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Star Trek for Savage Worlds Adventure Edition SWADE.STPD.StarTrek.jpg


This is a bit of a mix between FASA old Star Trek, the Cartoon, Starfleet Battles/Prime Directive and some of the changes that have happened to the Cannon over the years and various shows. To get a feel on where everything fits, TOS was set around the 2260’s, the first three movies around the 2280’s and Star Trek VI set around 2295 the present setting for the game BUT very different…
Around the turn of the 21st century environment problems caused many of the major powers of the Earth to start a limited scale war over resource, food, clean water, etc. From this, someone created various superhuman soldiers to help with their wars. These men and women were stronger, faster, smarter, better conditions than normal humans but they were flawed in one important way – they were supremely arrogant in not only their own abilities but their right to rule over everyone lesser then them. This caused the Eugenic Wars that almost destroyed the planet. In the end (sometimes around the 2050’s) the various supermen where killed or imprisoned. There were rumors some escaped into outer space but not generally believed.
The world’s governments were mostly destroyed and small localized powers where all the remained at least for the next ten years or so as the people recovered. Much of this changed in 2063 when an independent scientist by Zefram Cochrane, launched his experimental warp transport for the first time. The Vulcans, who happened to be passing close by, detected this warp signature and initiated first-contact between the two races. The Humans started exploring outward fairly quickly and inspired and united by Cochrane and the appearance of the Vulcans lead to the formation of a world government (first called the Earth Alliance). For the next hundred years the Earthlings made contact with the Andorians and Tellarites and greatly expanded trade and shared scientific research. While most of these contacts where fairly peaceful the Earthlings also first encountered the Romulans Empire, which lead to war. The two side never meet face to face and the Romulans came close to destroying the Earth. In the end a peace treaty was negotiated between to two powers creating the Romulan Neutral Zone over sub-space raido (as the Rumulans still refused to meet or even be seen by their enemies). The Romulans retreated behind their borders for almost 100 years before reappearing to the Fedeatrion.
At the end of this war in 2161, the Earthlings pushed for the formation of a United Federation of Planets to be created and to include all of Earth’s colonies along with the Vulcans, the Andorians and the Tellarites. Within a year of its formation they also created Starfleet which would be a mutual defense and research group that would aid all members of the Federation. Both of these institutes are based on Terra but each member has extensive representatives here and on offices on their home-worlds. Starfleet in the early years was made up individual world’s ships based on common designs and crew by individual races with a few special individuals serving on other racial ships. Over the last century and a half most ships have become even more uniformed as the members of shared their technology with each other extensively.
During this period the Federation explored their region of space extensively and encountered many new species of intelligence beings, although not all had reached warp-capacity yet. There was no Prime Directive at first and Starfleet make it up as they went along. They also encountered the Klingons Empire. At first they were non-aggressive towards the Federation but there were a few border disputes. Two other species that had resulted in hostilities right away where the large cat like beings known as the Kzin Hegemony and non-humanoid Tholians Assembly. With the Kzin the Federation fought a short but bloody war that lead to the empires surrender and serious restricts placed onto their society. With the Tholians after the initial hostile encounters negotiated a peace and non-interface treat with the Assembly and a promise not to cross their board.
The Klingons became more aggressive when dealing with the Federations in the 2220-40’s that lead to a breakout of full scale war (the Four Year War) in 2248. Both side suffered horrible loses in both lives and resources such that they signed a peace treaty that established a thin Klingon Neutral Zone between them in 2252. This created something like a cold war until 2267 when the Empire crossed the Neutral Zone to invade the planet Organia. Hostiles had almost broken out when suddenly the natives of the world revealed themselves to be highly advanced incorporeal beings whom instantly incapacitated both sides and imposed the Organian Peace Treaty.
Other hostile races had been encountered in the following years including the Gorn Confederation and Hydran Kingdom. The Federation fought small scale wars with both before signing various eace treaties with them. This created some stability for the next two decades and the Federation and Starfleet focused much of its resources to exploration and research.
In 2291 this all changed when the Kzin sent a pirate like fleet in attacks against both the Klingons and Gorn regions, along with the Federation. Their ships where disguised as Starfleet’s in both Klingon and Gorn space, along with Klingon’s in Federation space. This led the three governments to being open war between them (the Organians seeming to have disappeared two years earlier) and the Romulans, Hydran and Tholians to also attack their borders with the Federation, testing its strength. By the time peace was achieved two years later most sides had lost millions (if not more) of lives and untold resources. The Kzin were severely punished by the Federation and Klingons and to this day they are not allowed warp capable ships and most starship weapons. They must rely on others for starship travel and trade even within their worlds of control.
This would come to be called the General War (or First General War) and all sides seem to be ready for peace again but also many lingering distrust and hatred among the various governments and citizens of the region.
The game is set in 2295, two years after the war’s end. While there is an uneasy peace throughout the quadrant there are new threats that could shatter this.
The recent destruction of the Klingon moon Praxis which has resulted in the destruction of the Klingon’s home world of Kronos ozone layer that has thrown the Empire into turmoil. Starfleet Intelligence fears that of two factions forming in the turmoil, those that wish to sue for peace and those who wish to seize vital worlds for the Empire to conquer and resettle, that the hostile faction is the most influential right now. Despite their concerns, Starfleet and the Federation Diplomates both have a strong delegations presence in the Empire working hard towards peace. Intelligence is also worried (of coures) that the Orions and Romulans both do not want this peace and are activelly working against it.
Another problem is the Zinn Collective. These are a nomadic humanoid xenophobic race whose scout ships have been encountered by Starfleet on the very edge of Federation space. These encounters have been hostile as the Zinn ships have attacked without warning and have refused most hails and offers to negotiate. Starfleet Intelligence again believes that the Zinn Collective is made up a billions of beings on the huge world ships that have yet to enter Federation space but seem to be on a direct heading towards a number of colonies and planets of primitive sentient species under the Prime Directives protection. The Zinn seem to be seeking suitable worlds to colonize themselves and their apparent hatred of all other species is very concerning.
Two other major issues have also become concerns of Starfleet – the first are reports from Starbase 47 (the Vanguard) about major troubles within the Taurus Reach between them and the Tholians who have ordered all colonies within the Reach to be immediately removed. The Tholians had never made claim to this region of space before when it was settled some 10 years ago and includes some 20 colonies and another 60 outposts. The Klingons and Gorn both also have boarders along this region and this has peeked their interest in the region as to why. The other issue is Orion pirates have been making increasing raids within both the Federation and Klingon Empire using Kzin as shock troopers to terrorize their targets. The Orion government claims these pirates to be reneges and has publicly denounced them but Starfleet Intelligence is not convinced.
Unknown to the Federation or Starfleet at large is a new treat of the Seltorian Tribunal Swarm. The Seltorians resemble large humanoid insects. This species sees all other sentient beings as possible food sources and hosts for the lava spawns that eat their way out of the host when they hatch. The Tribunal travel in large hive fleets that have raved multiple worlds just outside of known space of the present local powers.
There is also the mystery of where the Organians have disappeared to. Starfleet Intelligence believes that it might be another even more powerful race of beings. They have had multiple dealings with these so-called Godlike aliens before and this could be one of them interfering, but why?


  • Setting Rules (SWADE pg. 136-141) Born a Hero (ignore rank requirement at character creation), Convictions (Gain conviction for heroic deads. When spent they grant a +1d6 to any Trait roll; which can also ace), Fast Healing (once per day), High Adventure (benny to gain a combat edge you qualify for), Multiple Languages (gain an addition number of languages equal to ½ Smarts die at d6 each), Unarmored Heroes (Wild Cards who don’t wear armor gain +2 to soak rolls. Natural armor from something like scales doesn’t count as worn armor), Wound Cap (an attack can cause a maximum of 4 wounds)
  • Acrane Background (Psionics): is the only type of Arcane Background. The skill of these Powers is Psions (Smarts). Arcane Resistance works agianst these Powers.
  • Wealth (SWADE pg. 145, base die d6): as most crew members are not concerned with cash as Starfleet provides most everything you would want while serving, character can use this system to purchase anything personal that they might want. Most is not as good a quality as provided by Starfleet, while others might be “illegal’ (like Romulan Ale)


  • Range Modifiers: Extreme -6 (see SFC pg.27)
  • Leadership edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a communicator, etc. (not just 5”). With Command Presence they only need to hear your orders (via a communicator, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10”).


  • Traits and Skills: 5 Trait points for Attribute and 15 points for Skill (including starting levels – d4 in Athletics, Common Knowledge, Persuasion and Stealth).
  • Species: pick one of the standard Species below. Other unique or rare races can be created with the GM help via the Making Races chart (SWADE pg. 18-20).
  • Profession: pick a Starfleet profession and make sure you meet the requirements.
  • Hindrances: Start with one Major and two Minor Hindrances.
  • Edge: All character start with one free Edge. It is suggested that this be choosen from the Professions Recommended Edges listed.
  • Languages: all characters speak their native tongue at a d8 and an additional number of languages equal to ½ their Smart die at a base d6 each. The Linguists Edges adds additional languages as normal.
  • Psionics: is very rare in all species except in Deltans and Vulcans. Most others do not trust psionics completely and non-Deltans and Vulcans should have some social problems due to these factors.
  • Gear: Starfleet tends to provide all the basic gear that a serviceperson needs to carry out their mission. Characters can purchase personal gear if they wish using the Wealth system.

