ 97
Operations Skill Set .................................................................................................................. 99
Medical Skill Set ..................................................................................................................... 102
Communications Skill Set ....................................................................................................... 103
Security Skill Set..................................................................................................................... 104
Language .................................................................................................................................................. 106
Feats ........................................................................................................................................................ 107
Feats Descriptions ........................................................................................................................... 109
Equipment................................................................................................................................................ 114
A note about money ........................................................................................................................ 114
Replicator Rations as Credit ............................................................................................................. 114
Currency in the Delta Quadrant ....................................................................................................... 115
Tech Levels ...................................................................................................................................... 116
Trade Goods .................................................................................................................................... 117
Exotic and Toxic Compounds ........................................................................................................... 118
Armor Types .................................................................................................................................. 119
Notes on Armour ............................................................................................................................. 119
Personal Shields............................................................................................................................... 120
Power Armour ................................................................................................................................. 121
Uniforms ......................................................................................................................................... 122
Environment Suits ........................................................................................................................... 123
Weaponry ....................................................................................................................................... 124
Sidearms .............................................................................................................................. 124
Rifles .................................................................................................................................... 124
Heavy Weapons ..................................................................................................................... 125
Shotguns................................................................................................................................ 125
Martial Weapons ............................................................................................................................. 125
Batteries/Cartridges ........................................................................................................................ 126
Notes on Weapons .......................................................................................................................... 126
Grenades ......................................................................................................................................... 128
Throwing Them...................................................................................................................... 128
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Levels
This section details the XP required for each level and additional skills and feats gained via
levelling.
XP required per level table:
Level XP required
1 0
2 1000
3 3000
4 6000
5 10,000
6 15,000
7 21,000
8 28,000
9 36,000
10 45,000
HP increases
At each level you roll your hit dice (e.g. d10) add your CON modified and add this to your Hit Points.
Alternatively you may take the average of the roll. If your HD is 10, then at level 2 take 5, then level 3
take 6 etc.
Starting Skills
Humans that have trained in Starfleet or a similar organisation, or aliens that have trained in an
organisation similar to Starfleet get the following skills for free:
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Sidearms(Energy) – 1 rank
Grenades – 1 rank
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Races
Human
Klingon
Andorian
Aenar (telepathic)
Nausicaan
Orion
Risan
Denobulan
Orantakken (telepathic)
Tandaran
Kreetassan
Tellarite
Vulcan (telepathic)
Suliban (genetic-morph; standard)
Axanar
Xindi (Primate; Arboreal; Reptilian; Insectoid; Aquatic)
Artificial Intelligence – Android
Artificial Intelligence – AI
Others – Kantare, Enolians, Antarans, Coridanites, Xyrillian, Romulans, Cardassians
Delta Quadrant (Canon) – Ocampa, Talaxian, Kazon, Vidiians, Markov-Kalto, Banean, Numiri
Classes
Pilot
Operations Specialist
Medic
Tactical Specialist
Mercenary
Boomer
Mystic
Science
Commander
Chief Engineer
Ace
Elite Trooper
Intelligence Operative
Explorer
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Known Species
The Star Trek Universe is expansive with a plethora of races and cultures (and even subcultures)
available. The given Species are chosen for the amount of exposure Humanity had with them
between the years 2140 and 2165.
Now it is easy to believe that all Nausicaans are outlaws, all Orions are pirates and Risans are all pre-
occupied with gratification but truth to be told, you can find all kinds within each of the galactic
Species.
That being said, it would be perfectly acceptable to find a mixed crew on a cargo ship or a privateer
but if the campaign you play is set around an official organization (Earth Starfleet, Vulcan High
Command, Andorian Imperial Guard, Klingon Imperial Fleet) it would be prudent to keep all the PCs
the same Species for the sake of a certain level of authenticity. After all, a Nausicaan gunner on a
Vulcan ship wouldn’t make much sense.
Some exceptions can be made (ahem, T’pol?) but only after consultation with the Game Master. If
you’re game is set after 2161 and the birth of the Federation then you are allowed to have a ship with
any Federation Member or Affiliate Species on it. Each Species description will give you a brief outline
of the Species, a list of other Species that they have good or bad relations with, the pros and cons of
the Species in
terms of game mechanics and what languages they would have the opportunity to learn (Universal
Translator technology is haphazard at best).
You can play a character from any of the races listed in this Chapter. The Species descriptions given
are an explanation of the majority of that Species’ population but if you wish to play you character in a
different way go right ahead (just check with your Game Master first). Just keep in mind the
understanding that your character is breaking the societal norms of their Species and that others of
their kind may react to that.
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Human
Humans are easily the most outwardly, idealistic and expansionist race. Humans have no true
specialty or extraordinary qualities and are average in both a technological and physical sense.
Instead they are more idealistic, outgoing and cooperative than other races.
A founding member of the United Federation of Planets, Humans of Earth became warp-capable in
2063, which was the same year they experienced first contact with an alien species, the Vulcans.
Human adaptability and their strong tradition of innovation and cooperation have brought them to the
forefront of the current interstellar situation. It is for this very reason, however, that Human society is
constantly changing and evolving. This is seen not only on the isolated colonies and boomer groups,
but also in the staid and settled core worlds as well. Fashion, speech and especially political views
are constantly changing.
For species that are steeped in tradition and genealogical reverence as the basis of their societies,
the Human fascination with the novel experience and their unending desire to innovate and explore,
to discover for the sake of discovery, are all difficult concepts to grasp for other Species.
Physiology: Bilaterally symmetrical bipedal primates, Humans are a warm-blooded species with an
average lifespan of around 120 years, although some individuals have achieved a much older age.
Humans are not the strongest of species, but they are resilient. They can survive with one lung or
kidney (they have two of each normally), and surprisingly they can go days without water and weeks
without food due to their bodies' ability to conserve water and live off stored fat respectively. Their
bodies' efficient temperature regulation allows them to survive cold temperatures to a far greater
degree than other races such as the Tellarites, or high temperatures that would be uncomfortable for
an Andorian.
Colonies: Luna (Sol IIIa) Vega Colony (Alpha Lyrae II) Mars (Sol IV) Jupiter Station (Sol V)
Autonomous: Proxima (Alpha Centauri)
Languages: Human
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Andorian
The Andorians are a humanoid species from the moon Andoria, capital world of the Andorian Empire,
and are one of the founding members of the United Federation
of Planets.
Andorians are a militaristic warrior race. This is underscored by the fact their weapons have no stun
setting. Service in the Andorian Imperial Guard is considered honourable, and military ranks have a
great influence on social reputation.
Andorians never fight without reason and deplore dishonesty, but they are capable of duplicity.
Andorians consider their race to be deeply emotional and passionate, even violent; they
aren't known for their charity and have few sympathies, but they placed a high value on family and
loyalty.
A crucial part of Andorian tradition was the so called ushaan, a code of honor demanding a duel
to the death in which the combatants fight against each other with a ice miner's tool, the ushaantor.
An enormous body of rules and regulations existed around this code of honor, summing up to
12,000 amendments. The Ushaan could be demanded by someone as a means of personal
vengeance, e.g. to avenge a personal loss. However, there existed a right of substitution, allowing
combatants to put up a replacement for themselves. Furthermore, each married combatant could
postpone a duel indefinitely, if there were no children to continue his claim. Additionally, the
fight might be called off, if one combatant disabled the other in way so he could not continue the
duel.
Physiology: Most Andorians have a distinctive blue skin and white or silver-colored hair.
Andorians have a higher metabolism than Humans. Andorians are very susceptible to high
temperatures; an Andorian could lose 10% of its body weight in as little as two days in climates
approaching the boiling point of water.
Andorians have two antennae on their heads that they use for balance. Andorians have at least
four anatomical variations regarding the placement of their antennae. Some have antennae
sprouting from the frontal bone of their skull. Others have antennae that sprout from their parietal
bone. The loss of an antenna is a humiliating experience for an Andorian.
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Klingons
The Klingons are a humanoid warrior species that originates from the planet Qo'nos M-class planet.
One of the major powers of the galaxy, the Klingons are a proud, tradition-bound people who value
honour and combat. The aggressive Klingon culture has made them an interstellar military power to
be respected and feared.
Klingons believe that they have the instinctive ability to look an opponent in the eye and see the intent
to kill. Because of their aggressive outlook, the Klingons have generally had poor relations with other
races after they began to move out into space. Because the worlds of the
Klingon Empire are resource-poor, the Klingons have developed an intense belief in the need for
expansion and conquest in order to survive.
Klingon society is extremely complex. It is based on a feudal system organized around traditional
Great Houses of noble lineage, to which various parts of the population owe fealty. The Great
Houses are traditionally represented in the Klingon High Council, which is led by a Chancellor.
Males traditionally dominate public life in the Empire, assuming the leading roles in politics and
the military with only rare exceptions. Klingon women are treated as equals except in politics
and matters of inheritance. They are prohibited by law from serving in the High Council and
cannot take control of their Houses unless they have the money and no male successors of the
lineage. Otherwise, it is expected of Klingon women to exhibit the same physical prowess and
lust for blood and honour as the men. Klingon society functions through a system of family
reputation and honour.
Physiology: On average Klingons are larger and physically stronger than Humans, though
they possess much less tolerance for cold weather. Internally, Klingon anatomy is markedly
different from that of Humans. There is a great deal more multiple redundancy in their organs, a
principle they call brak'lul. This allows Klingons to survive severe injuries in battle. They have
twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural
function and multiple stomachs. Some geneticists believe the extra organs, notably the third lung,
evolved to give Klingons greater stamina on the battlefield. Klingons live for over 150 years, but
even into advanced old age are still strong enough for combat.
Homeworld: Qo’nos
Sun: Khronos
Colonies: Praxis, Rura Penthe and Kling
Languages: Klingon
Optional: Orion, Nausicaan
Klingon Species Traits:
Medium Sized
Base Speed is 10 meters
Species Antagonism: All. Klingons disdain all other species.
Immune to fear effects.
Klingons are tough and powerful. They receive a +2 to Strength and a +2 to Constitution.
They are very inhospitable and not scholarly resulting in a –4 to Charisma and a –2 to
Intelligence.
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Aenar
The Aenar (pronounced EEH-NAR) are a humanoid race native to the Northern Wastes of
Andoria, and a subspecies of the Andorians. The Aenar of the 22nd century lived in an
underground compound on Andoria, shielded by a dampening field. The Aenar have no leader, but
will appoint a de facto leader or speaker if a situation warrants it. Aenar have a strict law
against reading the minds of other people without prior consent. They have a strictly pacifist
ideology, and deplore violence.
The Aenar were long considered a myth in Andorian society. But around 2104, the Andorians
discovered the Aenar living in the Northern Wastes of Andoria. Since then, they have
maintained diplomatic contact with the Andorian government.
Physiology: The Aenar are physiologically very similar to the Andorians, with two antennae sprouting
from their heads, although the antennae of the Aenar have small indentations in the funnel shaped
tips. The Aenar are completely blind and have no skin or hair pigment, resulting in a pale white
appearance (similar to human albinos). The most distinctive trait of the Aenar, however, is their highly
evolved telepathic abilities. An Aenar is capable of reading minds and of psychically projecting itself to
other humanoids. They use telepathy to communicate amongst themselves. Given that the Aenar are
a subspecies of Andorians, therefore actually a member of the same species, they are genetically
compatible with Andorians. A hybrid Aenar/Andorian individual will have a greenish skin tone.
Homeworld: Andoria
Sun: Procyon VII
Colonies: None
Languages: Aenar
Optional: Andorian
Aenar Species Traits:
Medium Sized
Base Speed is 10 meters
Immune to the effects of extreme cold and low oxygen environments
An Aenar character can use the following abilities at will at a range of 100 :
1. Detect the surface thoughts of any sentient being
2. Project a mental image to any sentient being
3. Speak to any other willing telepath via telepathic means
Due to their blindness Aenar receive a –4 to Dexterity. Their blindness does not prevent
them from performing normal activity however. The Aenar have a keenly developed
ESP that allows them to sense the location of objects (like a mental Sonar). While this
allows them to interact with the world around them, it also causes them to interact with it
at a much slower pace than other Species.
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Nausicaan
Most contact with Nausicaans is in the form of isolated run-ins with civilians who would seem to be
independent operators, though the practice of using asteroids as settlements seems to be
normal for non-piracy groups as well.
Nausicaan culture would appear to be firmly rooted in violence. Most Nausicaan games involve
inflicting pain or injury, including one that involves tossing darts at each other's chest.
The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle
Physiology: Nausicaans are large aliens renowned for their lack of subtlety and surly, illtempered
manner. They are generally tall humanoids surpassing two meters in height, with great
body strength. Their faces are commonly ashen in color and are distinguished by a prominent
bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also
have a line of four small horns that run vertically down the forehead.
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Orions
The Orions are a humanoid species originating from the planet Orion. Little is known about the
organization of the Orion government, or if indeed, a central government exists.
Despite the rich cultural history of Orion and outside of their "official" stance of neutrality, a dark side
of the
Orion culture exists in their active trafficking of forced labor through the Orion slave markets.
The primary entity operating within these confines are known as the Orion Syndicate, which is
comprised of a conglomeration of traders, pirates and smugglers.
These individuals are also well known for their many illegal operations outside of the slave trade
including: extortion, theft, raids, kidnappings and assassinations.
Physiology: Orions are known for their distinctive green skin. Orion males are typically bald
and, on average, taller and more muscular than an average Human male. Orion females are very
animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction.
In Orion society the males are slaves to the females. As a means of deception to other species,
however, the Orions maintain the facade that the females are the slaves. Selling Orion females on
the Orion slave market commonly does this.
Once sold to a male, the Orion slave girls use their unique physiology to their advantage; their
highly potent pheromones accelerates the metabolisms of males of many species, raising
adrenaline production to dangerous levels which causes aggression and ultimately a form of
delusion. Its most significant effect is to make them susceptible to suggestion. Not long after, the
"owner" males begin taking orders from their "slave" females.
Homeworld: Orion
Sun: Pi Orionis
Colonies: numerous trade enclaves throughout the sector
Languages: Orion
Optional: Vulcan, Tellarite, Andorian, Klingon, Nausicaan, Risan and Xyrillian
Orion Species Traits:
Medium Sized
Base Speed is 10 meters
Orions are incredibly personable and appealing to the opposite sex. This gives them an
inherent +4 to their Charisma score.
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Risan
The Risans are a humanoid race from the planet Risa noted for their hedonistic approach to life. Risa
is in a binary system and although it is naturally a swampland its extensive weather modification
system gives the entire planet a tropical climate.
Combined with the local's easygoing approach to life this has made Risa a very popular holiday
destination.
The Risan language is not spoken by many non-Risans, as most visitors do not bother to learn it.
Risans are extremely close to Humans in appearance, but do have a small mark on their forehead as
well as a different internal biology, which rendered Human treatment at Risan hospitals difficult in the
2150s.
The "Festival of the Moon", or Lohlunat, was a very popular celebration among the Risan people.
The mysterious sexual practice of jamaharon is considered extremely pleasant -- wanting it is
indicated with a statue called Horga'hn, which would become a symbol of the culture on the
planet.
Physiology: Externally, Risans are physically indistinguishable from Humans in every aspect
except for the markings they bear on their foreheads. They can even crossbreed with Humans,
along with other humanoid races like Andorians and Orions.
Homeworld: Risa
Sun: Epsilon Ceti
Colonies: None
Languages: Risan plus any other two of player’s choice
Optional: Any
Risan Species Traits:
Medium Sized
Base Speed is 10 meters
Risans receive two bonus skill points at every level
Risans have a knack for languages and need only spend one skill point to speak a language
at the conversational level (which normally requires three skill points)
Risans need only spend one skill point to read/write a language at the proficient level (which
normally requires three skill points)
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Denobulan
The Denobulans are a humanoid species from the planet Denobula. The Denobulans believed they
were the only intelligent species in the galaxy until the B'Saari made first contact.
Denobulans are typically polygamous, where a man typically has three wives, who each have three
husbands. This creates extremely large extended families; Phlox had 720 familial relationships, 42
with romantic possibilities. In addition, Denobulan marriages are not exclusive, and married
Denobulans can be intimate with anyone they choose. The females emit powerful pheromones during
their mating season. Male Denobulans often become combative during this time, and mating can
require medical supervision. Denobulans typically prefer to be amongst large groups and find solitude
uncomfortable. However, Denobulans, at least males, are uncomfortable being touched by persons
they are not intimate with. Amongst Denobulans, it is considered healthy for a person to hallucinate,
as it is seen a harmless way to release nervous energy.
Physiology: Denobulans have prominent facial ridges running down either side of the
forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice
in the center of the forehead and a ridged chin.
They also have ridges on their back, along the spine. Their toenails are dark brown and yellow
striped, and they grow so rapidly that they must be groomed once a week. Denobulans also have
very long tongues, and they use tongue scrapers. Denobulan males have a line of hair down the
middle of their chest, up to their throat.
Denobulans have a unique ability to enlarge their faces. This is an instinct for when they feel
threatened. It is likely similar to the defense mechanism of the blowfish, an aquatic life form
native to Earth. They also have an unusually wide smile for a humanoid. Denobulans normally
require very little sleep, but they do hibernate for five to six days each year.
Note that Denobulans had all but disappeared by the time of Voyager.
Homeworld: Denobula
Sun: Denobula Triax
Colonies: Pyrithia (Draconis IV)
Languages: Denobulan
Optional: Vulcan, Human, Tellarite, Risan and Kreetassan
Denobulan Species Traits:
Medium Sized
Base Speed is 10 meters
Denobulans are an intelligent and intuitive race. They receive a +2 to Intelligence and a +2 to
Wisdom
Denobulans have a genetic ancestry as cliff dwellers and therefore receive a natural +10
Climb Bonus
Species Antagonism: Antarans
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Orantakken
Orantakken are telepathic humanoids from the planet Oran'taku located just outside the Delphic
Expanse. The Orantakken had no concept of spoken language until they made first contact with other
species.
Orantakken telepathy is different from most telepathy. Most races telepathically transmit words and
sounds, the Orantakken however transmit pure thoughts and images. This is far more efficient but can
only be practiced by Orantakken.
The second and even more interesting aspect of the Orantakken’s telepathic ability is their ability to
recognize each living organism by its’ genetic resonance frequency. That ability combined with their
natural eidetic memories allows them to experience and study the worlds around them with quite a
unique perspective.
The Orantakken appear to be standard humanoids with a textured bony enlargement just over the
ears. Orantakken technology is limited to rudimentary interstellar space flight via non-warp
technology equal to Warp One.
Physiology: Physiologically, Orantakken are humanoid with their only known external difference
from Humans being a series of horizontal ridges down the back of their neck and along their
spine. Orantakken traditionally mate for life. When two Orantakken have intimate relations their
body chemistry becomes interdependent, causing withdrawal symptoms if the two people
separate. The effect gets stronger with each mating and separation can be fatal.
Homeworld: Oran'taku
Sun: Chi Leonis
Colonies: None
Languages: Orantakken
Optional: Any
Orantakken Species Traits:
Medium Sized
Base Speed is 10 meters
Orantakken are highly telepathic and can communicate with and locate any specific individual
with 100 miles of their location
They can recognize any individual by the genetic resonance frequency at a range of 50 feet
Orantakken have a perfect eidetic memory
Species Antagonism: Suliban
Due to their evolutionary path stressing the need for greater mental prowess opposed to
physical prowess, Orantakken have a –2 to Strength and a –2 to Constitution.
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Tandaran
Tandaran law is unusual in that it is based entirely on "Guilty until proven innocent" and they have a
notoriously strict penal system.
In Tandaran, military/political rank influences social standing. Because Tandaran are members of a
militant civilization, who consider defending the Tandaran Protectorates and their own personal honor
of foremost importance, military service and its accompanying rank are decisive factors in determining
social eminence.
The totalitarian nature of Tandaran society, in which dissent is often a crime and Tandaran security
officers masquerade as citizens, has led many Tandaran to be extremely paranoid.
The Tandaran government has established trade routes with various Tellarite merchants.
Physiology: Externally, Tandaran bear a striking resemblance to Risans in every aspect except
for the markings they bear on their foreheads. Where the Risan mark is generally
centered on the forehead the Tandaran mark is right above the bridge of the nose.
Tandaran can crossbreed with other Humanoids but their xenophobic paranoia
makes this extremely taboo.
Homeworld: Tandar Prime
Sun: Tandar
Colonies: Several Planetary colonies in the Tandar Sector
Languages: Tandaran
Optional: Suliban, Tellarite
Tandaran Species Traits:
Medium Sized
Base Speed is 10 meters
Species Antagonism: Suliban
Tandaran society lends itself to paranoia. As a result Tandaran characters begin play with an
inherent +10 bonus to the following skills: intimidate and sense motive.
Tandaran receive a +5 bonus vs. rolls to resist fear and mind-controlling effects
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Kreetassan
The Kreetassan were a warp capable humanoid civilization native to the planet Kreetassia in the
Alpha Quadrant. When a ship is in orbit of Kreetassia, it is, as a courtesy, expected to align its
chronometers with that of the Kreetassan Capital City.
The Kreetassan language is very complex by Human standards. The words for eat and mate are very
similar. They consider eating in public a taboo. It is something to be performed privately in the same
manner as mating. Kreetassan are often offended when they see other species eating their food in
public. Individuals who have regular contact with other species grow accustomed to the sight but
never participate in what they consider to be a vulgar display.
On the Kreetassan homeworld in front of the Hall of Diplomacy stands a row of Alvera trees that are
over 300 years old, which are considered cultural treasures by the Kreetassan. Defacing them in any
way is a major offence to their people, however, if it is done accidentally, there is a special
apologizing ceremony that involves cutting the tree into many pieces.
Kreetassan are famous for manufacturing plasma injectors, and conduct brisk trade throughout
the sector for them and other starship components.
Physiology: Kreetassan are a humanoid race that has an elaborate facial structure. They have
heavily ridged faces with a row of purple-tinged rectangular creases along the midline of the
forehead (nose to hairline), covering one-third its width. They wear their hair long and braided
and were dressed in long, brown, embellished gowns.
Homeworld: Kreetassia
Sun: Piraeus Alpha
Colonies: None
Languages: Kreetassan
Optional: Any
Kreetassan Species Traits:
Medium Sized
Base Speed is 10 meters
Kreetassan are an extraordinarily intelligent species. Due to this they receive a +4 bonus to
Intelligence. However, due to their taboo heavy culture they receive a –2 to Charisma.
Kreetassan may not break the following taboos:
May not eat in public
Must keep their hair long. If it is cut short for any reason they must be hooded in
public
Kreetassan do not speak untruths
Kreetassans do not touch others in public
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Tellarites
Tellarites are a warp capable race from the class M planet Tellar Prime, located not far from the
Sol system. In 2161, they become one of the founding races of the United Federation of
Planets.
Tellarites are known to be an impatient people. They were also known for their stubborn pride.
They have a propensity toward strong emotion. However, they enjoy a good argument, which is even
considered a sport on Tellar. Tellarites often begin an interaction with a series of complaints; this is
how they start arguments with someone they have recently met. If they have nothing to complain
about they will simply insult the person.
Because of their ability to argue, Tellarites make excellent politicians.
Physiology: Tellarites are a sturdy humanoid species with distinguished snouts. They wear beards
and their hands are sometimes hoof-like in appearance.
Tellarites consider canine to be something of a delicacy. They find human room temperature to be
cold, indicative of a higher body temperature. Tellarites cannot tolerate cold temperatures much more
so than other species. They consider the freezing temperature of water to be an extreme weather
condition.
Homeworld: Tellar Prime
Sun: Piraeus Alpha
Colonies: Several moons within their native solar system
Languages: Tellarite
Optional: Andorian, Vulcan, Tandaran and Human
Tellarite Species Traits:
Medium Sized
Base Speed is 10 meters
Due to their intolerance of cold weather, Tellarites suffer the penalties of extreme cold
weather at 0* Celsius as opposed to the normal –25* Celsius A Sample of Tellarite Script
Since argument is such integral parts of their culture Tellarites receive a +10 bonus to the
following skills: diplomacy and bluff. For the same reasons Tellarites receive a -2 to
Charisma.
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Vulcan
Vulcans are a humanoid civilization instrumentally responsible for the founding of the United
Federation of Planets. They are widely known for their logical minds and stoic natures. The
Vulcan homeworld is the planet Vulcan.
Culturally one of the most fascinating species in the Beta Quadrant, the Vulcans were once an
extremely violent and emotional people (even by Earth standards) who waged almost constant
warfare on one another. They believed in a variety of gods, such as war, peace and death. As their
level of technology improved, the Vulcans eventually reached a point where their violent nature
threatened species extinction.
In an effort to avoid this fate, a Vulcan named Surak developed a new philosophy thereby igniting the
Time of Awakening. Surak maintained that the root cause of all the problems on Vulcan lay in the
uncontrolled outpouring of the people's emotions. His followers swore to live their lives by an
ethical system devised by Surak and based purely on logical principles. All expression of
emotions, negative or positive, was completely forbidden.
Although this new philosophy spread rapidly across Vulcan, a minority, many of who were
known as "those who march beneath the Raptor's wings", rejected Surak's ideals. A destructive
war began including the use of atomic bombs and among the victims was Surak himself.
Eventually, however, those who opposed logic left Vulcan and founded colonies elsewhere - most
notably on the planet Romulus, where they founded what eventually became the Romulan Star
Empire.
Physiology: Genetically, Vulcans and Humans are similar enough that they can produce
offspring without any problems. Externally, Vulcans are generally similar to Humans, the chief
exceptions being the Vulcans' notably arched and upswept eyebrows and distinguished external
ear structure, the top of which tapers into a into a clearly defined point. Most Vulcans have pale
skin with a very subtle greenish tinge, and straight, glossy dark brown or more commonly black
hair. Some Vulcans have brown skin, tightly coiled black hair, and physiognomic features similar
to those found in Humans of African decent. In contrast to their external similarities, Vulcan
internal anatomy differs radically from that of humans. For instance, their heart is where a
Human's liver would normally be, and beats several hundred times per minute.
Having evolved on a planet which is mostly desert, Vulcans have developed ways of surviving in
desert conditions. For example, they can survive for several days without water and have inner
eyelids that protect their eyes. Vulcans also have superior metabolism to humans. Caffeine and
sapotoxins have little effect on Vulcans. They are also capable of surviving for long durations
without food or sleep. Under stress, Vulcans can do without sleep for weeks. Vulcans are on
average three times physically stronger than humans and are noticeably more agile.
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Homeworld: Vulcan
Sun: Eridani A
Colonies: P’Jem, several other science and philosophical outposts
Languages: Vulcan
Optional: Human, Andorian, Klingon and Tellarite
See also:
http://en.memory-alpha.org/wiki/Vulcan
http://en.wikipedia.org/wiki/Vulcan_%28Star_Trek%29
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Mind Meld
The Vulcan mind meld was a telepathic link between two individuals, allowing for the exchange of
thoughts, thus in essence allowing the participants to become one mind.
It was a psionic technique for "synaptic pattern displacement". Normally it was employed only by
Vulcans.
It was a deeply personal thing, part of the private life, and generally not used on aliens, although
cases were known where the mind meld was initiated between a Vulcan and a non-Vulcan.
Those in a meld shared consciousness in a kind of gestalt.
Task DC Notes
With a friendly Vulcan 10 May take 10 or 20.
With a hostile Vulcan Opponents Will Save
With a friendly other known species 15 May take 10 or 20.
With a hostile other known species Opponents Will Save +1
With a friendly other unknown 20 May take 10 or 20.
species
With a hostile other unknown Opponents Will Save +2
species
Transferring soul or 'katra' to willing 30 May take 10 or 20.
individual
Transferring soul or 'katra' to Opponents Will Save +10
unwilling individual
Transferring soul or 'katra' to 'katra 40 May take 10 or 20.
arc'
With an unconscious Vulcan 20 May take 10 or 20.
With a comatose Vulcan 25 May take 10 or 20.
With an unconscious known 25 May take 10 or 20.
species
With a comatose known species 30 May take 10 or 20.
