Star Trek stuff for Uncharted Worlds and Far Beyond Humanity.

Star Trek stuff for Uncharted Worlds and Far Beyond Humanity.

Star Trek stuff for Uncharted Worlds and Far Beyond Humanity. The idea here was to create items and technology with the existing rules, rather than add in a bunch of homebrew. Note that most of these will require FBH.

===LCARS, COMPUTERS AND TRICORDERS===

Computers in Star Trek are so advanced that it’s better to represent them as crew rather than make them a kit or basic upgrade. To use these computers, a character makes a Command move using the rules in FBH for issuing a command to a mindless group.

Standard Tricorder

– Class 1 Crew

– Design: Artificial

– Form: Handheld device

– Upgrades: Informants

Specialized Tricorder

– Class 2 Crew

– Design: Artificial

– Form: Handheld device

– Upgrades: Informants, plus 1 variant

– Variant Upgrades: ‘Engineering’ [Mechanics], ‘Medical’ [Medics]

Library Computer Access and Retrival System

– Class 3 Crew

– Design: Artificial

– Form: Ship’s Computer Core

– Upgrades: Summoned (in the ship, can call for the computer from almost anywhere), Informants, Numerous (capable of performing many tasks simultaneously)

===NAVIGATIONAL DEFLECTORS===

When traveling at light or sublight speeds, even the smallest bits of matter can be extraordinarily dangerous. To protect its vessels from collision hazards, Starfleet uses Deflector Dishes on its starship designs. These dishes, covered in an array of emitters, fire a powerful tractor/deflector beam thousands of kilometers ahead of the ship, pushing aside objects to give the vessel a clear flight path.

Deflector Emitter

– Class 2 Heavy Weapon

– Optimal Range: Far, Distant

– Upgrades: Destructive, Stun, Sustained

===PHASERS===

// ‘Federation’ Asset Standard: Phaser Technology

Starfleet firearms are designed to pack as much functionality as possible into their small casing, allowing them to be used as tools as much as weapons. This design choice emphasizes the Federation philosophy of pursuing non-violent resolutions to conflict.

All firearms from the United Federation of Planets gain Radiant as a free upgrade, which can be removed by taking the Silenced upgrade. They also gain Switching [Burst OR Laser], Switching [Chemical OR Stun], Switching [Destructive OR Impact], and Switching [Explosive OR Shock] as free upgrades, which are collectively referred to as ‘Beam Settings’; but taking the Bullets upgrade (FBH, pg 90) removes both Radiant and Beam Settings. Different combinations of these switches allow the firearm to achieve a myriad of effects. These various configurations are called ‘settings’, a full list of which can be seen below.

Note that not all phasers have the Charged upgrade, thus limiting the number of beam settings they have access too.

SIMPLE BEAM SETTINGS

Narrow-beam (Laser) or wide-beam (Burst)?

Stun (Stun) or Cut/Heat/Disrupt (Chemical)?

Light (Impact) or Heavy (Destructive)?

Light (Shock) or Heavy (Explosive)?

Low or High Power (Charged)?