Characters for this game: Your characters are all fairly new Starfleet Academy graduates (no more then 3-5 years) who have been newly assigned to USS Saratoga, a Miranda-Class Medium Cruiser. While assigned Departments you are also part of the Prime-Team for the ship. Prime Teams act as primary Away Team members. This vessel has been in serve for about 15 years but has recently gone through a serious repairs and a major upgrade/refit. The newly assigned Captain Tavian (Vulcan Female) has orders to do a shake down mission along the Klingon Neutral Zone for one month and then to report to Commodore Mikhail Samuilovich of Starbase 47 for assignment in the Taurus Reach.

Option: To create more skilled/advanced character for the game and higher ranking officers advance them to Season or even Veteran.

Anemic, Blind, Bloodthirsty, Death Wish, Delusional (Major), Elderly, Greedy (Major), Hard of Hearing (Major), Illiterate, Jealous (Major), Mute, One Arm, One Eye, Outsider (Major), Phobia (Major), Poverty, Suspicious (Major), Vengeful (Major), Wanted, Young. Note that in some cases if any of these hindrances are a racial constant there can be exceptions made.

Aristocrat, Artificer, Berserker, Champion, Chi, Gadgeteer, Holy/Unholy Warrior, Liquid Courage, Rich (Filthy Rich), Wizard
Also there is only one Arcane Background allowed – Psionics with the Psionic skill used for controlling and accessing it.

Faith, Focus, Spellcasting and Weird Science

Electronics: Is used to run sensors from starships to hand scanners.
Hacking: is also used for Electronic Countermeasures and Warfare with tricorders or starship comm system. Generally this is a contest of skills between you and the target.
Science: is also used to plot a course either at impulse or warp speed. Starfleet scanners and computers are advanced that the general penalty to plot a course at warp speed is -1 per 10 full lightyears of travel. Other species have more or fewer penalties depending.

Team Player [Novice, Wild Card]: When provided gang-up bonus the character counts as one additional adjacent ally for the purposes of determining Gang Up bonuses but this still cannot exceed the normal maximum Gang Up bonus of +4.

Born Leader [Veteran, Command]: If you spend a Full Round Action, one ally (including Wild Cards) within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.
Move It Mister! [Seasoned, Command]: You can use an Action to give one ally (including Wild Cards) within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then as normal)

ECM Specialist [Novice, Electronics d6+, Hacking d6+]: With a tricorder or similar device you can attempt to jam enemies from using their communications or their scanners within range (generally about 5 miles). Make an opposed Hacking skill check (which can also be resisted by Electronics or Hacking). Success means that the opponent cannot use their communications with each other or their scanner within the area of your device. A raise over their check allows you to block both. If using the optional Starship Combat rules you gain a +2 with any of Comms Actions that you take – Crash System, Defeat ECM and Sensor Ghosts.


HUMAN (or Near-Humans)

By far the most common species of the Federation and Starfleet, humans overall have embraced the ideas of one of the founders of the government. In fact both the Federation Government capital and Starfleet Command are located on Earth.
While it is believed that Humans originated on Earth, they have been found on multiple planets and have adapted too many different environments. It is believed that some ancient species seeded them on many worlds or altered the DNA as such to allow them to proper within other environments.
Adaptable [2]: gain one Edge so long as you qualify for it.
Varied [2]: Gain one of the following…
o Start with one Attribute trait at a d6 with a maximum starting of a d12+1 in that trait.
o Start with 2 skills at a d4 or the automatic skills of a d6 each. These skills have a maximum starting level of a d12+1 each.
o Aquatic - cannot drown in oxygenated liquid and moves his full Pace when swimming.
o Environmental Resistance – gain a +4 bonus to resistant traits test and +4 Toughness against the damage of one type of environmental hazard – heat, cold, radiation, thin or dense atmosphere.
o Pace - add +2 to base Pace and Run dice.
o Night Vision – ignores Dim and Dark illuminations penalties. Also gain +1 to vision/sight based Notice skill checks.
o Sleep Reduction – only require ½ (or 4 hours) regular sleep to be fully rested.
o Study Stuff – gain +1 to Toughness and +2 to any check to resist disease or poisons.


An aggressive, passionate people from the frozen moon Andoria, the Andorians have been part of the United Federation of Planets since its foundation, having been firm allies of Humanity for several years beforehand. The Andorians are a blue skinned bipedal humanoids with two antenna on their foreheads that grant them heightened alertness. Within Starfleet they often serve on Andorian vessels only because they are not comfortable in most humanoid environmental conditions but there are many famous exceptions.
Their moon homeworld is a frozen wasteland on the surface that even they cannot survive on the surface for long. And so they have extensive underground cities and passageways that connect them.
Cold Resistance [1]: gain a +4 bonus to trait tests and +4 Toughness against the damage from cold attacks or conditions.
Heat Weakness [-1]: suffer a -4 penalty to trait test and suffer an addition +4 damage from heat attacks or conditions.
Perceptive [2]: add +2 to Notice skill checks.
Willful [2]: base Spirits of a d6 and maximum starting of a d12+1


The Caitians are a proud, passionate, and loyal species of bipedal feline humanoids, well known for their long-standing friendships and ferocity in battle. They dwell in large city-trees, each meticulously carved with friezes depicting the city’s heroes and history.
Their homeworld of Caita is a wild place, with many ecological niches and huge insect predators. The Caitians easily hold their own, aided by their natural claws and passionate combat ability. Physically, the Cathar vary greatly in size and features. Some are muscular, with pronounced manes and beards, but others have Human-like proportions, with fine, short hair covering their bodies. Males have large manes, short beards, and tusks jutting from the lower jaw. Females have smaller vanes but impressive fangs along the upper jaw. Caitian coloration ranges from light yellow to dark beige, sometimes accented with dark stripes.
Agile [2]: base Agility of a d6 and maximum starting of a d12+1
Claws [2]: base Str+d6 and considered armed.
Natural Leapers [1]: base long jump of 4” and high of 2”. A successful Athletics check adds 2" to either results (a raise either adds the bonus to both or adds +4" to either).
Quick -- Proud (Minor) [-1]: Caitians are a very proud, traditional species. As such they can often come off as arrogrant but this is far from the case.


Deltans are identified by their bald scalps and lack of body hair and are well known to wear beutiful head dresses. Subliminal scents called pheromones are released by both Deltan males and females, triggering hormonal responses in most humanoid life forms of the opposite sex. Heightened emotional states, including but not limited to arousal, increase the production of these hormones. They also have a strong strong empathic abilites to other sentient life and are seen as highly attractive to other humanoids. Their cultures has a very open attitude about sex, resulting more then a few distraction within the Federation and Starfleet. In the end those Deltans whom service in Starfleet have taken a voluntary oath of celibacy while serving. The species also includes a number of psionic member (some say more common then vulcans).
A tropical, ocean planet, Delta IV's unpredictable tides and otherwise hospitable ecology combined to create a culture at once polyglot and unified; although many microcultures evolved on the planet's myriad islands, they could never remain isolated long enough to develop either xenophobia or devastating cultural advantages.
Attractive [2]: Universally attractive to almost all humanoids. As edge.
Empathic [2]: There empathic abilities grant them a +1 to their Intimidation, Persuasion, Performance and Taunt skills with sentient beings that they are speaking with in normal conversion (not over radio or comms).
Personable [1]: Start with a Persuasion of a d6 and a maximum of a d12+1
Vow (Minor) [-1]: Celibacy.


Hailing from the planet Denobula, Denobulans are a gregarious, inquisitive people who have been allies of Humanity since the 2130s. Though Denobula was not one of the founders of the Federation, the Denobulans joined soon after. Denobulans are a sociable people, with distinctive expressive features, who are used to living in close, communal conditions, and whose extended family groups are large and complex — a Denobulan may have several spouses, each of whom may have several partners of their own, and dozens of children between them.
Charismic [2]: being very personable, as Edge.
Less Sleep [1]: only requires 4 hours of sleep a night and can go up to 1/2 Vigor die in days without while suffering no ill effects.
Life Path [2]: The Denobulans often dedicate their lives to one profession or pursuit. The gain a Skill Bonus of +2 with any one Smarts or Spirits based skill (player's choice).
Pacifist [-1]: as Minor Hindrance.


The Edosian (single or pural) are a tripedal species, having three arms, three legs and three fingers and hail from the desert world of Edos. They have only recently joined the Federation and there are few members of the species serving in Starfleet. However a number of students have recently joined the Starfleet Academy so it is expected that more and more will be seen throughout the Fleet, serving in various functions.
The Edosian are a peaceful, polytheistic race from the planet Edos, located on the outer rim of the Milky Way galaxy. Due to their odd physiology they are treated a somewhat differently by other bipetal species in Starfleet and the Federation as a whole.
Bright [2]: base Smarts o/brf a d6 and maximum starting of a d12+1
Pace [2]: base Pace of 8 and run die of d6+2
Pacifist (Minor) [-1]: as Hindrance.
Outsider (Minor) [-1]: as Hindrance.
Three-Armed [2]: While they could carry extra weapons with their third arm cannot attack with it. They ellimate one Multi-Action penalty for the extra action if both are non-combat related (i.e. normally one might get a -2 for a Healing check and Electronics scanner roll. An Edosian would not).


Rigellians are a species of humanoids that have been compared to that of turtles or reptiles from Earth. Their leathery hide like skin is very hard and their mouths have a beak-like interior that allows them to bite fairly hard with it. Rigellians have been known to the Federation since its formation but the species was not interest in joined at the time. Recently this changed as their planet started experiencing vast climate changes and forced many to flee. The government petitioned the Federation to join which was accepted ten years ago.
This environmental disaster was caused by over mining on their homeworld of Rigel IV, which is now a volcanic and toxic wasteland.
Armored Skin [2]: shell-plates and leathery skin provides +4 armor.
Bite [1]: deals Str+d4 damage and considered armed.
Ruthless (Minor) [-1]: as Hindrance.
Strong [2]: base Strength of a d6 and maximum starting of a d12+1.