With an unconscious unknown 30 May take 10 or 20.
species
With a comatose unknown species 35 May take 10 or 20.
Target is being mentally controlled +4 DC T'pol did this in a mirror
by another (i.e. under 'Suggestion') universe. Spock did this to a
guard
Not able to touch / perform ritual +4 DC difficulty Must be no further than 5ft
away
On the other side of wall / rock +4 DC difficulty Spock did this once
Peforming a bridge between two +4 DC difficulty Make two rolls, one for each
other minds target.
Tuvok did this.
A second roll is made with the same DC. Failure means that the target sees as much of your mind as
you see of theirs (i.e. everything!). You may not take 10 or 20 on this roll.
Critical Failures
A critical failure has a 10% chance of inflicting 'Pa'nar Syndrome' on the recipient if they are Vulcan.
(If the melder was 'untrained' (no ranks in Mind Meld) then the chance is 50%)
(See: http://memory-alpha.wikia.com/wiki/Pa'nar_Syndrome)
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Once melded each party has access to the memories and emotions of the other (unless the melder is
shielding themselves).
The melder may attempt to implant a suggestion into the target. This acts the same way as the Mystic
'suggestion' technique. Most Vulcan's consider this very unethical.
The melder may attempt to repair or restore parts of the targets mind (i.e. cure amnesia) by making
another roll on the target DC used to make the meld. The same applies for removing memories or
making other alterations.
Both parties make a DC 10 Fort check. Failure means they are fatigued.
Both parties make a DC 10 Will save. Failure means you suffer a 'loss of identity' for a period. -2 CHA
and -2 to all Knowledge skills.
Further notes:
References:
(See : http://en.memory-alpha.org/wiki/Vulcan_mind_meld)
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Suliban
Suliban are no more evolved than Humans, and normally possess three bronchial tubes. Vulcan
evaluation concluded they were non-threatening. The Suliban are a nomadic humanoid species
from Sector 3641 whose homeworld became uninhabitable in the 1850s.
The Suliban Cabal is an interstellar terrorist organization composed of Suliban that place great
emphasis on genetic modification. Common modifications to members of the Cabal included the
addition of two bronchial tubes, altering the alveoli clusters to process multiple atmospheres, the
installation of subcutaneous pigment sacs, the telepathic ability to sense deception and biomimetic
clothing. The Cabal's military forces include ships such as the Cell Ship and the Stealth Cruiser, as
well as Helix installations.
Not all Suliban are members of the Cabal; many regard the actions of the more violent members
of their species with disgust. Even so they themselves face considerable enmity from other
species, and some species such as the Tandaran keep all Suliban captive whether they are active
members of the Cabal or not.
In 2144, the Cabal began attacking the Tandaran after the Tandaran started putting non-Cabal
Suliban in determent camps. The war lasted until the 2150s. In 2151, the Cabal began staging
attacks within the Klingon Empire, making it appear as if one faction was attacking another,
leading to a civil war.
Suliban that leave the Cabal are hunted down, captured and brought to the nearest Helix complex
to be executed on public display. If the ex-Cabalist is killed in the process of the hunt then only
the head is returned to the Helix Complex where it is put on public display.
Physiology: Non-genetically altered Suliban are average bipedal humanoids. They tend to be
approximately 1.7 meters in height and have mottled green/yellow skin. Suliban live for over
125 years, but even into advanced old age are still agile and alert. Non-Cabal Suliban are
naturally amicable.
Sun: Suliban
Colonies: Suliban have assimilated into several other space faring cultures; Cabalists
maintain secret Helix outposts that are also used as colonies
Optional: Any
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Axanar
In 2151, the Earth ship Enterprise NX-01 made first contact with the Axanar under unfortunate
circumstances.
An Axanar vessel was found adrift in space, with its crew hooked up to draining tubes. The Axanar
were being harvested for their triglobulin. The Axanar are an androgynous humanoid species with
an average life span of 400 years, native to the planet Axanar.
Physiology: The Axanar body produces triglobulin from its zymuth gland. This substance has
medical and aphrodisiacal properties, and is used by a number of different species for those
purposes. Some even forcefully 'harvest' Axanar for their triglobulin.
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Xindi
The Xindi are an alliance of species that evolved on the same planet in the Delphic Expanse,
known as Xindus, whose infamous attack on Earth and attempts to eradicate Humans in the early
2150s change the course of history and initiate the series of events that help establish United
Earth as a major interstellar power.
Six different intelligent species developed on Xindus; one of them, the Xindi-Avians, is believed
extinct. The surviving species are united under the governance of the Xindi Council, which
contains two representatives from each species.
The different Xindi species are extremely similar in their functionally important DNA, sharing
over 99.5% despite the apparent physical differences. All the Xindi species share distinctive
ridges on their cheekbones and foreheads.
Xindi-Aquatics
The Xindi Aquatics are a non-humanoid race that has evolved to living underwater. They are one of
the six original species of Xindi, with whom they share a common genetic ancestry.
They respond better to visual stimuli and are extremely suspicious of the spoken word. They admire
boldness and confidence and treat hushed tones with suspicion.
Xindi-Aquatic communication is highly complex and, since the Aquatics are underwater beings, they
do not use their mouths. When using the past tense, they switch to SONAR.
Physiology: The Aquatic females are larger and have rougher skin than the males who are more slim
and have smoother skin. Females have a more humanoid looking face, where as male faces are
rounder.
They have slit-like irises in their eyes and are capable of seeing far better underwater than
humanoids. Aquatics have three fingers on each forelimb, ending in short fingernail-like claws,
with webbing in between for easier swimming. Their skin is a greenish shade and has blotches of
olive. Like all Xindi, they have a fold at the top of their cheekbone. They have tails for maneuverability
and their hind limbs are fins.
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Xindi-Arboreal
Xindi-Arboreal are among the most peaceful of the six original Xindi species. Xindi-Arboreal are afraid
of the water. They are considered to be lethargic by the other Xindi species. They are also extremely
calm, even when taken hostage.
Physiology: In appearance, Xindi-Arboreal are covered with hair, have long sharp fingernails, dark
eyes, and a ridge running from their noses to the back of their heads.
This species probably evolved from some sort of arboreal primate.
Xindi-Insectoid
The Insectoid language is a clicking dialogue that is the most unusual and complex of all Xindi. In fact,
there are 67 dialects of the Insectoid language. Insectoid have names that grow longer and more
difficult to pronounce as they grow older.
Xindi-Insectoid interpret raised voices as a sign of hostility. They are quick to make decisions and are
often in alliance with the Reptilians. Both species trade their technology between each other and
usually agree on all decisions.
Physiology: The Insectoid, like all Xindi species, have distinctive ridges on their cheekbones.
They are, as their name suggests, insect-like in appearance. They are genderless and reproduce
asexually. They protect their young by making a hatchery brig attached to their ships and shield it
if trouble arises. Their average life expectancy is only approximately twelve years.
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Xindi-Primate
Xindi-Primates are among the most peaceful of the five Xindi races.
The Primates, more than any other Xindi species, resemble Humans. They have, like all Xindi,
distinctive ridges on their cheekbones. They also have larger foreheads. Like Humans, the Primates
have distinct white and black racial differences. They have no eyebrows.
Other Xindi see the Primates as honest and trustworthy.
However, they are not seen as being very resilient. They are also the most intellectual species of
Xindi and therefore one of their own was assigned to develop the weapon to destroy Earth.
Xindi-Reptilian
Reptilians are perceived as being untrustworthy and impatient by the other Xindi species. A common
Reptilian saying is "Patience is for the dead." It is said that dealing with Reptilians is like bargaining
with the sun; you make no progress, and you come away burned. Nevertheless the Reptilians are the
first choice for when force is needed.
With their easily provoked and opinionated nature, Xindi-Insectoid often side with the Reptilians on
certain issues.
They sometimes even share ships with each other.
The Reptilians live out a militaristic lifestyle and hope to ultimately rule over all the other species of
Xindi. Reptilian soldiers are surgically implanted with a "suicide gland" that unleashes a neurotoxin
when they are captured. The Reptilians also use thermal chambers on board their ships due to their
endothermic circulatory systems. Reptilians prefer to be on or near the ground as opposed to up in
the air.
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Artificial Intelligence -
Android
Artificial Intelligence comes in many shapes and forms, but in terms of beings that are playable as
characters they fall into two main categories, android and avatar.
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Artificial Intelligence comes in many shapes and forms, but in terms of beings that are playable as
characters they fall into two main categories, android and avatar.
An avatar can be of three sub-types, and can be changed at any time if the technology is available.
The three types are:
1. Physical - i.e. a robotic body
2. Soft Light - i.e. a hologram which does not have the ability to manipulate its environment.
3. Hard Light - i.e. a hologram which does have the ability to manipulate its environment.
An artificial intelligence of this type's physical being is in an AI core, housed somewhere or part of the
main computer of a star ship (e.g. The EMH on Voyager). Its avatar is merely a projection of itself.
CORE: The AI core needs to be housed in a place with a suitable power supply and must be regularly
maintained by itself or by engineers or suffer corruption (see below).
Functional distance of the AI’s Avatar increases with level. (Level 1 = 100m, 2 = 1km, 3 = 100km, 4 =
1 AU, 5 = 10 AU, 6 = 1 LY, 7 = 10 LY, 8 = 40 LY)
An Avatar of an AI core may not function more than 40 LY distant from the core. This is the limit of
subspace communication and can only be increased with booster stations.
Soft Light Avatars are merely projections and cost nothing to replace. Within 100 metres of the AI
core they can move freely between walls and such like. Greater than 100m from the core and they
rely on sensory feedback from the Avatar and must move as a normal being moves. They cannot be
hurt by any normal physical means but can be destroyed by EMP devices and subspace blocking.
They cannot manipulate their environment.
To project another SLA takes the AI core takes 1 round.
If it possesses the technology to do so a SLA may change into a Hard Light Avatar in 1 round.
Hard Light Avatars function as Soft Light Avatars except they can (if they chose to do so) manipulate
their environment. They are semi-autonomous and can suffer 1 hour per level of loss of contact with
the main AI core. If they do not regain contact with the core then they are lost and the AI core loses
500xp.
To project another HLA takes the AI core takes 25 minutes minus level.
A Hard Light Avatar may revert back to a Soft Light Avatar in 1 round.
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Physical Avatars
Physical Avatars function more like Androids. They can function quite happily away from the AI core
indefinitely, but if they are lost before regaining contact all XP gained during that period is lost plus
1000xp. If they are maintaining contact with the core and are destroyed the core loses only the
1000xp.
A new PA can take weeks to rebuild depending on the services available. If a replacement PA already
exists then it takes the AI core 24 hours minus level to get it up and running.
Energy Shields: All Avatars may have problems when passing through energy shields. They may
function normally if the shield is primitive enough, but may suffer corruption, XP loss and potential
total shut down of the avatar.
Controlled shutdown. An AI can shutdown a soft light avatar in 1 round. A Hard Light Avatar may be
shutdown (and this avoid XP loss from 'death') in 25 minutes minus level. A Physical Avatar takes 60
minutes minus level. It takes the same amount of time to reactive an avatar.
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Level Adjustment: +2
Skills that may be learned via uploading: Computer Use, Replicator Use, First Aid, Technical
Authoring / Report Writing, All Knowledge Skills, All Profession Skills, All Language skills, Use
Tricorder, Dock, Pilot, Plot Course, Navigate, Repair, Transporter Use, Write Program, Treat Injury,
Use Explosive, Survival, Ship Based Weapons
Physical Avatars/Androids gain HP from their class just as other races do. Androids and Physical
Avatars take damage from combat as other races do unless otherwise noted.
Their bones may be made of metal but their delicate components mean that they take damage just as
much as other races although they can optionally feel no pain. They may have their internals
armoured though (see feats).
Heaing a PA/A is done by using either the Craft(Robotics) or Repair skills in the same way a medic
uses the Treat Injury skill. (see Treat Injury). Repair is a general skill though and such there is a -4
modifier when using it.
New Physical Avatar/Android bodies can be created with the right tools and parts. This should be
treated as a pet project though as it is no easy task and could easily take months. Other
augmentations to the body can be treated as pet projects.
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Android/AI Feats:
Starship Interface: Gain control of all ship systems, giving a +2 to all skill rolls related to control of
the star ship and its systems.
Personality Program - The AI/Android may take on the personality of anyone they have a suitable
amount of information about (And in effect exchange INT, WIS and CHA stat points). This process
takes 60 minutes minus level.
Security Measures: All attempts to hack or interfere with the AI or Android (such as disabling Ethical
Subroutines) are now twice as hard.
Holographic Matrix Alteration: The AI Soft/Hard Light Avatar may change shape to be any other
humanoid being.
Emergency Class Alteration: the AI / Android may at will change one class type to that of another
class type. They must meet all requirements of the class they are changing to. This feat may be taken
multiple times (for different classes). (For instance when the Doctor changed from the EMH
(Emergency Medical Hologram) to the ECH (Emergency Command Hologram). Base Attack, Fort,
Ref, Will, Special Feats and Defence all change to that of the new Class. Class Skills are moved to
that of the new Class.
+1 corruption each time Class is Altered.
Android to AI Conversion: With this feat an Android may fully download and integrate itself into an
empty and suitable AI core. The Android may then function as an AI's Physical Avatar. (This feat may
also be gained via a pet project, number of days required to be determined by the GM).
AI to Android Conversion: With this feat an AI may leave its core entirely and function fully within its
existing Physical Avatar. The AI core may be kept as a backup facility. (This feat may also be gained
via a pet project, number of days required to be determined by the GM).
Additional Projections: An AI may operate another Soft or Hard Light projection if the technology
exists to allow it to do so. This feat may be taken multiple times.
Armoured Skeleton: the Physical AI / Android skeleton is toughened up. +2 to soak. (This feat may
also be gained via a pet project, number of days required to be determined by the GM).
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Computer systems, despite every safe guard, become in more danger of failure the more complicated
they become. Also, if not under a regular maintenance regime then corruption may also occur.
Whenever the GM deems it appropriate (such as well taking heavy damage from phaser fire or
carrying out a day’s worth of highly complicated tasks) a corruption check should be made. Roll a
d100 aiming to get more than the complexity level + corruption level. Normal day to day activity would
not trigger a corruption check.
Removing Corruption
The persons reversing the corruption of the AI/Android must have at least 3 ranks in Repair, 3 ranks
in Write Program and at least 1 rank in Knowledge(Robotics), otherwise they will do more harm than
good.
For every hour spent removing corruption, may a Repair skill roll and apply the results of the table
below to the corruption level.
1 +2d6 corruption
2- 5 +d6 corruption
6 - 10 No change
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An android or AI may maintain itself of course, but not as effectively as a well-trained outsider.
- Half the effects of all corruption decreases on the table above
- Corruption will never go below 5 (unless its below 5 already).
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Other Species
Other species. These may be playable, but will need to be expanded on by the GM if required.
Kantare
Kantare are an Alpha Quadrant humanoid species from the planet Kantare. They have scale-like
violet colored markings on the sides of their head from the hairline to the temples, and at the base
of the skull. The Kantare have a colony on the planet Kotare Barath as of 2129. They developed
sophisticated holographic technology some time before this.
Enolians
The Enolians are a humanoid species. By the mid-22nd century, they ran the Canamar prison.
They are a significant interstellar power, operating hundred of starships and several busy trading
outposts. Their judicial system is not known for its fairness.
Antarans
The Antarans are humanoid species with a lifespan of at least 60 years upon reaching adulthood.
Antarans have been at war with the Denobulans several times, the last conflict of which took
place in the 19th century. However Antarans continued to strongly dislike Denobulans until at
least the 2150s, even though encounters between the two species were extremely rare. This
behavior is due to widespread prejudices (on both sides). The Antarans take it further than the
Denobulans do as every Antaran is taught from childhood that all Denobulans are enemies, to be
feared and reviled.
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Coridians (Coridanites)
Coridan is a M-class planet in the Coridan system, homeworld of the Coridians. In 2151, it had a
population of over 3 billion. It is rich in valuable resources, most significantly dilithium. In the
2150s, Coridan is known for its extensive shipyards and its advanced warp-capable vessels.
However, the planet is also embroiled in a conflict between rebel forces, supported by the
Andorians, and the government, backed by the Vulcans. The Vulcan agenda was to keep the
planet's existing government stable, which in turn assured its dilithium, exports to Vulcan.
Coridan was one of the planets in the initial Coalition of Planets.
Xyrillian
The Xyrillian are a peaceful, warp-capable race of humanoids. Xyrillian have an unusual
physiology. They do not have a metabolism based on water. Their atmosphere is hallucinogenic
to most species, and as a result most other humanoids need to be weaned onto and off their
atmosphere to avoid undesired effects. Xyrillian are also herbivores. When traveling, they grow
vegetation on the walls of their ships. Xyrillian males usually carry infants to term in a pouch on
the upper chest. Impregnation can occur with only minor physical contact. Humans and Xyrillian
are genetically compatible.
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Romulans
An Enigmatic race whose homeworld is somewhere in the Beta Quadrant. While no one has ever
actually seen a Romulan face to face (yet) many have fallen prey to Romulan Starships. If a
Romulan Starship Captain feels that they cannot win a battle they will scuttle their ship so as to
not allow another species access to their genetic code and their technology. Romulans are
constantly attempting to create distrust and conflict between the other species of the sector.
Rumor has it that they have an outpost in the remote system called Algeron.
(See : http://en.memory-alpha.org/wiki/Romulan)
Cardassians
The Cardassians were a humanoid species from the Alpha Quadrant. They were native to
the planet Cardassia Prime, capital world of the Cardassian Union. Known throughout the
Alpha Quadrant for their ruthlessness, the Cardassians became one of the greatest enemies
of the United Federation of Planets and Klingon Empire when they joined the Dominion in
2373. Their xenophobic attitude towards other species was well established throughout the
quadrant after the Setlik III massacre during the Cardassian War, as well as when their
atrocities during the Occupation of Bajor were revealed after their withdrawal in 2369.
(See: http://en.memory-alpha.org/wiki/Cardassian)
http://startrekd20.wikia.com/wiki/Playable_Species
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Ocampa
The Ocampa or Ocampans were a humanoid species who lived on the planet Ocampa in the Delta
Quadrant. Their early history was shrouded in mystery but their own legends told of a time when
they were capable of great mental feats.
(See: http://en.memory-alpha.org/wiki/Ocampa)
Talaxian
Talaxians were a warp-capable, technologically-advanced species native to the planet Talax in the
Delta Quadrant.
(See: http://en.memory-alpha.org/wiki/Talaxian)
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Kazon
The Kazon were an aggressive warrior species from the Delta Quadrant, first encountered
by the Federation starship USS Voyager in 2371. As of 2372, they were divided into eighteen different
sects.
Each sect has possession of different natural resources over which the sects fight each other.
The Kazon were known to the Borg as species 329, but were deemed unworthy of assimilation.
(See: ttp://en.memory-alpha.org/wiki/Kazon)
Vidiians
The Vidiians were a species found in the Delta Quadrant. For two millennia the entire race
suffered from a disease called the Phage that ate away at their DNA and organs. The Vidiian
government is called the Vidiian Sodality.
(See: http://en.memory-alpha.org/wiki/Vidiian)
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Markov-Kalto
Makull's species were a pre-warp humanoid species who populated a class M planet that USS
Voyager encountered in 2371. They possibly had a monotheistic faith.
During the 2370s, Pe'Nar Makull was the leader of a protest group who were against the use of
polaric ion energy, believing that it was unstable and a threat to their planet.
(See: http://en.memory-alpha.org/wiki/Makull%27s_homeworld)
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Banean
The Baneans were an avian humanoid species native to Banea in the Delta Quadrant. As of 2371,
they were at war with the Numiri, with whom they originally shared a homeworld.
A generally pleasant people, they had a strict legal system. For example, murderers were forced to
relive their victim's last moments periodically, by means of inserting the memory engrams of the victim
into their brain. The medical technology that made this possible was very advanced by Federation
standards. Prior to this method, lethal injection was the means of punishment for murder.
There were several Numiri spies among the Banean people. In 2371, one of these spies framed Tom
Paris of the USS Voyager for the murder of the Banean weapons expert Tolen Ren, after a dalliance
with his wife Lidell Ren.
The Banean heart was located through the intercostal space between their eighth and ninth right ribs.
They had distinctive forehead ridges similar to the combs of some species of Earth birds, and feather-
like structures around their faces and on their brows.
(See: http://en.memory-alpha.wikia.com/wiki/Banean)
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Numiri
The Numiri were a spacefaring humanoid race found in the Delta Quadrant. In the 2370s, they were
engaged in a war with the Banean species, with whom they once shared a homeworld. A paranoid
and aggressive species, they would challenge any intruder who entered into the war zone. They make
use of such advanced technology as regenerative shielding, their weapons were also equivalent of
that of a Federation Intrepid-class vessel. Their vessels are small but advanced enough to stand up to
an assault by a Starfleet vessel; however, their sensor technology cannot automatically detect the
presence of a Starfleet shuttlecraft.
In 2371, Numiri agents attempted to frame USS Voyager crew member Tom Paris for their
assassination of Banean weapons designer Tolen Ren. As by Banean law, Paris was forced to
experience the memories of the murder every fourteen hours. The Banean doctor who performed the
procedure was the real murderer and a Numiri agent, who hid the data on Ren's weapons research in
the memory engrams. If Paris suspected anything, he would have believed that the symbols were part
of the procedure. Twice the Numiri assaulted Voyager to capture Paris, only to fail each time. Tuvok
was able to divulge the truth behind the murders and the Numiri attacks. Those complicit in the
murder were arrested and the memories removed from Paris, leaving the Numiri with nothing.
(See: http://en.memory-alpha.wikia.com/wiki/Numiri)
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These are species that have been introduced to the game but are non-cannon and exist only within
these rules.
Treebadians
Treebad-3 is a M-class water planet. It has many island chains where the dominant species, the
Treebadians live in relative harmony.
They are a peaceful species of humanoids descendant from octopus like creatures. They are
advanced to about the stage of mid-21st century earth. The live primarily off fish and seaweed but
land bases food stuffs are also grown.
Treebadians look like humans except for dappled skin, longer noses and eyes that are both larger
and more wide apart than humans.
However, getting about will be less of a problem as Treebadians do not recognise each other by facial
features but by smell. Also, several parts of society also go about masked the main three being :
Anyone wanting to pass themselves off as a Treebadian must also use a scent otherwise their human
odour will be immediately spotted as alien. A Treebadian odour can be replicated. Treebadians pick
up the following from scent so this can be pre-programmed :
It almost always rains on Treebad-3 and the Treebadians combine scent with licked raindrops. It is
not unusual for meeting Treebadians to lick each other. This is the human equivalent of a hand shake.
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Treebadian justice is different from human. Punishments are visited on all family members of a guilty
party. All punishments are physical and immediate, usually a beating or branding. Treebadians are
law-abiding though and this rarely happens.
Due to the fact that they release a scent when they are guilty most Treebadians find it almost
impossible to break the law or tell a lie without being found out. So-much-so they have not developed
any skills in deceit, bargaining, bluffing or diplomacy. Your average Treebadian tells it like it is and is
honest to the point of abruptness.
Norlots
Norlots are an aggressive space fairing race. As well as operating as pirates in their own systems
they have spread throughout the local area as mercenaries and renegades. Their crews are always
male and very rarely take off their armoured space suits.
Gornands
An aggressive race of hunters that live on the only M class planet in the Gornand system. They attack
with spears and bows. Tall and strong they are excellent warriors, but they are a long way away from
making their way into space.
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Babi-Ijo
Homeworld : Rivo-3
Known Locally as 'Ruma Babi'. Population: 45 billion. Tech : Warp, Replicator (Low level)
The Babi-Ijo are a war like, lazy, gluttonous race of pig faced humanoids. They enjoy eating so much
they often resort to cannibalism and will eat any other species they can catch.
The planet is mostly barren desert, with vast cities that gather around the small seas and salt water
lakes around the planets equator. The planet is a large ball of rock, it has no iron core, but it is
far enough away from the star of Rivo to not suffer too much from the solar winds.
However, species not local to the planet should take precautions against radiation.
As the planet has no plate movement, there are never any earthquakes or volcanos. This has meant
that the Babi-Ijo build perilously tall skyscrapers.
The Babi-Ijo are lazy and corrupt. Graft is endemic in all industries and professions.
They use a currency based on food. The planet is made up of 12 different nations that are federated
into one planetary wide empire. Each nation has its own currency but these are prone to hyper
inflation and pretty much worthless. Food stamps though are used for most trading and are stable, as
each stamp can be traded for a meal.
The Babi-Ijo store food in buildings much like a bank. Each food bank is shielded with a strong
forcefield that prevents transporting and heavily guarded with robots and mercenaries. This is to
prevent local criminal gangs from stealing food and food stamps.
Many food items are rare and are traded for huge amounts.
Babi-Ijo recognise each other by smell and thus all members of a humanoid species look much the
same to them so using scent as a disguise is a viable option. They do not see colours and cannot
focus.
This makes them terrible shots, so weapons fired by Babi-Ijo usually have (unreliable!) auto-aiming.
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Burung Mera
Homeworld : Rivo-2
Known Locally as 'Ruma Burung'. Population: 3 billion. Tech : Warp, Transporter, Replicator
This is a small M class planet, about half the size of earth. It has low gravity, but a stable atmosphere.
It is mainly forests and mountains. The planet is almost totally covered in trees and rather than
concentrated cities, the planet is covered in endless treetop villages.
The dominant species of Rivo-2 are the Burung Mera, a race of plump feathered avian humanoids.
The gravity on Rivo-2 is light, about the same as the Earth's moon, so it is an easy place for the BM to
fly in.
They are aggressive in their nature but apart from the long running war with the Babi-Ijo they are not
by nature war like.
Most of the technology of the regional species is not their own, but discovered in archaeological sights
of an ancient and dead race. It is thought this race died out when the Babi-Ijo ate them all.
There is some evidence to support this.
Burung Mera recognise each other via plumage and non-language skwaks. Humans are in essence
faceless
to them. They can recognise individuals of other races via their voices, but this is nullified when
using the universal translator. With more than a few people to deal with it is best to wear different
colours to avoid confusion, assuming their are no obviously visible differences such as size.
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Balaxion
Balaxions are the Vidiian/Kazon Delta Quadrant region equivalent of Ferengi. They are generally very
honest though and have a reputation throughout the quadrant for being good people to trade with.
They are a people without a home world, but the biggest concentration of them is found ‘south’ of the
Banean / Numiri system.
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Character Classes
While the species of the sector have all developed very unique and prominent cultures in their own
rights, the needs of space are the same across the board. Every starship needs technicians, pilots
and a commanding officer to run her. Characters can be in space either because they are working for
an organization (i.e. Starfleet) or are in space for military or scientific purposes. It might be that they
are merchants (or maybe smugglers) and are looking to make a profit.
Whatever the culture of a player’s character, the mechanics of the game are best served by having
standardized progression for character types. Game mechanics aside, the actual role-playing is left
entirely up to the players, the Game Master and the campaign style that you as a gaming group wish
to choose. In other words, while an Andorian Operations Specialist and a Vulcan Operations
Specialist use the same mechanics template the culture and species traits are entirely different and
role-playing should reflect that.
Ability Scores
Your character has six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom and
Charisma. To obtain a score for an ability roll 4d6. Re-roll any ones or twos and sum the highest
three die. Do this for each of the six abilities. Apply all racial modifiers and voila, your ability
scores are ready to go. Use the following table to determine your ability score modifiers.
Ability Modifiers
- Add 1 point to any score at 4th level and every four levels your character obtains
thereafter (8th, 12th, 16th, 20th)
- Some telepathic abilities can affect ability scores; make sure that you keep track of what
a decrease/increase in your score does to your ability score modifier
- Poisons, illness and disease can all affect ability scores
- Each Skill has a relevant ability and each character class relies more on some abilities
than others.
- If a Characters Constitution score becomes 0 they die.
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Weapons Proficiencies
As usual, if you do not have the correct proficiency then the -4 modifier to the rolls apply.
