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LUGTREK NETBOOK The LUGTrek Netbook This booklet is a compilation of rules additions and modifications for the Star Trek: The Next Generation Role Playing Game, largely created by members of the trekrpg listserv. subscribe to the list, send email to
[email protected] and To type ‘subscribe trekrpg’ or ‘subscribe trekrpg-digest’ (for the digest version) in the body of your message. Revision: 1.0, November 1998 Design and Layout: Patrick M. Murphy
Editors: James David Maliszewski , Patrick M. Murphy Cover Artwork: Jedi Original Artwork: Patrick M. Murphy Contributors: James Dyer : Zakdorn Template. Bruce Ford : Tri-cobalt warheads for Intrepid -class starship. Daniel Frohlich : Akira -class starship. Don Mappin : rules for creating command-rank characters, Sovereign -class Explorer, Intrepid -class Explorer. Molotov : Cardassian and Klingon Templates; Starfleet Intelligence, Federation Diplomatic Corps, Diplomat, Merchant Marine, and Cardassian Seventh Order Overlays; Pain Reduction skill (with contributions from Yancy Evans and Martin Goodson); Steamrunner -class starship, Federation Mothball Fleet and Moray -class Escort. Patrick M. Murphy : Arkenite, Bajoran, Borg, Breen, Caitian, Cardassian, Deltan, Edoan, Efrosian, Ferengi, Jem’Hadar, Gorn, Grazerite, Horta, Kzinti, Nausicaan, Orion, Romulan, and Tholian Templates; Merchant, Pirate, Scientist, Spy, and Kzinti Overlays; additional Social Science Specializations; statistics for Jean-Luc Picard; ‘hostile’ interpretation of Kzinti in Allen’s Kzinti article; Ferengi Energy Whip; Fleet data and Noteworthy Vessels for Constitution -class starship, Constellation -class starship, Saber -class starship, Kzinti starships, Klingon D7- and K’t’inga -class starships (with Allen Shock), Romulan Bird of Prey and
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Romulan D7-class starships. Allen Shock : Benzite, Brikar and Hermat Templates; suggestions for Pain Reduction skill; statistics for James T. Kirk; Constitution -class starship, D7-class starship (with Patrick Murphy); Incorporating Kzinti Into the Star Trek: The Next Generation Role Playing Game; FASATrek to LUGTrek Conversion. Daniel Stack : Miranda - class starship. Special Thanks: Last Unicorn Games , for an excellent product and a wonderful online presence. Check out their website at www.lastunicorngames.com. Rpg.net for kindly hosting, and Grimjack for starting, the trekrpg listserv which has been a hotbed of discussion on this fabulous game and from which the work herein was drawn. In addition to the members listed above, many thanks to the members of this listserv for both their contributions to this material and to a highly collaborative environment. Don Mappin, for hosting and maintaining the Unofficial Star Trek: The Next Generation RPG website (www.trekrpg.net), where you can find most of this information and more in HTML format. Jedi for donating his original artwork for the cover. You can find more of his fine work on his website at (www.geocities.com/Area51/Nebula/2396 ) The Seventh Order for allowing Molotov (and us) to use their information as the basis for his Seventh Order Overlays. Please visit their website at www.7thorder.org. Star Trek ® and all related marks ™, ® & © 1998 Paramount Pictures. All Rights Reserved. Last Unicorn Games authorized user. Star Trek: The Next Generation Roleplaying Game © 1998 Unicorn Games.
A èÓ‰ÛÍÚˆËfl Mad Irishman Production ëÛχ¯Â‰¯Ó„Ó à·̉ˆ‡ Set in Starfleet Monitor, Letraset Crillee and Trade Gothic Condensed. Created with Adobe PageMaker 6.5, Photoshop 5.0, Acrobat 3.01, and Microsoft Word 98 on a Macintosh PowerBook G3 Series.
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CONTENTS Foreword ..........................................3 Templates.........................................4
Merchant Marin e (Engin eer)....................................... Merchant Marine (Comm and ) .................................... Cardassian Overlays ................................ Seventh Order Comm and ...........................................
Seventh Comm unicat......................................... ions/Intelligence ............. Federation Species ................................... 4 Seventh Order Order Engineering Arkenit e ......................................................................... 4 Seventh Order Medical Off icer .................................... Benzit e ...........................................................................4 Seventh order Operati ons ........................................... Brik ar ............................................................................ 4 Seventh Order Politic al Offi cer ................................... Cait ia n ...........................................................................5 Sevent h Order Securit y ............................................... Delta n ........................................................................... 5 Seventh Order Science ............................................... Edoan ............................................................................ 5 Kzinti Overlays ......................................... Efrosia n ........................................................................ 6 Kzinti Capta in ............................................................ Grazerit e ........................................................................6 Kzinti Crewma n .......................................................... Herma t ...........................................................................6 Kzinti Telepath ........................................................... Horta .............................................................................. 7 Generic Overlays ...................................... Zakd orn ......................................................................... 7 Diplom at .................................................................... Allied Species ............................................. 7 Merch ant .................................................................... Kling on ...........................................................................7 Pirat e ......................................................................... Neutral Species ......................................... 8 Scient is t ..................................................................... Baj oran ......................................................................... 8 Spy ............................................................................. Breen ............................................................................ 8 Gorn .............................................................................. 9 Kzin ti .............................................................................. 9 Social Sciences (Intellect ) .......................................... Naus ica an ..................................................................... 9 Pain Reduction (Psi) .................................................. Orion ........................................................................... 10 Threat Species ......................................... 10 Borg ............................................................................ 10 Cardass ian ................................................................. 10 Jam es T. Kirk .............................................................. Ferengi ........................................................................ 11 Jean- Luc Picard ......................................................... Jem ’Had ar ................................................................... 11 Romula n ..................................................................... 11 Tholian ........................................................................ 12 Vorta ........................................................................... 12 Generating Command Rank Characters
Skills .............................................. Personnel .......................................
Rules and Regulations...................
Preface .......................................................................
Meth Creatiodon....................................................................... ..................................................................... Federation Overlays .................................13 Incorporating Kzinti Into the Star Trek: Starfl eet In telli gence Agent ......................................... 13 The Next Generation Role Playing Federati on Diplom ati c Corps ....................................... 13 Game................................................... The Merchant Marine ...............................13 Merchant Marin e (Operat ions) .................................... 14
Overlays .........................................13
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LUGTREK NETBOOK Starships........................................28 Akira - Cla ss Starshi p ................................................... 28 Constellation - Cla ss Star ship ...................................... 29 Constitution - Class ........................................ 31 30 Intrepid - Cla ss StarsStar hip ship ............................................... Miranda - Class Starship .............................................. 32 Saber - Class Stars hip .................................................. 34 Sovereign - Cla ss Stars hip ............................................ 34 Steamrunner - Class Starshi p ....................................... 35 The Federation Mothball Fleet .............. 36 Moray - Cla ss Starshi p .................................................. 37 Kzinti Starships ...................................... 38 Police Cruis er .............................................................. 38 Assault Cruiser ........................................................... 39 Klingon Starships ................................... 40 D7-Cla ss Starship ....................................................... 40 K’t’inga - Cla ss Stars hip ............................................... 41 Upgraded K’t’inga - Class Starship .............................. 41 Romula n Bird of Prey Starship .................................... 42 D7-Cla ss Starship (Rom ula n) ..................................... 44
Appendix One: Equipment ................45 Ferengi Energy Whip .................................................... 45
Appendix Two: Conversion .............45 Converting FASATrek Characters to LUGTrek ............................................... 45
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FOREWORD Foreword Contain ed within t his file is a compilat ion of rules additi ons and modifi cations for the training sim ulation known as Star Trek: The Next Generation Roleplaying Game, published by Last Unicorn Games. This ma terial was created by mem bers of th e trekrpg lis tserv or contribut ors to the TrekRPG website. To subscribe to the list, send email to [email protected] and t ype ‘subscribe trekrpg’ or ‘subscribe trekrpg-d igest’ (for th e digest version) in t he body of your message. In the spi rit of t he Vulca n phi losophy of IDIC, we present a pl ethora of racial Templat es. These include not only the
diverse members of the Federation as depicted t he movies, shows and l iterature, but a lso those speciesin which are neutra l or hostil e towards t he UFP. New occupational Overlays allow Narrators to better quantify the abilities of her chief villain, or provide players training simulations. We hope that this material will en with a new career choice outside those described in the core your game, and in reading it you ma y get a sense of our lov rulebook. the game and the Star Trek universe. Doubtless, part of our attract ion to the game is due in no small part to the sett ing’s characters: larger-t han- life men and Colonel Patrick M. Murphy women whose actions are similarly epic. The Personnel secStarf leet Intelligence tion describes some of the heroes and rogues whi ch populat e the Star Trek universe. Thoughts on comm and rank cha racters and the Kzint i allow you to explore new areas of role playing an d th e fring es of canonical Star Trek material. Guidelines for converting your old Star Trek characters to the new rules will likewise revisit where one has gone before. Of course, there are starships too… Lots and lots of starships. Whether you are looking for your favorite Starfleet vessel for your players or an enemy craft to throw aga inst t hem , look no farther tha n the Starships section. One cannot say enough about the LUGTrek Internet commu nity, whether mem bers of the listserv or contributors to the TrekRPG website. The onli ne cooperati ve atm osphere has lead to the copious am ounts of useful informa tion includ ed herein, brought about i n record tim e. Your orders are to study and dissemi nate thi s new sim ulati on informat ion, and to inclu de those parts you like into your
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LUGTREK NETBOOK Templates
Typical Advantages/Disadvantages
Alertness + 2, Excellent Hearing + 2, Medical Remedy (anlac’ven negates balance problems wh en off Arken II) + 1, Physically The rulebook shows us h ow to create those famil iar spe- Impai red (loss of balance off of homeworld, -1 die penalty to cies of the Federation. Man y players will pla y Hum ans, Vulcan s, or Betazoids, an d t hese are well docum ented. Yet other players all - 2 b alan ce-based Athletic or Acrobat ic skill rolls) – 1, Poor Sight may want to play a character like Lieutenant Ilia from Star Trek: The Motion Picture or Lieutenant Arex from the Star Trek anim ated series. The GM m ay also want to present a m ore di- Benzite A humanoid race, inhabitants of the planet Benzar. Beversified Federation crew, or she may simply need to determine what attributes an enemy has. To this end, we present cause of the atmosphere of their homeworld, they must use species Templat es created by list m embers, in add ition t o those respirators to breathe properly in Class M environments. Templates from the rulebook. Attributes Fitness 2 [5]
Federation Species
Coordination Intellect 2 [5]2 [5] Presence 2 [5] Arkenite Empathy + 1 The Arkenites are a once-aquat ic race wit h hai rless, bulPsi 0 [5] bous heads, gl assy, deep- set eyes, and tal l, lan ky fram es. They are also easily identif ied by the special anlac’ven device that Skills they wear when not on t heir homeworld, which comp ensates Any Science (choose special ty) 2 (3) for their disorienta tion outside their own world’s magn etic field. Athletics (choose Specialization) 1 (2) Culture (Benzite) 2 (3) Attributes History (Benzite) 1 (2) Fitness 2Strength [5] -1 Coordination 2 [5] Intellect 3 [5] Presence 2 [5] Psi 0 [4] Skills
Any Science (choose Specialization) 2 (3) Athletics (Swimming) 2 (3) Culture (Arkenite) 2 (3) History (Arkenite) 1 (2) Language Arkenite 2 World Knowledge (Arken II) 1 (2)
Language Benzite 2 Planetsid e Survival (Class M worlds) 1 (2) World Knowledge (Benzar) 1 (2) Advantages/Disadvantages
Medical Problem (cannot breathe standard atmosphere) -3, Medical Remedy (Respirator) + 3 After 2372 , Benzite m edical science makes the use of the respirator unnecessary, although this i s stil l a Medical Prob- lem/Medical Remedy as noted above.
Brikar A species hailing from a high-gravity world, Brikar are massive beings with dark-bronze skin, three fingered hands and tough hide. They are so massive, they have to wear per-
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TEMPLATES Caitian 2 sonal gravit y compensat ors to functi on properly in Earth-norWorld Knowledg e (Cait) 1 (2) m al gra vit ies. They are very resilient. Attributes
Typical Advantages/Disadvantages
Curious + 1, Excellent Balance + 1, Excellent Sight + 2 Fitness 4 [6] Strength + 1 Vitality + 1 Coordination 2 [5] Intellect 2 [5] Presence 3 [5] Psi 0 [5]
Deltan
The Deltans are bald, empathic humanoids, well kn for their sensuality. Those Deltans serving in Starfleet m take an Oath of Celibacy to assure that t hey will n ot take vantag e of other sexually im ma ture species.