The stout, hirsute Tellarite species comes from Tellar Prime, and they are one of the founding members of the Federation. Theirs is a culture noted for being abrasive and argumentative, with a stubborn pride, quick tempers, and little patience. However, this is only a superficial view: while Tellarites are argumentative, it comes from a sense of intellectual honesty and rigorous skepticism. To a Tellarite, no idea, concept, or person is beyond challenge or analysis, and any notion that cannot stand up to scrutiny is an unworthy one. Tellarites revel in debates, and tend to greet one another with criticisms, complaints, and even insults; failing to respond in kind is poorly-regarded, as it displays a weakness of character and an unwillingness to confront flaws.
Tellar Prime is a very geological activite planet with wildly different environments. This lead early Tellarites as a species to developt a strong adaptive resistance to a wild ranged of conditions.
Driven (Minor) [-1]: Tellarite are driven by the need to question and debate. This can come off as stubborn or arrogant but those that understand them understand that they question everything. In Starfleet, most Tellarite focus this drive towards preferring their job to the best of their abilities, then argue why they did it this way.
Environmental Adaption [2]: gain a +2 to all resistant trait rolls and +2 Toughness verses any damage from hot or cold conditions, diseases and poisons, radiation and thin and dense atmospheres.
Healthy [2]: base Vigor of a d6 and maximum starting of a d12+1.
Toughness [1]: thick bodies provide +1 to their Toughness score.


Vulcans are one of the oldest space faring races that made contact with all of the other warp capable species that would form the founders of the Federation. The Vulcans themselves are a stoic, rational people. Widely claimed to be emotionless, inmtruth the Vulcans feel deeply and intensely, to their own detriment. Their stoicism comes from a culture of logic and self-discipline, where emotions are analyzed and dissected to rob them of their potency, so that they cannot overwhelm or control the individual. Vulcans embrace science and reason, but their lives are not purely devoted to logic: they also have a deeply philosophical side, with art and music as vital to their culture as logic. They are also an intensely private people, with many aspects of their culture — such as the rites of pon farr — which are not discussed amongst outsiders.
Bright [2]: base Smarts of a d6 and maximum starting of a d12+1.
Habit (Minor) [-1]: distrust of others that displaying emotions. Generally suffer a -1 persuasion against it.
Heat Resistance [1]: gain a +4 bonus to trait tests and +4 Toughness against the damage from heat.
Pacifism (Minor) [-1]: as Hindrance.
Strong [2]: base Strength of a d6 and maximum starting of a d12+1.
Vulcan Nerve Pinch [3]: as the Stun power (SPC pg. 84) verses Vigor check -2 (-4 with a raise). The Vulcan uses their Fighting skill delievery the effect (Requires Touch).
Vow (Major) [-2]: use logic and reason in all maners and situations.


Starfleet Academy graduates are highly trained individuals in various fields. The most common that serve aboard starship include those listed below. Each has a requirement of Attributes and Skills to qualify for that department. They then gain 4 additional Bonus Skill points that can be spent on the required skills and those lised under Bonus. There are also a number of Edges that are recommended for that character.

Communication. You are in charge on not only coordinating onboard and ship-to-ship or planet communications but also with deciphering codes and disrupting enemy communications.

Requirements: Smarts d6+; Academic d6+, Hacking d6+, Persuasion d6+. Shooting d4+.
Bonus Skills: gain 4 skill points among required skills and Electronics, Fighting, Repair, Research or Science.
Recommended Edges: Charisma, ECM Specialist, Jack of all Trades, Linguistic, Scholar, Strong Will.

Engineering. The Engineering department covers everything from maintaining the power plants and warp and impulse drives to transporter operation and repair to plumbing. It tends to have the largest number of personal on any ship.

Requirements: Smarts d8+, Vigor d6+; Electronics d6+ Repair d8+, Science d4+, Shooting d4+
Bonus Skills: gain 4 skill points among required skills and Academic, Fighting, Persuasion, Research or Science.
Recommended Edges: McGuyver, Mr. Fix It, Scholar, Strong Will.

Helms. Ship Helms is responsible for piloting the main ship and shuttles during impulse operation and on smaller vessels direct fire control (on larger starships this is handled by Tactical).

Requirements: Agility d8+, Smarts d6+; Piloting d8+, Repair d4+, Science d4+, Shooting d4+
Bonus Skills: gain 4 skill points among required skills and Academic, Electronics, Fighting, Persuasion or Research.
Recommended Edge: Ace (starships), Alertness, Level Headed, Quick, Steady Hands.

Medical. The Medical personal are responsible not only with physical injuries and illness treatment but also with psychological evaluations and basic treatment of common symptoms.

Requirements: Smarts d8+; Healing d8+, Research d6+, Science d4+
Bonus Skills: gain 4 skill points among the required skills and Academic, Electronics, Fighting, Persuasion, Repair or Shooting.
'Recommended Edge: Common Bond, Healer, Scholar.

Navigation. The Navigation controls not only plotting warp courses but also impulse navigation and force field direction during combat.

Requirements: Smarts d6+; Electronics d6+, Pilot d4+, Repair d4+, Science d6+, Shooting d4+
Bonus Skills: gain 4 skill points among the rquired skills and Academic, Fighting, Hacking, Persuasion or Research.
Recommended Edges: Level Headed, Quick, Scholar.

Science. The Science department covers everything from operating starship sensors for gathering information but also anthropology, astronomy, astrophysics, botany, chemistry, planetary and environmental evaluations, quantum mechanics, enemy starship capabilities, warp-technology, etc.

Requirements: Smarts d8+; Academic d4+, Electronics d6+, Research d4+, Science d8+
Bonus Skills: gain 4 skill points among required skills and Fighting, Persuasion, Repair or Shooting.
Recommended Edges: Investigation, Jack of All Trades, Scholar.

Security. Responsible for maintaining security onboard a ship and when protecting away teams on hostile worlds. Most of the time they don’t wear their distinctive armor except when expecting trouble.

Requirements: Agility d6+, Smarts d6+, Spirits d6+, Strength d6+, Vigor d6+; Battle d4+, Fighting d6+, Intimidate d4+, Shooting d6+
Bonus Skills: gain 4 skill points among required skills and Academic, Persuasion, Repair, Research, Science or Survival.
Recommended Edges: Any Combat Edge, Acrobatic, Alertness, Ambidexterity, Bravery, Soldier.

Tactical. Responsible for starship weapons control (including phasers banks and photon torpedo tubes). Often assigned to away teams and tactical analyses of onsite situations where hostilities might be expected.

Requirements: Agility d8+, Smarts d6+; Battle d6+, Electronics d4+, Fighting d4+, Shooting d8+
Bonus Skills: gain 4 skill points among required skills and Academic, Persuasion, Repair, Research or Science.
Recommended Edges: Level Headed, Quick, Steady Hands, Trademark Weapon.

These departments are seperate from those above and do not provide bonus skills.

Command. From section heads to first officers and the captain of a starship, these crewmembers have received attentional training (or have shown natural talents) for being ranking officers.

Requirements: Bolster or Command; Battle d4+, Persuasion d6+.
Recommended Edges: Any Leadership edge, Alertness, Born Leader, Bravery, Charismatic, Common Bond, Level Headed, Move it Mister, Quick, Strategist, Strong Willed, Team Player.

Intelligence. Starfleet Intelligence main job is keeping the Federation informed about any possible treat to it or Starfleet and in some cases acting covertly to deal with possible treats or crisis.

Requirements: Hacking d4+, Research d8+, Stealth d6+, Thievery d6+
Recommended Edges: Assassin, Bravery, Investigator, Jack of All Trades, Streetwise, Strong Will, Thief.


While the powers section from SWADE are ok as is, it does not completely reflect how Psionics works in Star Trek. First and foremost, psionics cannot share their psionic powers with others. The number of powers available is also limited.

The most commonly known powers are Mind Link, Mind Reading and Mind Wipe. Anyone taking the psionic powers arcane background must chose at least one of these as one of their starting powers.

The following powers are not allowed in Star Trek – Banish, Barrier, Blast, Bolt, Lower Trait, Burrow, Burst, Damage Field, Divination, Entangle, Fly, Growth/Shrink, Intangibility, Resurrection, Shape Change, Summon Ally, Telekinesis, Teleport, Wall Walker or Zombie. These powers not normally allowed for most characters or normally encounters but can still be found among powerful godlike beings and super psionics.

Modified Powers Arcane Protection, Boost Trait, Darksight, Environmental Protection, Farsight, Invisibility, Protection, Relief, Sloth, Speed, Smite, Read Language and Warrior’s Gilt – all change to Range: Self only.

Drain Power Points, Fear, Mind Link and Mind Reading, Mind Wipe, Puppet, Slumber and Stun – all change that they suffer a -2 Penalty and a increase in Power Points of +1 for user with range greater then Touch.

Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Implant Suggestion and Thoughts

Suggestion allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Psionic vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Psionic test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Your target gets a Notice check (-4 if you scored a raise on your Psionic test) to avoid surprised.
  • Additional Targets: The same suggestion can be sent to additional targets with range for every additional Power Point. Each resists the suggestion separately against the original test.