DETAILED BEAM SETTINGS

Level 1, Light Stun

Switches: Stun – Impact – Shock

Level 2, Medium Stun

Switches: Stun – Impact – Explosive

Level 3, Heavy Stun

Switches: Stun – Destructive – Shock

Level 4, Low Heat

Switches: Chemical – Impact – Shock

Level 5, High Heat

Switches: Chemical – Destructive – Shock

Level 6, Low Disruption

Switches: Stun – Destructive – Explosive

Level 7, Medium Disruption

Switches: Chemical – Impact – Explosive

Level 8, Heavy Disruption

Switches: Chemical – Destructive – Explosive

Level 9, Severe Disruption

Switches: Stun – Impact – Shock – Charged

Level 10, High Disruption

Switches: Stun – Impact – Explosive – Charged

Level 11, Low Explosive/Disruption

Switches: Stun – Destructive – Shock – Charged

Level 12, Light Explosive/Disruption

Switches: Chemical – Impact – Shock – Charged

Level 13, Medium Explosive/Disruption

Switches: Chemical – Destructive – Shock – Charged

Level 14, High Explosive/Disruption

Switches: Stun – Destructive – Explosive – Charged

Level 15, Heavy Explosive/Disruption

Switches: Chemical – Impact – Explosive – Charged

Level 16, Severe Explosive/Disruption

Switches: Chemical – Destructive – Explosive – Charged

HAND PHASERS

23rd Century Type-1 & Type-2 Phaser

– Class 1 Firearm

– Design: Pistol

– Optimal Range: Adjacent, Close

– Upgrades: Radiant, Beam Settings, Switching [Concealed OR Stabilized]

Type-1 Phaser

– Class 1 Firearm

– Design: Pistol

– Optimal Range: Adjacent, Close

– Upgrades: Radiant, Beam Settings, Concealed

Type-2 Phaser

– Class 1 Firearm

– Design: Pistol

– Optimal Range: Adjacent, Close

– Upgrades: Radiant, Beam Settings, Charged

Type-3 Phaser

– Class 1-3 Firearm

– Design: Rifle

– Optimal Range: Close, Far

– Upgrades: Radiant, Beam Settings, Charged, plus 0-2 Variant Upgrades

– Variant Upgrades: ‘Pulse Fire Setting’ (Switching [Laser OR Plasma]), ‘Underbarrel Grip’ (Stabilized), ‘Targeting System’ (Scope)

Compression Phaser Rifle

– Class 1 Firearm

– Design: Rifle

– Optimal Range: Close, Far

– Upgrades: Radiant, Beam Settings, Plasma (replaces Switching [Burst OR Laser])

MOUNTED PHASERS

Type-4 Phaser

– Class 2 Heavy Weapon

– Optimal Range: Far, Distant

– Upgrades: Destructive, Breaching, Laser

Type-8 Phaser

– Class 2 Artillery

– Optimal Range: Distant, Very Distant

– Upgrades: Breaching, Penetrating, Concussive, Laser

Type-10 Phaser

– Class 3 Artillery

– Optimal Range: Distant, Very Distant

– Upgrades: Breaching, Penetrating, Concussive, Laser, Sustained

===REPLICATORS===

Several workspaces can be used to indicate the presence of replicators on a ship. Including:

(UW)

Commercial – Mercantile

Explorer – Rugged

Industrial – Refinery AND/OR Manufactory

Personality – Habitation

(FBH)

Consul – Culinary

Replicators use transporter technology to change matter into energy, and then that energy back into a desired form of matter, allowing them to ‘replicate’ a large variety of materials and assets. At the bottom spectrum of these devices are Food Replicators, which use the ship’s waste to make food and basic items; e.g. a coffee cup filled with hot coffee. However, there also exists Industrial Replicators, which are capable of producing simple Class 0 and Class 1 assets.

When a character wishes to use a replicator to create an Asset, treat it as a Market with the Forlorn and Regimented Origins; it can only replicate what’s been programmed and what’s allowed by Starfleet. As normal, the character uses the Acquisition move to obtain the desired Asset, and they may offer Cargo or Fuel as normal for the replicator to use as ‘raw material’ in order to increase the chances of acquiring the Asset. The Barter move may also be used with the replicator, though this will obviously require some interpretation on the GM’s part when it comes to 13+ results.

Examples:

A Crewman attempts to replicate a meal for him and his family. He succeeds with no roll, because this falls under the Wealth rules.

A Crewman attempts to replicate an alcoholic beverage. He fails with no roll, because of Starfleet regulations concerning alcohol and narcotics (Origin: Regimented), but the replicator can offer the same drink with no alcohol. An officer might or should be able to bypass these restrictions.