Skills
Attributes
Athletics (choose Specialization) 2 (3) Culture (Brikar) 2 (3) History (Brikar) 1 (2) Language Brikar 2 World Knowledg e (Brika r hom eworld) 1 (2)
Fitness 2 [5] Coordination 2 [5] Intellect 2 [6] Presence 3 [6] Empathy + 1 Psi 1 [6] Range -1
Typical Advantages/Disadvantages
High Pain Threshold + 2, Toughness + 2
Skills
Any Science (choose Speciali zation) 1 (2) Charm (Seduction) 1 (2) Caitian A felinoid species belonging t o the Federation, the Caitia ns Culture (Deltan) 2 (3) are lithe and dexterous creatures. History (Deltan) 1 (2) Language Deltan 2 Attributes Pain Reduction 2 Fitness 2 [5] World Knowledge (Delta IV) 1 (2) Coordination 3 [6] Dexterity + 1 Reaction + 1 Intellect 2 [5] Presence 2 [5] Psi 0 [4] Skills
Any Science (choose Special ization) 1 (2) Athletics (choose Specialization) 2 (3) Culture (Caitian) 2 (3) History (Caitian) 1 (2) Language
Typical Advantages/Disadvantages
Sexy + 2, Code of Honor (Vow of Celiba cy) -2
Edoan Orange-skinned, hairless huma noids with three arms three legs, the Edoans are shy, reclusive creatures, but s have joined Starfleet where their abilities are well appr ated. Attributes
Fitness 2 [5]
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LUGTREK NETBOOK Strength -1 Coordination 2 [5] Dexterity + 1 Intellect 2 [5]
Typical Advantages/Disadvantages
Presence Psi 0 [4] 2 [5]
H a v i n g e v ol v e d f r o m h e r b i v or o u s h e r d a n i m a l s , t h e Grazerites are a peaceful species that avoids violence whenever possible.
Skills
Any Science (choose Specialization) 2 (3) Arti sti c Expression (choose Special ization) 2 (3) Culture (Edoan) 2 (3) History (Edoan) 1 (2) Language Edoan 2 World Knowledge (Edo) 1 (2) Typical Advantages/Disadvantages
Ambidexterity + 2, Multitasking + 2
Sense of Direction + 1
Grazerite
Attributes
Fitness 2 [5] Coordination 2 [5] Intellect 2 [5] Perception + 1 Presence 2 [5] Psi 0 [4]Empathy + 1 Skills
Any Science (choose Special ization) 2 (3) Artisti c Expression (choose Specialization) 2 (3) Hailing from a frozen world, Efrosians are huma noids with Culture (Grazerite) 2 (3) white eyes and hair a nd scul pted features. They are a th ought- Diplomacy (choose Specialization) 2 (3) History (Grazerite) 1 (2) ful a nd reflective species, given to mysticism. Language Attributes Grazerite 2
Efrosian
Fitness 2 [5] Strength + 1 Coordination 2 [5] Intellect 2 [5] Presence 2 [5] Empathy + 1 Psi 0 [5] Skills
Any Science (choose Specialization) 1 (2) Arti sti c Expression Culture (Efrosian) 2(choose (3) any tw o Specializati ons) 1 (2) History (Efrosian) 1 (2) Language Efrosian 2 Planetside Survival (Arctic) 2 (3) World Knowledg e (Efros) 1 (2)
World Knowledge (Grazer) 1 (2) Typical Advantages/Disadvantages
Excellent Chemoreception + 1, Pacifism - 5
Hermat
A hermaphroditic race, having sexual characteristics of both male and female. Hermats tend to keep to themselves, often being uncom fortable around divi ded-sex species (obviously, Chief Engineer Burgoyne 172 from the Star Trek: New Frontier book series is a major exception to this). They also possess razor-sharp canine teeth. Attributes
Fitness 3 [5] Coordination 2 [5]
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TEMPLATES Intellect 2 [5] Perception + 1 Presence 3 [5] Psi 0 [5]
Typical Advantages/Disadvantages
Skills
Zakdorn
Any Science or Engin eering (choose Special ty) 2 (3) Culture (Hermat ) 2 (3) History (Hermat) 1 (2) Language Hermat 2 World Knowledg e (Hermat hom eworld) 1 (2)
Fitness 2 [5] Coordination 2 [5] Reaction + 1 Intellect 2 [5] Logic + 1 Presence 2 [5] Empathy -1 Psi 0 [5]
Typical Advantages/Disadvantages
High Pain Threshold + 2, Medical Remedy (speech synth es + 1, Night Vision + 2, Rapid Healing + 1, Sense of Direction Physically Impai red (mute) - 1
Excellent Chem orecepti on + 1, Sexy + 2, Phobia (m ild xenophobia) -1 Skills Any Science (choose special ization) 1 (2) Horta Admi nistrat ion (choose Specialization) 2 (3) After the unfortunate first UFP contact with the Horta in Culture (Zakdorn) 2 (3) 2267, th ese silicon-based lif e forms have found a place in the Gam ing (Strat egema) 1 (2) Federation. They possess a natural understanding of mining History (Zakdorn) 1 (2) and c an exude an extrem ely corrosive acid (wh ich does 1D6 to Language Zakdorn 2 25 p oints of dam age, depending on exposure). They have no vocal apparat us and so must use devices to synthesize spoken Law (choose Specializati on) 1 (2) World Knowledg e (Zakdorn homeworld ) 1 (2) language. Attributes
Typical Advantages/Disadvantages
Fitness 3 [5] Coordination 1 [5] Intellect 2 [5] Logic + 1 Presence 2 [5] Psi 0 [5]
None
Skills
Athletics (tunneling) Culture (Horta) 2 (3) 2 (3) Engineering, Material (Metallu rgical) 2 (3) History (Horta) 1 (2) Language Federation Stand ard 1 World Knowledge (Janu s VI) 1 (2)
Allied Species Klingon Once enemies of the Federati on, the Klin gon Empi re a with the United Federation of Planets aft er the Khitomer
cords of 2293. Klingons are aggressive, proud, and enjo well-deserved reputat ion as fierce warriors. Attributes
Fitness 3 [6] Vitality + 2
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LUGTREK NETBOOK Coordination 3 [5] Intellect 2 [6] Logic -2 Presence 2 [6] Willpower + 1 Empathy -2 Psi 0 [6] Skills
Athletics (choose Specialization) 1 (2) Culture (Klingon) 2 (3) History (Klingon) 1 (2) Language Klingon 2 Prim iti ve Weaponry (bat’leth , d’ktagh , or mek’leth ) 2 (3)
Skills
Any Science (choose Special ization) 2 (3) Artistic Expression or Espionage (choose one and Specialization) 2 (3) Culture (Bajoran) 12 (2) (3) History (Bajoran) Language Bajoran 2 Streetwise (choose Specialization) 2 (3) World Knowledg e (Bajor) 1 (2) Typical Advantages/Disadvantages
One extra Courage Point ; Species Enemy (Cardas sian s) - 4
Breen
Unarmed Comba t (mok’bara ) 2 (3) World Knowledge (Qo’nos or other homeworld) 1 (2)
A politi cally non-a ligned species well adapted t o surviving i n cold condit ions. Their outlook has been shaped b y the harsh condit ions of their homeworld, such that the Breen view Typical Advantages/Disadvantages High Pain Threshold + 2, Toughness + 2, Code of Honor (Klingon) ma ny acts tha t Federation species deem of questionable m oralit y to be necessary to fulfi ll th eir oblig ati ons. The Breen m ust -4, Bloodlust -2 wear refrigerated suit s when exploring most environm ents considered tolerable by M-class planetary standa rds.
Neutral Species
Attributes
Fitness 3 [5] Vitality + 2 Coordination 1 [4] lization suffered greatly under Cardassian occupation. With Intellect 2 [5] the repelling of their Cardassia n oppressors, the Bajorans hav e Presence 2 [5] taken to rebuilding t heir planet, and ha ve requested (and been Psi 0 [0] granted) Federation assistance. The Bajorans are a very spiritual people who worship the Prophets of their wormhole; their Skills recent experiences have also forced m any to become freedom Any Science (choose Special ization) 2 (3) fighters. Culture (Breen) 2 (3) History (Breen) 1 (2) Attributes Language Fitness 2 [5] Breen 2 Coordination 2 [5] Planetside Survival (choose non-a rctic Specialization) 2 (3) Intellect 2 [5] World Knowledg e (Breen) 1 (2) Presence 2 [5] Willpower + 1 Typical Advantages/Disadvantages Psi 0 [5] Telepathic Resistance + 4, Obligati on -3
Bajoran A species with a long history of space t ravel, Bajoran civi -
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TEMPLATES Gorn The Gorn are imm ense, bipedal reptilians who adhere to a stri ct code of honor. They are slow but s trong opp onents. Since their first contact w ith the Federation at Cestus III, relations with the Federation have im proved but have on occasion broken down into confli ct. Attributes
Fitness 4 [6] Strength + 2 Vitality + 2 Coordination 1 [4] Reaction -2 Intellect 2 [5] Presence 2 [5] Willpower + 1 Psi 0 [3] Skills
Any Science (choose Special ization) 1 (2) Culture (Gorn) 2 (3) History (Gorn) 1 (2) Language Gorn 2 Unarmed Combat (choose Specialization) 2 (3) World Knowledg e (Gorn homeworld) 1 (2) Typical Advantages/Disadvantages
Vitality + 2 Coordination 2 [6] Dexterity + 1 Intellect 1 [5] Presence 1 [5] Empathy -1 Psi 2 [6] Focus -1 Skills
Athletics (choose Specialization) 2 (3) Culture (Kzinti) 2 (3) History (Kzinti) 1 (2) Language Kzin 2 Unarmed Comba t (choose Specialization) 2 (3) World Knowledg e (Kzin homeworld) 1 (2) Typical Advantages/Disadvantages
Toughness + 2, Code of Honor (must f ight to the death w engaged in hand-to-hand combat) –3, Intolerant (herbivo and pacifists) – 2
Nausicaan The Nausicaans are extremely tall, surly hum anoids throw their weight around whenever possible. Once a cl species of the Romulans, t hey now are found throughout Alpha Quadran t w herever hired m uscle is needed.
High Pain Threshold + 2, Toughness + 2, Code of Honor (Gorn) Attributes – 2 Fitness 3 [6] Strength + 2 Kzinti Vitality + 1 The Kzin are a race of powerful and aggressive bipedal Coordination 2 [6] felinoids which stan d about eight feet tall. Their femal es are Reaction + 1 unintelligent. They also produce telepaths which are able to Intellect 1 [5] read mind s, though they are resistant to reading m inds of her- Presence 1 [5] bivores or females. Psi 0 [5] Attributes
Fitness 4 [6] Strength + 2
Skills
Athletics (choose Specialization) 1 (2) Culture (Nausicaan) 2 (3)
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LUGTREK NETBOOK History (Nausicaan) 1 (2) Intimidation (Bluster) 1 (2) Language Nausicaan 2 Unarmed Comba t (choose Specialization) 2 (3) World Knowledg e (Nausi caa III) 1 (2)
work known as t he Collective. The Borg civilization is consta ntl y expanding to assim ilate new species, whose technology and distin ctiveness are added to that of the Borg. Attributes
Fitness 4 [6] Strength + 1 Typical Advantages/Disadvantages Vitality + 1 High Pain Threshold + 2, Bloodlust -2 Coordination 1 [6] Intellect 4 [6] Presence 1 [5] Orion Willpower + 2 Green-skinn ed huma noids infam ous throughout the FedEmpathy -2 eration beca use of the Orion Syndicat e. Psi 0 [0] Attributes
Fitness 2 [6] Strength + 1 Coordination 2 [5] Intellect 2 [5] Perception + 1 Presence 2 [5] Psi 0 [6]
Skills Any necessary Skill and Specialization (accessed through the Collective) 3 (4) Language Borg 2 Unarmed Comb at (wrestling) 2 (3)
Skills
Eidetic Mem ory + 3, Enhanced Vision + 2, High Pain Threshold + 2, Multitasking + 2, Rapid Healing + 1
Bargain (choose Specialization) 2 (3) Culture (Orion) 2 (3) History (Orion) 1 (2) Language Federation Stand ard 1 Orion 2 Streetwi se (choose Specialization) 2 (3) World Knowledge (Rigel VII or other homeworld ) 1 (2) Typical Advantages/Disadvantages
Greedy -1
Threat Species
Typical Advantages/Disadvantages
Cardassian Once a peaceful race, economi c pressures brought about a military regime marked by rigid social order to Cardassia. The Cardassians now make gains through war, subterfuge and ruthl ess brutalit y. They favor warm clim es and are renown for their photographic memories. The Cardassians have been a threat to the Federation since the 2350s. Cardassians ma y functi on normal ly at high tem peratures (higher than those tolerable to huma ns). In cold clim ates, however, they suffer the effect of a -1 to their Stamina . Attributes
Fitness 2 [5] Coordination 2 [5] Borg Intellect 3 [5] The Borg are a cybernetically enhanced humanoid spePerception + 1 cies, each drone tied into a central ized comm unicati ons net-
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TEMPLATES Presence 2 [3] Willpower + 1 Psi 0 [6]
Ferengi 2 Merchant (choose Specialization) 2 (3) World Knowledg e (Ferengi nar or other homeworld) 1 (2)
Skills
Typical Advantages/Disadvantages
Any Science (choose Special ization) 1 (2) Telepath ic Resistance + 4, Greedy -1 Adm inistrat ion (choose Specialization) 2 (3) Culture (Cardassian) 2 (3) Jem’ Hadar History (Cardassian) 1 (2) The Jem’Hadar are a warrior client species of the Dom Language ion, having been genetically engineered by the Founders Cardassian 2 controlled by the Vorta. They lack a crucial isogenic enz World Knowledg e (Cardas sia Prime or other hom eworld) 1 (2) needed for survival which the Founders use to keep them der control. They live short, often brutal, lives, and do not Typical Advantages/Disadvantages or sleep. Eidetic Memory + 3, Shrewd + 1
Ferengi The Ferengi are a greedy and capitalistic species, with business transactions and contracts forming the very philosophical basis of their civilization, as formalized in the 285 Rules of Acquisit ion. They are shorter than hu m ans, with cl early lobed foreheads a nd prom inent earlobes. Attributes
Attributes Fitness 3 [6] Strength + 2 Vitality + 2 Coordination 2 [6] Intellect 2 [5] Presence 1 [5] Willpower + 1 Psi 0 [5]
Fitness 1 [5] Strength -1 Vitality + 1 Coordination 2 [3] Intellect 2 [6] Logic + 1 Perception + 1 Presence 2 [5] Willpower -1 Empathy -1 Psi 0 [0] Skills Any Science (choose Special ization) 1 (2) Bargain (choose Specialization) 2 (3) Culture (Ferengi) 2 (3) History (Ferengi) 1 (2) Language
Skills Athletics (choose Specialization) 2 (3) Culture (Jem’Hadar) 1 (2) Language Dominion 2 Planetsid e Surviv al (choose Special ization) 2 (3) Unarmed Comba t (choose Specialization) 2 (3) Typical Advantages/Disadvantages
High Pain Threshold + 2, Rapid Healing + 1, Resolute + 3, Tou ness + 2, Fanatic – 3, Medical Problem - 3
Romulan
The society of th is off shoot of the Vul can race is extrem rigid and duty-bound. The Romulans are an arrogant scheming sp ecies, and have remained enemi es to the Fed tion since 2160.