You can purchase items from he core SWADE rulebook (as per a Wealth die check. see SWADE pg. 147)


The following are some of the more common various of hand devices and technology employed by Starfleet.
Adhesive Patches: small squares made of the same material as enviromental and space suits, adhesive patches are a quick puncture repair kit for both environmental suits and vacuum suits. One patch is required for each breach and require an action and a Repair skill check with a +1 bonus to successfully apply. A starting set is 10 patches, Wt. 1lb, Price +2.
Hand Communicator: a standard Starfleet communicator can be flip activated for secure communications or voice activated for hands free operations. The standard range under optimal conditions is about 50 miles or low-standard g M-class planet's orbit. Wt. ½lb, Price +0.
Hypospray Injector: advances in medical technology allow for the replacement of needle injectors with the hyprospray model. This injects medicines through skin and thin clothing (including standard Starfleet uniforms) with an almost immediate affect. Wt. ½lb, Price +0.

Some standard Star Fleet drugs include – Antibiotics (adds +2 to checks to recover from any known disease), Antivenom (adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected), Calm Mind (adds +2 to any check for a subject to recover from temporary madness or other mental states), Healing Spray (if applied within 5 minutes of suffering a wound, adds a +2 to a subjects' Heroic Recovery; see Houserules and natural healing recovery checks), Painkiller (allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours), Radcleaser (adds +4 to any check to recover from radiation poisoning and damage), Stimulant (non-addictive stimulant that allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours). A standard Medical Away Team Case carries 2 each of the above items with Wt. 2lbs, Price -3.

Language Translator: advanced software and A.I. function that translates and decodes standard audio signals and spoken languages. The device’s skill in know languages is d12+2. To translate an unknown spoken language requires an Academic skill check with a penalty of +0 to -4 for difficult ones. Non-traditional languages generally require a separate Science skill check to modify the translator in some way with a penalty of +0 to -4 and 1d6 hours of time. Wt. 2lbs, Price -3.


Medical Scanner: hand-held scanner and screen depicts that internal structure of organic beings. This greatly helps and advises medical personal looking for damage, disease, poisons, toxins, etc. It adds +2 to Healing checks and Science rolls in relations to medical knowledge. Wt. 2lbs, Price -1.
Tricorder: advanced sensor with optical, chemical, motion and other active sensors that ignore illumination penalties and add +2 to Notice rolls made to various types of moving targets and/or Science rolls made in relations objects such as chemical signatures, biological beings, environmental readings, material and mineral compounds, etc. Targets do not have to be visible although dense material may cause inaccurate or false readings. The basic range of a tricorder is 5 miles. It take 1d6+1 rounds of actively scanning to take a basic sensor reading, the GM providing more detailed information with raises and the scanner can use additional rounds to attempt to gain more detailed information. Specialized tricorders grant +4 Notice or Science bonus to their specific target and +0 for all others. Specializations include biological beings and types (mammal, reptile, etc.), mining and inorganic material types (gold, dilithium crystals, etc. and can also penetrate into a planet’s surface up to 1 mile), chemical compounds (acids, toxins, etc.) and environmental and planetary survey information. Wt. 2lbs, Price -1 (-2 for Specialized units).


This includes armor and environmental protection. Armored protection is fairly rare in Starfleet and most of the other local species due to the advent of such advanced weapons. There are still some cases of it being employed by specialized units such as Starfleet Security and the Marines.
Away Team Jacket: an advanced field jacket for Starfleet personal who might encounter various environments when landing on various worlds or station. It provides the wearer a +2 to all checks against hot or cold environmental conditions and radiation. It includes an emergency rebreather that provides four hours of breathable air and a +2 to resist harmful gases or harmful atmospheres and a filtration canteen system that holds up to ½ a gallon of drinkable water (+4lb when employed). Wt. 4lbs, Price +1.
Environmental Energy Field (Optional): the advent of various deflector and replicator technology has led to the development of an energy field that the can protect one individual from most hostile environments including extreme cold, hot, thin or dense and even toxin atmospheres and most radiation. It does not provide protection for the hazards of the vacuum of space. It provides planetary environmental protection so long as there is an atmosphere for four hours of continual use. Wt. 4lbs including energy pack, Price -2. [May or maybe used in this setting]
Environmental Suit: this is an advanced biohazard/hazmat suit for terrestrial use where there is at least a basic atmosphere. The suit provides full protection from these hazards up to 12 hours. Provides Armor Points +2 (but any damage over can cause a breach), Wt. 8lbs, Price +0. A replacement air canister weighs 4lbs each to provide another 12 hours of protection.
Vacuum Suit: an advanced airtight spacesuit made of flexible fabric with air and heat/cold compensators. It provides Armor Points +2 (but any damage over can cause a breach) and full bubble helmet with long range communicator (around 50 miles in optimal situation), Integral headlamp to provide powerful illumination and Heads Up Display (HUD) that provides information on the atmospheric conditions, incoming messages, life support remaining, etc. Other common features are Magnetized boots that can adhere to most metal surfaces and Mini-thrusters that provide maneuverability in z-gee for up to 8 hours. For use in very hostile enviroments the suit is reinforced with Armor +4 and Toughness +2. As with a starndard suit damage can cause breachs. Provides 12 hours of life support, Wt. 12lbs, Price -1.
Starfleet Security Armor: this full body suit with an open face helmet that can be covered with a transparent Plexiglas cover to seal the suit. Provides Armor Points +4, Toughness +2, Wt. 16lbs, Price -2. Generally restricted to Starfleet Security personal.
Federation Marine Combat Armor: is a full body environmental protective armor. Provides Armor Points +4, Toughness +3, Wt. 18lbs, Price -4. Provides full environmental protection and grants +4 to Stealth due to camouflage features. Restricted to the Federation Marine Core. Life support and camo battery lasts for 12 hours of continual use.
Energy Skin (optional): even more advanced then the environmental energy field this field generates a proactive energy field around an individual that greatly dispenses focused energy, granting +8 Armor Points verses energy attacks (all as listed above under Standard Weapons), but it offers no protection against other attack types. Fairly rare if available at all. Wt. 4lbs including energy pack for 1 hour of continual use, Price -5. A replacement energy pack weighs 2lbs and requires an action with a successful Repair skill check, price -2 each. [May or maybe used in this setting]
Klingon Naval Armor: a lighter version of the marines worn by most Imperial Navel personal. Provides Armor Points +4, Wt. 12lbs, Price -1.
Klingon Army Armor: worn by the Imperial Army personal. Provides Armor Points +6, Toughness +2, Wt. 20lbs, Price -3.
Kzin Battle Armor: the male Kzin are extremely warlike and for most encounters they are seen wearing their battle armor in almost all settings. Provides Armor Points +4, Toughness +2, Wt. 18lbs, Price -2.



Type Range Damage AP ROF Shots Min Str* Wt. Price
Laser Pistol 20/40/80 2d6 2 3 60 d4 2 -1
Laser Rifles 40/80/160 3d6 2 3 120 d4 7 -2
Plasma Pistol 12/24/48 2d10 6 2 24 d8 5 -2
Plasma Rifle 16/32/64 3d10 6 1 60 d8 16 -3
Phaser Type I Hand Phaser 10/20/40 Varies 4 1 40 d4 1.5 -2
Phaser Type II Pistol 15/30/60 Varies 4 1 100 d4 3 -3
Phaser Type III Rifle 30/60/120 Varies 4 1 200 d6 10 -4
Disruptor Pistol 12/24/48 2d8 3 1 60 d6 4 -1
Distroptor Rifle 20/40/80 2d8 3 1 120 d8 14 -3

Laser: weapons are one of the earliest energy weapons available, used in the very early days of Starfleet but were phased out around 80 years ago. The use internal Energy Cell. For pistols the price of a replacement cell +2 and wt. ¼lb. For rifles they are price +1 and wt. 1lb each. Use rules Cauterize, Overcharge and No Recoil.
Plasma: weapons are also a fairly primitive energy weapon that in Starfleet up until 10-15 years ago and replaced by phaser technology. They use external power packs that are attached to the weapon and the users belt via a power cable. The pistol's replacement cell costs +1 and wt. 2lbs each. For the rifle they cost +0, and wt. 5lbs each. Use rules Cauterize and Overcharge.


Phaser: are one of the most advanced forms of energy weapon and really only used by Starfleet and the Federation. Phasers allow the user to set the weapon on different settings. Base deals 1d6 and uses one shot. This can be used to heat surfaces or even as an energy drill (causing 3d6 damage and AP 10 for every minute held up next to a surface). The 'Kill' setting deals 3d6 base damage and uses 3 shots, while 'Heavy Kill' deals 6d6 damage and uses 10 charges. Heavy Kill counts as a Heavy Weapon. Heavy Kill also uses the Disintegrate rule. Phasers can also be set on ‘Stun’ where target must make a Vigor trait check (-2 with a raise) for 1 shot or ‘Heavy Stun’ requiring a Vigor -3 check (-5 with a raise) and uses 3 shots. There is also wide beam option that changes the range to 0 and uses a Blast template and uses +3 shots for any of the above settings (all but Heavy Kill setting). All kill-settings use the Cauterize rules and all settings use the No Recoil rules. Phasers use an internal Energy cell. A replace cell for a Type I palm pistol cost +0 and wt. ½lb each, a Type II pistol costs -1 and wt. ½lb each. For the Tyoe III rifle is costs -2 and wt. 2lbs each.
Disruptor: are also fairly advanced energy weapons but they do not have the flexibility of phasers. However they are cheaper to develop and maintain and as such are very common outside of the Federation in the time leading up the First General War. A disruptors can also deal ‘Heavy Kill’ setting dealing 3d10 damage and using 10 shots. Heavy Kill counts as a Heavy Weapon and uses the Disintegrate rules. Disruptors use internal Energy Cells. Replacement pistol cells cost +1 and wt. 2lbs each.. For rifles price is +0 and wt. 5lbs each.