But now a Weapon Proficiency also partly functions as a skill. If you have the proficiency then this
counts as a class skill and points can be spent in it and IP points gain.
This skill modifier is added onto the attack roll of the weapon in use.
Note: Do not apply Strength and Dexterity modifiers to Weapons Skills, these are applied to the Base
Attack Bonus. A Weapon Skill is the Rank only, without modifiers.
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Pilot
From take-off to landing, a Pilots work is never done. One of the most integral positions on a
starship of any class, pilots tend to be freewheeling individuals that have a great passion for
piloting.
A starship’s Pilot is responsible for interstellar navigation, atmospheric travel and carrying
out evasive and offensive maneuvers during combat. When the starship is docked Pilots
tend to be the first ones in the local Starbase’s bar. Don’t judge too quickly because they’re
always the first ones ready to get back out into space.
The Pilot
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Class Features
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as
specified in the table on page 120 every second level.
In addition this class gains the feat 'Sensor Expertise' in a sensor of their choice every fourth level.
(This acts as a +4 bonus when using this sensor type)
Combat Maneuvers: At 2nd level (and every four levels thereafter) a Pilot adds the given
bonus to all Pilot skill checks made during combat. The bonuses do not stack.
Evasive Maneuvers: At 4th level a Pilot gains the ability to avoid enemy fire. To avoid
half the given damage in a single attack a Pilot makes a d20 roll +10 and adds his Pilot skill bonus (to
include all Class bonuses). If the result is higher than the damage dealt the attempt is successful.
At 12th level a successful Evasive Manoeuvre results in no damage taken. This ability can only be
used once a round.
Improved Navigation: At 8th level Pilots can add a +1 for every two levels of Pilot they
have to their Plot Course and Navigate rolls.
Pilot Mastery: At 20th level a Pilot realizes their full potential and adds an additional +5 to all checks
with the following skills: Dock, Pilot, Plot Course, Navigate
Proficiencies:
Sidearms (Energy)
Sidearms (Projectile)
Light Armour
Hit Die: d8
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Operations Specialist
The Operations Specialist (also known as operations officer or chief of operations) is a position
whose duties involve resource control, energy allocation, repair and Starship Systems
management. Communications control may also be within the realm of an Operations Specialist.
Operations Specialists coordinate the scheduling of resources, hardware and system usage for an
entire starship, outpost or space station.
On space stations, the Chief of Operations usually commands the maintenance and engineering
staff, since stations do not require the large number of propulsion engineers typically found
working under the command of a Chief Engineer on a starship
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Class Features
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as
specified in the table on page 120 per level.
In addition this class gains the feat 'Sensor Expertise' in a sensor of their choice every third level.
(This acts as a +4 bonus when using this sensor type)
Skill Specialty: At 1st level an Operations Specialist gains an inherent +3 to any one
Operations skill.
Mind like a Database: Operations Specialists have a knack for remembering information that
they’ve come across. All those hours of searching information databases rub off after a while. At 2nd
level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.
Expertise: Operations Specialists spend more time than most people streamlining their equipment
and workstations. At 4th level they gain an inherent +1 to all Operations skills and an additional +1
every four levels thereafter.
Technical Savvy: At 5th level the Operations Specialist gains the ability to Craft (Masterwork Item).
This item has an inherent +1 bonus. This bonus increases to +2 at 10th, +3 at 15th, and +4 at 20th.
Proficiencies:
Sidearms (Energy)
Sidearms (Projectile)
Light Armour
Medium Armour
Hit Die: d8
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Medic
Trained in practical emergency medical knowledge and skills that can be deployed within a rapid time
frame. Patient treatment guidelines are described in protocols following cultural and shipboard
policies and traditions.
Advanced Medics have the theoretical, practical and scientific knowledge to appropriately apply
complex patient treatments, albeit usually under the supervision of a medical officer. Certain
scenarios arise in which there is no Doctor available (small crew transports, smugglers, raiders) the
Medic must assume all responsibilities
The role of the "medic" cannot readily be equated to any other non-military profession. Medics
perform the roles of doctor, nurse, counselor, paramedic, psychologist, surgeon, pharmacist, clinical
coordinator, physiotherapist, teacher, and so on. The roles are so extensive that the "medic" has
difficulty gaining recognition for their skills.
The Medic
LVL Base Attack Fort Ref Will Special Defence
Bonus Save Save Save
1 0 2 1 1 Enhanced Treat Injury + 2 3
2 1 3 2 2 Anesthetics 3
3 2 3 2 2 Remove Stun 4
4 3 4 2 2 Neutralize Toxin 4
5 4 4 3 3 Enhanced Treat Injury +4 4
6 5 5 3 3 Radiation Therapy 5
7 5 5 3 3 Treat Disease 5
8 6/1 6 4 4 5
9 7/2 6 4 4 Minor Surgery 6
10 8/3 7 4 4 Enhanced Treat Injury +6 6
11 9/4 7 5 5 6
12 10/5 8 5 5 7
13 11/6 8 5 5 Advanced Radiation Therapy 7
14 12/7 9 6 6 Advanced Surgery 7
15 13/8 9 6 6 Enhanced Treat Injury +8 8
16 14/9 10 6 6 8
17 15/10 10 7 7 8
18 16/11/6 11 7 7 Exotic Surgery 9
19 17/12/7 11 7 7 9
20 18/13/8 12 8 8 Enhanced Treat Injury +10 9
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Class Features
Enhanced Treat Injury: Whenever a Medic uses the Treat Injury skill, they get a +2
bonus to their check. This bonus is a result of training and their
familiarity with medical tricorders and other medical equipment.
It increases by an additional +2 at 5th, 10th, 15th and 20th levels.
Anaesthetics & Analgesics: Medics receive extensive pharmacological training. The Medic
is knowledgeable of a variety of numbing agents and painkillers that will affect most species.
Remove Stun: If a fellow PC has been stunned the Medic may take a round to treat them. A Medic
must make a Treat Injury check with the SKILL CHECK being 10 + the original Save SKILL CHECK of
the Stun. If the Medic is successful the PC recovers from their stunned state.
In addition a fellow PC may be stunned by the effects of non-lethal damage, such as from phaser
pistols on a stun setting. The target heals d8+Total Tread Injury Skill Non-Lethal damage. This takes
one full round.
If this is done again in the next hour the target becomes fatigued.
Radiation Therapy: The Medic becomes skilled in uses specific types of radiation to assist in long
term care.
As a side effect the Medic can also devise medical means to offer radiation resistances for short time
periods if a successful Preventative Medicine skill check is made.
See the ‘Radiation’ table for details. At the Advanced level the effectiveness of the Medic’s treatments
doubles.
(See: http://dmreference.com/MRD/Future/Environments/Radiation_Sickness.htm)
To treat the Radiation Sickness the Medic makes a Treat Injury roll against the Fort Save DC of the
Radiation severity. On a success the Severity goes down one level.
This feat also gives a +4 synergy bonus to Knowledge (Radiology) and acts as a Science
Specialization.
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Surgeries
Surgery: The Medic acquires enough knowledge to begin performing surgery. To do so a
Medic must make a Knowledge (Specific Species Anatomy) roll and add +1 for every two levels of the
medic.
The Treat Injury Skill Checks differ for each level of Surgery (Basic, Advanced, Exotic) and even for
each type of surgery.
Game Mechanics
Proficiencies:
Sidearms (Energy)
Light Armor
Hit Die: d6
Skill Sets:
Everyman, Medical and
Communications
Skill Points:
6 + Intelligence Modifier
(times four at 1st level)
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Tactical Specialist
Whether it’s pulling the trigger on a disruptor rifle or firing phase cannons from the tactical station of a
starship, Tactical Specialists are the muscle of any situation. Tactical Specialists receive much more
training in combat methodology than any other of the standard classes.
Class Features
Their extensive amount of bonus Feats reflects this extra combat training, as they must be chosen
from the following list:
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Initiative (Improved Disarm, Improved Trip), Hand to Hand Combat (Defensive Method,
Offensive Method, Advanced Techniques), Distant Shot, Accurate Shot, Manifold Shot,
Swift Shot, Mobile Shot, Heavy Handed, Smite, Attack Weapon, Quickdraw, Two Weapon
Fighting, Improved Two Weapon Fighting, Weapon Savvy, Weapon Specialty.
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as
specified in the table on page 120 per level.
Game Mechanics:
Proficiencies:
Sidearms (Energy)
Rifles (Energy)
Sidearms (Projectile)
Rifles (Projectile)
Grenades
Light Armor
Medium Armor
Martial Weapons (melee)
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Mercenary
Where the Tactical Specialist gets their benefits from hard training and relentless study of combat
methodology, the Mercenary has one teacher: Experience.
A mercenary is a soldier who fights or engages in warfare primarily for private gain, usually with little
regard for ideological, national, or political considerations. Never truly affiliated with an actual
government, Mercenaries are guns-for-hire in the most literal sense.
Due to the political instabilities of the 2150s, there were many Private Military Organizations that
formed that would offer military services in exchange for payment. It was not uncommon for a
Mercenary to be taking orders from a particular group and then several months later (after being
hired by another group) be shooting at his former employers.
The Mercenary
LVL Base Attack Fort Ref Will Special Defence
Bonus Save Save Save
1 1 2 1 1 Sixth Sense Sensors 4
2 2 3 2 2 Heat of Battle 1/day 4
3 3 3 2 2 Sensors 5
4 4 4 2 2 5
5 5 4 3 3 Heat of Battle 2/day 5
6 6/1 5 3 3 Stun Resistance Sensors 6
7 7/2 5 3 3 6
8 8/3 6 4 4 Heat of Battle 3/day 6
9 9/4 6 4 4 Sensors 7
10 10/5 7 4 4 7
11 11/6/1 7 5 5 Heat of Battle 4/day 7
12 12/7/2 8 5 5 Bloodlust Sensors 8
13 13/8/3 8 5 5 8
14 14/9/4 9 6 6 Heat of Battle 5/day 8
15 15/10/5 9 6 6 Sensors 9
16 16/11/6 10 6 6 9
17 17/12/7/2 10 7 7 Heat of Battle 6/day 9
18 18/13/8/3 11 7 7 Sensors 10
19 19/14/9/4 11 7 7 10
20 20/15/10/5 12 8 8 Heat of Battle 7/day 10
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Class Features
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as
specified in the table on page 120 per every third level.
Sixth Sense: Mercenaries tend to ‘feel’ their way through a fight. Because of this they
add the Wisdom modifier (if positive) to their Defence score.
Heat of Battle: When the Mercenary feels that a fight is starting to get intense he can fly
into the Heat of Battle. He temporarily gains a +4 to Dexterity, a +4 to
Constitution but loses his Wisdom bonus to Defence. The Heat of Battle
lasts for 3 + 1/level of Mercenary the character has.
Stun Resistance: At 6th level a Mercenary adds a +4 bonus to their rolls to resist
Stun effects.
Bloodlust: At 12th level the Mercenary gains Damage Reduction 2 while in the Heat of Battle. This
bonus stacks with whatever armor the Mercenary is wearing.
Game Mechanics
Proficiencies:
Sidearms (Energy)
Sidearms (Projectile)
Rifles (Projectile)
Rifles (Energy)
Grenades
Light Armor
Medium Armor
Heavy Armor
Martial Weapons (melee)
Martial Weapons (ranged)
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Boomer
As soon as a population expands beyond the confines of its homeworld the need for an
inter-planetary merchant class is born. Called ‘Boomers’ in Earth-slang, these merchants
tend to end up trading far and wide with many species that are not even know by their
homeworld governments.
Usually found far from home and in between worlds in deep space, your average Boomer
usually has no one to rely on but themselves. Making repairs on the fly, being able to
bandage up a plasma burn and fighting off pirates all fall into the category of ‘all in a
day’s work’ for a Boomer.
The Boomer
LVL Base Fort Ref Will Special Defence
Attack Save Save Save
Bonus
1 0 2 1 2 Bonus Technique Sensors 2
2 1 3 2 3 Lucky Shot 1/day 2
3 2 3 2 3 Barter Sensors 3
4 3 4 2 4 Lucky Shot 2/day 3
5 4 4 3 4 Skill Emphasis 3
6 5 5 3 5 Sensors 4
7 5 5 3 5 4
8 6/1 6 4 6 Lucky Shot 3/day 4
9 7/2 6 4 6 Sensors 5
10 8/3 7 4 7 Bonus Technique, Skill Emphasis 5
11 9/4 7 5 7 5
12 10/5 8 5 8 Lucky Shot 4/day Sensors 6
13 11/6 8 5 8 6
14 12/7 9 6 9 6
15 13/8 9 6 9 Skill Emphasis Sensors 7
16 14/9 10 6 10 Lucky Shot 5/day 7
17 15/10/5 10 7 10 7
18 16/11/6 11 7 11 Sensors 8
19 17/12/7 11 7 11 8
20 18/13/8 12 8 12 Lucky Shot 6/day, Skill Emphasis 8
Sensors
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Class Features
Bonus Feats: A Boomer can choose any feat for their bonus feat slots.
Lucky Shot: A Boomer relies on luck more often than not. A Boomer can reroll any one roll that has
resulted in a failure. Follow the progression as stated on the Boomer advancement table to see how
many times per day a Boomer can use this ability.
Barter: Starting at 3rd level a Boomer may add a +1 bonus for every three Boomer levels to all
Bargain checks.
Skill Emphasis: At 5th, 10th, 15th, and 20th a Boomer gains the feat Skill Emphasis for free. It must
be applied to a different skill each time.
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as
specified in the table on page 120 every third level.
Game Mechanics
Proficiencies:
Hit Die: d8
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Mystic
The galaxy is full of species with many different interpretations of how the Cosmos came into
existence. Some religions blend the spiritual and the scientific while others abhor combining the two
but whatever the general belief structures of a religion are they always seem to develop individuals
who embrace the more esoteric side of their philosophies.
A Mystic believes in the pursuit of achieving communion with, or conscious awareness of, the divine
spiritual truth through direct experience, intuition, or insight - and the belief that such experience is an
important source of knowledge, understanding, and wisdom.
Traditions may include a belief in the literal existence of realities beyond empirical perception, or a
belief that a true human perception of the world transcends logical reasoning or intellectual
comprehension. A person delving in these areas may be called a Mystic.
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Class Features
Mind Speak: At 1st level a Mystic can speak telepathically to any sentient being
as long as they share a common language.
(Thick metal doors block – 2 for every 1 feet of metal - you get -2)
Suggestion: At 2nd level the Mystic gains the ability to make a one or two sentence suggestion to a
sentient being. The suggestion must sound reasonable for the affected being to carry it out.
Suggesting that a being kill itself or act directly opposed to standing orders will automatically fail. The
targeted being may make a will save to avoid the Mystic’s attempt.
DC 10 to do it.
Must have line of sight or line of effect if you want to send the Suggestion via Mind Speak.
The Suggestion will wear off after 10-Targets Will Save in days to the minimum of one day.
You may not have any more than your Level (In Mystic) x2 suggestions active at any one time.
If the target has a critical success against it, then they are aware of it.
If the suggestion fails then the target is immune to further suggestion attempts for FORT hours.
Mystic Evasion: At 3rd level the Mystic has a sixth sense when it comes to avoiding damage. This
has the effect of a +1 to AC and a +1 to Reflexes where the Mystic would take damage.
Enthrall: This ability gained at 4th level allows the Mystic to hold large audiences in sway while giving
an oration. The audience will pay attention to the Mystic as long as they continue to speak but will not
necessarily agree with or approve of what is being said. The Mystic can affect 10 people for every two
Mystic levels possessed.
The targeted being may make a will save (against 10+1/2 level+CHA) to avoid the Mystic’s attempt.
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Detect Thoughts: At 5th level the Mystic gains the ability to detect the surface thoughts of a sentient
being. The amount of information garnered depends on how much time is spent lurking through the
target’s thoughts.
Mind Stab: 4th level. During combat, a mystic may spend a standard action to send a series of
unpleasant or confusing images to an enemy within line of sight and 5ft per level of Telepathy. DC 15
on Telepathy to it. The target then must make a will save (against 10+1/2 level+CHA mod) or be
stunned for 1d4+1 rounds.
(Target drops all held objects, -2 to AC, loses Dex bonus to AC)
This ability can be used once per day per level.
Astral Projection: At level 6 a mystic may enter a trance (1 full round) and then travel beyond their
body 30ft per total skill mod in Telepathy. The mystic travels at their normal walking speed in any
direction.
(Other Mystics can detect you with an apposed Telepathy roll).
Arouse Emotion: At 7th level the Mystic gains the ability to induce favourable emotions in sentient
beings. This gives an inherent +4 bonus to all skills in the Communication Set.
Telepathic Stasis: At 8th level the Mystic may lock herself in a stasis with a single opponent. By
succeeding at a melee touch attack the Mystic and her opponent become locked in a stasis where
neither of them can move or think about anything besides the stasis they are in. Both are totally
defenceless and vulnerable. The Mystic can call off the stasis at any time. The targeted being may
make a will save to avoid the Mystic’s attempt.
Hypnotism: At 10th level the Mystic can hypnotize a single target. This ability works exactly like
Suggestion but detailed instructions can be given. The only order that will not be accepted (and will
cause the Hypnotism to fail) is ordering the being to hurt itself in any way.
The targeted being may make a will save to avoid the Mystic’s attempt.
Friendship: At 12th level the Mystic can instill an overwhelming sense of Friendship into a single
target. This causes the affected being to agree with and defend any statements made by the Mystic. It
also encourages the befriended being to defend the Mystic from physical violence. Also, any
reasonable request will most likely be accommodated. The targeted being may make a will save to
avoid the Mystic’s attempt.
Create Image: At 14th level the Mystic can cause 1d6 sentient beings to see things that aren’t there.
The Mystic can create a projected mental image no greater in size than 10 cubic feet. It can include
sight, smell, sound and tactile qualities. The image can also speak if the Mystic
wishes it to. The image lasts only as long as the Mystic concentrates on it and it alone. The Mystic
can walk, talk eat and do other basic tasks but must maintain most of their concentration
on the image causing them to seem aloof and unaware. The targeted being may make a will save to
avoid the Mystic’s attempt.
Dream Message: At 15th level the Mystic may enter a trance in order to project a scenario into a
specific being’s dreams. The target must be asleep and the Mystic must remain motionless and totally
concentrate of the Dream Message to be sent. Because the Mystic is so entranced they are totally
vulnerable to outside attack as they are not aware of their physical environment.
Dominate: At 18th level the Mystic gains the ability to totally dominate another sentient being’s
mind. Once dominated, the target is under total control of the Mystic and will follow every command to
the letter without question. The target being may attempt one Will saving throw per day to break the
domination.
Break Mind: At 20th level a Mystic gains the power to cause someone such sever mental stress as to
drive them clinically insane. The targeted being may make a will save to avoid the Mystic’s attempt. If
the saving throw is failed, roll percentile to determine ‘just how crazy’ the target has become. The
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lower the roll, the less sanity lost. Characters that roll 100% become totally insane and become
NPCs.
Free Starting Skills: 1 rank in Use Replicator (if homeworld technology level is suitable).
Game Mechanics
Hit Die: d6
10 + half the level of the Mystic (rounded down) + Mystic’s Intelligence modifier
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Science Specialist
A scientist or science specialist can study a wide or very narrow range of subjects from physics and
chemistry to warp theory, anthropology or geology.
Science officers, while on-board starships are responsible for observing and theorizing explanations
for strange or seemingly unexplainable circumstances and in some circumstances the sensor
readings
A general survey party may require the direction of a science officer. Science personnel are often
used to gather data during away missions and provide the command officers with all reports,
observations, and speculations that might have affected the safety of their mission or vessel.
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Class Features
In addition this class is trained in Sensors use and gain a proficiency in a particular sensor type as
specified in the table on page 120 per level.
Skill Specialty: At 1st level a Science Specialist gains an inherent +3 to any one Knowledge skill.
Tricorder Expertise: This class uses Tricorders as part of their day to day activity and as such gain
+2 on all types, even devices of alien origin but of similar intent.
Educated: Years of study mean that a science specialist has a wide range of knowledge that can be
applied to fields. +2 to Knowledge (Technology), +2 to Knowledge (Science) and +2 to a Knowledge
skill of the players choice..
Science Specialisation: A scientist at levels 4, 8. 12, 16 and 20 may select a science to specialise in
(see list below). All knowledge checks related to this subject are at +4. All check using Tricorders
and other equipment while studying this subject are at +4.
Science Specialisation Field Leader: Choice one of your Specialisations and double its effects.
Respected Authority: You gain +2 to all Communications skills when using them among other
scientists.
Proficiencies:
Sidearms (Energy)
Sidearms (Projectile)
Light Armor
Hit Die: d8
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Science Specialisations
There are also certain synergies associated with the study of all sciences and these are also noted.
Below is a list of examples, players may introduce their own specialisations with synergies assigned
by the GM.
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Geophysics The physics of the earth and its environment, including the physics of fields such as
meteorology, oceanography, and seismology. (+1 Knowledge (Astrophysics), +1 Knowledge
(Geography) (+1 Knowledge (meteorology), (+1 Knowledge (oceanography), +1 Knowledge
(seismology))
Hematology The study of the blood and blood-producing organs. (+2 Knowledge (Medicine), +2
Treat Injury)
Histology The study of the structure of animal and plant tissues. (+2 Knowledge (Nature), +2
Survival)
Horology The science of measuring time and making time pieces. (+2 Repair, +2
Knowledge(Quantum Physics))
Hydrology The study of the properties and effects of water on earth. (+2 Knowledge(Geography), +2
Knowledge (Geophysics))
Ichthyology The study of fish. (+2 Knowledge (Nature), +2 Knowledge (Ecology))
Immunology The study of the immune system of the body. (+2 Knowledge (Medicine), +2 Preventive
Medicine)
Linguistics The study of language and phonetics. (Learn +INT MOD extra languages at +2)
Mechanics Design, construction, and use of machinery or mechanical structures. (+2 Repair, +2
Knowledge(Technology)
Medicine The science of diagnosing and treating disease and damage to the body. (+2 Knowledge
(Immunology), +2 Treat Injury)
Meteorology The study of weather and atmospheric conditions. (+2 Knowledge(Geography), +2
Knowledge (Geophysics))
Metrology The science of measurement. (+2 in any Knowledge Skill, +2 Perception)
Microbiology The study of microorganisms and their effects on other living organisms. (+2
Knowledge (Biology), +2 Knowledge (Virology))
Mineralogy The study of minerals, including their distribution, identification, and properties. (+2
Knowledge(Geography), +2 Knowledge (Geology))
Mycology The branch of botany that deals with fungi. (+2 Knowledge(Botany), +2 Knowledge
(Nutrition))
Neurology The study of the nervous system and disorders affecting it. (+2 Knowledge (Psychology),
+2 Knowledge (Genetics))
Nucleonics The study of the behavior and characteristics of nucleons or atomic nuclei. (+2
Knowledge (Quantum Physics), +2 Knowledge (Chemistry))
Nutrition The study of food and nourishment. (+2 Knowledge (Medicine), +2 Knowledge
(Enzymology))
Oceanography The exploration and study of the ocean. (+2 Knowledge (Ichthyology), +2 Knowledge
(Geophysics))
Oncology The study of the development, diagnosis, treatment, and prevention of tumors. (+2
Knowledge (Medicine), +2 Treat Injury)
Optics The study of light and vision. (+2 Perception, +2 Treat Injury(Eyes only))
Paleontology The study of prehistoric life through fossils. (+2 Knowledge (Archaeology), +2
Knowledge (Zoology))
Pathology The study of disease and its causes, processes, development, and consequences. (+2
Knowledge (Medicine), +2 Knowledge (Virology))
Petrology The study of the origin, composition, structure, and alteration of rocks. (+2 Knowledge
(Geology), +2 Knowledge (Volcanology))
Pharmacology The science of the composition, use, and effects of drugs. (+2 Knowledge (Toxic
Compounds), +2 Knowledge (Nature))
Physics The science of matter and energy and interactions between the two. (+2 Knowledge
(Quantum Physics), +2 Knowledge (Chemistry))
Quantum Physics The study of Physics on an atomic and subatomic level (+2 Knowledge
(Nucleonics), +2 Knowledge (Chemistry))
Physiology The study of the functions of living organisms. (+2 Knowledge (Biology), (+2 Knowledge
(Anatomy))
Psychology The study of the mental process and behavior. (+2 Sense Motive, +2 Diplomacy)
Radiology The use of radioactive substances in diagnosis and treatment of disease. (+2 Knowledge
(Medicine), +2 Treat Injury)
Robotics The science of technology to design, fabrication, and application of robots. (+2 Knowledge
(Mechanics), +2 Repair)
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Advanced Training
Sometimes regular training just isn’t enough. There are always advanced techniques and
methods that separate a specialist from a generalist. That’s where Advanced Training
comes into play. Each type of Advanced Training has prerequisites that must be fulfilled
before any levels can be taken in it.
Commanding Officer
Whether its in command of a deep space Explorer, a military Cruiser or a Cargo Freighter, every ship
needs a Commanding Officer. Also put in charge of troops in a military environment the Commanding
Officer has a definitive leadership quality. It is the Commanding Officer who makes the life and death
decisions of their subordinates as well as all decisions that affect the day-to-day life of all underneath
the Commanding
Officer’s command. Different titles include Captain, General, Lieutenant or Commander depending on
organization, species and situation.
Prerequisites:
Base Attack Bonus +8
Starship Operations
Diplomacy 6 Ranks
Pilot 6 Ranks
Repair 6 Ranks
Sense Motive 6 Ranks
Organizational Affiliation
(Must belong to an Organization that has a Command structure)
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Game Mechanics
Hit Die: d8
Technical Savvy: Commanding Officers always look like they have the answer (even if they really
don’t!) and because of this air of confidence they instil a +4 Competency bonus to themselves and
everyone within 30’ of the Commanding Officer when making Repair checks.
Bonus Technique: The Commanding Officer gets a bonus feat (player’s choice) indicative of all the
extra training they put in in order to take command.
Requisition: The Commanding Officer can requisition repair parts, medical supplies or basic
personnel equipment once each time they dock at a port in which their affiliated organization has a
representative.
The amount of supplies procured is determined by multiplying the number of Commanding Officer
levels a character has by their Charisma bonus (so a 2nd level Commanding Officer with a
Charisma bonus of 3 would have a total of 6) and adding that to a d20 roll. The result is how many
repair parts, medical kits or how much in basic supplies the Commanding Officer was able to
procure from the organizational quartermaster in excess of the ships allocation.
Starship Survival: While in command of a vessel the inherent Defense of the ship gets
a +4 bonus due to the Commanding Officer’s command and control coordination.
Tactical Assault: While in command of a vessel the inherent attack bonus of the ships weaponry
increases by +4 due to the Commanding Officer’s knowledge at effective offensive tactics.
Leadership: While in command of a vessel the Commanding Officer and crew receive an additional
+2 Competency bonus as a result of the Commanding Officer’s coordination and guidance during
operations.
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Chief Engineer
Having a great talent for engineering and a keen judgment for needed modifications are just the
preliminaries when it comes to being called Chief Engineer. This individual has to have a faith in
technology and in their ability to master it.
Having that kind of drive, knowledge and ability comes in handy when its time to save a ship in a jam.
It usually leads to a reputation of a 'miracle worker'. It’s this intense focus that enables the Chief
Engineer to master the complexities of Warp Drive engineering and other starship systems.
An expert in technical and analytical abilities, the versatility of a Chief Engineer is practically a
requirement on larger starships (as is the miraculous ability to complete repairs in record time).
Power Relay: A Chief Engineer can squeeze extra power out of a Warp reactor because of their high
level of skill. At 1st level a Chief Engineer can add 1d6 points of energy to a ship’s output level (rising
to 2d6 at 3rd level and 3d6 at 5th level). This extra energy last for a
number of rounds equal to the number of levels a character has of Chief Engineer plus their
Intelligence modifier.
Jury Rig: Chief Engineers know what needs to be fixed with new parts and what can be put back
together with salvaged components. A Chief Engineer only needs to use half of the required parts to
conduct full repairs.