A Crewman attempts to replicate a delicious, edible berry that the ship discovered while exploring a newly found world. This sort of simple food stuff falls under the Wealth rules, but he fails with no roll because this berry is new and not programmed into the replicators (Origin: Forlorn). However, the berry could perhaps be added into the ship’s computer at a later date, allowing it to be replicated.

An Officer attempts to replicate a hand phaser; a Class 1 Firearm; for an impending away mission. She can’t risk failing and wasting time because she needs it straight away, so she offers a unit of Class 3 Fuel as part of her Acquisition move. She rolls 2d6 and gets a 1 and a 3, for a result of 4, with a final total of 7 because of the offered fuel. She’ll get her phaser, but she’ll have to accept a cost (‘It’ll require some time to replicate’ or ‘Will require additional material consumption’), a task (‘You get the components and will have to assemble the weapon by hand’), or a lesser version of it (‘Some obvious flaw makes it a Class 0 version’).

An Officer wants to turn some Ore; a Class 0 Cargo; into Circuits; a Class 1 Cargo. Using the ship’s industrial replicator, he attempts to process the ore by using a Barter move. He rolls 2d6 and gets a 6 and a 1, for a result of 7. This changes the Class 0 Ore into Class 1 Circuits, but allows the GM to choose the flaw “The negotiations take many days to complete”. He’ll get his circuits, but they’re so complex that the replicator will need a couple days to work on it. Hopefully, no one will need to use the industrial replicator in the meantime.

===TRANSPORTERS===

// Transporter Technology

Transporter Room and Transporter Beam Emitters

– Vessel Upgrade, Workspace: Starfarer, Launchpad

OR

– Vessel Upgrade: Launch Bay

Personnel Transporter Beam

– Class 3 Flyer

– Design: Shuttle

– Upgrades: Summoned, Agile, Controlled

Cargo Transporter Beam

– Class 3 Flyer

– Design: Shuttle

– Upgrades: Summoned, Controlled, Transport

Transporter Beams work by turning the subject’s matter into energy, sending it across space, before materializing the subject at the target location (Summoned); they’re controlled by an operator at a station in a transporter room (Workspace: Launchpad; Upgrade: Controlled). The Personnel Beam can be easily configured to allow the operator to ‘beam’ Away Teams of up to 6 people under a variety of circumstances (Agile). The Cargo Beam is for ‘beaming’ cargo units, but it can also be adjusted to beam living organisms, allowing it beam groups of up to 12-18 people (Transport). Neither beams have the Rugged or Sealed upgrade, and are only capable of holding objects or organisms for 7~ minutes before pattern degradation occurs and the subject is lost.

===WARP CORE===

// Warp Cores

NEW Vessel Upgrade: Warp Core

A complex energy source for demanding systems like Boosters, Jump Drives, Shields, or Cloak.

An Antimatter Reactor Core or ‘Warp Core’, is a highly powerful and complex form of reactor technology regularly employed by Starfleet. A single Warp Core is all a vessel needs to simultaneously power its myriad of systems, giving it a distinct advantage over standard reactor technology that necessitate the inclusion of several reactors into a vessel’s design in order to power all of its systems. However, this comes at the cost of requiring three different fuels to be loaded into the core, instead of a standard reactor’s one fuel.

The three required fuels are: Deuterium, a Class 1 Fuel; Antideuterium, a Class 2 Fuel; and a Dilithium Crystal, a Class 3 Fuel. Warp Cores operate by mixing deuterium and antideuterium in a mixing chamber through a dilithium crystal, causing a matter/antimatter reaction that produces high energy plasma, which is in-turn used to power the vessel. A Warp Core will not function in the absence of any of the three fuels. When a vessel powered by an active Warp Core uses the move “Run On Fumes”, only the fuel class of the Dilithium Crystal is added to the roll. If the result of Run On Fumes calls for reducing a Fuel’s class, then all three fuels have their class reduced by the same amount (i.e. If reduce one, then all three reduce one).

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