Energy Weapon Rules...

  • Cauterize: Anyone Incapacitated by a this weapon adds +2 to his Vigor rolls to keep from Bleeding Out.
  • Overcharge: These weapons can overcharge to cause an extra +1d base damage dice, but if any of the Shooting dice of a 1, the weapon must cool down for a full round before it can be fired again.
  • No Recoil: These weapons ignore the Recoil penalty.
  • Disintegration: if a phaser's or distrutor's damage deals more wound that the target can normally take (i.e. a Extra taking 2 wounds while a Wild Card suffering 4 wounds) it disintegrate them (Wild Cards that soak even one wound are not disintegrated).


Type Damage AP Min Str WT Cost Notes
KaBar Str+d4 1 d4 1 +2 +1 to survival checks
Lirpa Str+d6 or Str+d8 0 d8 7 +0 Two-handed, attack with either end.
Ushaan-tor Str+d4 2 d4 3 +1 -
Bat'leth Str+d6 1 d8 6 +0 Parry +1, two-handed
D'k tahg Str+d4 1 d4 2 +1 -
Iw'taj Str+d6 2 d6 3 +0 -
Oy'naq Str+d4 0 d4 4 -1 Tough attack (+2), hit requires Vigor -2 or be Distracted and Vulnerable until the end of your next round.

KaBar -standard Starfleet Marines survival knife
Lirpa - Vulcan double sided weapon with heavy club on one end and cleffed axe blade on he other end.
Ushaan-tor - an Andorian dueling axe based on a ice-mining blade.
Bat'leth (AKA betleH) - is a Klingon double-sided scimitar/hook sword/lujiaodao hybrid-edge weapon
D'k tahg (AKA Daqtagh) - is a Klingon dagger. The knife has three blades: a main blade with a cutout in the center, and two smaller blades on either side.
Iw'taj (AKA 'Iw taj) - a Klingon long heavy dueling knife/short sword.
Oy'naq (AKA 'oy'naQ) - a Klingon "pain-stick"


These modification and notes are from the Science Fiction Companion, to bring them in line with Star Trek and the Adventure edition of Savage Worlds. Acceleration is no longer used. Climb is replaced by Handling.

Starfleet and the Federation enjoy a high enough technology level that their vehicles and ships use the normal Modifiers for a vessel of its size listed below. The Gorn, the Zinn and the Seltorian are at around the same technological level as the Federation and also use these Mod spaces. The Klingons and Romulans are not as advanced and instead have only 80% of a vessel’s basic Mods listed (round to the nearest). The Tholians and the Hydran are more advanced and should receive 50% over a vessel’s base Mods. For other races it depends but the heroes may or maynot have an idea on how advanced another species might be.


Basic Structure or Frame of the Starhip

Structure Size Impulse Handling Toughness Mods Crew Energy Examples
Small 6 6 +3 25 (6) 15 4 10 Light shuttle
Medium 8 5 +2 30 (7) 30 10 20 Heavy shuttle, civilian yacth
Large 10 5 +1 35 (8) 50 25 50 Light Science Vessel (Oberth), light civilian transport
Huge 12 4 +0 40 (9) 70 50 100 Surveyor (Nova), medium civilian transport
Giant 14 3 -1 50 (12) 100 100 200 Escort (Defiant), federation light transport
Garganturan 16 3 -2 60 (15) 140 200 300 Light Cruiser (Saber), bulk civilian transport
Behemoth 20 2 -3 70 (20) 180 500 500 Mefium Cruiser (Miranda)
Leviathan 24 2 -4 80 (25) 250 1K 800 Heavy Cruiser (Constitution), colony ship
World-Class 30 2 -5 100 (40) 400 2K 1,500 Explore (Ambassador)
Galaxy-Class 40 2 -6 130 (60) 600 5K 2,000 Heavy Explore (Odyssey)

Starship Notes
For Tabletop combat in Space 'Impulse' is the squares are the same as table top personal combat. This is how may squares (or inches) it can move each round. Also the Space Scale speed of a vessel is about how may AU it can travel in am hour. If measured in planetary scale x the Speed by 100 miles per hour.

Ship Scale Penalties: For every +/-8 in Size scale, -2 to the larger vessel's attack rolls and add +2 to the smaller ships attacking rolls.

Warp Drive Navigation: Plotting a Warp course a Science skill check at -1 per 20 lightyears to destination and takes 1d6 minutes.


These are the basic Modifiers that can be added to any vessel (federation or otherwise). They maybe called different things but they tend to operate the same.

Mods (x) is how many times it maybe taken; i.e. 1=Once, U=unlimited, etc. (up to all the mods the vehicle has)

Updated Starship Mods Mods
AMCM (1): Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Electronics or Hacking checks made to evade missile and torpedo locks and attacks plus skill checks to avoid Tractor Beams. 1
Armor (U): Increases a ship’s Armor value by +4. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. 1 per 10 Size
Artificial Intelligence (1): The ship’s AI (or Ship's Computer) can operate all systems— from locomotion to weapons to opening or closing hatches. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. 2
Atmospheric (1): Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability. ½ Size
Crew Space (U): "Living space" for an additional 4 long term crew or passengers, including sleeping area, kitchen, rec area, oxgen and food requirements etc. 1
Deflector Screens (1): vessel is protected by an energy field that deflects incoming ballistic and phsyical missile attacks (it has no effect against lasers, pasma or phasers). Attackers must subtract –2 from their Shooting rolls. Mod cost is 1 for Small to Large ships, 2 for Huge to Gargantuan vessels, and 3 for all larger vessels. It is also important for ship's traveling at warp speed as it 'pushes' debris etc. out of the vessel's path 1/2/3
Electromagnetic Shielding (3): Adds +10 to the ship’s effective Toughness vs. EMP attacks. 1 per 10 size
Energy Reserves (U): Impluse drives and back up fussion banks can provided additional energy to the ship. Each energy reserve adds 100% of the standard Energy rating to the ship ¼ Size
Fewer Crew or Passengers (U): For every 8 fewer crew or passengers the ship has, it gains an additional 1 modifer. n/a
Fixed (U): “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboad (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested Pilot skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. n/a
Handling (2): The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. ¼ Size
Hanger Bays (U): A small hangar (or garage) can carry up to two size 6 vehicles or one size 8 vessels or vehicles. For double the mods can carry up to ten size 6 or five size 8 vessels or one size 12 vessel. 5 or 10
Impulse Drive Enhancer (U): each level increase the base speed by +1. ¼ Size
Impulse Speed Reduction (3): This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's Impulse by 1 and gain one-half the ship's Size in Mod slots. Cannot be taken with Speed and the minimim speed is 1 unless it is stationary (like a space station) n/a
Life Support (1): base is 365 days for base crew and passengers for ¼ Size in mods. To increase to 3 ½ years (1,368.75 days) is ½ Size in mods and for 5 years (1,825 days) is Size in mods. Emergency Life support can be added for twice the base duration for half the Mod (round down). Short Term Supplies last for a week with all standard crew and passenger uses 1 mod per 10 ten passengers (round down, min 1). see text
Linked Weapons (U): Up to four direct-fire weapons (non-missiles) of the same type may be linked and fired as one, increasing the damage by +4 per additional weapon and reducing the total number of Mods required -- total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) n/a
Luxury Areas (U): Found only on Huge or larger ships, this might be a restaurant, commissary, or specialty store. Each increases crew and/or passengers moral by +1 5
Missile Launcher (U): Allows up to four Light or two Heavy missiles to be fired at once. 1
Passenger Pods (U): Small and Medium ships only. These are rows of fairly spacious seats with safety harnesses, personal vid-screens, and other amenities designed for short travels (typically less than 24 hours). Each pod seats 20. 2
Reinforce Structure (Size): Each time this mod is taken add +2 to the ship's Toughness. ¼ Size
Sensor Suite, Galactic (1): Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a Electronics roll. Sensors can also detect Warp Speed out to 5 light years with a check (+2 within 1 light-years; or -2 out to 10 light years). Can also aid Science rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the roll. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. discretion. 2
Sensor Suite, Planetary (1): This functions exactly like the Sensor Suite (SFC p. 16) but has a range of 10K miles. It can also detect Warp Speed at 1 lght year away. 1
Shields (¼ Size): The vessel protected by an ablative energy field that absorbs the ship’s Size x10 point of damage before being depleted. The threshold, or maximum amount of damage that the shield can stop from each individual shot is the ship’s Size. Apply this damage first and all remaining to the vessel. Each additional time this Mod is taken add an additional amount of maximum damage to the shield equal to the ship’s Size x5 and increase the threshold by ¼ the ship’s Size. Shields detonate missiles and torpedoes before they hit, reducing their damage by ½ (but see EMPs). A craft regenerates ½ is Size back in points on any round that it does not suffer any damage. ¼ Size
Stealth System (1): Not true Cloaking tech. Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other nonstealth signal such as radio signal or active sensor search. Size
Superstructure (U): Superstructures are massive extensions that add great amounts of space to Large or greater Size ships, typically to accommodate more passengers or cargo. Each superstructure adds one to the fuel used per day, consumes 10 regular Mods, and subtracts 1 from the ship’s base Toughness (not Armor) as it reduces overall structural integrity. Choose the type from the Superstructure sidebar (SFC p. 47). 20
Sub-Space Radio (1): This communicators travel at Warp 15 but even so Starship far from base can take many hours to send and receieve messages back 1
Targeting System (1): The ship’s internal sensors and computers are linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. 1
Tractor Beam (U): Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size. Their range is short or 4 on the starship scale, so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's Electronics roll at –4 vs the target’s Electronics or Hacking or Piloting. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. 5
Transporters (Standard) (U): Can transport 6 size 0 targets up to 100 miles. This is an Electronics skil check and various factors can add bonuses or penalties to this roll. Generally takes 2d6 rounds to program a safe teleport. -2 to the check for just 2 rounds or -4 to the check for just one round. 1
Transporters (Emergency) (U): Used for emgencies only. Can transport 22 size 0 creatures at a time up to 100 miles but the basic Electronics skill roll is at -2 (and could be more). The standard time to program a emergency transport is 1d6 rounds. To do it in one rounds is an additional -2 to the check. 3
Transporters (Cargo) (U): Cargo only with the transporters able to handle up to 50 tons at a time with a range of 100 miles. To transport living beings is a base -2 to the Electronics skill roll. Standard time to program a safe transport is 1d6 minutes. 3
Torpedo Launch Tube (U): Each tube allows a torpedo to be fired each action (ROF 1). 1
Torpedo Tubes. Advanced (U): These tubes have a ROF of 3. 2
Warp Drives (1): The Federation has access to six levels of Warp Drive at this time. Type I - cruising speed warp 4, emergency warp 6; Type II - cruising speed warp 5, emergency warp 7; Type III - cruising speed warp 6, emergency warp 9; Type IV - cruising speed warp 7, emergency warp 10; Type V - cruising speed warp 8, emergency warp 11; Type VI - cruising speed warp 9, emergency warp 12.