Back of my hand: If a Chief Engineer has spent at least one entire Chief Engineer level working on a
particular starship they become incredibly familiar with it. Since they know the ship like the back of
their hand they can add a +4 Familiarity bonus to all Repair and Computer Use checks done for that
particular ship.
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Miracle Worker: At 5th level a Chief Engineer has learned all the methods and techniques that
separate the bumbling amateur from a true professional. They can now half all repair times.
Game Mechanics
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Ace
While regular Pilots may fly for the thrill of it, for an Ace there is something more. An Ace has a
connection to their ship and even a connection to the stars. For an Ace it’s a personal undertaking to
manoeuvre a starship and because of that they have a distinct and enhanced approach to the
controls.
The Ace
Autodock: An Ace can take 10 to Dock except in unusual circumstances (i.e. combat, high solar flare
activity, neutron storm, damaged engines etc)
Affinity: Due to their affinity for their profession Aces gains bonuses at 1st, 2nd and 3rd levels (see
Ace table for progression) to all Pilot and Navigate checks.
Like a Sextant: An Ace need only make one Navigation check per Warp trip instead of the usual 1
per light-year travelled.
Starship Dodge: An Ace can designate an opposing starship that they are engaged in combat with
and receive a +1 dodge bonus to their starship’s defence.
Flyby: At 4th level the Ace gains the ability to fly to within mere meters of an opposing starship at high
speed. As a result the opposing starship’s Commanding Officer must make a Will save SKILL
CHECK = 1 per level of Ace + 1 per the number of ranks the Ace has in Pilot. If the Will Save is
unsuccessful the enemy ship’s crew is stunned for one round and cannot act.
Game Mechanics
Hit Die: d8
Skill Sets: Everyman, Pilot
4 + INT modifier
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Elite Trooper
There are situations where what’s needed is someone who knows how to fire a gun. Well. Whether its
repelling a hostile boarding party or sending an Away Team into a hostile situation, sometimes more
direct tactics are necessary than what your average Tactical Specialist can offer up. Its situations like
these where the Elite Trooper shines.
Weapon Mastery: At 1st, 3rd and 5th levels the Elite Trooper chooses a specific weapon. Their
enhanced training gives the Elite Trooper a +2 to hit and a +1 to damage with the chosen weapons.
This ability must be applied to a different weapon each time.
Uncanny Dodge: Starting at 1st level the Elite Trooper gains Uncanny Dodge. This allows the Elite
Trooper to maintain their Dexterity Bonus to Defense even when it would normally be taken away. At
5th level, the Elite Trooper can no longer be flanked.
Sure Shot: At 2nd level the Elite Trooper can opt to forego all other attacks and movement in a round
and attempt a Sure Shot. The Elite Trooper makes a single attack with a +4 Concentration bonus to
the attack roll. If successful, the attack automatically does maximum damage for the weapon used.
Can only be used with ranged weapons.
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Improved Critical: The Elite Trooper chooses one type of weapon. Due to the Elite Troopers
familiarity with this type of weapon the critical threat range increases by 1.
Game Mechanics
Hit Die: d12
Skill Sets: Everyman, Tactical
2 + INT modifier
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Intelligence Operative
Spying on enemies of the state or collecting data on enemy troop movements, an Intelligence
Operative can be anywhere and be anyone. Advanced cosmetic surgery even makes inter-species
intelligence operations possible, although difficult.
Intelligence Operatives report only to their direct superiors within their agency. Many intelligence
missions are covert and as a result the Intelligence organizations of the sector undertake many
missions without the direct knowledge of their respective governments.
It isn’t that uncommon for operatives to pose as cargo ship crewman, military personnel…even as a
cook if the need arises.
Computer Hack: At 1st level an Intelligence Operative learns how to hack into secure computer
systems. An Intelligence Operative adds a +1 bonus per Intelligence Operative level to all Computer
Use checks.
Rosetta Stone: An Intelligence Operative is trained in linguistic skills. Choose two languages. The
Intelligence Operative automatically learns them to skill rank four.
Skill Emphasis: The Intelligence Operative gains this skill for free at second level.
Interrogate/ Resist Interrogation: The Intelligence Operative is trained in the methods most effective
in acquiring information. They get an inherent +2 bonus to Bluff,
Diplomacy and Intimidate at 3rd level. They also get +2 Bonus to Fortitude and Will saves made in
order to resist interrogation techniques.
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Death Strike: At 5th level the Intelligence Operative learns how to focus their melee combat attack
and turn it into a fierce and often deadly strike. As long as the Intelligence Operative has at least 6
ranks of Knowledge (Anatomy) for a given species they can attempt a Death Strike on a member of
that species. By foregoing all other attack actions in a round an Intelligence Operative can make a
single strike. If successful the target must make a Fortitude Save SKILL CHECK = 15 + the
Operative’s Strength modifier. If the save is unsuccessful the target dies. If the target makes a
successful save then double all damage done. The Intelligence Operative can use this ability 5 times
per day.
Game Mechanics
Hit Die: d6
Skill Sets: Everyman, Tactical and Communications
4 + INT modifier
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Explorer
When it comes down to it, some people just like being the one to draw the map for the first time. This
type of person can have any kind of background, but needs to have a passion for exploring new
worlds and discovering new civilizations.
Explorers tend to be found beyond the extent of their species’ charted space. They need to be
rugged, self-reliant individuals with more than just a flare for adventure.
The Explorer
Contact: At 1st, 3rd and 5th levels the Explorer gains a contact. This contact could be an outpost
administrator, a bartender who knows where all the good work is, a government official or even a
good repairman. The player (pending the Game Master’s approval) should select the contacts.
Contacts can be called upon for favours and assistance in difficult situations.
Accurate: Explorers have a keen sense of interstellar direction. They receive an inherent +5 bonus to
all Navigate checks.
Coordinates: Explorers can remember the coordinates of supply stations, planets, repair outposts
and other ports of call be rote memory. An Explorer can always take 10 to plot a course to any
memorized coordinates. An Explorer knows an amount of coordinates equal to their Intelligence
modifier x 2.
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Close Enough: By 4th level an Explorer has learned how to make repairs to a ship that are good
enough for casual travel but won’t hold up in a firefight or in any kind of spatial anomaly. By utilizing
half the repair parts necessary for a repair job an Explorer can repair systems to operational status
but they will only last 1d4 + 1 per level of Explorer the character has rounds during hazardous
conditions (combat, spatial anomaly, neutron storm etc).
Bonus Techniques: At 2nd and 4th levels the Explorer gains bonus Techniques. A
player can choose any Technique.
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Skills
Synergies
6 ranks in Knowledge (Anatomy) or Knowledge (Medicine) gives +2 to Treat Injury
6 ranks in Knowledge (Medicine) gives +2 to Preventive Medicine/ Diagnose
6 ranks in Use Tricorder (medical) gives +2 to Treat Injury
6 ranks in Bluff gives +2 to Bargain, +2 to Gamble and +2 to Disguise
6 ranks in Perception gives +2 to Search
6 ranks in Sense Motive gives +2 to Diplomacy and +2 to Gather Information
6 ranks in Repair gives +2 to Lock Pick
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Skills in Star Trek RPG are grouped into Skill Sets. Characters get their skill proficiencies based
upon Class and Advanced Training. Characters can use skills that they are not proficient in but
they will receive a –5 modifier to all rolls in reference to Skill Checks they are not Class
proficient in. Skill Points may be allocated into any Skill regardless of whether the character has
a Class proficiency with that Skill Set or not unless specifically noted.
The maximum number of ranks a character may have in a given skill is 4 + 1 per level, maximum
16 ranks.
Skill Points are also gained dependent upon class and level. See the particular Class or Advanced
Training description to see how many Skill Points a character gets per level.
For critical success and failure, please consult the following chart.
If you roll below the DC check of the skill then the action failed, if you roll above the DC then it was a
success.
'Take 10' and 'Take 20' may be possible under certain circumstances.
Take 10: When you are in no rush you may take 10 rounds to turn in an 'average' attempt. E.g.
scanning an area for life signs.
Take 20: When you are in no rush you may take 20 rounds or more to give it your best effort. E.g.
Plotting a course to a star.
In order to attempt a Skill Check a player must roll a d20, add the number of ranks their character
has in the skill, add the respective ability modifier and then add any other miscellaneous bonus.
If the resulting number is equivalent or higher than the Skill Check’s Target Number, then you’ve
succeeded. If the result is lower, the attempt fails.
A simple task (using a Tricorder to analyze the structural integrity of a building) would have a Target
Number of 14, whereas attempting to isolate the bio-sign of a specific individual on a Space Station
would be more difficult with a prospective Target Number of 28.
The Game Master should determine target Numbers for Skill Checks. Below is a description of all the
skills in the Star Trek Role Playing Game. Within each description you will find recommended uses
and which ability modifier to add to your Skill Check rolls.
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Skill Descriptions
Everyman Set
Bluff (CHA)
Whenever the character is attempting to lie or be ambiguous in a situation, they may add their Bluff
bonus to their Skill Check.
Climb (STR)
Whenever attempting to scale a wall or overcome an obstacle the character adds this bonus to their
Skill Check.
Drive(____)(DEX)
Many planets and societies still use self piloted ground cars and other means of transport. These vary
from place to place.
Entertain (_____)(CHA)
many people enjoy singing, music, theatre, storytelling or performance art. This skill allows a
character to excel at these although it must be taken independently for each type of entertainment.
First Aid(INT)
Using a first aid kit someone with this skill can heal someone up by 1d8 HP (non lethal also) by
making a DC 17 skill check. It is a DC 15 skill check to merely stabilise someone.
If you are just using torn up sheets and things then there is a -4 to the roll.
Most people that have ever worked in the military or professional capacity will have received basic
First Aid training and will have 1 rank in it at level 1.
Gamble(WIS)
People love games of chance but there is a certain skill to it. Ranks in this skill will ensure your
characters don’t lose all their money. There is never a guarantee, though
Handle Animal(CHA)
(See: http://www.d20srd.org/srd/skills/handleAnimal.htm)
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Hide (DEX)
Sometimes you just need to be unseen. When covert operations or surveillance are the name of the
game hiding may be your best option.
Intimidate (STR)
When you’re trying to pry information out of someone I t pay to be big and mean looking. If someone
doesn’t want to give you the information that you need, it may be easier to scare it out of them.
Jump (STR)
There may arise the occasion when your character needs to hop across ledges on a mountainous
planet or maybe the station your on is about to explode and you need to jump to reach the escape
pod. Normally a character can jump twice their height in distance but having the Jump skill allows you
to increase the distance by one meter for every three points in Jump your character has.
Knowledge (_____)(INT)
By selecting this skill a character begins their study in a particular subject. This eventual expertise
allows them to make Knowledge checks in given situations. For example, a character with
Knowledge (Kreetassan Culture) would be allowed to make a Skill Check to determine if the character
was aware of Kreetassan taboos. The success or failure margin determines how much (or how little)
information is known and how accurate the information is. This skill must be taken independently for
each type of knowledge.
Certain Knowledges are class-related skills and may not be taken without the appropriate Skill Set
proficiencies.
Martial Weapons(*STR)
This skill covers swords, axes, clubs and all other common melee weapons.
*Ranks in this skill are added directly to the Base attack Bonus. Do not apply stat mods to this skill.
Listen (WIS)
Sometimes you can hear them coming. Sometimes you can’t. Putting skill points in Listen ensures
that the noise level doesn’t have to be on par with a Klingon poker game for your character to hear it.
Profession (_____)(INT)
This skill allows characters to have a secondary profession besides their class. The Profession could
be anything from Novelist to Cook to Lawyer. A character can contract their services for payment if
they wish. This skill must be taken independently for each profession.
Perception (WIS)
Unlike Search (where a character is actively looking for something) Perception comes in to play when
a character isn’t specifically looking for something. For example, while buying supplies Richard and
Anne are told to make Perception Skill Checks. Richard rolls a 12 and Anne rolls a
19. Anne’s character notices the ambush and isn’t caught by surprise whereas Richards’s character
walks right into the ambush.
Read/Write (Language)(INT)
See the special entry at the end of the Skills section
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Search (WIS)
Whether it’s searching an ancient ruin or trying to discover where a fugitive is hiding out, ranks in
search will make a character more effectively discover hidden objects.
Sensors(___)INT
This skill allows the use of the Sensor chosen from the Starship List.
Without the correct skill the character gets a -4 to the skill use in that particular sensor.
Sidearms (Projectile)(*DEX)
This is how good the character is at firing pistols and other small arms.
*Ranks in this skill are added directly to the Base Attack Bonus.
Sidearms (Energy)(*DEX)
This is how good the character is at firing energy pistols and other small energy weapons.
*Ranks in this skill are added directly to the Base Attack Bonus.
Speak (Language)(INT)
See the special entry at the end of the Skills section
Swim (STR)
While almost anyone can float in water, it’s a different story when your doing the breaststroke for a
lengthy duration or while in rough waters. Ranks in this skill will allow the character to be able to swim
in these extreme circumstances or for extended periods.
Being an officer in Starfleet is not always about shooting baddies and teaching hot alien women the
‘meaning of this Earth thing called love’. There is a lot of report writing too!
Some reports may take a long time to write. It is possible to take 10 and take 20.
Some beings are telepathic. This is a generic skill for rolling against when using such techniques as
Mind Meld and Mind Speak.
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Use Replicator(INT)
Whenever using a replicator for nonstandard items or feeding in new things. If the item is already a
standard item within the replicator system then no roll is needed. To get an item into the replicator
system then usually it is run through the transporter system. In which case a straight DC10 roll on
Transporter Use is also required.
DC checks below
Note that all PCs from a Federation system or technological equivalent get 1 rank in Replicator Use
as standard.
Equipped with sensors and analysis software tailored for medical diagnostic purposes but different
enough in use that proficiency with a tactical Tricorder does not entail proficiency with a medical
Tricorder.
A Medic must use a medical Tricorder to analyze a patient’s wounds before making a Treat Injury or
Surgery check. Higher ranks in this skill allow characters to get better results when scanning or
analyzing with a Tricorder.
The Tricorder is designed as a portable sensing, data analysis, and data communications device, with
many specialized abilities that make it an asset to crews aboard starships and space stations as well
as on away missions. Higher ranks in this skill allow characters to get better results when scanning or
analyzing with a Tricorder.
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Dock (INT)
Take off and landing are a skill unto themselves. Whenever a character attempts to safely take off,
land, dock or undock a starship they may add their Dock skill to their Skill Check.
Any type of regular docking maneuver is a DC 15. You may take 10 or 20.
A successful roll means that the starship successfully docs. A failure may damage the ship, check the
table below:
Failure Result
-6 to -10 You damage the ship and the installation you are docking with. 2d10 damage to
each. Shields can absorb this damage.
-11 to -15 You damage the ship and the installation you are docking with. 4d10 damage to
each. Shields can absorb this damage.
Pilot (INT)
Whenever attempting to maneuver a starship at Impulse or slower speeds a character may add their
Pilot skill to their Skill Check.
Taking a spaceship from space to the atmosphere of a planet or back again is a DC 15 skill check.
For a failure, roll on the table above and apply the results to the spacecraft.
Space is vast but not nearly so empty as most people think. The course between a starship’s starting
point and ending point can be full of nebulas, gravitational eddies or other spatial anomalies. Before
going to warp speed a character must make a Plot Course Skill Check and may add their Plot Course
skill ranks to the check.
This skill is also used when going to warp. It takes (20 - (Plot Course skill points)) rounds to go to
warp to a designated destination, minimum 1 full round.
If a ploy course roll is failed then the pilot looses their bearings. It is (20 - (Plot Course skill points))
rounds before they may attempt to plot another course.
If the second attempt fails then the Pilot has become hopelessly lost and it is 20 - (Plot Course skill
points)) hours before they may plot another course. Hailing other vessels or heading towards the
nearest star may be a better option or using the scanners.
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Navigate (INT)
While at warp speeds a character must make Navigate checks every light year travelled. A Pilot may
add their Navigate ranks to the relevant Skill Check.
Failure Result
-6 to -10 You drop out of warp. Dilithium cost of travel is doubled for this hour.
-11 to -15 You drop out of warp. Dilithium cost of travel is x5 for this hour.
-16 or more You drop out of warp. Dilithium cost of travel is x5 for this hour. d3 systems go
offline as you break suddenly.
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Craft (Item)(WIS)
The character is skilled at making a particular type of item. The character can choose any item on the
General Equipment list or a specific type of weapon. This skill must be taken independently for each
item the character wishes to know how to Craft.
Demolition (WIS)
There are circumstances when the need arises to take something apart without worrying about
keeping any salvageable parts.
Knowledge(Warp Technology)(INT)
(See: http://en.memory-alpha.org/wiki/Warp_drive)
Render Inoperative(INT)
This skill is used in order to stop a timer on an explosive device, cause doors to stay shut, disable
communication systems onboard a starship or a myriad of other possible uses.
Repair(INT)
When something breaks or a character is attempting to upgrade a system, a repair check is made. A
character adds their ranks in Repair to any relevant Skill Checks made.
Repair is also the skill used to 'heal' Androids and Physical Avatars.
Each skill roll uses up 1 'unit' of components. Each Unit of components costs 500 credits.
Failure: If the roll is failed by more than 10, then the target takes d6-(con modifier) damage.
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Use Transporter(INT)
To do Target DC
Basic Ship to Ship 5
Basic Ship to Planet 10
Point to Point 14
Precise to 5ft +2
Range over 20,000 km +2
Max Range (40,000 km) +4
Using controls you have been trained with -2
Picking up signal from comms badge / -1 per unit up to -5
tricorder
Interference +1 to +10 (GM decision)
Additional People +1 to roll per person beyond the first.
(+3 per person if they are not standing
next to each other)
Picking up an individual that has not +10
previously been scanned , just via lifesign
scan, not pinpointed.
Triangulation -1 per source
Large object (weight 100kg+) +2
Large object (weight 200kg+) +4
Large object (weight 300kg+) +6
Not at transporter location, doing from +4
external tricorder
Is not a person e.g. tech +2
Is alien tech +4
Targeting
You may opt to spend up to five rounds targeting the transporter attempt, For each round spend doing
this the transporter attempt will have a -1 applied to the DC.
Failure
Any failure roll other than a 1: Failed to get a lock. You may attempt next round.
Rolled a 1: The transport failed. Make a DC 10 Transporter Use roll to abort the transport attempt. If
this roll also fails then roll a d100:
A typical transport sequence began with a lock to coordinates, during which the destination was
verified and programmed, via the targeting scanners. Obtaining or maintaining a transporter lock
enables the transporter operator to know the subject's location, even in motion, allowing the beaming
process to start more quickly. This is an essential safety precaution when a starship away team
enters a potentially dangerous situation that would require an emergency beam-out.
A transporter lock was usually maintained by tracing the homing signal of a communicator or
combadge. When there was a risk that such devices would be lost in the field or are otherwise
unavailable, personnel could be implanted with a subcutaneous transponder before an away mission,
to still provide a means to maintain a transporter lock. Alternatively, sensors could be used to scan for
the bio-sign or energy signature of a subject, which could then be fed into the transporter's targeting
scanner for a lock.
Next, the lifeform or object to be beamed was scanned on the quantum level, using a molecular
imaging scanner. At this point, Heisenberg compensators took into account the position and direction
of all subatomic particles composing the object or individual and created a map of the physical
structure being disassembled, amounting to billions of kiloquads of data.
Whether a character needs to write a security protocol, create a virus to infiltrate an enemy’s
database or create a program to track another being’s computer activity, Write Program is the skill
needed.
Knowledge (Biology)(INT)
This skills provides scientific explanations for phenomena such as birth, growth, aging, death and
decay of living organisms, similarities between offspring and their parents (heredity), the flowering of
plants as well as genetics and evolution.
Using a Tricorder(medical): -2
Target is at 0 hit points or below: +2
Has no medical kit: +5
Failure: If the roll is failed by more than 10, then the target takes d6-(con modifier) damage.
This skill may be used to stabilise someone who is below 0 hit points.
Bargain (CHA)
This skill allows characters to get the best deal attainable on services and goods. To use this skill, a
character must make an opposed bargain check with the merchant they are purchasing from.
Bluff (CHA)
Whenever the character is attempting to lie or be ambiguous in a situation, they may add their Bluff
bonus to their Skill Check.
Diplomacy (CHA)
This skill trains a character in etiquette, protocol, political posturing and subtlety of language. This is
the skill to use when a character needs to put on their most gracious attitude or when they need to
influence others.
Disguise (WIS)
This skill allows a character to look like a different person or to look like they are a member of a
particular organization. In order to see past the Disguise, an opposed Perception Skill Check must be
made vs. the character’s Disguise Skill Check.
Sensors(_____)(INT)
The usage of ships sensors. For a full list see the Ships Sensors section (page 144). This skills must
be taken for each sensor type, just as the Knowledge skill works.
This skill may be used untrained with a -4 to the roll if the character has at least 1 rank in Computer
Use.
Grenades(STR*)
This skill is used for priming and throwing grenades of all varieties.
*Ranks in this skill are added directly to the Base Attack Bonus.
Forgery (INT)
A character uses this skill to fake travel documents, create a believable report to lure enemies into a
trap or even falsify identification papers. The forgery is only inspected if the person reviewing the
forged documents makes a successful Perception roll (opposed to the Forgery Skill Check result) to
notice that the documents are suspect. The reviewer then needs to make an opposed Forgery skill
check to try and catch the forgery. If the opposed Forgery check fails the documents are believed to
be valid. If it is successful the documents are automatically realized to be false.
Heavy Weapons(STR*)
This skill covers the use of mini-guns, flame throwers, rocket launchers and all other man-portable
heavy weapons.
*Ranks in this skill are added directly to the Base Attack Bonus.
This skill required a set of lock picks. If the character is just using bits of metal they found lying around
or tools from a repair kit then the DC of the lock is +4 harder.
Rifle(Projectile)(*DEX)
This skill covers all projectile weapons larger than a handgun, including assault rifles, sub
machineguns, shotguns and muskets.
*Ranks in this skill are added directly to the Base Attack Bonus.
Rifle(Energy)(*DEX)
This skill covers all energy weapons larger than a handgun, including phaser rifles and disruptor rifles.
*Ranks in this skill are added directly to the Base Attack Bonus.
Stealth (DEX)
By making a successful Skill Check a character can sneak up on someone, avoid video detection
equipment or simply make little or no noise while moving. In order to realize that the character is there
a being must make an opposed Perception Skill Check and surpass the character’s Stealth result.
Survival (INT)
This skill allows the character to forage for food, find water and find shelter in inhospitable terrains
and climates.
This skill acts as a modifier to the characters Base Attack Bonus while fighting unarmed. Unarmed
combat can be trained multiple times.
Language
During this early era of play (2130 – 2165) the idea of a Universal Translator is still in its infancy
and won’t even be in common use until the late 2150’s (and then only by cultures affiliated with
the Coalition of Planets). The UT won’t be a standard piece of technology until the 2170s when
it becomes more fine-tuned by necessity through the expansion of the Federation. Until then
UT’s are usually only found being used by the more advanced Starships and their crews.
This being said it is important that characters have the ability to speak multiple languages. All
characters begin play being fluent and literate in their native language. Some species
automatically begin play with more than one language. In those cases the secondary languages
should be treated as being conversational/proficient. If a player wishes to add extra languages at
first level, they must choose from the relevant species’ Optional Languages list.
To gain the ability to read/write or speak a language, a player must put at least one skill point
(maximum four) in the desired language skill. The language skill progression works as follows:
A character understands only the most basic of words such as food, water, ship, yes and no. If
trying to communicate in this language a character only understands 10% of what is being said.
If trying to read a text the character can only decipher 10% of the words but cannot write in the
given language.
While speaking the character can get across messages such as “I am from Earth” or “Where is the
closest Starbase?” A character can grasp basic concepts within a written text and can write terse
messages in the language but cannot give specific detail (only generalities). Overall
understanding is at 30%.
While speaking the character can grasp most concepts but does not have the ability to discuss
technical details or abstract ideas. Also, colloquialisms are difficult (if not impossible) to
understand. Reading and writing greatly improve at this level. While a character could write a
letter to a friend in this language or read local newspapers technical information, legal language
and advanced phrasing are beyond their ability. Overall understanding is at 65%.
While speaking the character can understand complex phrasing, abstract concepts and even wax
philosophic. The character can read and comprehend even the most advanced texts with amazing
clarity and can translate a given text into their native language (or any language they are
Fluent/Literate in) with ease. A character has the ability to write detailed treatises and has a
decent grasp on colloquialisms. Overall understanding is at 95%.
Feats
Feats Descriptions
Acrobatic
Requirements: Dexterity 15+
The character is adept at feats of agility. When making jump or balance checks they receive a +5
bonus to their Skill Checks.
Accurate Shot
A character can fire into a melee situation without suffering the usual -4 penalty for firing into melee
combat.
Advanced Unarmed
Prerequisites: 6 ranks in Unarmed Combat, Offensive Method and Defensive Method
While fighting Unarmed your critical range increases to (18 – 20, x2) and your damage increases to
1d10 per attack.
Alertness
The character receives an inherent +1 bonus to Defence. If a situation arises where a character does
not benefit from their Dexterity modifier to Defence, they also lose the benefit of Alertness.
Ambidexterity
A character is just as proficient with both the left hand and right hands.
You gain a +1 to dual wield attacks.
Animal Affinity
Requirement: Wisdom 15+
This Technique allows a character to be more empathic towards non-sentient life forms. When
attempting to interact the character receives a +4 bonus to Skill Checks.
Armour Proficiency
Allows a character to wear particular Armour types without incurring a –4 Defense penalty
Light: allows a character to wear Light Armor without penalty
Medium: allows a character to wear Medium Armor with no penalty
Heavy: allows a character to wear Heavy Armor without penalty
Athletic
The character is particularly hearty. They receive +6 Hit Points. This Technique may be taken multiple
times.
Attack Weapon
This Technique allows a character to attack the weapon of an opponent without provoking an attack
of opportunity.
Blind Fighting
The character has an innate ability to sense where an opponent is even when they lose their ability to
see. If blinded, a character may make attacks without penalty up to a range of 2 meters.
Brave
The character is reasonably fearless.
+2 to Fear and Intimidate checks
Cautious
Requirements: Alertness
The character is more wary than normal. They receive a +2 bonus to all Perception, Search and
Listen Skill Checks.
Combat Precision
Requirements: Base Attack Bonus +6
Add+1 to all attack rolls.
Combat Reflexes
Benefit: The maximum number of attacks of opportunity the character may make each round is equal
to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity
on a single opponent.
With this feat, the character may also make attacks of opportunity when flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per
round and can’t make attacks of opportunity when flat-footed.
Combat Responses
Requirements: Combat Precision
A character may take an attack of opportunity a number of times equal to their Wisdom modifier.
Contacts
The character is particularly well known in a specific part of space for all the right reasons (or all the
wrong reasons). Roll 1d4 to determine how many contacts the character has. Use the chart below to
determine how influential the character’s contacts are. A character cannot be famous and infamous in
the same part of space.
D% Contact
0 – 4 Crime Lord
5 – 7 Assassin
8 – 10 Smuggler
11 – 14 Pirate
15 – 22 Thief
23 – 26 Con Artist
27 – 30 Gambler
31 – 34 Hacker
35 – 38 Mercenary
39 – 42 Engineer
43 – 46 Private Investigator
47 – 50 Spy
51 – 54 Doctor
55 – 58 Pilot
59 – 62 Tradesman
63 – 65 Police Officer
66 – 68 Military Officer
69 – 71 Starship Officer
72 – 75 Police Chief
76 – 79 Administrator
80 – 83 Councilman
84 – 87 Mayor
89 – 91 Senator
92 – 96 Governor
97 – 100 GM’s Choice
Cultural Understanding
The character has an innate empathy with sentient Species. They receive a +2 bonus to all
Communications Skill Checks.
Defensive Combat
Requirements: Combat Responses
By making only a single attack in a round a character may add their Constitution modifier to their
Defense until the end of the round.