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LUGTREK NETBOOK Attributes
Fitness 2 [6] Strength + 1 Coordination 2 [5] Intellect 2 [5] Perception + 1 Presence 2 [5] Empathy -1 Psi 0 [6] Skills
Adm inistrat ion (choose Specialization) 1 (2) Any Science (choose any two Speciali zations) 2 (3) Culture (Romu lan) 2 (3) History (Romulan) 1 (2) Language Romulan 2 Unarmed Comba t (Romulan ) 2 (3) World Knowledg e (Romulu s, Remus or other homeworld ) 1 (2) Typical Advantages/Disadvantages
Language Tholian 2 World Knowledg e (Tholia) 1 (2) Typical Advantages/Disadvantages
Mathem atical Ability + 3, Sense of Time + 1
Vorta The Vorta are a client species of the Dominion, cloned by the Founders as needed. The Vorta control the Jem’Hadar on their behalf and serve as administrators and planners. Attributes
Fitness 2 [5] Coordination 2 [5] Intellect 2 [6] Perception + 1 Presence 3 [5] Psi 0 [5] Skills
Curious + 1, Shrewd + 1, Arrogant – 1, Code of Honor (Romulan) Adm inistrat ion (choose Specialization) 1 (2) Any Science (choose Special ization) 2 (3) -2 Culture (Vortan) 2 (3) History (Vortan) 1 (2) Tholian Tholians are very pun ctua l and t erritorial creatu res of crys- Language Dominion 1 talli ne form from a hot world. Vorta 2 World Knowledg e (Vorta) 1 (2) Attributes Fitness 2 [5] Vitality -2 Coordination 2 [4] Intellect 2 [6] Logic + 1 Presence 2 [4]
Typical Advantages/Disadvantages
Excellent Hearing + 2, Poor Sigh t - 2
Psi 0 [4] Skills
Any Science (choose any two Speciali zations) 2 (3) Culture (Tholian) 2 (3) History (Tholian) 1 (2)
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OVERLAYS Overlays
Law (Starf leet Regulations) 1 (2) Vehicle Operations (Shuttlecraft) 1 (2)
LUG could not include every possible Overlay in the core Federation Diplomatic Corps rulebook, but most Narrators will need many more Overlays than contained therein. Listserv mem bers have been hard at While Starfleet keeps the peace by means of its m ili work to fill that void. Until such tim e that LUG releases new m ight , the Federati on relies upon its trained diplom ats to m supplem ents with a ddit ional Overlays, make use of the follow- tain relations with f oreign powers. While man y diplomats culled from various luminaries of its constituent worlds, ing. Federation maintains a well-trained cadre of attachés, c suls and other foreign service officers to augm ent nat ive lomats.
Federation Overlays Starfleet Intelligence Agent
Primary Skills
Administration (Bureaucratic Manipulation) 2 (3) Battles — and wars — are often won or lost based on Diplomacy (choose Specialization) 2 (3) intelligence gathered prior to engagement. Recognizing the Charm (Infl uence) 2 (3) value of covert operations in protecting t he interests and val - Social Science (Politi cal Science) 2 (3) ues of the Federation, Starfl eet m aintai ns a well-t rained divi- Persuasion (Debate) 1 (2) sion of operatives to carry out intellig ence missions and otherwise collect, disseminate and analyze data of sensitive na- Secondary Skills ture. Athletics (choose Specialization) 1 (2) The followin g Overlay represents an operat ive trai ned ex- Computer (choose Specialization) 1 (2) tensively by, and reporting directly to, Starf leet Com ma nd. Other Dodge 1 foreign nationals employed as agents by Starfleet or opera- Energy Weapon (Phaser) 1 (2) ti ves in- plac e should use the Generic Overlay for spies below. First Aid (choose Special ization) 1 (2) Primary Skills
Espionage (Intelligence Techniques) 2 (3) Language (choose Language) 1 Planetary Tacti cs (choose Specialization) 2 (3) Securit y (Securit y System s) 2 (3) Strategi c Operati ons (choose Special ization) 2 (3) Secondary Skills
Athletics (choose Specialization) 1 (2) Behavior Modification (Resistance) 1 (2) Computer (choose Specialization) 1 (2) Dodge 1 Energy Weapon (Phaser) 1 (2) History (Federati on) 1 (2) Language Federation Stand ard 1
History (Federation) 1 (2) Language Federation Stand ard 1 Law (Starf leet Regulations) 1 (2) Personal Equi pm ent (choose Special ization) 1 (2)
The Merchant Marine
Merchant Marines are the professional crews and captains man independent trading vessels and major starliners of Federation and beyond. Merchant Marines have a very dif ent education t han d o Starfleet officers. Many crews can sp a wide variety of languages and are familiar with many tures — the result of wide wanderings among the stars interacting with many species. Some crews are l spacehounds, and some engineers barely maintain a r barge. Yet some Merchant Mari ne crews are tough a s nail s
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LUGTREK NETBOOK good as their Starfleet counterpart s, and m ore than a few are Secondary Skills equally dedicated t o the Federation...and an honest Credit. Culture (choose Specialization) 1 (2) Dodge 1 Merchant Marine (Operations) Energy Weapons (choose Specialization) 1 (2) Operati ons handles all shipboard st ations (excepting Comman d, Engineering, and Medical positions). Crews tend t o be heavily cross-trained — including security training — but are only as good as their CO or XO. Laziness and barely passing performa nce tend to be the norm am ong surly crews with weak Comm and. Conditions aboard ma ny tramp warp freighters also tend to be poor; gambli ng helps to pass tim e aboard ship.
Fast Talk (choose Specialization) 1 (2) Language (choose a Language) 1 (choose another Language) 1 Merchant (choose Specialization) 1 (2) Personal Equip m ent (choose Special ization) 1 (2) Vehicle (Shutt lecraft) 1 (2)
Primary Skills
Merchant Marine (Command)
Merchant (choose Specialization) 1 (2) Securit y (Securit y Systems) 2 (3) Ship board Systems (choose Special ization) 2 (3) Systems Engineering (choose Speciali zation) 2 (3) Gaming (choose Specialization) 2 (3) Secondary Skills
Computer (choose Specialization) 1 (2) Culture (choose Specialization) 1 (2) Dodge 1 Energy Weapons (choose Speciali zation) 1 (2) First Aid (choose Specialization) 1 (2)
As sta ted above, there is a great disp arity between the best Merchant Marine capta ins and t he worst. The foremost am ong these captain m ay rival some of Starfleet’s starship comma nders. Primary Skills
Bargain (choose Specialization) 2 (3) Command (Starship Command) 2 (3) Law (Federation Law) 1 (2) Merchant (choose Specialization) 2 (3) Shipboard System s (choose Special ization) 2 (3)
Language (choose a Language) 1 (choose another Language) 1 Personal Equipment (choose Specialization) 1 (2) Vehicle (Shutt lecraft) 1 (2)
Secondary Skills Computer (choose Specialization) 1 (2) Culture (choose Specialization) 1 (2) Dodge 1 Energy Weapons (choose Specialization) 1 (2) Language Merchant Marine (Engineer) (choose a Language) 1 Engi neers. They’re all alik e. Oh, why Fast Talk? Because th ey (choose another Language) 1 capital ize on the fact t hat only they know what they’re talki ng Personal Equip m ent (choose Special ization) 1 (2) about. System s Engin eering (choose Specialization) 1 (2) Primary Skills
Vehicle (Shutt lecraft) 1 (2)
Computer (choose Specialization) 2 (3) Engi neering, Any (choose two Speciali zations) 2 (3) Engi neering, Any Other (choose Speciali zation) 2 (3) Ship board Systems (choose Special ization) 2 (3) Systems Engineering (choose Speciali zation) 1 (2)
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OVERLAYS Cardassian Overlays Several Cardassian Military Overlays are given below, along with brief information on each Branch. The Carda ssian M ilit ary, reporting t o the Central Comm and, consists of several Orders. The largest and m ost infl uential such Order, the Seventh Order, is used t o model the Overlays below. Each Order may have its own goals. Thus, their skills m ay vary somewhat (and their Law specializations are li kely to reflect t hose of their own Order). Cardassian Military ranks, along with their Starf leet equivalents, are summ arized below: Yelbrin (Ensign) Galt (Lieutenan t Juni or Grade) Galt Rin (Lieutenant ) Leyvan (Lieutenant ) Glinn (Lieutenant Comm ander) Jurvot (Lieutenant Comm ander) Tulgryn (Comm ander) Gul (Captain) Hydak (Commodore) Kaylan (Adm iral) Legate (Diplomat)
Computer (choose Specialization) 1 (2) Dodge 1 History (Cardassian) 1 (2) Language Cardassian 1 Planetside Survival (choose Specializatio (2 ) Sciences, Any (choose Special ization) 1 (2) Unarmed Combat (Cardassian Martial Arts) 1 (2 Vehicle Operations (Shuttlecraft) 1 (2)
Seventh Order Communications/Intelligence The Comm unicat ions Officer i s charged wi th o ating all comm unications equipment onboard t he sh
station. They The handle all ship-to-ship and ship-to-pla communications. officer is also the official Intellige Officer. Primary Skills
Espionage (Intelligence Techniques) 2 (3) Shipboard Systems (Comm unicat ions) 2 (3) Strategic Operations (choose Specialization) 2 (3) Systems Engineering (Comm unicati on Systems) 2 (3) Language (choose two Languag es) 1
Secondary Skills Athletics (choose Specialization) 1 (2) Seventh Order Command Behavior Modif icat ion (choose Specialization) 1 (2) The Com m and bra nch provides the bulk of Cardassia n Guls Computer (choose Specialization) 1 (2) (“ Captains” ), COs, and Flag Rank Officers. Starbase, starship, Dodge 1 and g round unit s are frequently led by mem bers of the Com- Energy Weapons (Phaser) 1 (2) mand Branch. History (Cardassian) 1 (2) Language Primary Skills Cardassian 1 Comm and (choose Specialization) 2 (3) Law (Seventh Order Regula tions ) 1 (2) Law (Seventh Order Regulat ions) 2 (3) Tact ics, Any (choose Special ization) 2 (3) Seventh Order Engineering Shipboard System s (choose Special ization) 2 (3) This officer is charged with operating and maintain Strategic Operations (choose Specialization) 2 (3) the ship’s power, environmental and other key systems. Secondary Skills
Athletics (choose Specialization) 1 (2)
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LUGTREK NETBOOK Primary Skills
Computer (choose Specialization) 2 (3) Engi neering, Any (choose two Speciali zations) 2 (3) Engi neering, Any Other (choose Speciali zation) 1 (2) Science, Space (choose Speciali zation) Ship boardPhysical System or s (choose tw o Specializations ) 2 1(3)(2) Secondary Skills
Athletics (choose Specialization) 1 (2) Dodge 1 Energy Weapons (Phaser) 1 (2) History (Cardassian) 1 (2) Language Cardassian 1 Law (Seventh Order Regula tions ) 1 (2)
Law (Seventh Order Regulat ions) 1 (2) Physica l Sciences (choose Special ization) 1 (2) Vehicle Operation (Shuttlecraft) 1 (2)
Seventh order Operations
The Operations branch staffs both the Flight Controller and Operati ons Manager positions on board Cardassian ships. The Flight Control Officer is responsible for both helm a nd na vigational duties, and pilots the ship. On a space station, the fligh t control officer is assigned to the shutt le bays or as the Flight Control Officer aboard any attached support vessels. The Operations Mana ger is responsible for coordinat ion of t he various divisional (departmental) functions aboard the ship. Operations also has the abi lity to scan planetary bodies with
Personal Equipment (choose Specialization) 1 (2) Plan etsid e Survival (choose Special ization) 1 (2) Vehicle Operati ons 1 (2)
the ship’s sensors. Primary Skills Shipboard Systems (Flight Control and one other Specialization) 2 (3) Seventh Order Medical Officer Space Sciences (choose Specialization) 1 (2) The officer responsible for the health and well-being of System s Engin eering (choose Specialization) 2 (3) the ship’s crew. The chief medical officer does not have the Vehicle Operati on (choose tw o Specializati ons) 2 (3) authority to relieve a Gul of his com ma nd as does his Federation count erpart. The m edical off icer can, however, make a rec- Secondary Skills omm endation to the Political Officer if they feel the comm and- Athletics (choose Specialization) 1 (2) ing officer is unfit for command. Computer (choose Specialization) 1 (2) Dodge 1 Primary Skills Energy Weap ons (Phas er) 1 (2) First Aid (choose Specialization) 2 (3) First Aid (choose Specialization) 1 (2) Life Science (choose Special ization) 1 (2) History (Cardassian) 1 (2) Medical Science (choose Science) 2 (3) Language Personal Equi pm ent (Medical Dri-Corder) 2 (3) Cardassian 1 Shipboard Systems (Medical Systems) 2 (3) Law (Seventh Order Regulat ions) 1 (2) Personal Equip m ent (choose Special ization) 1 (2) Secondary Skills Unarmed Combat (Cardassian Martial Arts) 1 (2) Athletics (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Seventh Order Political Officer Dodge 1 The Political Officer is outside the normal chain of comEnergy Weapons (Phaser) 1 (2) mand. He is a member of the Political Officer Corps, a body History (Cardassian) 1 (2) charged wit h m ainta ining Central Authority’s control over the Language mi litary. The political off icer is also responsible for all di ploCardassian 1
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OVERLAYS matic negotiations and must retain a broad base of knowledge regarding foreign powers and alien races. The Chief Politi cal Officer may countermand orders by the CO which contradict the Central Authority’s wishes. Of course, the CO reports to the Central Command, who may not see things the sam e way. Primary Skills
Diplomacy (choose Specialization) 2 (3) Law (Central Authority Regulations) 2 (3) Social Sciences (Politi cal Science) 2 (3) Strategi c Operati ons (choose Special ization) 2 (3) Language (choose one Language) 1 Intim idation (choose Specialization) 1 (2) Secondary Skills Behavior Modification (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Cultu re (choose Species) 1 (2) Dodge 1 Energy Weapons (Phaser) 1 (2) History (Cardassian) 1 (2) Language Cardassian 1 Persuas ion (choose Specialization) 1 (2)
Seventh Order Security The securit y division is charged with m aint ainin g the ship’s security at all tim es. This includes — but is not limited to — policing the crew, repelling boarding parties and providing security on away missions. The security division also places an officer at the tactical position on the bridge. Any security officer can fill in f or the tactical position, but only a certifi ed tacti cal officer would normally man the post.