Cruising speed uses 1 + Warp Drive level in Energy point a day of travel, while emergency uses a vessel’s (Size +Warp Drive level) x2 in Energy points per day of travel. Each day of travel at emergency warp requires a Repair -4 check. Failure destroys the engine’s dilithium crystals resulting in a loss of ½ all remaining Energy and no warp until they are replaced.
Slow cruising is ½ cruising Warp speed (round down) and uses 1 Energy point for every 2 days of warp travel. Slow cruising also imposes a -4 to Electronic sensor scans to detect warp travel. || Type I = ¼ Size; Type II = ½ Size; Type III = ¾ Size; Type IV = Size; Type V = 1½ Size; Type VI = 2 x ship's Size.

Starship Weapons

These weapons are considered Heavy Weapons. Weapon range is in Starship/Table top scale. In an atmosphere or on planety scale multiple the range by x1,000 ft.

Energy Weapons

Name Range Damage AP ROF Shots Mods Min Size
Lasercannon 6/12/24 5d8 5 3 100 1 +8
Lasercannon, Heavy 6/12/24 6d8 5 3 100 3 +12
Plasma Cannon 3/6/12 5d12 15 1 50 4 +12
Plasma Cannon, Heavy 3/6/12 7d12 15 1 50 6 +16
Disrupter Cannons 6/12/24 6d12 15 1 50 3 +8
Disrupter Cannons, Heavy 6/12/24 8d12 15 1 50 5 +12
Phaser Cannon Type I 8/16/32 4d10 20 1 50 2 +8
Phaser Cannon Type II 8/16/32 5d10 20 1 50 3 +12
Phaser Cannon Type III 8/16/32 6d10 20 1 50 4 +16
Phaser Cannon Type IV 8/16/32 7d10 25 1 50 5 +20
Phaser Cannon Type V 8/16/32 8d10 25 1 50 6 +24
Tractor Beams 5/10/20 n/a 30 1 3 +8

For Energy Weapons 'Shots' this is the number of shots that a ship can fire before 'recharging' the weapon's banks. It cost the weapon's Mods required x2 to fully recharge a bank. Linked weapons are considered one weapon bank (after the Mod reduction).

Engergy weapons on a starships can also be fired down onto the planets. These attacks can be precise, dealing base damage and effecting a Large Burst Template.
Distruptors and Phaser tech can spread these attacks out to effecting everything within 20 ft. x the base number of damage d (i.e. a Distruptor that deals 6d10 can attack a planatry target within 120ft). For truly wide beam is instead upgraded to 1000 ft x the base number of dice.
Phaser can also use Stun damage vs. planets also. Standard wide beam use the same AOE as above. All targets within the area of the lower AOE requires all targets to make a Vigor check minus the one-half base number of dice, round up (i,e. Type II requires a Vigor -3 or be knocked out). At the wide beam AOE requires a Vigor check.
Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then its own. This is an opposed attacker's Electronics check at –2 vs the target’s Electronics or Hacking or Piloting check. If the attacker is successful, the enemy ship is caught and is reduced to a Impulse speed of 0 and its weapons suffer -2 on their attack rolls. Each round after that it can be pulled into contact with the "attacker" at 5 squards per roind.

Missiles and Torpedos
For direct fire against a target, Attackers make a Electronics or Science opossed by the target's Electronics or Hacking skill. Success by the attacker means that the ship has a weapons-lock the target. On the following round as an Action a successful Shooting check strike the target. Without weapons-lock the attack roll is at an additional -4 in addition to any other penalties. Targets can try to break weapons-lock each round after but as an opposed roll where they suffer a -2 penalty to their Electronics or Hacking check (until the weapon's lock is broken when the checks suffer no penalties).
For proximity or AOE fire at a target, Attackers make a Shooting check opposed by the target's Electronics or Piloting check. A win by the attacker means the weapon detenated nearby and the target veessel suffers 1/2 damage. The target could attempt a seperate Piloting check at -4 to 'dive out of the way' and suffer no damage.

EMP Warhead any missile or torpedo can be fitted as an electromagnetic pulse warhead. For missiles this must be done for each missile before it is fitting onto a ship's missile bay. For Torpedos this can be done by Engineering or Science actions as an Action and a successful Repair or Science check. These don’t cause actual damage, but roll “damage” normally and compare to the vessel’s Toughness, including Armor (ignore shields of the target and the AP of the missile/torpedo). Damage from EMPs attacks are not long lasting but can still knock out a ship as normal. They can also cause Ship Crises but for Immedate and Acture the damage effect is halved and for Continual crises there is no additional penalty to Dealing with the Criss. Recovering Wounds from such damage requires a Damage Control but the affects are not temporary (see Starship Actions and Ship Crises for more details)

Name Range Damage AP ROF Shots Mods* Min Size AOE
Missile 8/16/32 10d6 0 1 1 12/1 +16 AOE (1 square)
Missile, Nucular 8/16/32 20d8 0 1 1 10/1 +16 AOE (10x10 squares)
Plasma Torpedo 10/20/40 10d10 40 1 1 6/1 +12 AOE (2x2 squares)
Photon Torpedo 12/24/48 10d12 40 1 1 8/1 +12 AOE (2x2 squards)
*An entry such as 12/1 means 12 missiles take up 1 Mod slot.

Nucular missiles and bombs are illegal by most stellar society but still occational used. They deal their base damage and then again as an EMP effect as a second pulse damage.

Plasma and Photon torpedos use 1 Energy point when firing the Mod size in rounds (i.e. Plasma torpedos use 1 Energy point for every 6 rounds fired).

Warp Speed Chart

Warp Rating Speed
1 Light Speed (The Speed of Light)
2 8 times the speed of light (one light year every 45.6 days)
3 27 times the speed of light (one light year every 13.4 days)
4 64 times the speed of light (one light year every 5.7 days)
5 125 times the speed of light (one light year every 2.9 days)
6 216 times the speed of light (one light year every 1.7 days)
7 343 times the speed of light (one light year every 1.05 days)
8 512 times the speed of light (one light year every 0.7 days)
9 729 times the speed of light (one light year every 0.5 days)
10 1,000 times the speed of light (one light year every 0.38 days)
11 1,331 times the speed of light (one light year every 0.27 days)
12 1,728 times the speed of light (one light year every 0.21 days)
15 (Sub-Space radio) 3,375 times the speed of light (one light year every 0.1 days)


Please Note- I got most of this idea from the Stars Without Numbers Revised RPG. I expanded these rules to work for SWADE but just wanted to be upfront about this.

These rules are about giving players more options in a starship battle. Every PC can take one or more actions per ship round (some actions can only be taken once. Penalties for more the one action are listed on the Departments Action types). PCs who are department heads (or acting heads) can pick actions from their department. Any PC can pick from the general actions. All skill checks suffer a Wound Penalty if the ship has suffered any up to a maximum of -3 (with 3 or more wounds).
Usually, PCs choose to Do Your Duty or go Above and Beyond to generate Command Points, while others then spend them on actions for their department. All unspent Command Points are lost at the round’s end. NPC ships usually have a base number of Command Points they can spend each round, and may pick actions freely to spend them. NPC vessels don’t generate additional points.
The Captain or commanding draws the starships Initiative Card (other players do not), and determines the order in which the various crew actions, and distributes Command Points. The other player characters take their actions, generating or spending Command Points or dealing with crisis.


Into the Fire (0 CP): Accept a Superstructure Damaged Crisis and gain ½ your Battle skill die in Command Points. You can do this once per round.
Keep It Together (0 CP): Nullify a successful enemy hit and damage, rolling a Crisis instead. You can use this action in Instant response to an enemy hit. You can do this once per round.
Support Department (0 CP): Choose a department. One action that department takes will require 2 fewer Command Points (minimum 0). You can do this once per round.