Defensive Method
Requirement: +1 Rank in Unarmed Combat
When fighting Unarmed and wearing no armor, a character may add their Wisdom modifier to their
Defense. A character loses this bonus whenever they would lose their Dexterity bonus.
Endurance
The character is exceptionally strong (like a bull). They receive an inherent +2 bonus to all Strength
related Skill Checks.
Any projectile or energy weapon, even if alien, can be used by someone with proficiency in that
weapon type. This technique covers more exotic weapons such as Vidiian Harvesters.
Heavy Handed
When attacking with a melee weapon add +1 Damage.
Improved Agility
The character is exceptionally reactive to their surroundings and receives an inherent +2 bonus to
their Reflex Checks.
Improved Critical
Requirement: Base Attack Bonus +8
The character chooses a single weapon that they are proficient in. Their critical threat range with that
weapon increases by one.
Improved Determination
The character has a strong mind. They receive an inherent +2 to all Will Checks.
Improved Disarm
Requirement: Improved Agility
The character can attempt to disarm their opponent without instigating an attack of opportunity.
Improved Initiative
Requirement: Improved Agility
The character responds more quickly to dangerous situations than is normal. They receive an
inherent +4 bonus to their Initiative rolls.
Improved Stamina
The character can withstand great physical adversity. They receive a +2 to all Fortitude Checks.
Improved Trip
Requirement: Improved Agility
The character can attempt to trip their opponent without instigating an attack of opportunity. If the trip
is successful, they can also make one attack against their tripped opponent.
Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the
other.
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and
both weapons must be of the same type (either both ranged weapons or both melee weapons).
Low Profile
The character is good at remaining unnoticed. They receive a +2 bonus to hide and move silently
checks.
Mobile Shot
Requirement: Accurate Shot
A character can attack before , during or after their movement for a given round.
Offensive Method
Requirement: +1 Rank in Unarmed Combat, Base Attack Bonus +6
While fighting Unarmed your critical range increases to (19 – 20, x2) and your damage increases to
1d8 per attack.
Persuasive
The character receives an inherent +2 bonus to Bluff, Diplomacy and Bargain.
Quickdraw
This Feat allows the character to draw their weapon as a free action rather than a full round action.
Sensors(____)
When taken as a feat this provides standard training with this particular Sensor Type (see the list in
the Starship section) and +2 to the Skill associated with it.
Sensors Expertise(____)
When taken as a feat this skill provides standard training with this particular Sensor Type (see the list
in the Starship section) and a further +4 to the Skill associated with it.
Sharp Eyed
The character is has exceptional vision and receives an inherent +2 bonus to Search and Perception
checks.
Stamina
The character heals from wounds more quickly than normal. Character heals double their normal
resting rate (i.e. Level x2 HP per day of rest).
Starship Alertness
Requirement: Starship Operations, 8 Ranks in Pilot
While piloting a Starship the Pilot imbues a +1 bonus to the Starship’s Defense.
Starship Operations
The character is proficient in the basic operations of a starship. Characters without this Technique
take a –6 penalty on all Skill Checks in relation to operating a starship.
Steady
The character has sure and steady movement. The character receives an inherent +2 bonus to Jump,
Swim and Climb checks.
Swift Shot
Requirement: Accurate Shot
Bows: A character can make a second attack at their highest attack bonus per round but each attack
made that round suffers a –2 penalty.
Firearms: The penalties for firing more than one bullet/pulse as a standard action are applied as if it
were a full round action. See table on page 204.
Tech-head
The character is particularly proficient with technology. They receive an inherent +2 bonus to all
Operations Skills Checks.
Toughness
The character has a strong immune system. The character receives a +10 bonus to resist disease,
toxic compounds, radiation and illness.
Track
You can follow the trails of creatures and characters across most types of terrain.
To find tracks or to follow them for 1 kilometer the character must make a Survival Check.
You move at half your normal speed while tracking someone. The DC of the Skill Check depends on
the conditions in which you are trying to track. Check the following tables for particulars.
Terrain DC
Very Soft 10
Soft 15
Firm 20
Hard 25
Condition DC Modifier
*Every 3 targets in group being tracked -1
*Every 24 hours since trail was made +1
*Every hour of rain since the trail was made +1
*Fresh snow cover (or other dust like
substance) since trail was made +10
*Poor Visibility:
Overcast/Moonless Night +6
Moonlight +3
Fog/Precipitation +5
Trustworthy
The character has a benevolent demeanor when dealing with people. They receive a +2 bonus to
Diplomacy and Gather Information checks.
Two-Weapon Fighting
Prerequisite: Dexterity 13.
Benefit: The character’s penalties for fighting with two weapons are lessened by 2.
The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix
the types).
Weapon Finesse(_____)
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: With the selected light melee weapon, the character may use his or her Dexterity modifier
instead of his or her Strength modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the
character selects a different weapon.
Weapon Savvy
Requirement: Base Attack Bonus +4
Pick one weapon. The character is extraordinarily proficient with it. They receive a +1 bonus to all
attack rolls with that weapon.
Weapon Specialty
Requirement: Weapon Savvy
Pick a weapon that the character already has Weapon Savvy with. The character knows how to get
optimum damage from the chosen weapon and deals +1 damage with it.
Equipment
Amidst species that have made it to the stars, technology and equipment can be as advanced or as
primitive as the local inventors and profiteers have the capacity to create. In this chapter there are
lists for standard equipment, trade goods, weapons, defensive items and medical goods. The
prices are all given in
All prices are given in the Terran Credit. The Terran Credit is the currency of Earth until 2198
when the New World Economy is instituted and money goes the way of the dinosaur.
An important note is that to other species the Terran Credit, the Andorian Mark or any other form
of planetary currency is pretty useless. There are however several items that have a fairly
standard value throughout the sector and are normally readily accepted in trade. The items are as
follows: warp plasma, plasma injectors, warp coils, dilithium, platinum, gold and trillium (the
latter three being classified as ‘precious metals’). The precious metals are highly valued by warp
capable species because of their excellent conductivity and various uses in electronic devices of
the era. The prices of these items tend to not fluctuate from star system to star system as much as
other commodities and therefore provide a stable base of exchange.
Each day, each person is given a 1 day ration pack - this is from long term ships storage and provides
enough food and water to keep you for one day.
On top of that each crewman also receives replicator rations for the day.
This is 100 grams per day - about 2 slices of bread or 4 biscuits or a cup of tea.
Items can also be traded for RRs with the Quartermasters. Generally the bigger the item the more
grams you get. But if it has more complex parts that can be salvaged then they would get more
The price you get though depends on how friendly the Quartermaster is with you and how positively
you are viewed in general on the ship. You can of course trade with other people on board in the hope
of getting a better price.
There is no canonical currency in Voyager, but in any RPG there is the need for it, just to be able to
sell loot and buy better gear.
It would be normal for space faring races to trade with each other and in non-replicator technology
races it would be gold, silver and other periodical metals and natural gems such as diamonds.
In replicator level technologies the tradable item would most likely be Dilithium and other elements
that can't be replicated.
For the sake of the GMs sanity I've decided that most advanced races can tell the difference between
replicated gold and gems and will consider them of less value and trade them at about 25% value.
I looked online but found no currencies mentioned, so I'll just make on up based on what I do know.
According to the maps, when Voyager first sets off the biggest civilisations are the Vidiian Sodality
and the Kazon Sects. Of the two the Kazon seemed the most outgoing and the first time they are
encountered they are on the hunt for water. Leaving aside the nonsensical fact that they can make
warp capable starships but not water let's just say they have a currency based around water. The
'Water Credit' or WC.
So other local races would think of what things are worth in WCs. Even if they didn't have any to hand
they would mentally convert the tradable items into WCs before making their barter exchanges. For
the sake of ease of use, 1 Terran Credits = 1 Water Credit.
The Vidiians also issue a coin called a Vidiian Crown. They are electronic and contain transactional
information that can be read with the correct device. Its worth 10 credits
Dilithium as Currency
Dilithium, one would imagine, would be highly sought after all over the galaxy.
Currency
Tech Levels
All items have an associated Tech Level and will generally only be available to buy from cultures that
have that TL or higher. Items that are listed that are associated with a particular species will have the
TL of that species.
Trade Goods
The trade goods listed here are just a small example of the myriad of materials that might be
considered a commodity on some worlds.
Weapons and items listed on the General Equipment table can also be deemed worthy enough to
haul as cargo if the prices are right.
Item Cost
General Medical Supplies (1 kg) 10 Credits
Food Products (normal) (1 kg) 1 Credits
Food Products (specialty) (1 kg) 10 Credits
Common Metal Ore (1 kg) 6 Credits
Semi-Precious Metal Ore (1 kg) 280 Credits
Precious Metal Ore (1 kg) 1000 Credits
Textiles (per meter squared) 10 Credits
Warp Plasma (1 litre) 5000 Credits
Plasma Injector (one) 150 Credits
Repair Parts (one) 100 Credits
Warp Coil (one) 50000 Credits
Some items are not exactly considered legal in most trade circles. Some of these compounds
have proven to be effective against most known Species. The table beneath gives the particulars
for several of the more commonly available compounds.
Armor Types
There are many different types of armour and ballistic clothing available throughout the sector, but
most fall within three general categories: Light Armor, Medium Armor and Heavy Armor. For a
character to be able to wear armour without suffering an inherent –4 to all rolls they must have
proficiency with each particular level of armour (Light, Medium or Heavy). Armor reduces damage
dealt by the listed Soak amount.
Notes on Armour
Norlot Armour
All Norlot Armour also acts as an Environment Suit. The commonly wear the helmets for these suits
even indoors. They are really ugly creatures and are happy to hide their faces!
The Armour has an internal tank of air that lasts for 12 hours.
If they are outside they generally have an external tank also, that is good for 48 hours and an
emergency rebreather system that will last another 4 hours.
(Tank and Rebreather system add 500 credits to Armour cost)
Maco Armour
(http://memory-alpha.wikia.com/wiki/MACO_uniform_and_equipment)
Personal Shields
There is not much in the way of canonical personal shield technology in Star Trek but they are
available in star trek online. (See: http://sto.gamepedia.com/Personal_Shield)
A Personal Shield acts like the shields of a spaceship but for one standard sized humanoid.
It is usually a 3 kg pack that is worn on the chest or back.
Will usually glow when in use.
It is a free action to activate or deactivate.
It costs 1 gram of Dilithium to fuel it (which takes an hour) and once fuelled it will absorb the stated
amount of points of damage. This is after a hit has been scored but before the soak of any other
factors (e.g. other armour worn) have been taken into account.
Once the soak points have been reduced to below 0 the shield deactivates and must be refueled to
work again.
Every type of shield costs 1 gram of Dillithium to power for 24 hours regardless of whether it has
absorbed damage or not.
*Acts as per a ships shield and soaks the specified amount of damage before the shield must be
recharged.
Power Armour
There is not much in the way of canonical power armour technology in Star Trek but they are
available in star trek online for some races.
Uniforms
Starfleet Uniforms are made from the latest technology in material and as such offer the following
features when worn:
Environment Suits
(see: http://memory-alpha.wikia.com/wiki/Environmental_suit)
Environment Suits, or Spacesuits come in many different forms. When worn in conjunction with any
other armour type there is a -2 to Defence modifier.
Time is the amount of time you can be in space and survive (air, water, food etc).
Weaponry
Sidearms
Note : Normal Pistols have 5 soak/15 HP. Armour plated pistols have 10 soak/15 HP.
*1 Fires only one shot then must be reloaded, which is a full round action
*2 On a hit that does damage the target must make a DC 15 Fort save or lose 1 CON.
Rifles
Note : Normal Rifles have 5 soak/25 HP. Armour plated Rifles have 10 soak/25 HP.
Note : Normal Heavy Weapons have 5 soak/35 HP. Armour plated Heavy Weapons have 10 soak/35
HP.
Heavy Weapons
Numiri Flame Thrower: - hits a square much like an incendiary grenade. Does 6d4 to target,
half if they make a DC 15 reflex save. Has a range of 50ft
Numiri Heavy Autogun: - +4 to hit when firing full auto (belt fed - 300 rounds in hopper)
Grenade Launcher: Fires grenades. A 'clip' (or drum) holds either 12 small grenades or 6 large one.
Shotguns
Martial Weapons
Note : Normal Martial Weapons have 5 soak/15 HP. Armour plated Martial Weapons have 10 soak/15
HP.
Batteries/Cartridges
Notes on Weapons
Damage: 3d8, Range 100m, Type: Energy Beam, Crit: 19-20x2, Cost: 3800 credits
This phaser is scoped and has a +2 to hit when the scope is used to sight a target. Not effective in
close combat.
Wide Beam mode: This weapon may be fired in a cone shape from the wielder. It has a range of 25ft.
Everyone in the cone area takes 1d8 damage unless they make a DC 15 reflex save in which case
they take half. This uses up 5 charges of ammunition
Damage: 3d8, Range 100m, Type: Energy Beam, Crit: 19-20x2, Cost: 4800 credits
1 aimed shot can be fired every Standard Action (so two in a full action). This gives a +1 bonus to hit.
If you take a full action, the bonus is +2.
Sniper Shot mode: This is not effective under a range of 20ft. Over a range of 20ft, the wielder make
take a full round action to make a shot in sniper mode.
Range now is 200m. Damage is 5d8. Critical is now 20x3. To hit modifier is +3.
http://en.memory-alpha.org/wiki/Type_2_phaser
Type 2 phasers of the 24th century were capable of achieving sixteen settings,
ranging from mild stun to disintegration. They were as follows:
Level one: lowest setting, Light Stun, capable of stunning most base humanoids for
approximately five minutes. According to Starfleet regulations all phasers must be stored at
this setting. Possesses enough force to break large urns.
Level seven: Capable of vaporizing noranium carbide alloy.
Level ten: Kill setting, capable of killing a biological organism.
Level sixteen: Capable of vaporizing rock to widen an opening in a lava tube partially
blocked by rubble, or blowing large holes in walls.
GM : (10ft range)(uses a full clip)
In addition to variable power settings, type-2s can be set for a narrow (affecting a single target) or
"wide" beam (affecting two or more targets over a certain area). The frequency of the beam may also
be adjusted to make it more effective against certain types of shields and/or force fields.
Vidiian Harvester
http://en.memory-alpha.org/wiki/Vidiian
Vidiians had a very sophisticated device which was a combination weapon, medical scanner and
surgical instrument. With this device, Vidiian organ harvesters would attack a victim who the device
indicated had healthy and Vidiian-compatible organs or tissues, and transport such bio-material from
the victim into the transporter device used.
Phase Pistol 2d4 (3d4+2 when stunning), range 25m, energy beam, 19-20x2 (1200 creds to sell)
Settings :
Medical Scanner - acts as a medical tri-corder (1 round to detect if the person hit has compatible
organs or tissues). Also reveals the targets physical stats (STR, DEX, CON), Fort, Ref and HP
current/total.
Transport Tissue / Organ - two rounds. One to lock (Ranged attack), one to beam (Target makes Fort
check against DC against 5+skill level of wielder). The organ is sent to a location previously set by the
wielder. The target must be on less than ½ Hit Points otherwise this has no effect (non-lethal counts).
(Note that without training or the Exotic Weapons Feat, the additional settings are unavailable.)
Norlots favour rapid fire weapons. Norlot Rifles gain +2 to hit when firing more than 4 shots.
The feat ‘Use Norlot Projectile Weapons’ is used by all Norlot military and this gives a further +2
bonus.
Grenades
This section covers everything about grenades and throwing weapons
Throwing Them
The first is: 15ft base + 5ft per 1 STR MOD and is a DC 5 to hit.
The second is: 15ft base + 5ft per 1 STR MOD and is a DC 10 to hit.
Small Grenades
Grenades marked as ‘Small’ have a x2 range increment (e.g. 30ft + 5ft per STR MOD).
(e.g. Some with a STRMOD of + 2 could throw a small grenade a maximum of 80ft)
Hit or Miss
A hit lands at the square the thrower was aiming for, a miss requires a roll on the table below. If it was
a critical fail (i.e. a natural 1 was rolled) then roll on the table twice and add the results.
Radius
If you are standing in the same square as a grenade when it goes off then it is a DC 15 Reflexes save
to take half damage. If failed, then full damage is taken.
If you are standing in an adjacent square then it is half damage and a DC 15 Reflexes save to take ¼.
If you are standing in the next again adjacent square then it is ¼ damage and a DC 15 Reflexes save
to take none.
Types of Grenade
Frag Grenades
Incendiary grenades
Incendiary grenades do damage the 1stround and again in the 2nd unless the victim spends a full
round action trying to put it out.
They will also ignite anything flammable that they land on.
Stun Grenades
Smoke Grenades
Tear Gas 2lb Sickened on a DC 20 20% concealment - 40ft radius. +10 400 7
Fort roll to hide checks.
Mustard Gas 2lb DC 20 Fort roll or d6 20% concealment - 40ft radius. +10 650 7
CON damage and to hide checks. d6 CON damage
blinded. one minute later
A cloud of smoke will linger in an area for 10 rounds. 20 rounds if it is an enclosed space.
Special Grenades
Type Weight Damage Notes Cost TL
EMP Grenade 1lb 6d6* Damage affects electronic devices 512 9
and beings only
Other Equipment
Note that the Tech Level column gives the lowest tech level that the item is available at.
Higher tech level items will be more sophisticated and cost more.
E.g. a TL 6 pair of binoculars (c. 1940) will be less sophisticated than a TL 13 pair (Voyager
Era).
Item Cost TL
All Weather Clothes (allows wearer to be comfortable between 0°- 45° Celsius) 35 1
Breather Mask (space/underwater/atmospheric filter) 48 6
Communicator (range 100 kilometers) 100 9
Pre-paid Subspace Comms 50 11
Datapad 25 10
Kazon Data Handset 20 10
Kazon Data Handset (Extended) 40 10
Flashlight 5 6
Tricorder (Tactical) 735 11
Binoculars 39 6
Alloyed Rope 20 8
Tool Kit (needed to conduct repairs) 140 5
Holographic Imager (records holo-vids) 20 10
Portable Power Generator (200 charges) 150 8
Space Ration 2 9
Universal Translator 14,000 11
Kazon Communicator (range 50 kilometers) 50 8
Kazon Communicator (Extended) (range 100 kilometers) 100 9
Vidiian communicator (range 100 kilometers) 100 10
Vidiian Mutli-tool (Tech tool / datapad / music - vid player) 100 11
Hologenerator (Arm Unit)(soft light only)(duplicate the user)(5 other pre-programmable 12,000 13
settings)
Emergency Grab Bag (10 minute air supply and breathing mask. Torch. Ration pack. Med 1525 10
Kit. Foam crack. Communicator. Emergency Beacon. 2x Flares. Datapad. Paper Survival
Manual)
Robotics repair kit 2000 11
Norlot Tech Glasses ((maginify, clarify, low-lite) 300 9
Norlot ID Papers 10 9
Gasmask 30 5
Robotic repair parts (10) 1000 10
Notes on Equipment:
Tricorder
Here is collected the things that tricorders can and cannot do.
http://en.memory-alpha.org/wiki/Tricorder
Additional Functions
Detecting Lifesigns – Full Round Action – DC 10 Tricorder Use. Detects all life signs in a 60ft radius.
DC +2 for each further 20ft increase in radius.
Detecting Lifesigns (Past) – Full Round Action – DC 20 Tricorder Use. Detects if lifesigns were
present in the immediate area of 10ft of the Tricorder check. After 1 hour the DC is +2 and every 1
hour thereafter.
Dermal Regenerator
http://en.memory-alpha.org/wiki/Dermal_regenerator
Heals HP lost from flesh wounds and burns only (in conjunction with a Treat Injury skill roll). Will not
heal HP lost from disease or poison.
A fresh out the packet Dermal Regenerator comes with 20 charges. Once the charges are used up it
is useless.
Healing Equipment
Speed 'Pack' * 0.2 1d6 minutes +2 Dex, +4 Ini, +2 Ref, +10ft Movement 200 11
speed.
Speed Heal 'Pack'* 0.2 3 days Doubles the users regular healing rate. 350 11
Rage Boost 'Pack'* 0.2 1d6 minutes Gains the 'Heat of Battle' Feat 300 11
Green Boost 'Pack'* 0.2 1d6 hours Will stay conscious while in negative HP. 350 11
As per rules for 0 HP.
Combat Boost 'Pack'* 0.2 1d6 minutes +2 Str, +2 Dex, +2 Ini, +2 Ref. Conscious 500 11
in negative HP.
Vigour Boost 'Pack'* 0.2 1 day Will not become fatigued. Is Exhausted 250 11
after 1 day.
*There are legal issues in regards to the usage of this pack in civilised societies (including the
federation!).
Services
Meal Cost
Five Star 50
Two Star 22
No Star 5
1 day basic ration 10
1 day standard ration 44
1 day luxury ration 100
Lodging Cost
Luxury Suite 285
Good Hotel 109
Shabby Motel 39
Medical Cost
Complex Surgery 3500
Minor Procedure 500
Basic Checkup 100
Travel Cost
Steerage 50 Open spot in a Freighter’s hold
Poor 100 A bunk on a Cargo Hauler
Average 200 Splitting a room with several other
passengers on a Runabout
Good 500 A private room on a starship
Luxurious 1200 A private stateroom on a ship designed
to
carry passengers
Stat Items
These represent powerful technological items that improve, boost and modify stats and skills. As such
they are costly and in general cannot be replicated unless ruled differently by the GM.
Below is a sample list of items. In general any stat, skill or technique can be improved with an item.
The parameters of the item and the cost can be agreed on by the players and GM.
Cyberware
While Cyberware (other than the Borg) is rare in Star Trek some NPCs will have it.
Many cultures frown upon Cybernetics unless absolutely necessary. There are many example of
races where it has gone too far, not least of which are the Borg. However, many unaligned space
stations and less civilised planets offer Cybernetics for sale.
TL 9 minimum is required, but the higher the TL the better the Cybernetics.
In the Cyberpunk2020 game the amount of Cyberware you could have was limited by the Empathy
stat.
In Star Trek use CHA. CHA x 10 gives the Empathy (EMP) score.
The GM decides how much EMP is lost for each Cyberware item.
The higher the TL of the Cyberware the lower the EMP loss.
Genetic Manipulation
This covers all forms of genetic manipulation not already covered as part of the players species (e.g.
Suliban). Note that most advanced cultures use genetic manipulation at birth to prevent many types of
diseases and conditions. Also, most advanced cultures are very careful about creating 'super beings'
as there are many instances of things going very wrong. Starfleet for instance has it very tightly
regulated, however, many species all over the Galaxy offer Genetic Manipulation for sale that will
work on all common humanoid types.
GURPS Bio-Tech
(http://www.lab.pro.br/~monteiro/flux/Gurps%204th%20Edition%20all%20Books/Biotech.pdf) is very
detailed and I may pull stuff from it as we go on. Particularly Chapter 2.
In Star Trek then, CON x 10 = Number of Gene Strength points (GES). When you go over your GES
limit then that's the end as your body breaks up into bits. The higher the TL of the Genetic
Engineering the less GES the procedure costs.
Starships
Tiny 1 – 24 +2
Small 25 – 99 +1
Medium 100 – 300 0
Large 301-500 -1
Huge 501-700 -2
Massive 701-900 -3
Enormous 901-1100 -4
SHIPS POWER
A spaceship has a maximum energy capacity, which is the limit of everything that can be installed.
A ship requires Dilithium to run its reactors which power the ship. Each day the cost in Dilithium in
grams is equal to the current Energy Cost of the ship.
The following modifiers are added to the Dilithium cost for the day:
Condition Modifier
Stationary 1/2 DL cost
Stationary and with all systems at minimal 1/4 DL cost
In 'Silent running' mode 1/2 DL cost
Travelling at Warp Speed X2 DL cost
Travelling at Full Warp X3 DL cost
Action Cost
Transport a human sized object 1g DL
Replicate 10kg of anything 1g DL
Subspace Communications
By transmitting information through subspace rather than normal space, subspace communications
permit the sending of data and messages across interstellar distances faster than the speed of light,
proving it much more practical than conventional radio.
Because messages sent over subspace travel so much faster than the speed of light, they are the
basis for interstellar communication. Starships rarely even monitor frequencies that travel at the
speed of light or slower. Subspace communications have a varying degree of band frequencies, from
upper (or high-band) to lower.
Earth developed subspace communication in 2138. Subspace amplifiers are required in order to
maintain real-time contact between Earth and Earth Starfleet vessels over long distances. Contact
with these amplifiers is maintained with a subspace antenna. If this antenna is damaged, a starship is
only capable of short-range communication.
(See: http://en.memory-alpha.org/wiki/Subspace_communication)
So even short range subspace comms fits easily within any solar system.
Life Support
Life support systems are the most crucial aboard any space vehicle. They typically include
temperature and climate control, waste processing, radiation shielding, atmosphere recycling and
bacterial and viral filtering systems.
Life support can be shut down in order to divert its energy resources to other systems.
Once life support is shut down it takes an average of 60 minutes for the crew of a Starship to begin to
feel adverse effects.
Failure of Life Support systems can be fatal to a crew.
(See: http://en.memory-alpha.org/wiki/Life_support_system)
Gravity Plating
The artificial gravity generator is a component of most starships in the mid-22nd century.
The artificial gravity generator changes the environment of a starship from zero gravity to artificial
gravity, using the vessel's gravity plating. Gravity plating is a collection of plates used to simulate a
gravity environment on starships. Gravity plating can be lined along a ships exterior hull, or across the
interior deck plates.
A subsystem of Gravity Plating is inertial dampers. They are a system used on almost all starships to
counter the effects of rapid acceleration/deceleration of a vessel by sustaining and absorbing the
natural inertia of a vessel as it either moves through space or if it is under attack from another vessel.
If a starship were to jump to warp speed without using inertial dampers, the members of the crew
would almost certainly die as the rapid acceleration would throw them back in to the consoles and
rear walls killing them instantly. Conversely, they would also be killed if a ship were to come out of
warp but in this instance the crew would be thrown forward.
(See: http://en.memory-alpha.org/wiki/Gravity_plate)
Navigation
The flight control operations onboard a starship or shuttle. Helm is responsible for controlling the flight
operations of a ship, including warp, impulse and thruster control.
Helm is also responsible for controlling the ship during a landing sequence or docking procedure.
(See: http://en.memory-alpha.org/wiki/Navigation)
(See: http://en.memory-alpha.org/wiki/Astrogator)
Hull Plating
Polarized hull plating is a defensive technology. In a battle situation, electromagnetic power can be
applied to the hull materials, making them several orders of magnitude harder. This is the only
defensive technology is used on starships of cultures that have not yet developed shield technology.
Unlike shields, polarization cannot be amplified to reinforce a specific section. The amount of
polarization on the forward sections of the ship is the equal on the aft.
Hull plating on any ship has a 100-point scale. What varies from ship to ship (and what determines
the strength of a ship’s hull plating) is it’s Damage Reduction (DR).
Whenever a ship takes damage with active hull plating first subtract the DR number from the damage
roll and then subtract the result from the Hull Plating 100-point scale. When the scale reaches 0, it
indicates that Hull Plating is offline and needs a Repair check (TN 20) in order to be brought back
online (2 hour repair time). Once Hull Plating is offline all damage done gets subtracted directly from a
ship’s Hull Point with no damage reduction. Note that Hull Plating Systems can have from DR 0 to DR
20.
For example:
A Klingon Raptor fires a Disruptor (6d10 damage) at an NX Class and rolls 47 points of
damage. The NX Class has DR 15 and Hull Plating is at 29. The NX Class takes 32
(47 – 15 = 32) points of damage to its Hull Plating taking it offline since Hull Plating is
now at or below zero. The next attack deals 54 points of damage that is taken directly
out of the NX Class’ Hull Points leaving it with 446 Hull Points (500 – 54 = 446).
Deflector Control
The navigational deflector dish is a component of many starships, and is used to deflect space debris,
asteroids, microscopic particles and other objects that might collide with the ship. At warp speed the
deflector is virtually indispensable for most starships as even the minutest particle can cause serious
damage to a ship when it is traveling at supra-light velocities. If the Deflector Dish goes off line warp
speed will cause the ship to become destroyed within 1d4 minutes of travel due to micrometeorite
collisions. Furthermore, when the deflector dish is offline a ship cannot travel faster than half-impulse.