Secondary Skills
Athletics (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Dodge 1 History (Cardassian) 1 (2) Language Cardassian 1 Law (Seventh Order Regula tions ) 1 (2) Planetsid e Surviv al (choose Special ization) 1 (2) Vehicle Operations (Shuttlecraft) 1 (2)
Seventh Order Science The science division is charged wit h conducting all sc tifi c studies and in vestigation needed onboard the ship or tion. Primary Skills
Computer (choose Specialization) 2 (3) Personal Equipment (Dri-Corder) 1 (2) Science, Any (choose tw o Special izations) 2 (3)and (4) Science, Any other (choose Special ization) 2 (3) Shipboard System s (Sensors and one other Special ization (3 ) Secondary Skills
Athletics (choose Specialization) 1 (2) Dodge 1 Energy Weapons (Phaser) 1 (2) Engineering, Any (choose Special ization) 1 (2) History (Cardassian) 1 (2) Language Cardassian 1 Law (Seventh Order Regula tions ) 1 (2) Vehicle Operations (Shuttlecraft) 1 (2)
Primary Skills
Energy Weapon (Phaser) 2 (3) Securit y (Securit y System s) 2 (3) Shipboard Systems (Tactical) 2 (2) System s Engin eering (Securit y) 1 (2) Tact ics, Any (choose Special ization) 1 (2) Unarmed Combat (Cardassian Martial Arts) 2 (3)
Kzinti Overlays The Kzinti are fearsom e opponent s, but have several w e
nesses that can b e capitali zed upon. The first is t heir fea intelligent m achines, which has hindered their comp uter te nology and thus their g eneral technological advancement. sistent raiding and subterfuge have helped the Kzinti m
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LUGTREK NETBOOK closely approxim ate the t echnological sophist ication of their neighbors, notably the Federation. Second, the weak command structure and instructional systems of the Kzinti have brought about a largely chaotic
Primary Skills
‘fleet,’ in which warlord-l ike Though captainsthepursue their own goals and t raining is incomp lete. comp etence levels of the average Kzinti crewman fall below that of the average Starfleet member, officers are reminded of their dangerous ferocity and p hysical prowess.
System Engin eering (choose Specialization)1 (2) 1 (2) Vehicle sOperati ons (choose Specialization)
Energy Weapon (Phaser) 1 (2) Planetary Tact ics (choose Specialization) 1 (2) Shipboard System s (choose Special ization) 2 (3)
Secondary Skills
Athletics (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Dodge 1 Kzinti Captain Energy Weapon (Phaser) 1 (2) Those Kzinti wh o rise to com ma nd st arships do so by m eans Personal Equip m ent (choose Special ization) 1 (2) of their physical prowess as often as by virtue of their int elliPlanetsid e Survival (choose Specialization) 1 (2) gence or resourcefuln ess. Still , the average Kzinti starshi p comPropulsion Engineering (choose Specialization) 1 (2) man der is a fearsome opponent. Primary Skills Command (Starship Command) 2 (3) Diplomacy (choose Specialization) 1 (2) Energy Weapon (Phaser) 1 (2) Law (Federation Law) 1 (2) Planetary or Stars hip Tact ics (choose Special ization) 1 (2) Ship board Systems (choose Special ization) 1 (2) Secondary Skills
Athletics (choose Specialization) 2 (3) Computer (choose Specialization) 1 (2) Dodge 2 Language Federation Stand ard 1 Personal Equipment (choose Specialization) 1 (2) Plan etsid e Survival (choose Special ization) 1 (2) Unarmed Comba t (choose Specialization) 2 (3) Vehicle Operati ons (choose Speciali zation) 1 (2)
Unarmed Combat (choose Specialization) 2 (3)
Kzinti Telepath The telepath aboard Kzin ships is regarded as a useful tool, even if h is shipm ates do not look fondly upon him . Performing som e medical functions, the telepath’s prim ary function is sim ilar to th at of t he ship’s counselor on Starf leet vessels in that he is supposed to give his commander valuable inform ation a bout opponents. Beyond this, a Kzin telepat h does not actua lly counsel the rest of the crew. Reading m inds is a taxing proposition for Kzin t elepaths. Primary Skills
Bargain (choose Specialization) 1 (2) Diplomacy (choose Specialization) 1 (2) First Aid (choose Specialization) 1 (2) Receptive Telepathy 4 Shipboard Systems (Medical) 1 (2) Secondary Skills
Athletics (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Kzinti Crewman This Overlay represents the standard Kzin starship Dodge 1 crewmember: adequately trained in one or more aspects of Energy Weapon (Phaser) 1 (2) starship operation, and abl e to be called upon to do battle in Language space or on a pl anet’s surfa ce. Federation Stand ard 1 Law (Federation Law) 1 (2)
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OVERLAYS Personal Equipment (choose Specialization) 1 (2) Planetsid e Survival (choose Specialization) 1 (2) Vehicle Operati ons (choose Specialization) 1 (2)
Secondary Skills
Culture (choose Culture) 1 (2) Fast Talk 1 (2) Gaming (choose Specialization) 1 (2)
LanguageFederation Stand ard 1 (choose two other Languages) 1 Law (choose Specializati on) 1 (2) Diplomat Players are likely to encount er diploma ts f rom vari ous spe- World Knowledge (choose Planet) 1 (2) cies wit h some frequency. Use thi s Overlay as a gui de to creating diplom ats and att aches for most species. Members of the Pirate Federati on Diploma tic Corps use t he Federation Overlay above. Although the core worlds of the Federation enjoy an most utopian existence, there are still t hose areas w here Primary Skills ings fall to raiding passing spacecraft to survive. Use Diplomacy (choose Specialization) 3 (4) Overlay to generate those crimi nals who m an spacecraft Persuas ion (choose Specialization) 2 (3) board and prey on others. Social Sciences (Politi cal Science) 2 (3) Charm 2 (3) Primary Skills Law (Federation) 1 (2) Energy Weapon (choose Special ization) 2 (3) Intim idati on (choose Specialization) 1 (2) Secondary Skills Shipboard Systems (choose Specialization) 2 (3) Artisti c Expression (choose Specialization) 1 (2) Unarmed Comba t (choose Specialization) 2 (3) Computer (choose Specialization) 1 (2) Vehicle Operati on (choose Special ization) 1 (2) Culture (choose Culture) 1 (2) Fast Talk 1 (2) Secondary Skills
Generic Overlays
History (Federati on) 1 (2) Language Federation Stand ard 1 (choose another Language) 1 World Knowledge (choose Plan et) 1 (2)
Athletics (choose Specialization) 1 (2) Bargain (choose Specialization) 1 (2) Computer (choose Specialization) 1 (2) Dodge 1 Language Federation Stand ard 1 Law (choose Specializati on) 1 (2) Merchant Representing a fairly typical trader or similar business- Securit y (choose Special ization) 1 (2) ma n, thi s Overlay can be used to generate merchants of m ost System s Engi neering (choose Special ization) 1 (2) species. Primary Skills
Bargain (choose Specialization) 2 (3) Computer or Streetwi se (choose Speciali zation) 1 (2) Persuas ion (choose Specialization) 1 (2) Merchant (choose Specialization) 2 (3) Vehicle Operati on (choose Specialization) 2 (3)
Scientist This Overlay represents an average civilia n scienti st w
ing w ithin the bounds of the Federation or its explored sp It can b e used to create scientist s, professors and special of most species with some slight modif ication. For some s cialists, Narrators may need to rearrange some skills. For
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LUGTREK NETBOOK stance, an a rchaeologist would likely replace Engineering w ith additi onal levels of skill in History. Primary Skills
Computer (choose Specialization) 2 (3) Personal Equipment (choose Specialization) 2 (3) Science, Any (choose Speciali zations) 2 (3) and (4 ) Science, Any Other (choose Special ization) 1 (2) Ship board System s (Sensors and one other Special ization) 2 (3 ) Secondary Skills
Adm inistrat ion (choose Specialization) 2 (3) Engi neering, Any (choose Special ization) 1 (2) History (choose Civili zation) 1 (2) Language Federation Stand ard 1 (choose another Language) 1 Persuasion (choose Specialization) 1 (2) Vehicle Operati ons (choose Speciali zation) 1 (2)
Spy This Overlay is intended to create spies and other seedy underworld characters typical to most species. Primary Skills Comp uter (Data Alteration/Hacking) 2 (3) Espiona ge (choose Specialization) 2 (3) Personal Equipment (choose Specialization) 1 (2) Securit y (choose Specialization) 1 (2) Streetwi se (choose Specialization) 1 (2) Secondary Skills
Charm (choose Specialization) 1 (2) Disguise (choose Specialization) 1 (2) Dodge 1 Energy Weapon (choose Special ization) 1 (2) Language (choose any Language) 2 Law (choose Special ization) 1 (2) Unarmed Comba t (choose Specialization) 1 (2) Vehicle Operati ons (choose Speciali zation) 1 (2)
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SKILLS
restrained, in the case of m ore serious injuries) m ay atte tasks beyond the ability of their wounded bodies, and ca themselves greater harm or even death. When calm ing a m While th e Traits chapt er of the rul ebook includes m any di- tally distressed or shocked individual, a Dramatic failure verse skill s, it is not exhaus tiv e. New species may require new flicts a Stunned wound at best and, at the GM’s discret talents, NPCs may need some obscure ability, or players may ma y drive a target into a coma. have a unique cha racter conception. For this reason, we have created several new skills — as well as new specializations Routine: Calming a Stunn ed target for existin g skills — to comp lement those from the core rules. Moderate: Calming or reducing the pain of an Injured get Challenging: Calming or reducing the pain of a Woun Social Sciences (Intellect) target Whil e the Social Sciences skill is incl uded in th e rulebook, Difficult: Reducing the pain of an Incapacitated targ we include some new specializations f or the skill h ere. Nearly Impossible: Reducing the pain of a Near De target Linguistics: The study of language: its form, structure,
Skills
natu re and use as well as langu age histories and t he interaction of langua ge and societies. Philosophy: The study of values and meaning as well as the analysis of the grounds and concepts of fundamental beliefs. Religion: The study of devotion to religious fait h or faiths, whether personal or insti tuti onalized.