Confuse Systems (2 CP): Make an opposed Hacking skill check against a targeted ship Electronics or Hacking. On a success, it starts its next turn with a penalty to its Command Points equal to ½ your Hacking skill die. You can do this once per round.
Coordinate Crew (1 CP): Make an Electronic skill check. On a success you grant one crew action a +2 bonus to their skill check if taken before the next round.
Defeat ECM (2 CP): Make an opposed Hacking skill check against a targeted ship's Electronics or Hacking. On a success, all tactical actions this round gain a +2 bonus (+4 with a raise). You can take this action more than once, but it must be against a separate enemy each time.
Jam Comms! (2 C): Make Make an opposed Electronics or Hacking skill check against a targeted ship's Electronics or Hacking. On a success, you block that vessel's sub-space radio such that they cannot send out emergecy messages. etc. This lasts until the end of your next turn.
Sensor Ghost (2 CP): Make a Hacking check at -2. On a success, impose a -2 penalty the next enemy’s first attacks against your vessel (only one attack). You can take this action more than once, but it time it must be against a seperate attack.

Damage Control (4 CP or 3 with the Mr. Fix It edge): Make a Repair skill check. With a success you repair a Wound suffered by the ship, with an additional Wound repaired with any raises on the check. Each attempt of this action after the first in a combat has a cumulative -1 Repair penalty. These repairs least until the end of the scene and require a more ermanent fix with one day per Wound with a seperate successful check.
Emergency Repairs (4 CP or 3 with the Mr. Fix It edge): Make a Repair check at a base -2. With a success a disabled system is restored or a degraded drive has its Speed increases by 1. Raises can increase the degraded drive by an additional 1 with each raise. Destroyed systems cannot be fixed this way.
Reroute Power (2 CP): Make a Repair check. With a success you can boost one of the following systems as you route additional power into the system – (1) Restore lost Force Field overall points up to the ship’s Size; (2) Increase the shield Threshold rating for one arch area by ½ the ship’s Size until your next round; (3) Increase the ship’s space Speed by 2 until your next turn; (4) Increase a single weapon’s damage by +2d weapon die for one attack; (5) Grant a +2 skill bonus to any one Comms, Helms, Navigation or Science action due to enhanced power to their sensors/systems.

Bring Weapons to Bare (2 CP): Make an opposed Piloting skill check. With a win, you can bring to bare one arch of fixed weapons against an enemy ship. You can take this action more than once in a round but all furture Helm actions are at a cumulative -2 that round.
Emergency Warp (4 CP): This very dangerous maneuver requires a Piloting -4 skill check. With a success you vessel breaks to warp speed and out of combat. Failure disables the Warp Drive and it cannot be used until Deal with a Crisis is used for fix it. After a successful jump Navigation must make an Science -2 skill to plot a course or the ship suffers a Hull Breach Crisis. And Engineering must make a Repair -2 skill or suffer the results of Emergency Warp Speed (see Starship Mods).
Escape Combat (4 CP): Make an opposed Piloting skill check plus your ship’s space scale Speed against the fastest opponent’s skill check plus their ship’s space scale Speed. On a win, your ship gains one point of Escape. If your ship gets three points, after three uses of this maneuver, your ship gets away from them and are no longer in combat with that ship.
Evasive Maneuvers (2 CP): Make an opposed Piloting skill check. On a success, you impose -2 penalty (-4 with a raise) against one enemy’s attacks against your ship until your next turn. You can take this action more than once, but it must be against a separate enemy each time.
Pursue Target (3 CP): Make an opposed Piloting skill check plus your ship’s Speed against the enemy against a fleeing enemy vessel Politing and ship's Speed.. One a win, you shed one point of Escape rating the target ship may have on you.

Focus Shields (3 CP): Make an Electronics skill check. Witj a success you focus the shields in to either forward, aft, port (left) or starboard (right). Increase the threshold of shields in that area by ½ the ship’s Size and lower then at the other areas threshold by ½ the ship’s Size until your next turn.
Plot Best Course (2 CP): Make an Science skill check. With a success you plot the best maneuvering course for the ship granting a +2 bonus to all Helm operator’s actions until your next round.

Analysis Foe (2 CP): Make a opposed Science skill vs. the target's Electionics or Hacking skill. With a success you can determine any weakness in an enemy ship’s defenses. Until next turn any attacks by Tactical can either lower the Command Points cost to Target Systems to 1 point or lower the target's Shield Threshold by ½ your Science skill die.
Detect Hidden Threats (1 CP): Make an Electronics skill. With a success your sensors can detected any possible hidden threats within the systems range IF it is there. This could include a cloaked vessel or mine, etc. but it does not pinpoint that item. That requires a seperate opposed check against the threat (i.e. a cloaked ship it’s opposed by the target you are minuses the vessel's stealth plenty vs. their Electronics or Hacking skill).
Sensor Scans (2 CP): Make an opposed Electronics skill check against a target ship's Electronics or Hacking skill. On a success, you learn one of the following details about it – (1) current Shield strength and Threshold level; (2) current Toughness and Armor rating; (3) base Speed of vessel; (4) Weapon systems and types totals; (5) current Wounds taken.
Each raise over the target’s allow you to learn an additional detail.

Fire All Guns (5 CP): You fire all weapons mounted on the ship as a separate attack, designating targets as you wish. Turrets fire in all directions, fixed only in one direction.
Fire One Weapon (2 CP): You fires a single ship’s weapon of your choice. Turrets and linked weapons count as one weapon fired. You can take this action more than once. This can include Tractor Beams.
Target Systems (+2 CP): With a Fire One Weapon action you may target a ship’s weapon, engine, force field, or system. The targeted attack suffers a -4 penalty. With a success, roll damage. If this would cause a Wound, you cause the enemy vessel one of the following Crisis - (1) Communications Disabled, (2), Fuel Bleed, (3) Haywire Systems, (4) Helm Lock, (5) Impulse Engines Damaged, (6) Life Support Breach, (7) Navigational Array Disabled (8) Sensors Damaged, (9) System Damaged, (10) Targeting Decalibration, (11) Warp Core Damaged, (12) Weapon System Damaged
These attacks deals no Wounds. Systems can be restored as normal.

Above and Beyond (0 CP): Pushing yourself to help the ship or Life Support Breach its crew. Pick skill and explain how you’re using it to help the ship. If the GM agrees, roll it with a -2 penalty. On a success, gain your ½ skill level in Command Points. When you take this action you can do nothing else in the round, including actions for department heads, etc.
On a failure, the ship suffers -1 Command Point.
Deal With a Crisis (2 CP): Explain what you are doing to solve a secific Crisis and roll the relevant skill check. The difficulty is -4, plus or minus 0 to 4 depending on the situation and the effectiveness of your action (GM’s call). On a success, the Crisis is resolved. You may also use this action to aid another PC in resolving a Crisis, working like a Support check (SWADE pg. 106). As normal the maximum bonus that can be granted through Support is +4 no matter how many people aid. Normally when you take this Action you can do nothing else in that round (including those making a Support roll).
Do Your Duty (0 CP): The ship gains 1 Command Point with no skill check required. PCs who head more than one department can only grant 1 CP; NPC department heads automatically take this action. PC can also take a different action, but they can only take Do Your Duty once a round.


Once per round, any PC may choose to accept a Crisis instead of taking an enemy hit and Wound damage. They must choose to do so immediately after damage is rolled, and only one player needs to request the Crisis to get it even if the rest of the party doesn’t want it. Once the Crisis is accepted, the hit is negated and the GM rolls on the table. This can only happen once a round for the non-Captain players (see below)

The captain may also choose to voluntarily accept a Crisis through their Keep It Together or Into the Fire department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.

Some Crisis are Continuing. They will apply a penalty to the ship that continues until a crewmember successfully performs a Deal With a Crisis action.
Other Crisis are Acute. They inflict no immediate negative consequence, but if the PCs don’t resolve it by the end of the next combat round, an unpleasant consequence will ensue.
A final Crisis has an Immediate. The aftermath of these effects must be dealt with by the crew (i.e. figure out how they will survive because of this).

The same Crisis rolled more than once will stack on the ship, though hits to a destroyed section or dry fuel tanks may not be much of a problem to the ship.

For a Crisis, roll a d20

D20 Criss Type
1-2 Brace for Impact! Immediate
3 Communications Disabled Continuing
4 Crew Lost Acute
5 Fuel Bleed Acute
6 Haywire Systems Continuing
7 Helm Lock Continuing
8-9 Hull Breach Acute
10 Impulse Engines Damaged Continuing
11 Life Support Breach Acute
12 Navigational Array Disabled Continuing
13 Sensors Damaged Continuing
13 Shield Loss Continuing
15 Superstructure Damaged Continuing
16 System Damaged Continuing
17 Targeting Decalibration Continuing
18 Warp Core Damaged Continuing
19 Weapon System Damaged Continuing
20 VIP Imperiled Acute

Brace for Impact!: The ship suffers a hit in just the right location that is more than the gravity compensators can handle, throwing unbraces objects (and crew) around like dolls. If the commander makes a successful Battle check all PC can brace themselves with a basic Agility check. Failure and everyone suffers a -2 to their Agility check. Failure on this check and they are thrown away from their station and knocked prone and are automatically Shaken (or suffer 1 Wound if you critical failed). 10% of the crew (20% if the commander failed the Battle check) are also Shaken until the end of the next round and can be disabled if they suffer another impact or similar crew loss (which disables these crew members and an additional 10% from Crew Lost). The ship is considered an Unstable Platform (SWA pg. 109, but also -2 for all ship actions) for all action for the team’s next round.