(See: http://memory-alpha.wikia.com/wiki/Main_navigational_deflector)
Sensors
The term sensor is used to refer to any device that is used to scan, record, or otherwise observe any
aspect of an environment surrounding a starship, station, or person. This could be as simple a device
as a manual camera or light sensor, or as complicated as the many devices designed to scan the
matter and energies of subspace, space, time and stellar bodies that make up all of existence. There
are many ways to mask a sensor scan, sensor screens are the most commonly used. You can also
mask a sensor scan with certain materials, or radiations.
Successful sensor use is determined by a Sensor(____) skill check. If you do not have any ranks in
this sensor type then the roll is at -4.
Multiphasic Scanning
(See: http://memory-alpha.wikia.com/wiki/Multiphasic_scan).
(See: http://memory-alpha.wikia.com/wiki/Subspace_differential_pulse)
Some scanners may be used to emit subspace pulses. These include Electromagnetic, Electron
Resonance, Gamma Ray, Neutron Densitometry, Magnetron and Gravimetric scanners.
(See: http://memory-alpha.wikia.com/wiki/Inverse_tachyon_pulse)
Some scanners may be used to emit tachyon pulses. These include Electromagnetic, Electron
Resonance, Gamma Ray, Neutron Densitometry, Magnetron and Gravimetric scanners. This is done
via the main navigational deflector.
Scanner Types:
Chemical Identity - A long range advanced spectrograph used to identify the atomic and sub-atomic
make up of anything it is pointed at.
Electron Resonance - (Or EPR) Used for studying materials with unpaired electrons.
(https://en.wikipedia.org/wiki/Electron_paramagnetic_resonance)
Gamma Ray Sensor - (Or GRS) For measuring the distribution of the intensity of gamma radiation
versus the energy of each photon. (https://en.wikipedia.org/wiki/Gamma_ray_spectrometer)
Navigational Scanner - The standard scanner for moving around in space and looking at things.
(http://memory-alpha.wikia.com/wiki/Navigational_scan). If this is damaged then all Navigation checks
are at -2.
Targeting / Tactical Scanner - Used by military vessels for assisting the targeting of all the ships
weapons systems. If this is fitted, then all weapons get +2 to hit and allows particular parts of an
enemy ship to be targeted.
Internal Ship Sensors - Used mainly in larger vessels to monitor the goings on. (http://memory-
alpha.wikia.com/wiki/Internal_sensor)
Magnetron scanner - Used for watching subspace activity and finding subspace fractures.
(http://memory-alpha.wikia.com/wiki/Magneton_scan)
Astrometrics - specialises in charting the stars (Stellar Cartography). As such it has a subspace range
of 40LY, but an can get very detailed information regarding stars at any range of light.
Transporters
The transporter is a subspace device capable of almost instantaneously moving an object from one
location to another. Transporters are able to dematerialize, transmit and reassemble an object. The
act of transporting is often referred to as "beaming."
Transporter rooms usually consist of a transporter console, a transporter platform with an overhead
molecular imaging scanner, primary energizing coils and phase transition coils.
A pattern buffer with a biofilter is located on the deck below the room. The outer hull of a starship
incorporated a number of emitter pads for the transporter beam.
Transporters work on the quantum level and employ Heisenberg compensators to enable secure
transport of life forms. Biofilter built into the transporter systems prevent dangerous microorganisms
from boarding the ship.
Grappler
The grappler was a metallic cable with claws on the end that could be launched by a starship to
grapple objects in space. The grapplers utilized a magnetic lock device to attach to objects. The more
effective tractor beam eventually supercedes this device although some species maintained the use
of grapplers well into the 2160s. Grapplers can be extended to 5 kilometers.
Tractor Beam
A tractor beam is an attenuated linear graviton beam used by starships and space stations
to control the movement of external objects. The beam places spatial stresses on the
object in specific areas allowing the ship using the tractor beam to hold the object in a
fixed location or alter its position or trajectory.
Tractor beams are generally only used at sub-warp velocities. To safely tow a vessel at
warp speed, the target vessel’s engines must be deactivated to avoid shearing forces
against both the towing and towed vessels. Using a tractor beam can be done at warp
speed only if both vessels' speeds are exactly matched. Tractor beams have a range of 18
kilometers.
Warp Drive
Warp drive is a technology that allows space travel at faster-than-light speeds. It does this by
generating warp fields to form a subspace bubble that envelops the starship, distorting the local
space-time continuum and moving the starship at velocities that exceed the speed of light. These
velocities are referred to as warp factors.
Reactors
A ships reactor is its power plant, which powers the warp drive, life support and everything else. A
ship with a higher energy cost than its reactor output cannot run all of its systems at once.
Shields
Shields operate by creating a layer of energetic distortion containing a high concentration of gravitons
around the object (ship, city, etc.) to be protected. Shield energies can be emitted from a localized
antenna or "dish" (such as a ship's navigational deflector), or
from a network of "grid" emitters laid out on the object's surface (such as a ship's hull).
Neither matter nor highly concentrated energy (i.e., weapons fire) can normally penetrate
a shield without first matching the exact shield frequency. Warships match their own
shield and weapon frequencies so their shielding does not stop them from defending
themselves. Continuous or extremely powerful energy discharges, can, however,
progressively dissipate the integrity of a shield to the point of failure.
Normally transporters are not capable of penetrating shields. Shields on board a starship
have one other weakness that can be exploited by a knowledgeable and highly skilled
opponent. The area directly aft of a ship's impulse engines is weaker than the rest of the
shield envelope. This allows the ship's impulse "exhaust" to exit the shield rather than
being trapped inside it. It takes time to activate a deflector shield.
A starship needs exactly 10 seconds (one round) to lower or raise its shields.
Shields work as a defensive factor by absorbing up to a certain amount of damage before
going off line. Only Heavy Cruisers have Shield capability in the 22nd century up to
2165. They will be fitted on to Explorer vessels at that time as well. Note that a starship
can have 50 to 250 Shield Points.
If a ship has 200 Shield Points, an opposing ship must inflict 200 points of damage (or if
your lucky roll 76-80 on a Critical Hit) to take shields offline. Once a ship’s Shield
Points have been reduced to zero they are offline and need a Repair check (TN 20) in
order to be brought back online (2 hour repair time).
Computer Systems
A starship’s Computer System is used to control and run all other ship's systems. They can be used
to automatically target and fire weapons (and as such have a Base Attack Bonus).
(See:
http://en.memory-alpha.wikia.com/wiki/Duotronic
http://en.memory-alpha.wikia.com/wiki/Multitronic
http://en.memory-alpha.wikia.com/wiki/Isolinear_circuitry
http://en.memory-alpha.wikia.com/wiki/Bio-neural_circuitry
)
Impulse
The impulse drive is a propulsion system used for sub-light speeds. In starships the impulse drive is
essentially an augmented fusion rocket, usually consisting of a fusion reactor, an accelerator-
generator, a driver coil assembly and a vectored thrust nozzle to direct the plasma exhaust. The
fusion reaction generates highly energized plasma. This plasma, ("electro-plasma") can be employed
for propulsion. The accelerated plasma is passed through the driver coils, thereby generating a
subspace field that improves the propulsive effect.
In the 22nd century full impulse is the equivalent to one-third the speed of light (i.e. 34,300,000 kph).
Thruster Systems
Thrusters were propulsion devices used aboard starships that generated very little speed, but were
useful in various situations. It was possible to use manoeuvring thrusters to alter a ship's course, to
rotate about an axis, or to move short, precise distances without the use of impulse drive. It was
possible to use acceleration thrusters to increase the speed of a ship. Starship personnel could
manually use thrusters through thruster control.
Thruster top speed is approximately 1,000kph minus 100 kph for every size class above
Small so that Medium top speed is 900 kph, Large is 800 kph, Huge is 700 kph etc.
Stealth Systems
Stealth is a form of technology used to render starships totally, or at least less, detectable to sensors.
Many space-faring civilizations use varying forms of stealth technology. Masking circuitry is a stealth
technology used aboard warships of the Romulans, Suliban Cabal and Xyrillians to minimize their
sensor signature. The power consumptions of stealth technology are high, meaning weapons and
shields cannot be used while a cloak is on.
Interactions between electromagnetic radiation and ionized gas have been extensively studied for a
variety of purposes, including the possible concealment of starships from sensors. Plasma stealth is a
process that uses ionized gas to reduce the sensor image of a ship. While it is possible to reduce a
starships sensor image, wrapping the frame in plasma may possibly induce a total ‘invisibility’ by
allowing visible light (as well as other spectrum radiations) to be dispersed by the ionized plasma.
These developments are still in the testing mode throughout the 22nd century.
Weapons Systems
If the occasion ever arises that starship weaponry is used against people, personal sized vehicles or
equipment all damage is multiplied by 100.
Critical hits occur on a natural roll of “20” and result in double damage and damages d3 ships
systems (see Taking Damage below).
Weapons generally fall into two main categories : Energy and Projectile.
Note that Torpedoes may be fired from any torpedo tube as long as it is if high enough TL and an the
correct Tube would have cost less than the one being used.
Projectile Weapons generally can be installed in two types : Beam and Cannon
Array : This is your typical way of aiming and firing weapons. They can be installed fore, aft, port and
starboard with a 250 degree firing arc. Since they ship has to be maneuvered if the array is not in
position careful consideration must be given to the weapons position.
Cannon can be installed in seven categories : Turret, Single, Single Heavy, Dual, Dual Heavy, Quad
and Wing.
Single : This is the most basic installation of a given cannon style weapon. This style of mount is
usual on smaller craft and is foreword facing. They can be installed fore, aft, port and starboard with a
180 degree firing arc.
Turret : To install the weapon in a turret, first a turret must be installed (seems obvious). This
increases the base price by x1.5. If mounted top of bottom the the turret has a 360 degree firing arc.
This make targeting and firing the weapon easier, giving a +2 to hit.
Range :
(See: http://www.stardestroyer.net/mrwong/wiki/index.php/Starship_phasers)
Micro Weapons
Any weapon can be made at quarter size. Quarter the damage, the range and the energy cost, but
only half the cost price. Missiles and other ammunition are also quarter size and may be replicated.
Range
Since this is in space there is effectively no limit to the range of a weapon. The numbers that are
given are for the Range Band. For each Range Band after the first the attack rolls get a -2 modifier.
Transporters as Weapons
If an enemy has no shields then grenades, bombs etc can be transported onto the enemy ship. Use
the rules under the Transporter skill section, then roll for damage of the devices when they arrive.
Slower moving weapons such as concussion missiles can be shot down by any weapon that has
been converted to act as point defence. This can be done to any weapon system at an addition of
10% of the base cost.
Most point defence systems are automatic though and will be activated by the ships systems. Use the
Base Attack of the ships computer.
Weapon Types
Rail Gun
A Rail Gun is a type of Magnetic Accelerator Gun (MAG) that utilizes an electromagnetic force to
propel an electrically conductive projectile that is initially part of the current path. Sometimes they also
use a movable armature connecting the rails. The current flowing through the rails sets up a magnetic
field between them and through the projectile perpendicularly to the current in it. This results in the
rails and the projectile pushing each other and in the acceleration of the projectile along the rails.
Plasma Turret
Plasma cannons were the precursors to phase cannons. In high-power mechanics, plasma (also
known as "Warp Plasma" or "Drive Plasma") is a super-energized plasma gas used to transfer energy
from a central power source using magnetic conduit transfer. In matter/antimatter reactions, Dilithium
controls the amount of power generated in the reaction chamber, which produces a steady stream of
plasma that may be released in controlled bursts as an offensive medium.
(See: http://en.memory-alpha.org/wiki/Plasma_cannon)
Phase Cannons
A phase cannon is a phase-modulated energy weapon, a type of particle weapon that serves as a
successor to plasma cannons. The phase cannon is rated for a maximum power output of 500 gig-
joules. The cannons of NX class starships were mounted on retractable turrets that extended from the
ship's hull when deployed and rotated as they were being targeted. Phase cannons emit a
concentrated beam of energy that can be set at different yields.
A Phase cannon may not be fired at full yield. It can optionally do damage in increments of it's
damage dice.
(See: http://en.memory-alpha.org/wiki/Phase_cannon)
Disruptors
A disruptor cannon is a directed energy weapon commonly used aboard starships of many different
species. Disruptor weapons generally carry more energy then standard phase weapons but lack in
accuracy and fast discharge. The Disruptor uses slow nadions rather than rapid nadions in generating
the energy beam. This gives the disruptor considerably lower energy conversion efficiency than phase
weaponry. This is partially offset by a moderate reduction in the size of the hardware required for the
weapon itself - the space freed up by this allows a higher power weapon to be installed in the same
space.
(See: http://en.memory-alpha.org/wiki/Disruptor)
Note : Some Disruptor cannons can fire in beam and pulse mode
(See: http://en.memory-alpha.org/wiki/Disruptor_cannon)
Concussion Missiles
A guided missile fired from a starship for the purpose of destroying another starship. It is typically
powered by one or more rocket motors, usually liquid fuelled. Impulse thrust systems are emerging as
propulsion that will enable future missiles to maintain higher average speed across their engagement
envelope.
(See: http://en.memory-alpha.org/wiki/Missile)
Spatial Nuclear Torpedoes are projectiles carried by starships. Spatial Nuclear Torpedoes are self-
propelled nuclear warheads. The yield of these weapons is approximately a 150-kiloton warhead. The
torpedo is usually guided by a guidance system in the starship it was fired from.
(See: http://en.memory-alpha.org/wiki/Spatial_torpedo)
*All but the Fast versions can be shot down by point defence weapons
Antimatter Torpedoes
Antimatter torpedoes are a type of photonic weapon, a torpedo equipped with antimatter warheads
and designed for use aboard starships. The Antimatter Torpedo is considered more sophisticated
than the Spatial Torpedo, having a greater range than the spatial torpedo and a variable yield (10 –
280 kilotons/1d4 – 6d12). Their variable yield was described by Malcolm Reed as being able to
"knock the com array off a Shuttlepod without scratching the hull, or they can put a three-kilometer
crater into an asteroid." It takes two rounds to adjust the yield of an Antimatter Torpedo.
(Adjust the damage done down by however many d12s are required)
(See: http://en.memory-alpha.org/wiki/Antimatter_torpedo)
(See: http://en.memory-alpha.org/wiki/Antimatter_missile)
*see: http://en.memory-alpha.org/wiki/Series_5_long-range_tactical_armor_unit
Photon Torpedoes
A more advanced and powerful version of an Antimatter Torpedo, the warhead of the Photon Torpedo
comprises a maximum of 1.5 kilos of antimatter and 1.5 kilos of matter.
These are divided into many thousands of small pellets suspended in a magnetic field. Truly a fire and
forget weapon, included in the torpedo are target acquisition, guidance and detonation assemblies.
Unfortunately a Photon Torpedo does not allow for a variable yield and only fires at 400 kilotons.
(See: http://en.memory-alpha.org/wiki/Photon_torpedo)
USS Voyager was equipped with type-6 photon torpedoes. They were not in use before Voyager was
launched in 2371. Some of these torpedoes had a yield of 25 isotons. A class-6 warhead in this type
of torpedo had the explosive yield of 200 isotons. These torpedoes had an effective range of
approximately eight million kilometers. The class-6 torpedoes were not capable of creating tears into
subspace.
The Voyager also carried class-9 and class-10 photon torpedoes. Qatai believed that the explosive
charge of one class-9 torpedo could have destroyed the gigantic "telepathic pitcher plant" bioplasmic
organism, if it was detonated deep within its digestive track. The class-10 torpedoes could be armed
with even more powerful high yield warheads.
Movement
Warp Speed
(See : http://en.memory-alpha.org/wiki/Warp_factor)
The chart on this page works out the various warp speed based on data from the series.
This simple chart helps: (Using the Next Gen one which is faster)
Warp Calculated speed Distance traveled in 24 hours Travel time from Earth to Alpha
factor (*c) (*light years) Centauri
0.5 0.099 0.0003 43.64 years
1 1 0.003 4.33 years
2 10.079 0.028 156.91 days
3 38.941 0.107 40.61 days
4 101.594 0.278 15.57 days
5 213.747 0.585 7.4 days
6 392.498 1.075 4.03 days
7 656.135 1.796 2.41 days
8 1024 2.804 37.07 hours
9 1516.381 4.152 25.03 hours
10 ∞ ∞ 0
So, the Aeroshuttle for instance with a max warp speed of 3, travels 0.107 light years per day. So it
would take it about 10 days to travel 1 light year.
Combat is difficult but possible (using dodgy Star Trek 'physics'). See the combat section.
Impulse
(See: http://en.memory-alpha.org/wiki/Impulse_drive)
(See: https://en.wikipedia.org/wiki/Speed_of_light)
Impulse gets a bit more technical than warp speed because this is the speed used for getting around
in star systems.
To get an idea of this speed, the speed of light is 1,079,252,848.8 kph. Half the speed of light is
539,626,424.4 kph. So a spaceship at full impulse will travel 8,993,773.74 kilometers in one minute.
The distance to the moon is a mere 384,400km. So it would take about 2.5 seconds to go whizzing
past the moon as you set off from
The sun is 149,600,000 km away from Earth (1 AU) and would take about 16 minutes at half the
speed of light.
Each space ship has a number associated with its impulse speed, this is the light speed. For moving
around in star systems here is a chart to give a rough idea of getting about, using our solar system as
an example.
(See: http://image.gsfc.nasa.gov/poetry/venus/q89.html)
Going to Warp
Going to Warp Speed is a standard activity for a trained pilot and does not need a roll. However, if not
already done so, a course must be plotted.
It is a DC 15 Plot Course check to go to Warp in one full round. The Pilot may take 20.
If failed the Warp attempt fails and cannot be retried for d4 rounds.
A pilot may simply go forward at full speed without a course plotted. In which case the DC is 10.
However, a course will have to be plotted at some point in the journey.
Turning at Warp
(See: http://scifi.stackexchange.com/questions/54999/how-tightly-can-a-starship-turn-while-at-warp)
The TNG Technical Manual pages 95 and 96, state that changes in direction can be accomplished by
varying the timing of the injectors, creating some differences in the warp fields produced by each
nacelle. But also states that a loss of one or both nacelles at warp would tear the ship apart. Similar to
turning a ship with two propellers by making one go faster than the other, it puts enormous strain on
the hull. This suggests a limit to the warp turn speed.
Voyager's turning circle was clearly larger than the distance between two vacuoles, that's why the
ship had to stop and turn. Turning at warp is not impossible, but not recommended. "When possible
try to maintain a linear trajectory". Due to the speed and energy involved any unbalanced forces could
be catastrophic. "faster than light, no left or right" is a good rule of thumb, though there are
exceptions.
Opinions seem to vary from episode to episode, but yes it can be done.
Modifier Modifier to DC
Greater than 45 Deg +2
Greater than 90 Deg +4
180 Deg +6
Warp speed +1 per Warp
Speed
In 1 round +2
In 2+ rounds 0
Ship size: Tiny 0
Ship size: Small +1
Ship size: Medium +2
Ship size: Large +4
Ship size: Huge +6
Ship size: Massive +10
Ship size: Enormous +15
(See: http://www.ex-astris-scientia.org/inconsistencies/treknology-power.htm)
It's harder to warp the closer to an astral body you are. Warping in deep space is no challenge to a
Pilot of at least Rank 1.
The closer to an astral body and the larger it is, the harder it is to warp. Make a DC 10 Pilot check. If
you fail you do not go to Warp and it takes 20 rounds minus the Pilots skill level in Plot Course to try
again. A critical fail may result in damage to the ship (50% chance of a roll on Critical Damage Table)
Stern Chases
This is a common feature of space combat. A ship flees and another gives chase.
If the fleeing ship is faster then they get away and combat will not occur unless the fleeing ship wishes
it.
If the following ship is faster, then it will catch the fleeing ship and have a chance to engage it in
combat.
The pursuer needs to get into weapon range, which it can do at warp (See Fighting at Warp Speed in
the combat section below).
Or both ships may elect to drop out of warp and regular space combat occurs.
In both instances, if the fleeing ship is still trying to get away as fast as possible, then the pursuing
ship need only creep into weapon range and open fire. If the pursuing ship has longer range weapons
than the fleeing ship then it can open fire from a safe distance without the fleeing ship being able to
return fire.
The fleeing ship may attempt to drop in and out of warp. When the fleeing ship drops out of warp
unexpectedly the pursuer has a chance to react if they wish, or they will overshoot.
Under normal circumstances it is a DC 10 Pilot skill roll to stay within whatever range the pursuer
desires with the following modifiers.
Modifier Add to DC
+1 Warp Speed beyond 2 +1
Fleeing vessel is Shuttle sized +2
Pursuing vessel is Shuttle -2
sized
Failure means that the pursuer either over or undershoots, then must either use a Plot Course to go
into warp again or use Impulse to close the gap.
The over/under shoot is 1 minute away at the speed the ship was travellling per point that the roll
failed.
SPACE COMBAT
Starship Combat is handled similarly to regular combat.
One round is six seconds. You get a move action and a combat action.
Assuming that both ships have elected to fight then the combat takes place at the relative speed of
both ships (e.g. they could both be traveling at full impulse or even warp speed, or simply using
maneuvering thrusters).
A combatant may elect to flee on their turn and if they are pursued then use the Stern Chase rules
above.
Modifiers Include:
+2 for Small
+1 for Medium
-1 for Large+
A Pilot must make a successful Pilot Check (DC 17 + 1 per enemy ships actively involved in combat
with the pilot’s ship) each round of combat to maintain their Dexterity bonus to their Starship’s
Defense score.
Starship Attack Bonus = Tactical Officer’s Attack Bonus (Base Attack Bonus) + Weapon Skill
Starship Attacks per Round = Number of Weapons. Note that a Tactical Officer usually only handles
one weapon at a time. Any other weapons may be used by the ship's computer.
So, if you have multiple weapons and multiple TOs then you can make many attacks. Also, if a TO
has two attacks this is just the same as using any other weapon. A TO ‘mans’ a weapon just as if he
were holding a phaser rifle. Remember that some weapons (Dual Cannons for example) have more
than one attack so potentially a weapon can be fire many times in a single round.
If the Starship has more than one weapon and more than one TO then this counts as a whole
separate attack, just as if this was another PC armed with another phaser.
Moving in Combat
If you are space, you may move up to the total movement points for your ship. If you are in
atmosphere then move that amount. Use a grid map if desired to measure relative distances between
combatants.
This means that a fast ship with a long range weapon will always win since it can always stay just far
enough away. So, spotting fast ships early with your sensors as soon as possible is wise!
A slower ship could try and maneuver to get its weapons in range. This will be dependent on the
weapons being used and could be thought of as a type of feint, an attempt to wrong foot the attacker.
This takes a move action and the target Pilot DC is:
ATTACK
Starship Attack Bonus = Tactical Officer’s Attack Bonus (Base Attack Bonus) + Weapon Skill + misc
mods + d20
To hit a specific location, this gives +4 to defence.(Only possible with some kind of targeting sensor or
system.)
If you get a critical hit, then roll again. If this is also a hit then the critical is confirmed. Damage is
doubled.
(See: https://www.youtube.com/watch?v=ma8-WRh3IGM)
It is discussed on internet forums a lot how a light based weapon could possibly travel faster than
light.
But why not eh? Star Trek is full of stuff like this so high-speed warp battles - why not? If a space
vessel can detect a target and has a higher warp speed then there is no reason why it can't engage it
in combat. Normal rules would apply.
In fact, the victim is probably better off dropping out of warp if it doesn't have weapons of sufficient
range to fire back, and seeking refuge in a planet's atmosphere or at least being more maneuverable.
Let's say that targets are +2 easier to hit while at warp as maneuvering is much harder at speed.
TAKE DAMAGE
The weapon damage is rolled. First take away shields, then hull plating DR is there is any, then Hull
Plating and then Hull.
Once Hull reaches 25, speed is 1/4. d3 systems damaged (Consoles exploding etc!)
Once Hull reaches 0, the ship is just a lifeless hulk. All systems damaged .
Once Hull reaches -20, the ship breaks up into chunks, or explodes (50/50 chance)
At Hull 50 - The ship can be at full speed after a DC 20 Repair check on the Engines and Reactor.
At Hull 25 and below - The Engines and Reactor will need parts replaced and a full overall to be fully
functional again. See ‘Repairs’ below.
All damaged systems will need to be repaired. See ‘Repairs’ below.
To see what system is damage, roll a d20 on the table below. If the system doesn't exist then a
crewman is injured.
3 Warp Drive Roll on damage type table below. May not go to Warp.
11 Life Support Roll on damage type table below. What happens without life
support depends on the system fitted. See Life Support in the
ships systems above for what happens without life support.
12 Gravity Plating Roll on damage type table below. Ship interior is now Zero-G
15 Computer Core Roll on damage type table below. All other things must be
done manually, so generally a -4 to all starship based rolls.
Damaged Type
76-90 Overload Make a Repair DC on the item. If you make the check it is
Offline only. If you fail the DC then Lightly Damaged. Make
the roll and increase the damage on each failure until the
check is made or the item is destroyed
See the Repairs section for more details on fixing the damage.
Repairs
Hull Plating needs a DC20 Repair skill check made. It then takes 2 hours to bring back online.
For every other system there are four levels of need of repair:
Making a Repair
The item to be repaired on the ship has a base Repair DC (as specified in the items description).
If the roll succeeds then the item is back online and fully functional after d4 hours. (Only 1 hour if you
made the roll by 5 or more)
For light / heavy damage type, apply the following modifiers to the DC check.
The repairs take 3d4 hours. Half this time if you made the roll by 5 or more.
On a failed roll of 1-5 below the target DC the system is functional, but only for d3 days before it goes
offline again and needs another repair roll. The person that made the repair does not know this.
On a failed roll of 6-10 the repair simply does not work. A second roll is required, but no extra spare
parts are needed.
On a failed roll of 11-15 the repair simply does not work. A second roll is required, and extra spare
parts are needed.
On a failed roll of 15+ you botch the job so badly the system moves down one level of damage.
Warp Drive and Reactors are a special case. You build up the warp capacity of the star ship one
Warp Speed band at a time.
In this case make the Repair roll against the Target DC of the Warp Drive or Reactor (whichever is
highest) and on a success the Spaceship gains one Warp Speed band.
Issue Time
Ship size - Tiny 1 hour
Ship size - Small 1 hour
Ship size - Medium 2 hours
Ship size - Large 3 hours
With a replicator spare parts may be made as required. However bear in mind that only a Starfleet
replicator can replicate Starfleet parts.
Any alien spare parts required would first have to be programmed into the replicator (See the
Replicator Use skill).
If you have more or less the right sort of parts on hand though, then this is only a +5 to the roll, rather
than a +10.
Spare parts can be bought in any decent sized space port of the correct Tech Level or higher. One
spare part costs 1/100 the cost of the item.
Salvage Rules
You have beaten your enemy and wish to go through the remains of his ship for loot.
For any single item on the ship there is a 10% chance the item survived intact. If not then there is a
50% chance it was damaged in the combat.
If a system was damaged during the combat it may be repaired and put in the cargo hold or whatever
you wish or it can be broken up for parts. Any system can be broken up for 10 spare parts.
For any cargo and ships equipment such as man portable phasers and armour there is a 50% chance
the item survived. Food etc will generally not survive the void of space.
Crew and passengers have a 10% chance of finding and environment suit and surviving.
Ship Classes
The following table can be used to work out the cost, in credits, of a space craft.
Item Cost
1 crew slot 50,000
1 passenger slot 50,000
Size: Small 100,000
Size: Medium 500,000
Size: Large 1,000,000
Size: Huge 2,000,000
1 metric tons of cargo space 1000
Ships systems / Weapons As per book price above
Shuttle Craft
Generic Shuttlecraft
In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to a starship or a
Starbase.
Most shuttles are short-range vessels, possessing only impulse drive or a limited warp capability.