Specializations: None
Pain Reduction (Psi) This ab ility is closely associated wit h th e Deltans, alt hough other telepathic species util ize it as well. Using this abilit y allows the practit ioner to calm a nd reduce the am ount of shock, pain, and em otional distress of the subject. Generally used to assist i n emergency surgical procedures, Deltans (and other practit ioners) are also able to make excellent use of th is abil ity to aid victim s of mental tra um a and shock. Pain Reduction m ay not be used at a distance; the character must t ouch the target. Each successful task at th e difficulty level of the addi tional wound reduces the t arget’s Wound Diff icul ty penal ty and app arent Wound Effect b y one level. Pain Reduction does not actuall y heal any physical dam age, however. The character’s body remains in t he full wounded condition unless furth er conventional healing i s applied. Any additional w ounds “ restore” the full (and likely higher) Wound penalty. A Dramatic Success ma kes the character feel as if they were completely unwounded, and suffer no Wound Level effects entirely. Such characters, if not carefully watch ed (or
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LUGTREK NETBOOK (Environment Suit) (3) (Tricorder) (3) Persuasion (Oratory) 2 (3) In this section we include game statisti cs for notable char- Physical Sciences (Mathemati cs) 1 (2) acters of the Star Trek universe, from th e might iest of starship Planetary Tact ics (Sm all Unit) 2 (3) captain s to the deadliest of villains. Planetside Survival (Forest) 2 (3) Projecti le Weapons (Subm achi ne Gun) 1 (2) Propulsion Engineering (Impulse) 1 (2) James T. Kirk (Warp Drive) (2) One of the most fam ous captai ns in the history of Starf leet, Securit y (Securit y System s) 2 (3) Captain James Tiberius Shipboard Systems (Comm unicati ons) 1 (2) Kirk commanded the (Flight Control) (3) U.S.S. Enterprise on its (Sensors) (2) hist oric five- year missi on (Tactical) (2) of galactic exploration (Transporter) (3) from 2264 to 2269.
Personnel
Attributes
Fitness 3 Vitality + 1 Coordination 4 Intellect 4 Presence 5 Psi 0 Skills
(Weapons Systems) (2) Space Sciences (Astrogat ion) 3 (4) Starship Tactics (Federation) 4 (5) (Klingon) (5) (Romulan) (5) Streetwise (Human) 3 (4) System s Engin eering (Weapons Systems) 1 (2) Unarmed Combat (Starfleet Martial Arts) 3 (4) Vehicle Operation (Shuttlecraft) 1 (2) Advantages/Disadvantages
Administration (Starship (Logistics) (3) Administration) 2 (3) Charm (Seduction) 3 (4) Command (Starship Command) 4 (5) Comp uter (Data Alteration/Hacking) 2 (3) Culture (Human) 2 (3) Diplomacy (Intergalactic Affai rs) 4 (5) Energy Weapon (Phaser) 3 (4) (Phaser Rifle) (4) First Aid (Hum an) 1 (2) Gam ing (3-D Chess) 3 (4)
Ally (crew), Athletic Ability, Bold, Commendation (Many), Departm ent Head (Comm and). Famous Incident (Many), Innovative, Promotion (Admiral, la ter back t o Captain), Quick-Draw, Resolut e, Sexy, Shrew d, Tact ica l Geni us, Zero- G Trai ni ng , Code of Honor (Sta rfleet), Im puls ive, Species Enem y (Klin gons), Intolerance (Klingons).
History (Federati on) 2 (3) (Human) (3) Languages Federation Stand ard 3 Orion 3 Personal Equipm ent (Comm unicat or) 2 (3)
Jean-Luc Picard
Courage Points: 1 0 Renown: 70 (Aggression 11, Discipline -9, Initiative 19, Openness 14, Skill 17)
Another famous captain of starships named Enterprise , (NCC-1701- D and NCC-1701 -E), Jean-Luc Picard ga ined notoriety as capt ain of th e U.S.S. Stargazer , which he comm anded for some 20 years, before assuming command of the Enter-
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PERSONNEL prise in 2363. Attributes
Fitness 3 Vitality + 1 Coordination 4 Intellect 4 Logic + 1 Presence 4 Empathy + 1 Psi 0 Skills
Administration (Starship Administration) 2 (3) Artisti c Expression (Ressikan Flut e) 3 (4) Athletics (Fencing) 2 (3) (Riding) (3) (Running) (3) Command (Starship Command) 4 (5) Computer (Research) 2 (3) Culture (Human) 2 (3) Diplomacy (Intergalactic Law) 4 (5) Energy Weapon (Phaser) 2 (3) First Aid (Hum an) 1 (2) History (Federati on) 2 (3) (Human) (3) Languages Federation Stand ard 3 French 4 Klingon 1 Law (Federation Law) 1 (3) (Klingon Law) (2) (Starf leet Regulat ions) (3) Medica l Sciences (Psychology) 2 (3) Personal Equipm ent (Comm unica tor) 2 (3)
Propulsion Engineering (Impulse) 1 (2) (Warp Drive) (3) Securit y (Securit y System s) 2 (3) Shipboard Systems (Flight Control) 1 (2) (Sensors) (2) (Transporter) (2) (Weapons Systems) (2) Social Sciences (Archaeology) 2 (3) Space Sciences (Astroga tion) 3 (4) (Astrophysics) (4) Starship Tactics (Borg) 4 (6) (Federation) (5) (Cardassian) (5) (Klingon) (5) (Romulan) (5) Strategic Operations (Invasion Strat egies) 4 (5) Systems Engineering (Computer Systems) 2 (3) Unarmed Combat (Starfleet Martial Arts) 3 (4) Vehicle Operation (Shuttlecraft) 2 (3) Advantages/Disadvantages
Athletic Ability + 2, Bold + 1, Commendat ion (Many) + 3, partm ent Head (Comm and) + 4. Famous Incident (Ma “ Picard Maneuver,” etc.) + ?, Innovative + 1, Medical Rem (Cardiac Replacement) + 3, Promotion (Capt ain) + 5, Reso + 3, Shrewd + 1, Strong Will + 2, Tactical Genius + 3, Cod Honor (Starf leet) -4, Medical Problem (Bad Heart) - 3, Ph (Assim ilation by the Borg) - 3, Vengeful (Borg) - 1. Courage Points: 10 Renown: 67 (Aggression -4, Discipline 12, Initiat ive Openness 19, Skill 17)
(Environment Suit) (3) (Tricorder) (3) Persuasion (Debate) 2 (3) Physical Sciences (Mathemati cs) 1 (2) Planetary Tacti cs (Small Unit) 3 (4) Planetside Survival (Desert) 1 (2) Primi tiv e Weaponry (Rapier) 3 (4)
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LUGTREK NETBOOK prim ary skill in three departm ents, such as Engineering, Flight Control, Security, or Science.” An example of a Captain character, Captain Ann Potrikos An area in which gam ers seldom accept anything at f ace (p. 191), actually fits wi thin t he guidelines that I have develvalue is th at of the rules th emselves. Tinkering wit h, expand- oped below. ing upon and improving game rules is a God-given right, so listserv addit ions to the gam e rules are presented below.
Rules and Regulations
Creation
Generating Command Rank Characters Preface There has been some discussion and criticism of Last Unicorn for and not ra including player-chGames aract ers(LUG) of Comm nk for userules wit h for theirgenerating role playing gam e, Star Trek: The Next Generation Role Playing Game (ST:TNG RPG). The designers consciously decided to prevent players from “ buying” their way to the rank of Captai n instead of earning their advancem ent through role-pla ying. Although I adm ire this position, years of experience in running Star Trek role playing games has taught me a valuable lesson: never ever make the Commanding Officer a Non-Player Character (NPC). In any game I have run the players assumed the key comm anding p ositions aboard a Starfleet vessel. Although it
1) Select a Racial Template as per the rules. 2) Select an Overlay for the character. If an Overlay other than “Command” is selected then at some point during the course of t he character’s career they transferred into t he Comm and bra nch. Captain Jam es T. Kirk is the m ost famous example of this, having originally been posted to the Securit y division early in h is career. 3) Complete the character’s “ Early Life History” of their background as per the rules. 4) Complete the character’s “ Academy Life History” of their background as p er the rules. 5) Complete the character’s “ Cadet Cruise” as per the rules. 6) Do the character’s initial “ Tour of Duty” either by spending Development Points or by selecting a Package. Note: It is highly recomm ended tha t characters spend the Development Points t o customize their character, especially if they intend to be of Command rank. However, some skills can only be raised b y selectin g Tour Packages.
is possible to run the Executive (First) Officer as an NPC, the 7) Complete “ Additional provisions multiple in the following order:Tours” with the following Captain — the character to whom al l others on board look up a) Character must purchase the Promotion (Lieutenant, and from whom t hey take their lead— mu st be another player. J.G.) Advantage. Preferably this player has good leadership skills a nd can acb) Character must purchase the Promotion (Lieutenant) tively assist in keeping other characters involved in th e game. Advantage. These rules are provided as a gu ideline to al low the generation c) Character must purchase the Department Head Adof th ese characters. vantage. Note: This may be interposed with the ab ove requirement. Method d) Character must purchase the Promotion (Lieutenant The actual framework for creating Command rank charComm ander) Advant age. acters for starships i s already given in th e Core Rule Book f or e) Prior to purchasing the rank of Commander the charthe Star Trek: The Next Generation Role Playing Game. All it acter must ha ve at least some skill (with a Rating of takes are a little tim e and some common sense to draw t hese at least 1) in the Prim ary Skills of t wo other profesrules toget her. The basi s of the m ethods us ed are derived from sions (Branches). The initial Overlay the character the following: selected in st ep 2 is a lready considered towards t he Page 104: “To achieve the rank of Commander or better, total requirement of three. Exception: If the character the character m ust p ossess at least one skill level in the
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RULES in step 2 above selected an Overlay other tha n “ Comman d” then one of the two Branches that t he character fills out skills in must be listed for the “Comm and” Branch. f) Character must purchase the Promotion (Comm ander) Advantage. g) Character must purchase the Promotion (Captain) Advantage. Note: This step is optional i f the character intends to be a Comm anding Officer of a smaller vessel, such as an Oberth - cl ass ship. A rank of Comm ander is suffic ient to comm and a vessel of such size. 8) Calculate character’s initial Courage and Renown as per the rules but a lso include bonuses for any Comm endation Advantages purchased during the creation process (see p. 181 for Renown values for Commendations and Medals). 9) Tally age (see note below). The character is complete. A character ma y ma ke as many “ Addit ional Tours” as necessary to achieve the requirem ents above, however please note that the length of each tour is 2- 7 (1d6+ 1) years. Excessive tours could make a character quite old. As a general rule of thumb, page 182 of the Core Game Book provides suggested key skill l evels for vari ous positions, including Captains. In this author’s opinion those values are exceedingly high and sh ould only be used as a meter of wh at skills are valuable to a Captain. Unless a character original ly chose the “ Comm and” Overlay, it is suggested that characters from other Branches that transfer into Command not be given key assignments until their rating s in the Prima ry Skills for the “ Comm and” Overlay are of equal value. Using the above system, the absolute minimum number of tours inn which a character could attain the rank of Comma nder (and comm and of their own, albeit smal l, starship) is five. This assumes the character takes the ‘fast track’ and selects their Cadet Cruise, advancesthetoPromotion the rank ofAdvantage Lieutenantduring Commander during their first t our of duty, fill s out their required skills during t he next three tours, and selects the Commander Advantage on their fifth tour. Such a character would be the exception, and not the rule, and certainly would not be able to comm and a ‘ship of-the-line’ such as a Galaxy - class starship.