Communications Disrupted: The communication array is damage. Until resolve all comm actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty).

Crew Lost: Brave crew risk their lives to keep damaged systems operating. Describe the danger they face. If the Crisis is not resolved by the end of the next round, 10% of the ship’s maximum crew are incapacitated. Half these crewmen are dead or permanently disabled, and the other half return to duty in a week. A successful Healing check at -2 by the Medicine head halves the number of dead and crippled and to lower the loss to none with at least two raises! If the ship has run out of NPC crew when it takes this Crisis, a random PC suffers. The PC must make an Agility or Vigor -2 check (player’s choice) or suffer a Wound (two Wounds with a Critical Failure). Incapacitated heroes require the Medical head to stabilize them as normal or they will die the following round.

Fuel Bleed: The ship’s Energy fuel reserves have been damaged or emergency vents have been force-triggered by battle damage. If not resolved by the end of the next round, the ship will jettison 20% of its overall Energy points (round up). If reduced to 0 Energy the ship ceases to function and only emergency life support is even operational.

Haywire Systems: Critical command links have been damaged or disordered by the hit. Until resolved, the ship starts each round at -2 Command Points. Multiple such Crisis can stack this penalty, crippling a ship until the Crises are resolved.

Helm Lock: The ship’s helm system has been damage. Until resolve all helm actions suffer a -2 penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty).

Hull Breach: The hull has been damaged in a way that is currently non-critical but is about to tear open an important compartment or crumple on vital systems. If not resolved by the end of the next round the ship suffers a 1d4 Wounds automatically.

Impulse Engines Damaged: The vessel’s main impulse engines have been damaged reducing the ship’s Speed by 1. If reduced to 0 the system is destroyed and cannot be repaired in combat. The ship can only to stationary maneuvering reducing Helm Action to Bring Weapons to Bare only.

Life Support Breach: The hit has penetrated into life support. If not resolved by the end of the next round the ship suffers a loss of 1d6x10% of its overall remaining life support ‘days’. If knocked to 0 then the ship is on emergency life support and all actions suffer a -2 penalty and -2 Command Points.

Navigational Array Disabled: The ship’s navigational systems are disrupted and disabled. Until resolve all navigation actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty).

Sensors Damaged: The ships main sensors have been disrupted. Until resolve all science actions suffer a -2 skill penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 1 additional command points to work (along with the -2 penalty).

Shield Loss: One of the ship’s shield systems has been damage by the hit. The shields overall hits is reduced by the ship’s Size x2. If reduced to 0 point the system is destroyed and cannot be repaired in combat.

Superstructure Damaged: The hit melted an important patch of ship’s armor, cracked an internal support, or exposed sensitive systems. Until resolved, the ship’s Armor rating is lowered by 1d6+4 and base Toughness is lowered by 1d6+1.

System Damaged: One of the ship’s systems has been cooked by the hit. The GM picks a system covered under Notes for other basic systems; that system has been disabled as if hit with a Targeted Shot action. Disabled system hit by this Crisis again or Target Shot action are destroyed and cannot be repaired during combat.

Targeting Decalibration: The gunnery computers are hopelessly confused and cannot lock the ship’s weaponry on a target until this Crisis is resolved. Until resolve all tactical actions suffer a -2 penalty. If this system is damaged again it is destroyed and most use secondary system. All actions now also cost 2 additional command points to work (along with the -2 penalty).

Warp Core Damaged: The vessel’s warp core is damaged and the ship cannot engage the warp engines until fixed. As warp engines provide most of the ship’s power its’ Speed is reduced by 1 and all non-torpedo weapons deal 2d weapon damage less until restored. If the vessel suffers this damage again the engines are is destroyed and cannot be repaired in combat. The ship loses all but a maximum of 1d6 x ½ the ship's Size Engergy points (if lower then it loses an additonal number of Energy Points equal to the ship's Size). The vessel is now running on backup engines/power plants only.

Weapon System Damaged: One of the ship’s weapon arrays/banks is damage. Pick a random one. If a turret all weapons linked are also damaged. Damage systems deal ½ damage until fixed. If the vessel suffers this damage again this weapon system is destroyed and cannot be easily repaired in combat (Repair checks are at an additional -2 and take twice as many Command Points). Tractor Beams count as Weapons. The first time it is damage they suffer a -4 penalty to use. The second time its is destoryed and cannot be repaired easily in combat (Repair checks are at an additional -2 and take twice as many Command Points)

VIP Imperiled: Shipboard damage threatens a random PC or important NPC. That victim must immediately roll a Vigor check minus the ship’s wound level (maximum -3), and on a failure they are mortally wounded (4 wounds for Wild Cards). NPC crew can make a free attempt to stabilize the downed VIP using their usual NPC Healing skill check. If the NPC fails, and no PC takes a Deal With a Crisis action to successfully stabilize them by the end of the ship’s turn, they die. A Medicine PC head can make a normal Healing check but that is all it can do this round. A success stabilizes the subject while a raise heals one Wound.

At the end of the crisis the GM determines the rate at which crisis and damage is repaired or resolved, depending on how badly damaged the ship is and the crew personal remaining.

Regardless a ship reduced to 0 Wounds is fully disabled and reduced to emergency life support only. A ship that suffered x2 its basic Wounds is destroyed and all crew are dead unless they make a Smarts test at -2 to reach an escape pod or emergency transporter in time.

Edges that can be used for Starship Actions – the Captain can use various Leadership edges for crew and Quick and Level Headed for Initiative; Communications can use EMP Specialist; Engineering can use McGyver and Mr. Fix It; Helm can use Ace (but cannot soak); Navigation and Science can use Scholar; Tactical can use Trade-Mark Weapon. All can use Steady Hands.


Miranda-Class Medium Cruiser

Game Stats
Type -Behemoth, Size 20, Impulse 6, Handling -1, Toughness 84 (32), Wounds 8, Shields Threshold 25, Damage 300, Crew 332+ 75, Energy 2,000, Life Support 365 days, Hangers 4 standard bays (six Type V shuttles and one Type IX warp shuttle), Photon Torpedo Storage Bay 64, Warp Drive-Cruising Speed Warp 7, Emergency Speed Warp 10

Mods (11 remaining): AMCM (1), Armor III (6), A.I. (Ship's Computer) (2), Deflector Screens (3), Energy Reserve III (15), Fewer Crew and Passengers (+12), Handling III (15), Hanger Bays IV (20) Impulsive Drive Enhancer IV (20), Link Turrent Weapons (13), Life Support (5), Reinforced Structure I (5), Sensor Suite, Galactic (2), Shields II (10), Sub-Space Radio (1), Targeting Systems (1), Tractor Beams (9), Transports (Standard) 6 (6), Transporters (Emergency) 3 (9), Transporters (Cargo) 2 (6), Torpedo Tubes (4), Torpedo Storage (8), Warp Engine Type IV (20)
* Three Turret Linked (3 per turret, 2 forward, 1 aft) Phaser Cannons Type III (Range 8/16/32, Damage 6d10+6, AP 20, ROF 1, Shots 50)
* Four Turret (2 forward, 2 aft) Photon Torperdo lauchers (Range 12/24/48, Damage 10d12, AP 40, ROF 1, Storage mods 8/1, AOE -2x2 squards)
* Three Turret (2 forward, 1 aft) Tractor Beams (Range 5/10/20)

USS Saratoga Mark III Miranda-Class Cruiser tech data
Date Entering Service - 2284 (Refit 2294)
Size: Length –234 m, Width –141 m, Height –63 m, Weight –169,495 mt
Cargo Capacity –20,000 mt
Landing Capacity –None
Equipment Date: Control Computer Type – M-6A
Transporters: Standard 6-person –4, Emergency 22-person –3, Cargo –2
Other Data: Crew –332, Passengers –75
Shuttlecraft Bays (Standard) –4
Engines And Power Data: Warp Engine Type –FWG-1, Type III, Cells –2
Fussin Backup Engines –8
Max Safe Cruising Speed –Warp 7, Emergency Speed –Warp 9
Impulse Engine Type –FIE-2
Weapons And Firing Data:
Beam Weapon Type –FH-10, Type III Phasers, Number –9 (linked into two banks of 3 phasers each), Firing Arcs –2 f/1p
Torpedo Weapon Type –FP-6, Photon Torp, Number –4, Firing Arcs –2 f, 2 a
Number of total torps in storage - 64
Shield Data: Deflector Shield Type –FSL Mark III


Type V shuttle[1]
Type -Small, Size 6, Impulse 8, Handling +3, Toughness 25 (6), Wounds +1, Deflector Screens Threshold 6, Damage 60, Crew 2+ 6, Energy 20, Life Support 7 days
Mods (0 remaining): Artificial Intelligence (Ship's Computer) (2), Atmosphere (3), Crew Space (1), Energy Reserves I (2), Impulse Drive Enhancer II (4), Life Support (Short Term) (1), Sensor Suite, Planetary (1), Sub-Space Radio (1)

Type IX warp shuttle [2]
Type -Medium, Size 8, Impulse 5, Handling +2, Toughness 30 (7), Wounds +2, Shields Threshold 8, Damage 80, Crew 2+ 8, Energy 60, Life Support 14 days, Warp Drive-Cruising Speed Warp 4, Emergency Speed Warp 7
Mods (5 remaining) - Artificial Intelligence (Ship's Computer) (2), Atmospheric (4), Energy Reserves II (4), Impulse Drive Enhancer III (6), Life Support III (Short term or 3 weeks) (3), Sensor Suite, Planetary (1), Shields (2), Sub-Space Radio (1), Warp Engine I (2)