Utilization of shuttlecraft is common for most spacefaring civilizations, especially for situations where
the transporter cannot be used for landings, or where such technology does not yet exist.
Shuttlepod
In the mid-22nd century, Shuttlepods were able to seat a pilot and six passengers, although
conditions aboard the vehicles were cramped. Each Shuttlepod had an entrance on the roof, one at
either side and a large entrance at the back.
In the Delta Quadrant this vessel can be used as a base line for any Tech Level 9 to 11 species
shuttle encountered.
Generic Freighter/Runabout/Scout
In starship classification, freighters are starship types designed to carry cargo or to carry passengers.
Often referred to as a runabout when not utilized as a transport or cargo vessel, this is the designation
of a type of vessel smaller than a starship but larger than a shuttlecraft. Runabouts are equipped with
limited weapons and drive systems, but offer additional living space and have a larger operational
range compared to shuttles, and are capable of speeds up to warp 3. Runabouts are typically
assigned to space stations as auxiliary craft. This type of starship is also commonly utilized as a
Scout when part of a larger combat fleet. The most noticeable feature of cargo freighters is their large
cargo bays. Furthermore, they are usually equipped with light armament to defend against pirates and
oncoming asteroids.
Raider
Item Specification Energy Cost
Crew 11-48 N/A 2,400,000
Passengers 1-20 N/A 1,000,000
Size Medium N/A 500,000
Propulsion Thrusters (900 kph), Impulse 0.5 LY -1 100,000
A Maquis Raider.
The Raider is a type of light starship designed and commonly used by fringe groups as well as a
common Pirating vessel. They come in varying sizes although they tend to keep towards the lower
end of Medium size.
The smaller variants have a small cockpit with seating for two, and a cargo area in the aft section. The
larger versions have a separate and much more spacious cockpit which holds four stations, and
larger crew facilities in the aft sections.
Raider starships are usually in use for a long period of time and tend to be under constant repair.
Many are known to be in use for several decades by using rebuilt engines and system replacement as
opposed to salvaging the ship for parts and rebuilding.
The Aeroshuttle
Weapons
Phase Cannon (Mark I) 1 5d8, Range 12 (Mount : Single, -2 400,000
Forward, 180 deg)
http://en.memory-alpha.org/wiki/Aeroshuttle
The Aeroshuttle is the partially functional runabout attached to the underside of the USS Voyager. As
part of the game the players may use the Aeroshuttle. How much function the vessel has and how
much work it needs to get it spaceworthy is up to the GM.
-Starfleet styling
-Evolved runabout-type structural elements
-Integrated impulse and warp reactors
-In-wing imbedded warp nacelles
-Side and aft entry hatches
-Shuttle underside contiguous with Voyager hull bottom
-Wingtip lift engines
- Standard Starfleet features; phasers, maneuvering thrusters, sensor strips, windows, and hull
markings
Currently non-functional:
The above is a small, lightly manned spacecraft designed to stay in-system. It is the space going
equivalent of a police patrol car. More military versions may be mounted with missiles also.
The term Heavy Cruiser is sometimes used synonymously with Battleship. In reference to
starship classification, Battleships are a type of large and powerful Heavy Cruiser. In
traditional terms, Battleships are the most powerfully armed and most heavily armored
warships of their era. It is likely that the definition is true among starships, although
standards may vary by species and technological level.
Heavy Cruiser is a generic term for any heavily armed vessel designed for war, combat or
defense. These vessels include battleships, escorts, and destroyers.
(220,000 each)
The NX-class was the first class of starship built with the warp five engine, thereby enabling
Humanity's first steps of exploration beyond its neighboring star systems.
Serving in the Earth Starfleet, the first ship of the NX-class was Enterprise, commissioned in 2151.
The second ship, Columbia, was commissioned in 2154.
The NX-class consisted of a habitable saucer module that contained seven decks (Lettered A-
through G-deck) and a symmetrical warp field governor located just aft of the saucer section, that
regulated the warp field shape that would otherwise break apart at higher warp factors. Two half-
decks were inserted between D- and E-deck, as well as between E- and F-deck. These contained
plasma conduits and access tunnels.
GM - The Enterprise Era Explorer does well as an example of a TL 10 exploration vessel Voyager
might meet in the Delta Quadrant.
During the Earth's twentieth and twenty-first centuries the Vulcans began conducting an extensive
effort to explore nearby star systems. Initially intended to survey all nearby systems for any signs of
life, by 2120 the Vulcans had decided to concentrate their efforts on discovering space faring
civilizations like their own. Ships traveling at relativistic speeds on missions that could last for decades
carried out these missions.
Various models of the T’Plana Hath have been employed but most are fitted to carry a small number
of passengers and crew on extended exploration and scientific research missions.
The T’Plana Hath has operated successfully for many decades, conducting missions on over ninety
new worlds and participating in first contact situations a total of sixteen times.
When starting out from the Caretaker Array the first peoples met are as described in the Races
section.
The Kazon Ogla are common throughout the first part of the sector. They are part of the Kazon
Collective. (See : http://memory-alpha.wikia.com/wiki/Kazon_Collective)
After the planet of Markov-Kalto the next major canonical species to be met are the Vidiians. They
have a nation known as the Vidiian Sodality.
(See: http://memory-alpha.wikia.com/wiki/Vidiian_Sodality)
Since there is not a great deal of information on either society the GM can flesh them out as desired.
For my game I've not stuck to cannon precisely, but the maps below give an idea of what to expect.
What I have done with my game is watch an episode then design a game around it. Then have a
simple 'investigate a space hulk' sort of mission.
The maps below are from various places on the internet and seem to be accurate (and a bit blurry
unfortunately).
It will help with the game to be familiar with all the major characters of Voyager.
(See: http://memory-alpha.wikia.com/wiki/USS_Voyager_personnel)
NPC Attitudes
Star Trek is a show not just about action and combat but about relationships between the
characters and their interaction.
Part of the game should be keeping the NPCs (and the senior Voyager crew in particular)
happy. A sheet as shown below can be added to character sheets to track NPC attitudes
towards the player.
The score is a number that is added (or subtracted) to Diplomacy rolls etc when interacting
with the NPC.
Tuvok 0
Kes 0 - Occampan
Seska 0 http://en.memory-alpha.org/wiki/Seska
Delany Sisters 0
Crewman Hamilton 0
Game Mechanics
COMBAT
Where rules have been added they have been taken from either D+D 3.5 or d20 Modern.
Before the first round of Combat, each player rolls Initiative (1d20 + Dexterity modifier + feat
bonuses). The Game Master rolls Initiative for the enemy. Whoever rolls highest goes first and
whoever rolls lowest goes last.
2. Actions
There are four basic types of actions: attack actions, movement actions, free actions and full round
actions. A character can do any of the following combinations of actions:
To make a successful attack that will deal damage a character’s attack roll must exceed a target’s
Defense score. To deal damage to a target the damage dealt must exceed their Armor Soak.
- Attack Roll: 1d20 + Base Attack Bonus + STR MOD Technique Bonuses
- Defense: 10 + Dexterity Modifier + Class Bonus + DEX MOD + Technique Bonuses
- Armor Soak: Equals the value of Armor worn by the character
Note: This means that if Weapon Proficiencies are being used as skills, do not apply the Dex or Str
modifier to the Weapon Skill otherwise it would be applied twice.
4. Damage
Each weapon type deals damage according to a particular die type (d4, d6, d8, d8, d10 or d12). After
a successful attack roll, roll the die that corresponds to your weapon and have the result subtracted
from your target’s total Hit Points (after all relevant Armour Soaks, etc.) as the effective damage. Also,
add any bonus damage from Techniques.
(Critical Hits: If a natural 20 is rolled for the attack roll, roll again, if that is also a 'hit' then the damage
is doubled)
5. Attack Options
* Full Attack: Some characters can attack more than once. Doing so is considered a full attack. A
character cannot make a move action in the same round as making a full attack action.
*Charge: A charge is a melee attack in which a character runs at 2x speed in a straight line (at least 5
meters) as part of an attack. A charge attack incurs a +2 attack bonus and deals double damage on a
successful hit. A charge incurs an attack of opportunity.
1 Regardless of the action, if a character moves out of a threatened square, the character usually
provokes an attack of opportunity. This column indicates whether the action itself, not moving,
provokes an attack of opportunity.
2 If the object is being held, carried, or worn by a creature, yes. If not, no.
3 If the character has a base attack bonus of +1 or higher, he or she can combine this action with a
regular move. If the character has the Two-Weapon Fighting feat, he or she can draw two light or one-
handed weapons in the time it would normally take to draw one.
4 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used
once in an attack or charge action, one or more times in a full attack action, or even as an attack of
opportunity.
5 The description of a feat defines its effect.
6. Attacks of Opportunity
During combat you threaten the area around you within two meters, even if it is not you turn. If an
enemy moves through your threat area without engaging you in combat, they incur an attack of
opportunity. Enemies who enter your threat area and engage in combat do not provoke an attack of
opportunity. Enemies that retreat from your threat area who are using all-out defense do not provoke
an attack of opportunity.
Making an attack of opportunity is resolved like any other normal attack. A character can only make
one attack of opportunity unless they have the Combat Reflexes technique or similar.
A character may choose to use the All Out Defense. By doing nothing but defending themselves a
character receives a +4 bonus to their Defense score. While acting this way, a character may not
attack or attempt to use any skill. They may only move and defend themselves.
Saving Throws
When a character is the target of an unusual attack (such as the mental attacks of a Mystic, trying to
avoid the blast radius of a grenade or attempting the effects of radiation sickness) a character
generally is allowed a saving throw to minimize or eliminate any detrimental effects.
Life in space is dangerous. As a character loses hit points they suffer negative effects.
0 Hit Points
-1 to –9 Hit Points
At this point, the character is dying. They are still unconscious and helpless, but
they also lose 1 hit point per round.
Grappling
In order to grapple an opponent, the two combatants must make an opposed Strength check. If the
person initiating the grapple gets a higher result the grapple is successful. While grappled, the
combatants are considered helpless and can only attempt to maintain the grapple (Strength check) or
escape from the Grapple (Escape Artist check).
Healing
A character that uses the Treat Injury skill in concert with a Medical Tricorder’s Dermal Regenerator
can heal wounds incurred by regular damage but not critical wounds.
A Medic with a successful Surgery check can heal wounds incurred by critical damage. Surgery DC’s
can be found in Chapter One in the Medic character class description. Regular wounds have a Treat
Injury DC of 17 to cause effective healing.
See the First Aid and Treat Injury skills for details.
If you get a nights rest then you heal 1 HP per Level. If you undergo complete bed rest for an entire
day this is doubled.
If you are under the care of a trained medical professional then you get +2 HP per rest or +4 HP for a
whole day. (The medic may wish to make Treat Injury rolls though if he has the equipment to speed
things up)
If you are in a hospital or med bay then you get +2 HP per rest or +4 HP for a whole day.
Character Conditions
There are any number of conditions that can have adverse affects on a character.
Ability Damaged: implies that the character has lost at least one point of an ability score.
The loss is temporary and these lost points return at a rate of 1 per day.
Ability Drained: implies that the character has lost at least one point of an ability score.
This loss is permanent.
Blinded: The character cannot see. He takes a –2 penalty to Defence, moves at half speed, and takes
a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks
and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents
are considered to have total concealment (50% miss chance) to the blinded character. Characters
who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of
them.
Cowering: the hero is frozen in fear, losing all Dexterity bonuses and cannot take any
actions. Attackers gain a +2 bonus to hit cowering enemies. Effect length varies.
Dazed: unable to act, a dazed character can take no actions but can defend themselves
normally. Typically lasts for 1 round.
Deafened: the character cannot hear and suffers a –4 to initiative checks and cannot
make Listen checks. Length of the condition may vary.
Dead: a character is dead when their Hit Points drop to –10 or lower or when the
Constitution score drops to 0 or lower.
Exhausted: characters that are exhausted suffer a -6 to Strength and Constitution, move
at half speed and can only attack once per round. Lasts until the character has had 6
rounds of consecutive rest.
Fatigued: Can't run or charge, -2 to STR and -2 DEX. 8 hours rest to remove this condition. If the
character is affected by Fatigue a second time, they become exhausted.
Knocked Out: when a character takes more subdual damage than they have Hit Points
they are knocked out and rendered helpless for 1d20 minutes. Subdual damage can only
be dealt by melee weapons (to include unarmed attacks). When attempting to deal
subdual damage an attacker receives a –4 penalty to all attack rolls.
Panicked: effects are the same as Cowered, but characters that are Panicked will attempt
to flee if at all possible.
Prone: a character is prone when they are lying flat on the ground. They receive a –4
penalty on attack rolls. Melee attacks against a prone character receive a +4 bonus.
Ranged attacks against a prone suffer a –4 penalty. Getting up from the prone position is
a full round action.
The +4 defence bonus should only applies if you are 30ft away from the attacker. Lying down is a
good way to shoot rifles though, so a +1 to attack roll for being prone. Also, if the weapon has a stand,
then a +2.
Stunned: a character that is stunned is rendered helpless for 1d10 minutes. [GM - no!]
GM - as per D+D 3.5 : Drops all held objects, -2 to AC, loses Dex bonus to AC
The following table is used to determine the penalties for extended range while using a
ranged weapon.
Rifle 0 -2 -4 -6 -8
Most firearms have a rate of fire greater than one every six seconds. The more you fire though, the
less accurate the shot.
SETTINGS
Some weapons have a single, three round burst, and full auto setting. Also Stun Settings
In a standard attack:
Full Auto: The entire clip is emptied in the rough direction of the target: -10 to hit
Sniper: Some weapons will have a scope on them that allows more accurate aimed shots to be fired.
This will be detailed in the weapons description but in general only 1 aimed shot can be fired every
Standard Action (so two in a full action). This gives a +1 bonus to hit. If you take a full action, the
bonus is +2.
Suppressing Fire
For the rest of the round you are firing down a 5ft ‘lane’. Anyone moving through that lane may make
a REF saves versus the number of bullets/pulses. Otherwise they are hit by the amount of bullets they
failed the roll by.
The shooter can split the number of bullets down two more ‘lanes’ or lines of fire as they wish.
Note: This is different from aiming at someone. Normal full round burst rules apply when aiming. This
is for area denial. If someone moves through the ‘lane’ they will have to make the REF roll to avoid
the hail of bullets.
Note: Also someone ‘standing still’ will have to make the roll. If you stay in the suppressed area on
your turn and are not behind cover or concealment of any kind while a lane is being suppressed a
REF roll must be made to avoid the suppressing fire.
Taking Aim
You may take 1 full round to aim a shot, this gives a +1 to the eventual attack roll. If you are
using a sniper shot then it is +2 to hit. This can be done a maximum of three rounds for a
total bonus of +3 (or +6 with a scope).
Cover
To compensate for the fact that people can spray bullets around alot in these rules there will be a
cover system. This is borrowed from d20 Modern (shown below).
But also : new GM rule(!) : The more you shoot from cover the lese effective it is. This makes sense
as if you just poke your head around the corner, fire once, then hide for the rest of the round, you get
good cover. If, however, you are blasting away all round cover has less effect. So I've modified the
table from d20Modern a bit.
Cover
Cover provides a bonus to Defense. The more cover a character has, the bigger the bonus. In a
melee, if a character has cover against an opponent, that opponent probably has cover against the
character, too. With ranged weapons, however, it’s easy to have better cover than the opponent.
The GM may impose other penalties or restrictions on attacks depending on the details of the cover.
Degree of Cover
Cover is assessed in subjective measurements of how much protection it offers. The GM determines
the value of cover. This measure is not a strict mathematical calculation, because a character gains
more value from covering the parts of his or her body that are more likely to be struck. If the bottom
half of a character’s body is covered, that only gives one-quarter cover, because most vital areas are
still fully exposed. If one side or the
other of a character’s body is covered, the character gets onehalf cover.
Table: Cover gives the Defense bonuses for different degrees of cover. Add the relevant number to
the character’s Defense. This cover bonus overlaps (does not stack) with certain other bonuses.
Table: Cover gives the Reflex save bonuses for different degrees of cover. Add this bonus to Reflex
saves against attacks that affect an area. This bonus only applies to attacks that originate or burst out
from a point on the other side of the cover.
If it ever becomes important to know whether the cover was actually struck by an incoming attack that
misses the intended target, the GM should determine if the attack roll would have hit the protected
target without the cover. If the attack roll falls within a range low enough to miss the target with cover
but high enough to strike the target if there had been no cover, the object used for cover was struck.
This can be particularly important to know in cases when a character uses another character as
cover.
In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering
character, the covering character takes the damage intended for the target.
If the covering character has a Dexterity bonus to Defense or a dodge bonus, and this bonus keeps
the covering character from being hit, then the original target is hit instead. The covering character
has dodged out of the way and didn’t provide cover after all. A covering character can choose not to
apply his or her Dexterity bonus to Defense and/or his or her dodge bonus, if the character so desires.
Table: Cover
(GM: I'm kind of trying to make this a game were people shoot from cover since to be out in the open
is to be scythed down by a hail of bullets. )
Attacking with Two Weapons: If the character wields a second weapon in his or her off hand, the
character can get one extra attack per round with that weapon. Fighting in this way is very difficult,
however—the character takes a –6 penalty on the regular attack or attacks with his or her primary
hand and a –10 penalty on the attack with his or her off hand. A character can reduce these penalties
in two ways.
1. If the off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always
considered light.)
2. The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by
6.
Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.
*If you have a +6 attack bonus and are capable of making a second attack you must have the
Improved Two Weapon Fighting feat in order to make a second attack with your offhand weapon.
To mix ranged and melee weapons you must have the Improved Two Weapon Feat. If not, then the
circumstances revert back to 'Normal'.
*If aiming for the weapon in the hand then damage is applied to the weapon only.
All ability damage can be removed by a medic using treat injury skill rolls against
DC20.
Otherwise the damage will be recovered after 24 hours.
Unarmed Combat
Fumbles
Optional only as not everyone likes them, but here is a table for fumbles. If a combat
roll is a natural 1, roll again, if that is also a 'miss' then roll on the table below:
This system allows the players to improve their skills through use.
The GM will award IPs and send it back to you. Put as much info as you wish, for example if a rifle
shot was a kill shot, a critical, or for example if a good Diplomacy roll at a critical moment changed the
team’s fortunes around.
The table below shows how many IPs are required to put a skill up by one rank:
Thus if you had just spent all your IPs on going from 8 to 9, now you will need to gain 100 IPs to get to
level 10 by using the IP system. This is completely independent of skill ranks gained via levelling up.
PET PROJECTS
Many people on board liked to do their own projects, e.g. Tom Paris and the Delta Flyer. Use the form
below to track your progress on your own projects:
The PC names the project, writes the abstract and decides what skills they will use (if any!).
The GM will decide the level of complexity of the project, how long it will take and what requirements
there are.
The PC may then decide what corners to cut or if they require help. The PC may increase the times if
they wish. (e.g. Starfleet guidelines state I should soak test new software for 48 hours, but I will do it
for
The PC may decide that they know what they are going to do and do not need any preliminary work
and go straight into implantation. Without an FDS though you cannot present your wonderful idea to
anyone else in the crew and will not be taken seriously.
The PC may decide not to do any testing and go straight into using the thing they have made. There
is a good chance the thing will not work though and this increases with complexity. Also, without a
signed off test procedure your new invention will not be adopted by the crew.
Note that at the ‘end’ of the project you may not have a success, but this will depend on various
factors that the GM may or may not share with the player. Even something that has been tested may
not work in the field. The more testing that is done the better and the higher the complexity of the
project the more issues it is likely to have once it is finished.
Dependencies
Permission
Required
Material
Required
Development Time Time Notes
Stage Required Spent
(hrs) (hrs)
Feasibility Study
Requirement Capture
Functional Design
Specification (FDS)
Implementation
Testing
Getting Help
Notes
Security teams may bring their own personal equipment if it has been authorized for use.
Uniform
Phase Pistol (3d4)
Tricorder
Datapad
SHIFTS ON VOYAGER
This is an example shift pattern for a Tactical Specialist working in the Deck 6 Armoury.
It uses a 12 on / 12 off shift pattern, with half days on Sat and Sun.
(DAY SHIFT)
MON
---
0700 Report to Deck 6 Armoury
0800 Weekly meeting
0900 Ship systems diagnostics for weapons monitored by D6A
1200 Lunch
1300 Combat Training (Hand to Hand)
1600 Weapons checks
1700 Kit Inspection
1800 Captains Report Review followed by tea break
1900 End
TUE
---
0700 Report to Deck 6 Armoury
0800 Combat Training (Fire Arms)
1200 Lunch
1300 Report to engineering for maintenance and repair tasks
(1500 Tea break)
1900 End
WED
---
0700 Report to Deck 6 Armoury
0800 Combat Training (Explosives)(involves some Holodeck time)
1200 Lunch
1300 Report to communications for data crunching tasks
(1500 Tea break)
1900 End
THU
---
0700 Report to Deck 6 Armoury
0800 Full diagnostics on ships weapon and defensive systems
1200 Lunch
1300 Personal Development Training (Holodeck Combat Training)
(1500 Tea break)
1600 Weapons checks (Man portable weapons)
FRI
---
0700 Report to Deck 6 Armoury
0800 Tactical Training (ship based weapons and tactics)
1200 Lunch
1300 Damage / Fire Team drills
(1500 Tea break)
1900 End
SAT
---
1300 Report to Deck 6 Armoury
1330 System checks on all D6A systems
(1500 Tea break)
1900 End
SUN
---
LOOT
Below is a random loot table that contains loot and ideas for loot other than cash that a typical
mercenary, grunt, goon or guard might be carrying.
The value of the item is entirely up to the GM. It could be a high tech, advanced bit of equipment or a
low tech piece of junk. To a certain extent it will depend on who was carrying it.
1. Macrobinoculars
2. Walking stick/pimp cane with silver head
3. Rad detector
4. Extravagant Hat
5. Cool Jewelry (ring, disco medallion, etc) with secret compartment
6. Complex grenade / bomb
7. Omnitool
8. Gloves (choice of cool driving gloves or armoured gauntlets)
9. Pet (space monkey, dragondog, astro-hawk, etc)
10. Mysterious dark cloak
11. Pack of cards, marked
12. Spaceship
13. Grappling hook belt
14. Daynight goggles
15. Cool boots (cowboy, swashbuckler, go-go, etc) – roll again if you've got crazy alien feet
16. Tricorder
17. Commlink
18. TAS membership (or other useful or funny membership card)
19. Flashlight
20. Small hookah and 2d6 doses of some semi-legal herb
21. d6 Ninja smokebombs
22. Oxyfilter Mask
23. Fancy change of clothes
24. Toolkit
25. Hi tech vacc suit (non-bulky, collapsable balloon helmet)
26. Cool vest or jacket
27. Boot knife
28. Bottle of Whiskey
29. Medkit (pick race it works best on)
30. Compact collapsable personal vehicle.
31. Jetpack
32. Grenade
33. Ninja throwing stars
34. Programmable remote hover-globe with sting guns
35. Force pike
36. Stun grenade
37. Portable music player with headphones
38. Richly decorated cape
39. Big shiny beltbuckle
40. Electro-whip
41. Silver flute
93. Aerogel grenade (15' diameter sphere fills with translucent aerogel, can cushion landing, block
corridor, immobilize everyone in a turbolift car, etc.)
94. 10,000 in fake credits (DC 20 to recognize)
95. forged electronic search warrant (DC 25 to recognize)
96. roll of duck tape
97. slingshot and steel BBs
98. bag of water balloons and fill pump
99. translator earplugs with pocket language computer
100. exploding cigar
101. Clip of 3d10 KO paper currency
102. Leather Wallet full of rubbish
103. Lucky Charm
104. Wrist Watch
105. Gold Chain
106. Gold ring
107. Silver Ring
108. Silver chain
109. Bunch of Keys
110. Blue key card
111. Red key Card
112. Yellow Key Card
113. Pocket Electronic Game / games device
114. Flick knife
115. Ration pack
116. Platinum ring
117. Silver earring
118. Gold earring
119. Playing cards
120. Porno playing cards (kazon)
121. Notbook
122. Diary
123. Long bit of coaxil cable
124. Mini toaster
125. mini blow torch
126. Small tool kit
127. Small projectile weapon toolkit
128. Stink bomb
129. Bandana
130. Broken bit of alien tech
131. Data stick full of Occampan porn
132. Hip flask
133. Withererd thingy
134. Some ears on a thong
135. bag of teeth, 1d6 gold ones
136. Comb
137. Padlock and Key
138. Padlock (no key)
139. Treasure map
140. Fungus in a jar
141. Empty bullet / shotgun shells
142. Handheld music computer and headphones
143. Comicbook
299. stockings
300. tin opener
301. condoms
302. map
303. starmap
304. metal ruler
305. wooden folding ruler
306. Sharpy style pen
307. Small electrical toolkit
308. Hi-vis vest
309. Safety-glasses
310. Papers - blueprints
311. Extension cable
312. Control panel ripped out of something
313. Annunciator panel ripped out of something
314. folder of documentation on something random
315. ruggedized box for holding electronic data e.g. hard-drives
316. laptop style computer /rugedised
317. Interface unit 'Westermo'
318. labcoat
319. cable crimper
320. Silencer for projectile pistol
321. Silencer for projectile rifle
322. satchel
323. combat webbing
324. camoflaged backpack
325. large backpack
326. bumbag
327. money belt / with money / ID in it
328. spectacles
329. ear defenders
330. subdermal syringe pack - empty / stimulants / drugs / medication
331. folding stick chair
332. bag / packet of fresh fruit / veg / roots / herbs
333. plastic bottle of water / juice / energy drink / soda
334. blow up doll
335. inflatable life ring
336. head torch
337. gun mounted torch
338. red dot sites
339. magnification sites
340. electro-nux
341. rounds of ammunition for unknown gun normal / hi-ex / AP
342. boot laces
343. folded up tarp / plastic sheet / painters sheet
344. energy dagger (+1 dagger)
345. chemical batteries
346. energy sword (+1 sword)
REPLICATORS
Replicators are difficult things for RPG games as they are basically a 'Win Button' for a lot of
situations. They do have their limits though.
http://en.memory-alpha.org/wiki/Replicator
If an item exists in the Replicator library then there is no need to make a skill check. However, new
items can be added to the Replicator library if the Replicator has a way of scanning them in (e.g.
running the item through a Transporter and feeding in the resultant data.
See this skill 'Replicator Use' and 'Transporter Use' for details on skill checks.
Replicators on board Voyager are strictly rationed and may not be used frivolously unless they are
part of a personal ration.
YES
NO
Dilithium
Refining Dilithium
*A small jury rigged set up can be made from parts found on a starship. It takes 24 hours to set up. d3
ships systems will be less effective (25% less on Small vessels, 10% less on Medium, 5% on large)
until repaired due to the loss of parts.
All refineries need someone to man it, unless a self service hopper is added to regulate the input. This
costs 2,000 credits
Sample NPCS
Allies
http://en.memory-alpha.org/wiki/Sandra_Peterson
====================================================================
Crewman Sandra Paterson, LVL 1 OPS/ 2 PIL, Human
====================================================================
HP 23, Attack Roll : +5/+4 (Base 2) Defence : 15 AS : 3 Damage : 3d8
INI +3
STR 15 DEX 14 INT 12 WIS 13 CON 12 CHA 15 F/R/W 2/3/3
Attack Roll(Energy Pistols) : 7
Attack Roll(Energy Rifles) : 10
Attack Roll(Grenades) : 7
3533 / 6000 xp
Feats:
Skill Specialty (computer use), Starship Operations, Sensors (IFF), Sensor Expertise
(Electromagnetic). Combat Manoeuvres +1
Sensors (Short Range Passive High Resolution Visual)
Bonus Feats –
Accurate Shot (no -4 penalty for firing into melee)
Skill Emphasis(Pilot) (+4 to Pilot)
Combat Maneuvers: At 2nd level (and every four levels thereafter) a Pilot adds the given
bonus to all Pilot skill checks made during combat. The bonuses do not stack.
http://en.memory-alpha.org/wiki/Dell
Crewman Dell was a 24th century Starfleet officer aboard the USS Voyager
under Captain Kathryn Janeway. Dell became stranded in the Delta Quadrant
along with the rest of the crew of Voyager in 2371.