Incorporating Kzinti Into the St Trek: The Next Generation Role Pla ing Game
One of the major sticking points of “canonicity” for Trek fan s is the presence of th e Kzinti in t he anim ated epis “ The Slaver Weapon” by Larry Niven. Niven wrote thi s epis of the series based on one of his Known Space short stor and th us the Kzinti became part of t he Star Trek un iverse did they? When Gene Roddenberry began Star Trek: The Next G eration , it was decided to disavow the animat ed Star Trek ries, based partially on the fa ct th at t he production values w not up to Gene’s stan dards. Sometim e in t he eighties, N licensed the Known Space setting and characters to a c puter ga me com pany. He then licensed Chaosium to produ Ringworld role playing game, which they did, until the c puter gam e comp any threatened to sue, and th us the Ringw role playing gam e vanished and became a highly sought a collectib le. This is specula tion, but sim ilar legal concerns co have been the reason wh y the Kzint i are not consi dered pa the Star Trek universe today...Paramount’s legal departm has alw ays been rat her cautious in some respects. In an y ev except f or certain key elem ents of th e episode “ Yesteryear
D.C. a, t he and StarisTrek atedinseries is no longer of theFontan continuity, not anim included the Star Trek Chro og y or Star Trek Encyclopedia . This is al l well and good, but of course Narrators runn their own campaigns are not bound by such issues. Howe the Star Trek: The Next Generat ion role playing game does the tim eline and continu ity provided in the Chronology . Attem ing t o fit t he Kzinti i nto this f ram ework does create some p lems. The Kzinti are stated to have had four wars w ith hu m ity, losing each one, until they finally were made a Federa “ Protectorate.” The anim ated series has been assum ed to
cur during a “ fourth season” of Star Trek , the fourth year of original five- year mission of the Enterprise . However, the the tim eline is now set up, this cannot b e the case. Kirk ta command of the Enterprise in 2264, but the first season of show is not unt il 2266- 67. That m eans that t he first two y of the five-year mission — which would have had Gary Mitc
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LUGTREK NETBOOK as First Officer and before Doctor McCoy joined the crew — were never shown. Now one could fit the Enterprise crew’s encounter with the Kzinti somewhere in that tim e period, except that the look and f eel of the Enterprise , and the crew m embers involved, clearly indicat e a later tim e frame tha n the original series. The five- year m ission ended i n 2269 . Thus, if t hey hap pened at all, the events of the animated series probably occurred in 2269 , after t he events of t he episode “ Turnabout Intruder” and before the Enterprise returned to Earth at t he end of the mission. So when did the Star Trek version of the Man-Kzin Wars occur? Well, it w as m ost likely within a period between 226 1, when the UFP was founded, and 2 264. In t he excellent adapt ation of “The Slaver Weapon” by Alan
and limiting spaceflight by the Kzinti. This was most likely a hotly debated topic am ong the Federation Council a t tha t t im e. This allows Uhura to finish her tour of dut y and t hen transfer to the Enterprise when a position opened there around late 2265. Where is the Kzinti Patri archy located? Given the fac t t hat the Federation was smaller in those days, the Patriarchy is probably not far from the core worlds of t he Federation; I fa vor a locati on somewhere near the area where the Klingons were first encount ered, ma inly because I remember t he Kzinti- Klingon batt les from the Star Fleet Batt les gam e. I would say they would likely be in a fairly close grouping of stars, as t here are twelve worlds in the Kzinti Patriar chy, and their warp drive technology was probably never that great; a star
Dean Foster, it was stated that Uhura had f ought t he Kzinti in battle; this was most likely in the fourth and final of these conflicts. Before the founding of t h e U FP , h u m a n s were busy with the Romula n War. What I then propose is that the Kzinti ‘Wars’ (which are likely considered ‘wars’ mainly by the Kzinti) were fought between 2161 and 2264; during t he first wave of expansion aft er the establishm ent of the Federation. Federation ship s ran int o the Kzinti in a star cluster near t he area of colonization. Kzinti likely raided shipping, attacked colonies and so forth in four major “waves”, defeated easily each ti me by Starfleet, owing to bett er tech-
cluster m akes sense. It was also fairly close to Sirius, since tha t is where the treaty that set up the Protectorate was written and signed. Wherever they are located, it is highly doubtful that they pose much of a threat by the time of the Sta r Trek: The Next Generation series, but Narrators have several options when deciding just h ow the Kzint i will fi t int o their gam e. One option is to assu me t hat by 2370, t hey are Federation m embers and thus serve in Starfl eet (m aking g reat Security personnel), and the Kzinti Protectorate is a thing of the past. They likely get al ong well wi th t he Ferengi, owing t o simi lar att itudes about f emales, although if I w ere a Ferengi Mer-
nology andleet theneeded infamous It is todoubtful that Starf moreKzinti thanimpulsiveness. a large task f orce defeat the Kzinti space navy, although ground combat against the Kzin warri ors certain ly was no cakewal k. By 2264 , the Federation finally decided to put an end to this; they crushed the Kzinti fl eet, took over the homeworld, and set up a “ Kzinti Protectorate,” stripping the Patriarchy of its ability to wage war
chant, of Accquisition would be “ Cheat other race in Rule the galaxy...but not #403 a Kzin.” Renegade Kzinevery are likely found within the Orion Syndicate. They probably still do not like Vulcans very much. Owing to similar attitudes and cultures, the Kzin m ay have befriended the Klingons, or they ma y be at each other’s throats. Perhaps they have fought on the side of th e Federation dur ing the Cardassian- Federation con-
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RULES flict s, or during the war wit h the Domi nion. As another option, Narrators may consider ma intaini ng t he Kzinti’s adversarial relationship w ith the United Federation of Planets. This seems in keeping with their violent and i ntolerant n atur es, and all ows the Narrator another stock character to draw u pon when a b ad guy is needed. Still brooding over the defeats of so long ago, in this scenario the Kzinti bide their tim e, looking for a chance to strike back at t heir ancient foes. The Narrator must decide how big a threat th e Kzinti are and what sort of tactics they use. It is possible that, like the pirates of Orion, that Kzinti privateers continue to harass local shipping, and remain involved in illegal activities near the Patria rchy. Though t he Patriarchy itself rem ains a mi nor power under the watchful eye of the Federation, their ships hopelessly outclassed by those of Starfleet, the Kzinti are no less dangerous when confronted on their home tur f, or in circumsta nces of th eir own choosing. By necessit y, they have become masters of stealth; just as their ancestors learned to quietly app roach th eir prey, now the Kzin have gained m ast ery of subterfuge and surreptitious action. Alternately, the Narrator m ay decide that the Kzinti have done such a fin e job of plotting and thieving, that they now are an even bigger th reat to the Federation. With Star fleet focus ed on the Borg and Dominion, perhaps the Kzinti have stolen enough technology and/or forged enough alliances to actu ally be an up- and- coming politi cal power. Starf leet m ay realize with a start that thi s old enemy within t he Federation’s own b orders is agai n f lexing its muscles, seeking revenge... Some of this a rticle was b ased on the arti cle “ The Kzinti Have Landed” by Jon Slobin s from t he Decemb er 1985 iss ue of Dragon mag azine.
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LUGTREK NETBOOK Starships Part of our fascination wit h the Star Trek universe comes from the wonderful starships th at wand er from world to world, ply the trade routes between solar systems, and do battle amidst arcs of scintillating destruction. Naturally, players of Star Trek: The Next Generation will be equally fascinated by quantifying ships other than those included in the rulebook, creating compl etely new designs or drawing up deck plans for vessels of the imagi nation.
Akira-Class Starship
Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 5 Weapons Systems Type VIII Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 16 Power: [16] Type VI Photon Torpedoes: Number: 250 Launch ers: 2 fv, 2 fd, 1 fd (Pulse Fire) Spread: 2 (Pulse Fire has Spread 5) Arc: Forward, but are self-guided
Class and Type: Akira - cl ass Frigate Commissioning Date: 2357 Hull Character istics Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Size: 7 (455 meters long, 21 decks) Damage: 20 Resistance: 3 Power: [5 ] Structural Points: 140 Weapons Skill: 5 Operations Character istics Defensive Systems Crew/Passengers: 250/ 1000 (passengers must be berthed Starfl eet Deflector Shield in crew quarters) Protection: 55/75 [6 pwr/round] Power: [55] Computers: 4 Descr iption and Notes [4 pwr/round] Fleet data : During the late 2340s Starfleet became increasTransp 4 personnel, 5 cargo, 4 em ergency ingly worried about the average age of the ships in the fl eet. [6 orters: pwr/round] Although vessels such as the Miranda - and Excelsior - class were Tractor Beams : 1 ad, 1 fv performing adequately as m id- sized cruisers and d estroyers, [2/rating used] these designs dated back between 50 and 100 years and were Propulsion and Power Charact eristics The Akira-cl ass is highl y maneuverable. All m aneuver ac- lagging behind the latest technology despite frequent refits. Rapid expansion of the Federation was also putting a great tions are performed at - 1 diff iculty. strain on both the exploratory and defense capacities of Warp System: 6.0/9.0/9.4 (12 hours) Starfl eet, and alth ough the Nebula - cl ass was under develop[2/warp f actor] ment, Starfleet was predicting tha t it w ould be unable to meet Impul se system: .75 c/.92 c all of its commitm ents by 2365. [7/9 pw r/round] Power: 160 Sensor Systems Long- range Sensors: + 1/15 light- years [6 pwr/round] Lateral Sensors: + 1/1 light- year [4 pwr/round]
The Akira - cl expand ass is one several major to designs fi elded to m odernize and theof fleet in order correct this state of affa irs. Starfleet issued a requirement f or a vessel to complement the Ambassador - class, replacing the Excelsior - class vessels in the frontier regions of the Federation. The new vessel would be capable of carrying out general pu rpose exploratory and scientific functions, but would also carry armament that
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STARSHIPS would enable it to operate in high-threat areas as a heavy cruiser unit. By using the lat est engine technology the Akira class would be capable of operating a t high er speeds than th e Excelsior - class in all f light regim es, ideal for a ship which would need to cover large dist ances as a m atter of routine. Noteworthy vessels / servic e records / encount ers: The U. S.S. Akira entered service in 2357, and a rapid p roduction run put nearly a hun dred others into t he fleet over th e next t welve years. As intended, most of the Akira - class ships have been based far f rom t he core of t he Federation, generally operating fr om distan t Starbases on long- term exploration m issions. More recently the escalation of tensions at the Federation’s core has led to ma ny of this cl ass being recalled to operate nearer to Earth. Thirty-fiv e Akiras were assigned to the Typhon Sector Fleet in 2 370, th e rema inder being assign ed to the areas adjacent to th e Cardassian , Klingon an d Romulan borders. Akira class vessels served prominently in the Typhon Fleet, which together with several reinforcement squadrons, fought a running bat tle with the Borg vessel from the Typhon sector to Earth . Many of these ships were destroyed during this batt le. A notable participant was the U.S.S. Thunderchild (NCC-63549), which participated in the final assault which destroyed the Borg cube.
Warp System: 6.0/8.0/8.6 (12 hours) [2/warp f actor] Impulse system: .75 c/.9 c [7/9 pwr/round] Power: 160 Sensor Systems Long- range Sensors: + 2/18 light- years [6 pw r/round] Lateral Sensors: + 1/1 light- years [4 pw r/round] Navigational Sensors: + 1 [5 pw r/round] Sensors Skill: 5 Weapons Systems Type VIII Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/1 1 Damage: 16 Power: [16]
Constellation-Class Starship Class and Type: Constellation - class Explorer Commissioning Date: 2283 Hull Characteristic s Size: 5 (231 meters long, 11 decks) Resistance: 3 Structural Points: 100 Operations Characteristic s Crew/Passengers: 350/450 [6 pwr/round] Computers: 4 [2 pwr/round] Transp orters: 4 personnel, 3 cargo, 4 emergency [6 pwr/round] Tractor Beams: 1 fd, 1 fv [2/rating used] Propulsion and Power Characteristic s
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LUGTREK NETBOOK Type II Photon Torpedoes: Number: 100 Launchers: 1 fv, 1 ad Spread: 5 Arc: Forward or aft, but a re self- guided Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Damage: 20 Power: [5] Weapons Skill: 5 Defensive Systems Starfleet Deflector Shield Protection: 48/70 Power: [48 ] Descr iption and Notes
Transp orters: 4 personnel, 2 em ergency, 2 cargo [4 pwr/round] Tractor Beams: 1 fd, 1 fv [2/rating used] Propulsion and Power Characteristic s Warp System: 5.0/6.0/ 8.0* (12 hours) * given in old warp factors, 4.3/5.0/6.5 in current warp fact ors [2/warp factor] Impul se System: .5 c/.75 c [5/7 pwr/round] Power: 90 Sensor Systems Long- range Sensors: + 1/10 light years [6 pwr/round] Lateral Sensors: + 1/1 light year
Fleet data: Utilizing an unusual four-nacelle design, the ves[4 pwr/round] sels of the Constellation - cl ass were intended f or exploration Navigational Sensors: + 1 duties, and thus to assume the roles of the aging Constitu- [5 pwr/round] tion - class starships. While the four-nacelle arrangement did Sensors Skill: 5 not take, the design was a successful one, and these ships Weapons Systems became a common sight in Federation space. Some t hirty vesType V Phaser: sels of this t ype were produced. Range: 10/10,000/50,000/100,000 Arc: All except directl y aft (6 30 degrees) Noteworthy vessels / service records / encount ers: U.S.S. Con- Accuracy: 5/6/8/11 stellation (NCC-19 74) , protot ype; U.S.S. Stargazer (NCC-289 3), Damage: 10 comm anded by Captain Jean-Luc Picard for 22 years, lost in Power: [10] the battle of Maxia; U.S.S. Gettysburg (NCC-3890); U.S.S. Type I Photon Torpedoes: Hathaway (NCC-2593); U.S.S. Magellan (NCC-3069), U.S.S. Number: 120 Victory (NCC-97 54). Launchers: 1 fv Spread: 2 Arc: Forward, but are self-guided Constitution-Class Starship Range: 15/150,000/500,000/1,000,000 Class and Type: Constitution - class Heavy Cruiser Accuracy: 4/5/7/10 Commissioning Date: 2245 Damage: 15 Hull Character istics Power: [5] Size: 6 (289 meters long, 24 decks) Weapons Skill: 5 Resistance: 2 Structural Points: 120 Defensive Systems Starfl eet Deflector Shield Operations Character istics Protection: 20/30 Crew/Passengers: 430/900 Power: [20] [5 pwr/round] Descr iption and Notes Computers: 4 Fleet data: One of the most celebrated UFP stars hip desig ns, [4 pwr/round] the Constitution - class cruiser was intended to take the Fed-
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STARSHIPS
Ronald Tracey, crew lost to biologica l wa rfare ag ent on Om IV in 2268; U.S.S. Hood (NCC-1703), participated in the fated M-5 war games of 2268; U.S.S. Intrepid (NCC-16 ma nned completely by Vulcans and destroyed by an im me space ameba in 2268; U.S.S. Lexington (NCC-1709), c m anded b y Comm odore Robert Wesley, 53 dead i n war ga with M-5 computer in 2268; U.S.S. Potemkin (NCC-16 57), t part in the ill-fated M-5 war games of 2268; U.S.S. Repu (NCC-13 71) ; U.S.S. Yorktown (NCC-171 7), com m anded by C tain Joel Randolph, di sabled by alien probe in 2286.