In 2374, Dell was given the designation "Three of Ten" by Seven of Nine in
her attempt to create an efficient task force. Dell was ordered by Seven to
calibrate the ionic pressure seals on the observation ports of the harmonic
resonance chamber, a duty well suited to his abilities.(VOY: "The Omega
Directive")
====================================================================
Crewman Dell. Starfleet Engineering Division, LVL 2 Ops, Human (Male)
====================================================================
HP 13, Attack Roll: +0/-1 (Base 1) Defence: 13 AS: 3 Damage: 3d8 INI -1
STR 10 DEX 8 INT 18 WIS 13 CON 11 CHA 15 F/R/W 2/2/4
Attack Roll(Energy Pistols) : 4
Attack Roll(Energy Rifles) : 4
Attack Roll(Grenades): -1
2550/3000 XP
Mind like a Database: Operations Specialists have a knack for remembering information that
they’ve come across. All those hours of searching information databases rub off after a while. At 2nd
level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.
Tale Celes
http://memory-alpha.wikia.com/wiki/Tal_Celes
====================================================================
Crewman Tal Celes., LVL 2 Ops, Bajoran (Female)
====================================================================
HP 14, Attack Roll: +2/+2 (Base 1) Defence: 16 AS: 3 Damage: 3d8 INI -1
STR 13 DEX 14 INT 14 WIS 12 CON 10 CHA 10 F/R/W 2/3/4
Attack Roll(Energy Pistols) : 6
Attack Roll(Energy Rifles) : 6
Attack Roll(Grenades): 4
2550/3000 XP
Mind like a Database: Operations Specialists have a knack for remembering information that
they’ve come across. All those hours of searching information databases rub off after a while. At 2nd
level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks.
Murphy
====================================================================
Crewman Pat Murphy. LVL 2 Science, Human (Male)
====================================================================
HP 17, Attack Roll: +1/+1 Defence : 15 AS : 3 Damage : 3d8 INI 0
STR 12 DEX 11 INT 15 WIS 13 CON 13 CHA 16 F/R/W 3/2/2
Attack Roll(Energy Pistols) : 3
Attack Roll(Energy Rifles) : 3
Attack Roll(Grenades): 2
Use Replicator +4 First Aid +2 Knowledge Technology +4, Knowledge (Medicine) +4, Treat Injury +2,
Sidearms (Energy) + 2 Sidearms (Projectile) +2, Knowledge (Science) +7, Knowledge (Biology) +6,
Knowledge (Warp Technology) +4, Perception +4, Use Tricorder (all) +4, Computer Use +4, Bluff +3,
Diplomacy +1, Gather Information +2, Sense Motive +1 Listen +4 Swim +3, Technical Authoring /
Report Writing +7, Survival +6, Knowledge (Geology) +6, Knowledge (Agronomy) +12, Knowledge
(Anatomy) +10, Grenades +1
2800 / 3000 xp
Speciality:
Agronomy: science of soil management and crop production. (+2 to Survival, +2 Geology)
Anatomy: The study of organisms and their parts. (+1 to Hit when doing aimed shots, +1 to Treat
Injury)
Educated: Years of study mean that a science specialist has a wide range of knowledge that can be
applied to fields. +2 to Knowledge (Technology), +2 to Knowledge (Science) and +2 to a Knowledge
skill of the players choice..
====================================================================
Lieutenant Andrews, LVL 6
====================================================================
HP 47, Attack Roll : +7/+1 Defence : 13 AS : 3 Damage : 3d8 INI +1
STR 15 DEX 12 INT 11 WIS 10 CON 13 CHA 10 F/R/W 5/5/3
1400xp
While The Doctor was delusional, later that year, he imagined that he
and Reginald Barclay were going to disable the holoemitters in
engineering and that Janeway ordered Jarvis and Parsons, who was
then assigned to the operations division, to stop them. (VOY:
"Projections")
Parsons' name was read aloud by Harry Kim, in early 2372, when Kim
reviewed Voyager's crew roster. (VOY: "Non Sequitur")
====================================================================
Ensign Michael Parsons, LVL 2 TACTICAL
====================================================================
HP 20, Attack Roll : +3 Defence : 13 AS : 3 Damage : 3d8 INI +1
STR 13 DEX 11 INT 15 WIS 11 CON 11 CHA 11 F/R/W 3/3/2
2888/3000 xp
Lydia Anderson was a Starfleet crewman on the USS Voyager assigned to engineering and the
security division during its time in the Delta Quadrant.
In 2371 she was part of the security team which accompanied Captain Kathryn Janeway to the
airponics bay to stop Kes who transported herself back in time.
Anderson and the other security officer got into a firefight with boarding Vidiians. (VOY: "Fury")
Anderson, with a different hairstyle, was one of the security officers, who welcomed Seven of
Nine and the Hirogen Tsunkatse fighter aboard Voyager, where she pointed a phaser rifle onto
them. (VOY: "Tsunkatse")
Anderson served as security guard for two injured prisoners who were beamed directly into the
sickbay in 2377. She remained guarding the sickbay along with Ayala. (VOY: "Repentance")
In 2377, she was brainwashed by the Quarren after they irradiated Voyager and forced the
evacuation of its crew. She, along with most of the rest of the crew, spent approximately three
weeks in the largest city on Quarra. Her memories were altered and she was unaware that she
had been kidnapped. Anderson appeared in Tuvok's computer file. (VOY: "Workforce",
"Workforce, Part II")
She was among the crewmembers who stood in the hallway to bid farewell to Neelix when he left
the ship for Dexa and Brax. (VOY: "Homestead")
====================================================================
Crewman Lydia Anderson, OPS1/TAC2, Human
====================================================================
HP 25, Attack Roll : +6 Defence : 14 AS : 3 Damage : 3d8 INI +2
STR 13 DEX 14 INT 17 WIS 9 CON 10 CHA 9 F/R/W 3/5/4
Base Attack : +3 Defence 5
6188 / 10000 xp
Feats:
Skill Specialty (computer use), Starship Operations, Sensors (IFF)(Laser Imaging)(Sub Atomic),
Sensor Expertise (Electromagnetic)(Geological)
Expertise+1 (+1 to all Operations skills)
Bonus Feat - Accurate Shot (no -4 penalty for firing into melee)
Bonus Feat - Hand to Hand Combat (You are skilled in dealing actual damage (as opposed to
subdual damage) with unarmed attacks. You have a critical range of (20, x2) and do 1d6 damage per
attack.)
====================================================================
Ensign Alexandria Munro Lvl 1
====================================================================
HP 11, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3
STR 13 DEX 14 INT 14 WIS 11 CON 13 CHA 7 F/R/W 2/2/1
Basic Loadout:
890 / 1000 xp
====================================================================
Lieutenant Les Foster, LVL 6
====================================================================
HP 42, Attack Roll : +7/+1 Defence : 13 AS : 3 Damage : 3d8 INI +1
STR 13 DEX 13 INT 14 WIS 10 CON 11 CHA 9 F/R/W 5/5/3
Basic Loadout:
====================================================================
Crewman Telsia Murphy, LVL 2
====================================================================
HP 18, Attack Roll : +3/4 Defence : 13 AS : 3 Damage : 3d8 INI +1
STR 12 DEX 15 INT 15 WIS 11 CON 10 CHA 11 F/R/W 3/3/2
Basic Loadout:
Combat Jacket (light) (0/3)
Phase Rifle (3d8) (scoped +1 to hit)
Tricorder
Datapad
5 x Stun grenades
5 x Frag grenades
1900 / 3000 XP
Chakotay was a 24th century Human Starfleet officer and former Maquis
member, best known as first officer under Captain Kathryn Janeway aboard
the USS Voyager. Before serving as Voyager's first officer, he had resigned
from Starfleet after years of service in order to
join the Maquis to defend his home colony against the Cardassians.
In 2371, while Starfleet and the Cardassians were trying to capture him in the
Badlands, Chakotay and his Maquis crew were pulled 70,000 light years
across the galaxy, deep into the Delta Quadrant by the Caretaker's array and
forced to merge with the crew of the Voyager
during its seven-year journey home. (VOY: "Caretaker", "Tattoo", "In the
Flesh")
====================================================================
Commander Chakotay, LVL 10 (Pilot 2, Tactical 4, Operations 4)
====================================================================
Defence: 7
Feats: Starship Operations, Combat Manoeuvres +1 Skill Speciality, Mind like a Database, Expertise
+1, Bonus Technique x 3
Basic Loadout:
Starfleet uniform
- Light Armour Weave (0/1) armour
- Temperature Modulation : +2 to Fort for all Fatigue / Exhaustion effects
Phase Pistol (3d4)
Tricorder
Datapad
Neelix was a 24th century Talaxian who joined the USS Voyager when it was
pulled into the Delta Quadrant by the Caretaker's array in 2371. During
Voyager's seven year journey through the Delta Quadrant he served as the
ship's chef, morale officer, "ambassador to the Delta Quadrant" and navigator,
in addition to forming close personal friendships with many crew members
and becoming a valuable member of the stranded Starfleet crew. (VOY:
"Caretaker")
Career
2 years orbital tether engineer on scale models
1 year on a mining colony
2 years as Engineering assistant on a freighter. Learned Warp Theory
6 years on a garbage scow
? merchant on own ship
====================================================================
Neelix, LVL 11 (Pilot 2, Operations 3, Boomer 6)
====================================================================
Defence: 5
Feats: Mind Like A Database, Starship Operations, Skill Speciality (Repair),Lucky Shot x2 , Barter,
Skill Emphasis (Bargain), Combat Manoeuvres +1, Contacts
+3 Bonus feats
Skills: Repair +7 , Demolition +2, Disable Device +3, Write Program +1, Use Transporter +2, Bluff +4,
Computer Use +3, Entertain (Storytelling) +2, Gamble +2, Hide +1, Listen +3, Search +3, Dock +4,
Pilot + 3, Plot Course +6, Navigate +2, Bargain +12, Diplomacy +12, Gather Information +8, Sense
Motive +8
HP 77
Basic Loadout:
Basic Outfit
Personal Datapad
Wallet with various Ids in it
Kes was a female Ocampa who joined the USS Voyager after it was
catapulted into the Delta Quadrant by the Caretaker's array. For over three
years she became a valuable member of the crew; she served as a field
medic, and was in charge of the airponics bay. She eventually left Voyager in
order to explore her increasingly powerful mental abilities.
====================================================================
Kes, Ocampan, Female, Lvl 1
====================================================================
HP 4, Attack Roll : +0 Defence : 13 AS : 0 Weapon : Dagger : 1d4
INI +2 perception +2
Clothes, Boots
Ocampan Wrist Watch
Gold chain
Ensign Mannus was an operations division Starfleet officer assigned to the USS Voyager
under Captain Kathryn Janeway during the 2370s.
Neelix reported to The Doctor from the mess hall that Mannus had become violently ill
from space sickness due to a temporal disruptor in 2375. When The Doctor arrived, Neelix
reported that he made no such call, and that Mannus had been fine for the past hour. Seconds
later Mannus collapsed and was revived by the Doctor, who later discovered that there was a
seven minute time lapse between the mess hall and sickbay. (VOY: "Relativity")
====================================================================
Ensign Mannus, LVL 1, Human
====================================================================
HP 10, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3
STR 15 DEX 15 INT 11 WIS 11 CON 17 CHA 14 F/R/W 2/2/1
http://en.memory-alpha.org/wiki/Unnamed_USS_Voyager_personnel
====================================================================
Crewman James Rumbleton. LVL 2 Science, Human (Male)
====================================================================
HP 17, Attack Roll : +5 Defence : 15 AS : 3 Damage : 3d8 INI 0
STR 10 DEX 11 INT 15 WIS 16 CON 15 CHA 11 F/R/W 3/2/2
Use Replicator +3 First Aid +2 Knowledge Technology +5, Knowledge (Medicine) +4, Treat Injury +2,
Sidearms (Energy) + 5 Sidearms (Projectile) +5, Knowledge (Science) +4, Knowledge (Biology) +6,
Knowledge (Warp Technology) +5, Perception +5, Use Tricorder (all) +4, Computer Use +5, Bluff +3,
Diplomacy +1, Gather Information +2, Sense Motive +1 Listen +5 Swim +3, Technical Authoring /
Report Writing +6
2300 / 3000 xp
Speciality : Biology (The science of life and living organisms. (+2 Knowledge (Medicine), +2 Treat
Injury)
Educated: Years of study mean that a science specialist has a wide range of knowledge that can be
applied to fields. +2 to Knowledge (Technology), +2 to Knowledge (Science) and +2 to a Knowledge
skill of the players choice..
Sensors (Biological Reference )
http://en.memory-alpha.org/wiki/Yosa
Yosa was a Maquis fighter who served on the raider the Val Jean under
Chakotay until 2371 when his crew became stranded in the Delta Quadrant
following the destruction of their ship. As a result the crew of the SS Val Jean,
Yosa included, joined the crew of the USS Voyager as Starfleet personnel
and
traveled on the USS Voyager on its historic trek home from the Delta
Quadrant.
In 2377, he was attacked by Tuvok, who was under the mental control of a
Bajoran vedek named Teero Anaydis. Tuvok mind-melded with Yosa, and
other Maquis, inciting them to mutiny and overthrow Captain Janeway.
====================================================================
Crewman Yosa, LVL 1, Human
====================================================================
HP 9, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3
STR 12 DEX 15 INT 13 WIS 9 CON 15 CHA 11 F/R/W 2/2/1
http://en.memory-alpha.org/wiki/William_McKenzie
William McKenzie was a Human Starfleet crewman who served on the USS
Voyager while the ship was stranded in the Delta Quadrant.
====================================================================
Crewman William McKenzie, LVL 1, Human
====================================================================
HP 12, Attack Roll : +4 Defence : 13 AS : 3 Damage : 3d8 INI +3
STR 14 DEX 12 INT 10 WIS 11 CON 15 CHA 15 F/R/W 2/2/1
Enemies / Non-Allied
Caretaker Array
************************************************************************************
Human, Farmer, LVL 1
************************************************************************************
Ocampan, Female, Lvl 1
Clothes
Ocampan Wrist Watch
Gold chain
Kazon
************************************************************************************
Kazon-Ogla, Warrior, Lvl 1
Dagger 1d4
Carbine Rifle 1d10 (100m range) - 5 clips
Kazon-Ogla Ballistic Uniform
3 x Frag Grenades 5d4, 5m range,
2d100 Kazon paper currency
1d20 Silver coins
Kazon Communicator
************************************************************************************
Kazon-Ogla, Squad Leader, Lvl 2
Dagger 1d4
Phase Rifle 3d8 (100m range) - 5 clips
Kazon-Ogla Ballistic Uniform (Master work , Defence -0)
3 x Frag Grenades 5d4, 5m range,
4d100 Kazon paper currency
2d20 Silver coins
Kazon Communicator
Kazon Data Handset
************************************************************************************
Kazon-Ogla, Elite Warrior, Lvl 3
Dagger 1d4
Phase Rifle 3d8 (100m range) (KO Red dot sight +1 to hit) - 5 clips
Kazon-Ogla Ballistic Uniform (Master work , Defence -0)
3 x Frag Grenades 5d4, 5m range,
4d100 Kazon paper currency
2d20 Silver coins
Kazon Communicator
Kazon Data Handset
************************************************************************************
Kazon-Ogla, Elite Squad Leader, Lvl 4
Dagger 1d4
Phase Rifle 3d8 (100m range) (KO Red dot sight +1 to hit) - 5 clips
Kazon-Ogla Combat Armour (3/5)
3 x Frag Grenades 5d4, 5m range,
4d100 Kazon paper currency
2d20 Silver coins
Kazon Communicator
Kazon Data Handset
************************************************************************************
Kazon-Ogla, Captain, Lvl 5
Dagger 1d4
Phase Rifle 3d8 (100m range) (KO Red dot sight +1 to hit) - 5 clips normal, 5 clips AP (negates 50%
of soak)
Kazon-Ogla Combat Armour (2/5)(Masterwork)
3 x Frag Grenades 5d4, 5m range,
5d100 Kazon paper currency
5d20 Silver coins
Kazon Communicator (Extended)
Kazon Data Handset (Extended)
************************************************************************************
Kazon Amazon, Lvl 2
Dagger 1d4
Phase Rifle 3d8 (100m range) - 5 clips Phase Pistol 3d4
Kazon Amazon Female Armour (Master work , Defence -0, Soak 3)
3 x Frag Grenades 5d4, 5m range,
4d100 Kazon paper currency
2d20 Silver coins
1d4 gold ingots
4d100 Water Credits
5d100 VS Crowns
Kazon Communicator
Kazon Data Handset
'Pre-paid subspace Communicator'
d3 gold rings
************************************************************************************
Kazon Pirate, Lvl 3
Dagger 1d4
Phase Rifle 3d8 (100m range)(MW) (KO Red dot sight +1 to hit) - 5 clips
Kazon-Ogla Ballistic Uniform (Master work , Defence -0, Soak 3) Phase Pistol 3d4
3 x Frag Grenades 5d4, 5m range,
4d100 Kazon paper currency
2d20 Silver coins
1d4 gold ingots
4d100 Water Credits
5d100 VS Crowns
Kazon Communicator
Kazon Data Handset
'Pre-paid subspace Communicator'
Kazon Combat Webbing
************************************************************************************
HP 65, Attack Roll : +5 (x2 attacks) Defence : 10 AS : 8 Weapon : Pirate Bot Scatter Guns (x2
weapons)(1d20 each)
INI +0 Move : 4sq
Melee damage : Bash 2d10
Is shielded from non-lethal phaser fire. and half from phasers in general
immune to criticals and head shots
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
The shotguns have such a wide dispersal. Anything caught in the 60ft cone of effect must make a Ref
save DC 15
or take the damage.
Anyone beyond 60ft it can fire at normally against the targets defence.
************************************************************************************
Kazon Cult Leader, Lvl 4 (Also Cazon First Officer)
************************************************************************************
Kazon Pirate Captain, Lvl 6
Dagger 1d4
Phase Rifle 3d8 (100m range) (KO Red dot sight +1 to hit) - 5 clips normal, 5 clips AP (negates 50%
of soak)
5 clips HE (aim for square. target gets REF for 1/2)
Ultra-Light A-Tech Combat Armour (0/5)(Masterwork)
3 x Frag Grenades 5d4, 5m range,
Kazon Command Communicator (with HUD)
Kazon Data Handset (Extended)
1d4 gold ingots
4d100 Water Credits
5d100 VS Crowns
Kazon Communicator
Kazon Data Handset
'Pre-paid subspace Communicator'
Kazon Combat Webbing
Robots
************************************************************************************
Security Bot, Lvl 3
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
************************************************************************************
Damaged Alien Vessel Security Bot, Lvl 1
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
************************************************************************************
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
************************************************************************************
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
The Mining Laser fires 4 shots per round, spread out between as many targets as it can.
************************************************************************************
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
************************************************************************************
HP 45, Attack Roll : +5 Defence : 10 AS : 6 Weapon : Wrecking Ball 3d10 (10ft reach)
Hot Rivet Gun 1d6*
INI +4 Move : 6sq
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
The Hot Rivet Gun when it hits, will do a further 1d6 damage unless the victim spends
an action removing the rivet from the wound.
************************************************************************************
HP 35, Attack Roll : +3 Defence : 10 AS : 5 Weapon : BI Single-shot Phaser 3d8 (x2 weapons)
INI +0 Move : 4sq
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
The BI Bot single shot phaser rifle can only be fired once per round. It does have two
of them though.
************************************************************************************
HP 8, Attack Roll : +5 Defence : 19 AS : 0 Weapon : Buz saw 1d6, Phaser pistol 1d6
INI +4 Move : 6sq
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
Prefers to do melee combat, but will use its phaser if cannot reach a target. Short range
only.
Markov-Kalto
************************************************************************************
Markov-Kalto, Police, Lvl 1
Dagger 1d4
Assault Rifle 3d8 (100m range) (30) - 5 clips normal (+2 to hit with headset)
M-K Combat Armour (2/5)(Masterwork)
3 x Frag Grenades 5d4, 5m range,
5d100 MKD paper currency
M-K Communicator Handset
M-K Tactical Headset
Vidiians
************************************************************************************
Vidiian, Honatta (Organ Finder), Lvl 1
Vidiian Harvester
Vidiian Long Black Forcerobes (0/1)
Vidiian communicator
Vidiian Mutli-tool (Tech tool / datapad / music - vid player)
2d20 Gold coins
************************************************************************************
Vidiian, Artist, Lvl 2
Vidiian Harvester
Vidiian Forcerobes (2/2)
Vidiian communicator
Vidiian Mutli-tool (Tech tool / datapad / music - vid player)
2d20 Gold coins
************************************************************************************
Vidiian, Infiltrator, Lvl 2
Vidiian Harvester
Vidiian Forcerobes (2/2)
Vidiian Disguise Kit (fishy smells)
Vidiian communicator
Vidiian Mutli-tool (Tech tool / datapad / music - vid player)
2d20 Gold coins
************************************************************************************
Vidiian, Guardian, Lvl 3 (Morullu)
Vidiian Harvester
Advanced Vidiian Forcerobes (3/3)
Vidiian Disguise Kit (fishy smells)
Vidiian communicator
Vidiian Mutli-tool (Tech tool / datapad / music - vid player)
2d20 Gold coins
************************************************************************************
Vidnit lvl 1 (Vidiian Spider attack creature)
d6 bite
Posion. DC 10 fort or loose 1d3 CON / 1d3 STR 1 min later
(If damaged, but all soaked, then 25% chance of posion)
Numiri
Note that Numiri weapons do not have stun settings or any other setting than the basic
damage.
They use an energy pulse rather than a beam. The pulses are charged in such a way as to
explode on impact. A standard pulse will leave a two inch diameter hole in concrete and
a five inch diameter hole in anything softer such as wood or flesh. Thus a few shots
would be enough to blow a decent sized hole in a door.
In combat they leave much more bloody wounds than a standard phaser weapon and can
easily take arms and legs off if targeted correctly.
Numiri Phase Pistol 3d4+2 (25m range) (30 in a clip) (Crit 19/20)
Numiri Officers Pistol 4d4+2 (25m range) (15 in a clip) (Crit 18/20)
Numiri Phase Rifle 2d10+2 (300ft range) (30 in a clip) (Crit 19/20)
Numiri Phase Autogun 2d10 (300ft range) (30 in a clip) (+4 to hit when firing full auto) (Crit 18/20)
Numiri Flame Thrower - clip 20 - hits a square much like an incendary grenade. Does 6d4 to target,
half if they make a DC 15 reflex save. Has a range of 50ft
Numiri Heavy Autogun - 3d10 (50m range) - (+4 to hit when firing full auto (30 rounds))
(belt fed - 300 rounds in hopper) (Crit 18/20)
************************************************************************************
Numiri Private, Lvl 2
************************************************************************************
Numiri Sergeant, Lvl 3
Numiri Phase Autogun 2d10 (100m range) - 5 clips (30) (+4 to hit when firing full auto)(-6 to hit)
Numiri Uniform (0/3)
3 x Frag Grenades 5d4, 5m range,
3d100 Numiri paper currency
2d10 Numiri coins
Numiri Combat Communicator
************************************************************************************
Numiri Heavy Weapons (Flamer), Lvl 3
Numiri Flame Thrower - clip 20 - hits a square much like an incendary grenade. Does 6d4 to target,
half if they make a DC 15 reflex save
Numiri Uniform (0/3)
3 x Frag Grenades 5d4, 5m range,
3d100 Numiri paper currency
2d10 Numiri coins
Numiri Combat Communicator
************************************************************************************
Numiri Heavy Weapons (Heavy AG), Lvl 3
Numiri Heavy Autogun - 3d10 (50m range) - (+4 to hit when firing full auto (30 rounds))(-6 to hit)
(belt fed - 300 rounds in hopper)
Numiri Uniform (0/3)
3 x Frag Grenades 5d4, 5m range,
3d100 Numiri paper currency
2d10 Numiri coins
Numiri Combat Communicator
************************************************************************************
Numiri, Officer, Lvl 4
************************************************************************************
Numiri, Senior Officer, Lvl 5
************************************************************************************
Numiri Combat Bot, Lvl 8
HP 120, Attack Roll : +7/+3 Defence : 10 AS : 10 Weapon : Numiri Phase Autogun, 90ft
INI +0 Move : 4sq
X2 Numiri Phase Autogun 2d10 (300ft range) (30 in a clip) (+4 to hit when firing full auto) (Crit 18/20)
Grenade Launcher - can fire 2 per action (4 in full attack) [Soak 10, HP 35]
X9 EMP GRENADES
X9 Heavy Frag grendaes
X10 Smoke (bot not affected as has IR)
X10 Heavy Stun
X9 Tear gas
X10 Semi-intelligent Heat Seeking Missiles (acts as heavy frag but can go round 5 corners before
detonating)
Can be reprogrammed with a high enough skill check DC 30 on Write Program. Takes 1d3 hours.
************************************************************************************
Numiri, Special Forces, Lvl 5
Numiri Phase Rifle 2d10+2 (300ft range) (30 in a clip) (Crit 19/20)
Numiri S.P. Uniform (1/5)
3 x Frag Grenades 5d4, 5m range,
3 x Tear Gas
6d100 Numiri paper currency
2d10 Numiri coins
Numiri Combat Communicator
In the Delta Quadrant you are more than likely to be approached, questioned, harassed and
attacked by various space faring species while going about the place.
Who you meet is determined by where about in the Quadrant you are and how far from
civilization.
Various factors modify the likelihood of an encounter.
Local Space
Within 0.25 LY of any star system is considered to be the local area. There are asteroids,
planets, space stations and of course stars here. Any civilisation above TL 8 will be
monitoring this area. TL 9-10 civilisations may be able to launch craft to meet travellers. TL
11 and above will have sophisticated detect and defence systems in place in this area,
assuming they are not at war in-system or otherwise distracted.
Oort Cloud
Beyond Local Space, this represents the very edge of gravitational influence of the local star.
The interesting bit of it is 0.25 to 0.5 LY depending on the size of the star. Miners and
hermits are more likely to be found here.
https://en.wikipedia.org/wiki/Oort_cloud
Space Lanes
The most direct route between two inhabited star systems or deep space space-stations can
be considered a space lane and will be well travelled by traders, police craft and possibly
with pirates waiting on the edge for a weak or unprotected target.
Fringe Space
Anywhere 0.25 LY out from a civilised area or away from a space lane, but still within 10 LY
of anything travelled or civilised is considered fringe space. This is where religious cults,
outlaws, pirates, outposts and hidden research bases are found.
Deep Space
Anywhere beyond 5 to 10 LY from anything civilised or travelled can be considered deep
space. Generally there is nothing here at all and the further out from civilisation you go, the
less there is.
Avoiding being noticed
Encounters can be avoided if your ship has stealth systems or on a successful DC 20 Pilot
or Plot Course roll.
Local Space
The type of encounter here depends very much on the types of civilisations present in the
system.
If the local system has a Tech Level 9 to 13 civilisation present then roll on the Space Lanes
table.
If the local system has a low TL or no civilisation present then roll on the Oort Cloud table.
Deep Space
Make an initial d100 roll. If the roll is 90 or above then roll on the Fringe Space column.
Main Table
Roll once for each Light Year Travelled.
For each ship or station encountered, determine its tech level by rolling a d6.
1 - TL 9, 2 - TL 10, 3-4 - TL 11, 5 - TL 12, 6 - TL 13.
Races
Unless specified, the race of the crew of the vessels in question can be decided by the GM
or rolled randomly.
Roll Race
01 Occampans (Awakened)
02-20 Talaxian
21-30 Kazon
31-40 Vidiian
41-50 Norlot
51-55 Burung Mera
56-60 Babi Ijo
61-65 Banean
66-70 Numiri
71-72 Blaxion
73-75 AI
76-90 Mixed Norlot / Kazon mercs
91-99 Mixed Talaxian /Occampan
00 Other (new)