Intrepid-Class Starship
eration to strange new worlds and served admirably in this regard. Equipp ed to spend extended periods away from home, these vessels were init iall y assig ned five- year explorati on mis sions though m any were unable to complete them due to catastrophe. Remaining vessels underwent major refits in the 2270s. Noteworthy vessels / service records / encount ers: U.S.S. Con- stitution (NCC-1700), prototype; U.S.S. Constellation (NCC1017), commanded by Commodore Matt Decker and self-destructed in an attempt to destroy the Planet Killer in 2267; U.S.S. Defiant , (NCC-1764), l ost near Tholian space in 2268 when the ship slipped into spatial interphase; U.S.S. Eagle (NCC-956); U.S.S. Endeavour (NCC-1895); U.S.S. Enterprise (NCC-1701), commanded by Captains Robert April, Christopher Pike, and T. Kirk, the m ostshe fa mwas ous istarsh ip in Starfleet histJam ory,esgiven theperhaps m any incidents nvolved in, destroyed by Kirk by means of self-destruct sequence in 2285; U.S.S. Essex (NCC-1697); U.S.S. Excalibur (NCC-1 664), commanded by Captain Harris, all hands lost and ship severely damaged in war gam es with M-5 mul titronic computer in 2268; U.S.S. Exeter (NCC-1672), commanded by Captain
Class and Type: Intrepid - class Explorer Commissioning Date: 2370 Hull Characteristic s Size: 6 (373 meters long, 15 decks) Resistance: 3 Structural Points: 120 Operations Characteristic s Crew/Passengers: 150/700 [6 pw r/round] Computers: 4 [2 pw r/round] Transp orters: 4 personnel, 4 cargo, 4 emergency [6 pw r/round] Tract[2/rating or Beam s:used] 1 fv, 1 av Propulsion and Power Characteristic s Warp System: 8.0/9.0/9.985 (1 hour) [2/warp f actor] Impulse system: .8 c/.95 c [8/9 pwr/round] Power: 150 Sensor Systems Long- range Sensors: + 2/22 light- years [6 pw r/round] Lateral Sensors: + 2/2 light- years [4 pw r/round] Navigational Sensors: + 2 [5 pw r/round] Sensors Skill: 5 Weapons Systems
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LUGTREK NETBOOK Type VIII Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 16 Power: [16] Type II Quantum Torpedoes: Number: 19 Launchers: 2 fv, 1 av Spread: 6 Arc: Forward or aft, but a re self- guided Range: 10/200,000/750,000/2,000,000 Accuracy: 4/5/7/10 Damage: 24 Power: [5]
a nu m ber of roles. The Intrepid - cl ass was designed to counter this w ay of thi nking and return to sm aller, faster, more effective starships that could continue the exploration of the galaxy. The Intrepid - class introduced many unique features, including being the first ship of its size to be capable of planetary landi ng and fligh t. This class also introduced bio-electric gel-packs, a new way of transmitt ing comp uter data quickly and efficiently, which lowers the ship’s computer power requirement. Although not designed for heated combat the In - trepid - class is designed to take a considerable beating and still be able to flee the scene for help. Ten ships of t his li ne have been built and an other eighty-ni ne are proposed.
Noteworthy vessels / service records / encounters: U.S.S. In - trepid (NCC- 746 00), prototype; U.S.S. Voyager (NCC-74656),
Type VI Photon Torpedoes: once presum ed lost, now known t o have crossed int o the Delta Number: 19 Quadrant. Launchers: As for qu antum torpedoes Spread: 5 Miranda-Class Starship Arc: Forward or aft, but a re self- guided Class and Type: Miranda - cla ss Cruiser Range: 15/300,000/1,000,000/3,500,000 Commissioning Date: 2277 Accuracy: 4/5/7/10 Hull Characteristic s Damage: 20 Size: 5 (237.6 met ers long, 11 decks) Power: [5] Resistance: 2 Type I Tri-Cobalt Warheads: Structural Points: 100 Units are not warp-ca pable and can only be used on stati onary targets. Operations Characteristic s Crew/Passengers: 220/150 Number: 10 [5 pwr/round] Launchers: As for qu antum torpedoes Computers: 2 Spread: 2 [2 pwr/round] Arc: Forward Transp orters: 4 personnel, 2 cargo, 7 emergency Range: 10/30,000/100,000/300,000 [6 pwr/round] Accuracy: 5/6/8/11 Tractor Beams: 2 fv Damage: 50 [2/rating used] Power: [10] Propulsion and Power Characteristic s Weapons Skill: 5 Warp System: 5.0/9.0/9.2 (12 hours) Defensive Systems [2/warp factor] Starfleet Deflector Shield Impul se system: .75 c/.9 c Protection: 50/65 [7/9 pwr/round] Power: [50 ] Power: 135 Descr iption and Notes Sensor Systems Fleet d ata : Recent Starf leet designs had call ed for larg er, more Long- range Sensors: + 1/15 light- years expensive and tim e-consumi ng vessels capabl e of performing
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STARSHIPS [6 pwr/round] Lateral Sensors: + 1/1 light- years [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 4 Weapons Systems Type VII Phaser: Range: 10/30,000/100,000/300,000 Arc: All except directly aft (630 degrees) Accuracy: 5/6/8/11 Damage: 14 Power: [14] Pulse Phaser Cannon (Type III only): Range: 10/30,000/100,000/300,000 Arc: Full forward (540 degrees) Accuracy: 4/5/7/10 Damage: 18 Power: [18] Type II Photon Torpedoes: Number: 100 Launchers: 1 fd, 1 ad Spread: 2 Arc: Forward or aft, but are self- guided Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Damage: 20 Power: [5] Weapons Skill: 4 Defensive Systems Starfleet Deflector Shield Protection: 44/64 Power: [44 ] Descr iption and Notes Fleet data : One of the longest-last ing designs in Starfleet history, t he Miranda - cl ass entered service in the 23rd century as
sions. Som e have been converted to cargo vessels whil e oth still f ulfil their role as exploration craft . Though well- armed her size, the Miranda - class is no m atch for a m odern wars She can hold her own agai nst li ghter vessels however and forms well in fl eet acti ons.
Noteworthy vessels / service records / encounters: U. Miranda , prot otype; U.S.S. Brattain (NCC-21166 ), strande a Tyken’s Rif t i n 23 67 ; U.S.S. Lantree (NCC-1837), comm an by Captain L. Isao Telaka, destroyed by U.S.S. Enterpris 2365 af ter crew exposure to deadly anti bodies; U.S.S. Rel (NCC-1864), commanded by Captain Clark Terrell, hijacke 2285 by Khan Noonien Singh and destroyed by detonatio the Genesis Device; U.S.S. Sarat oga (NCC-19 37 ), disa bled
sm to theinConstitution class. t hey have probe in 2286 while Neutral Zone;ofU.S.S. An Men (NCC-21382 ), partpofatrolling Federation blockade Romu notaller beencom in ppanion roduction decades, m-any of Thought these vessels are alien still in service, some nearly a century old. There have been border durin g Klingon Civil War in 2368. several variants of the design which has been upgraded numerous times in its service. These vessels are easily modified to service specific m issions; for example, by having t heir weapons replaced to accomm odate more sensors for scientif ic m is-
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LUGTREK NETBOOK Saber-Class Starship Class and Type: Saber - cl ass Scout Commissioning Date: 2343 Hull Character istics Size: 4 (190 meters long, 11 decks) Resistance: 3 Structural Points: 80 Operations Character istics Crew/Passengers: 102/300 [6 pwr/round] Computers: 4 [2 pwr/round] Transp orters: 3 personnel, 2 cargo, 3 emergency [6 pwr/round] Tractor Beam s:used] 1 av, 1 fv [2/rating Propulsion and Power Charact eristics Warp System: 6.0/8.8/9.2 (12 hours) [2/warp f actor] Impul se system: .75 c/.9 c [7/9 pw r/round] Power: 130 Sensor Systems Long- range Sensors: + 2/17 light- years [6 pwr/round] Lateral Sensors: + 2/1 light- year [4 pwr/round] Navigational Sensors: + 2 [5 pwr/round] Sensors Skill: 5 Weapons Systems Type VIII Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 16 Power: [16] Type VII Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 14
MORAY-CLASS ESCORT
Power: [14] Type II Photon Torpedoes: Number: 30 Launchers: 1 fv Spread: 4 Arc: Forward, but are self-guided Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Damage: 20 Power: [5] Weapons Skill: 5 Defensive Systems Starfl eet Deflector Shield Protection: 50/70 Power: [50] Descr iption and Notes Fleet dat a: A smal l ship designed for rapid production and intended for both exploration and li ght p atrol dut ies. Its cost effectiveness and favorabl e reviews by Starf leet crews result ed in a g reat num ber of these craft being p roduced. These craft are frequently encountered on the f rontiers but are also found patrolling the space lanes between the major planets of the Federation. Noteworthy vessels / servic e records / encount ers: U.S.S. Sa- ber , prot otype; U.S.S. Yeager (NCC-81 947), d efended Sector 00 1 during t he Borg incursion of 2373.
Sovereign-Class Starship Class and Type: Sovereign - class Explorer Commissioning Date: 2372 Hull Characteristic s Size: 9 (680 meters long, 24 decks) Resistance: 4 Structural Points: 180 Operations Characteristic s Crew/Passengers: 700/1000 [6 pwr/round] Computers: 6 [6 pwr/round] Transp orters: 5 personnel, 4 cargo, 4 emergency [6 pwr/round]
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STARSHIPS Tractor Beams: 1 ad, 1 fv [2/rating used] Propulsion and Power Characteristic s Warp System: 8.0/9.95/9.99 82 (36 hours) [2/warp factor] Impul se System: .75 c/.92 c [7/9 pwr/round] Power: 300 Sensor Systems Long- range Sensors: + 2/20 light- years [6 pwr/round] Lateral Sensors: + 2/1 light- year [4 pwr/round] Navigational Sensors: + 2 [5 pwr/round]
Accuracy: 4/5/7/10 Damage: 24 Power: [5] Type XXV Phot on Torp edoes : Number: 100 Launchers: As for quant um t orpedoes Spread: 12 Arc: Forward or aft, but a re self- guided Range: 15/300,000/1,500,000/4,050,000 Accuracy: 4/5/7/10 Damage: 20 Power: [5] Weapons Skill: 5 Defensive Systems Starfleet Deflector Shield
Sensors Skill: 5 Weapons Systems Type XII Phaser: Range: 15/45,000/120,000/350,000 Arc: All (720 degrees) Accuracy: 4/5/7/9 Damage: 24 Power: [24] Type II Quantum Torpedoes: Number: 200 Launchers: 2 fv, 1 fv turret, 1 ad Spread: 12 Arc: Forward or aft, but are self- guided Range: 10/200,000/750,000/2,000,000
Protection: 80/90 Power: [80] Descr iption and Notes Fleet dat a: Using technologies developed by the Defiant - cl the Sovereign - cl ass stands poised to answer the threat of mi nion and Borg incursions. Utilizing a sleek new design, Sovereign - class ships are the fastest in the fleet. This c enjoys the second-strongest type of sh ields in Starfl eet ( behind the Prometheus - class) and the ablative armor that proven so successful in other designs. Aside from the U.S Sovereign and the U.S.S. Enterprise , 15 ships of thi s class planned for construction.
Noteworthy vessels / servi ce records / encount ers: U.S.S. S ereign , prototype; U.S.S. Enterprise (NCC-17 01- E), su cc fully defeated Borg atta ck of 2373.
Steamrunner-Class Starship Class and Type: Steamrunner - cla ss Light Cruiser Commissioning Date: 2342 Hull Characteristic s Size: 5 (244 met ers long, 9 decks) Resistance: 3 Structural Points: 100 Operations Characteristic s Crew/Passengers: 185/300 [1 pw r/round]
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LUGTREK NETBOOK Computers: 5 [5 pwr/round] Transporters: 2 personnel, 2 cargo [2 pwr/round] Tractor Beam s: 1 used] av, 1 fv [2 pwr/rating Propulsion and Power Charact eristics Warp System: 6.0/8.8/9.5 (12 hours) [2/warp f actor] Impul se System: .75c/.9c [7/9 pw r/round] Power: 140 Sensor Systems Long- range Sensors: + 1/15 light- years [6 pwr/round] Lateral Sensors: + 1/1 light- year [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 5 Weapons Systems Type VII Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 16 Power: [16] Type II Photon Torpedoes Number: 100 Launchers: 1 ad, 1 fv Spread: 6 Arc: Forward or aft, but a re self- guided Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Damage: 20 Power: [5] Weapons Skill: 5 Defensive Systems Starfleet Deflector Shield Protection: 55/75 Power: [55] Descr iption and Notes
Fleet dat a: Designed as a smaller and faster ship than the Starfl eet cruisers of the t im e, the Steamrunner - class was intended to be produced in large numbers to supplement Starfleet’s larger ships. The Steamrunner - class introduced several chan ges to Starfleet forces. The class was t he first to be built usi ng the new isolinear compu ter system, rather than the prior duotronic system. The ship’s form was a change from the usual Starfl eet ap pearance as well: the warp na celles were integrated int o the saucer section, and th e overall form is m ore angul ar tha n previous designs. While the new shape allowed a sturdier craft at a lower mass, it was later determined that cracking of the superstructure could result after sustained high warp speeds. A series of refits are a vailabl e to the Steamrunner - class, in order to compensate for th e high warp sp eed weakness of the struct ure. In add ition, the Steamrunn er may have several shuttlecraft facilities converted permanently to increase the num ber of photon torpedoes carried. Noteworthy vessels / service records / encounters: U.S.S. Steamrunner , prot otype; U.S.S. Appalachia (NCC-5213 6).
The Federation Mothball Fleet Starfl eet m ainta ins a sizable fleet of starship s. While the most frequently talked about — and best, as any will admit — pos tings are on m od ern ships of the line, they are hardly the only starship postings. As in traditional naval fleets, Starfl eet keeps ma ny older — sometim es almost totally obsolete — starships in d ry-dock, mothb alled, or serving only odd service runs. One unfam iliar wi th pract ice might b e surprised at t he num ber of older ships are still i n service. While t he ma jority of sh ips d estroyed at Wolf 35 9 were more current designs, this event prompted Starfleet to bring even more of the mothball fleet out of retirement. Fortunately, Starfleet refitted some of the older vessels during their lifetimes. A few, signsdesign of over a century of ch near consta nt us e. however, Too few of bear th e older s have seen mu of a refit or upgrade. The job may fal l to the new crew. Most shipyards and docks are too busy with n ew, cutting edge or at l east m ore recent d esigns to devote much att ention to the older vessels. Of course, some Chief Engineers relish this chan ce to upgrade a ship, but f ew of the rest of a crew like
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STARSHIPS being on these ag ing workhorses, or, as one Andoria n XO was heard to say, “a demented example of field stripping a once fine piece of equipm ent.” Then again, there is something to be said f or history.
Moray-Class Starship Class and Type: Moray - class Escort Commissioning Date: 2270 Hull Characteristic s Size: 4 Resistance: 2 Structural Points: 80 Operations Characteristic s Crew/Passengers: 140/200 [5 pwr/round] Computers: 3 [3 pwr/round] Transporters: 2 personnel, 2 cargo [2 pwr/round] Tract or Beam s: 1 fv, 1av [2 pwr/rating used] Propulsion and Power Warp System: 4.0/7.0/7.6 [2/warp factor] Impul se System: .5c/.75c
Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 8 Power: [8] Weapons Skill: 4 Defensive Systems Starfleet Deflector Shield Protection: 38/50 Power: [38]
Fleet data: The U.S.S. Moray , prototype for the Moray - c Escort, was launched in 2270, and has had a long, dis guished history. The ships of this class were retired mothballed in 2355, having served valiantly, although o clas sed, in the Cardas sian War. The ship i s generally felt t
[5/795pwr/round] Power: Sensor Systems Long- range Sensors: + 1/ 15 years [6 pwr/round] Lateral Sensors: + 1/1 light- year [4 pwr/round] Sensors Skill: 4 Weapons Systems Type VI Phaser: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 12 Power: [12] Type IV Phaser: Range: 10/30,000/100,000/300,000
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LUGTREK NETBOOK underpowered and severely under-armed for modern escort dut y. Noteworth y vessels / service records / encount ers: U.S.S. Moray , prototype.
Kzinti Starships The Kzinti are distrustful of intelligent computers. This, combin ed with t heir temperam ent, has caused Kzin technology to lapse behind that of other species. However, even under ‘Protectorate’ status and the watchful eyes of the UFP, the Kzinti have produced a great man y raiders who have stolen or otherwise acqu ired techn ology. So whil e many Kzin vessels are antiquated junk, there is a burgeoning, though small, num ber of Kzinti vessels sporting top-of-the-line offensive and defensive systems.
Police Cruiser Class and Type: Kzint i Police Cruiser Commissioning Date: 2250 Hull Character istics Size: 2 (30 meters long, 1 deck) Resistance: 1 Structural Points: 40
Lateral Sensors: -1 /1 light- year [4 pwr/round] Navigational Sensors: + 0 [5 pwr/round] Sensors Skill: 2 Weapons Systems Type III Disruptor: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 6 Power: [6] Weapons Skill: 3 Defensive Systems Kzint i Deflector Shield Protection: 16/24 Power: [16]
Operations Character istics Crew/Passengers: 4/8 [1 pwr/round] Computers: 1 [1 pwr/round] Fleet d ata : The Kzinti Police Cruiser was designed with th e Transporters: None help of Federation overseers to patrol Kzinti sp ace af ter one of Tractor Beams: None num erous defeats suf fered by the Kzinti Patria rchy at the han ds Propulsion and Power of th e United Federation of Planets. The Federation, of cours e, Warp System: 4.0/5.0/6 .0 (2 hours) * given in old warp did not want t o put a powerful starshi p design in the hands of factors, 3.5/4.3/5.0 in current warp fact ors their belligerent protectorate. Instead, the UFP steered them [2/warp f actor] Impul se System: .5c/.75c [5/7 pw r/round] Power: 40 Sensor Systems Long- range Sensors: -2/ 2 light-years [6 pwr/round]
towards a very low-powered, utili tarian d esign, only to be used against equally low- powered pirates andmeant t he like. Still, numerous Police Ships were used by Kzinti “pirates” to raid passing vessels, Federation or not, although it is suspected that these “stolen” craft had the unofficial sanction of the Kzinti Patriarchy and are in reality privateers. The design is now more than a hundred years old but still found with fre-
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STARSHIPS quency near Kzinti space. The craft has no transporters but can la nd on a plan et’s surfa ce. These ships are typicall y crewed by four Kzinti, one of w hich is a telepath. Noteworthy vessels / service records / encounters: The Trait or’s Claw , commanded by Chuft Captain, whose crew assaulted members of the U.S.S. Enterprise in order to take possession of t he Slaver Weapon.
Assault Cruiser Class and Type: Kzinti Assault Cruiser Commissioning Date: Mid-24th century Hull Characteristic s Size: 7 (615 meters long, 32 decks) Resistance: 3 Structural Points: 140 Operations Characteristic s Crew/Passengers: 500/1,000 [1 pwr/round] Computers: 3 [3 pwr/round] Transporters: 4 personnel, 4 cargo [4 pwr/round] Tractor Beams: 2 av [2/rating used] Propulsion and Power Warp System: 4.0/8.0/9 .0 (2 hours) [2/warp factor] Impul se System: .25c/.5c [2/5 pwr/round] Power: 150 Sensor Systems Long- range Sensors: + 1/12 li ght- years [6 pwr/round] Lateral Sensors: + 1/1 light- year [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 3 Weapons Systems Type VIII Disruptors: Range: 10/30,000/100,000/300,000
Arc: All (720 degrees) Accuracy: 4/5/7/10 Damage: 16 Power: [16] Type III Disruptors: Range: 10/30,000/100,000/300,000 Arc: All (720 degrees) Accuracy: 5/6/8/11 Damage: 6 Power: [6] Mark V Neutronic Missiles: Number: 150 Launchers: 2 fv Spread: 10 Arc: Forward or aft, but a re self- guided Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Damage: 15 Power: [5] Weapons Skill: 4 Defensive Systems Kzinti Deflector Shield Protection: 50/70 Power: [50]
Fleet data: A missing Starfleet Intelligence operative tur up in 2 268, clai mi ng to have been held captive by a ‘renega Kzinti comm ander for the past year. During t hat tim e, he nessed several new Kzinti ship designs w ith uncha racter cally high- tech weapon and com put er system s. Among th e l est of t hese vessels, the operative insisted, wa s a new th two-d eck ‘assault cruiser’ with devastating w eaponry and rying a regim ent of Kzint i troops. Whil e no evidenc e of a clo ing device was noted, Starfleet Intelligence became acu aware that new reconnaissance missions were called fo learn m ore of t hese vessels’ capabilit ies. The political fal
of costand several ysts in Starf the intelligence muthis nityrevelation their careers saw anal increased leet patrols cn the worlds of the Kzinti Patriarchy.
Noteworthy vessels / service records / encount ers: Fury’s Fan the Assault Cruiser seen by a Starfleet operative in 2267 the only known example of thi s class, but this vessel has
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LUGTREK NETBOOK been encountered an ywhere else by Star fl eet, so its existence is still in doubt.
Klingon Starships D7-Class Starship Class and Type: D7-class Battlecruiser Commissioning Date: 2260s Hull Character istics Size: 5 (228 meters long, 10 decks) Resistance: 2 Structural Points: 100 Operations Character istics Crew/Passengers: 352/250 [5 pwr/round] Computers: 4 [4 pwr/round] Transp orters: 3 personnel, 1 emergency, 2 cargo, 5 22 person combat transporters [5 pwr/round] Tractor Beam s: 2 fv, 2 ad, 2 av [2/rating used] Propulsion and Power Charact eristics Warp System: 5.0/6.0/8 .0* (1 0 hours) * given in old warp factors, in current warp fact ors [2/warp f4.3/5.0/6.5 actor] Impul se System: .5 c/.75 c [5/7 pw r/round] Power: 80 Sensor Systems Long- range Sensors: + 1/9 light years [6 pwr/round] Lateral Sensors: + 1/1 light year [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 4 Weapons Systems Type IV Disru pt ors: Range: 10/10,000/50,000/100,000 Arc: All except directl y aft (63 0 degrees)
Accuracy: 5/6/8/11 Damage: 8 Power: [8] Weapons Skill: 5 Defensive Systems IKN Deflector Shield Protection: 18/24 Power: [18] Descr iption and Notes Fleet data : The most f requentl y-encountered Klingon vessels before the development of bird-of-prey designs, these ships formed t he backbone of t he Imperial Klingon Navy. While underpowered in compa rison to its Starf leet count erpart, the Con- stitution - cl ass cruiser, D7s often operated in groups of t hree. A large numb er ground troops can a lso be transported by means of suspension. In the 228 0s the design was up graded to cryogenic become the K’t’inga - class. Noteworthy vessels / service records / encounters: I.K.S. Gr’oth , comm anded by Capta in Koloth durin g t he Tribble Incident on Deep Space Stat ion K-7.
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STARSHIPS K’ t’ inga-Class Starship
Spread: 2 Arc: Forward, but are self-guided Class and Type: K’t’inga - class Battlecruiser Range: 15/150,000/500,000/1,000,000 Commissioning Date: 2270 Accuracy: 4/5/7/10 Hull Characteristic s Damage: 15 Size: 5 (246 meters long, 10 decks) Power: [5] Resistance: 2 Weapons Skill: 5 Structural Points: 100 Defensive Systems Operations Characteristic s IKN Deflector Shield Crew/Passengers: 373/250 Protection: 25/35 [5 pwr/round] Power: [25] Computers: 4 Descr iption and Notes [4 pwr/round] Fleet data : A redesigned version of the D7-cl ass batt lecru Transp orters: 3 personnel, 1 emergency, 2 cargo, 5 22the K’t’inga - cla ss was a response to the refits of the Cons person combat transporters tion - cl ass starships of the Federation. [5 pwr/round] Tract or Beam s: 2 fv, 2 ad, 2 av Noteworthy vessels / service records / encounters: I. [2/rating used] K’t’inga , prototype; I.K.S. Amar , destroyed along wi th t wo Propulsion and Power Characteristic s ter vessels by V’Ger in 2271 ; I.K.S. Kronos One (Qo’noS W Warp System: 8.0/8.5/9 .0* (1 0 hours) * given in old warp ship upon wh ich Chancellor Gorkon was assassinat ed in 2 factors, 6.5/6.9/7.2 in current warp fact ors during a peace initiative to the Federation; I.K.S. T’Ong , c [2/warp factor] ma nded by Captain K’Temok, launched on a deep-space Impul se System: .75 c/.9 c ploratory mi ssion in 229 0, it s cryogenically hibernating c [7/9 pwr/round] revived in 2365. Power: 96 Sensor Systems ’ ’
Upgraded K t inga-Class Starship
Long- range Sensors: + 1/12 light years [6 pwr/round] Lateral Sensors: + 1/1 light year [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 5 Weapons Systems Type V Disruptors: Range: 10/30,000/100,000/300,000 Arc: All except directl y aft (6 30 degrees) Accuracy: 5/6/8/11 Damage: 10 Power: [10] Type I Photon Torpedoes: Number: 80 Launchers: 1 fv, 1 av
Class and Type: K’t’inga - class Battlecruiser Commissioning Date: 2270 Hull Characteristic s Size: 5 (246 meters long, 10 decks) Resistance: 3 Structural Points: 100 Operations Characteristic s Crew/Passengers: 373/250 [5 pw r/round] Computers: 4 [4 pw r/round] Transp orters: 3 personnel, 1 emergency, 2 cargo, 5 person combat transporters [5 pw r/round] Tract or Beam s: 2 fv, 2 ad, 2 av [2/rating used]
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LUGTREK NETBOOK Propulsion and Power Charact eristics Warp System: 6.5/7.0/8.0 (10 hours) [2/warp f actor] Impul se System: .75 c/.9 c [7/9 pw r/round] Power: 120 Sensor Systems Long- range Sensors: + 1/12 light years [6 pwr/round] Lateral Sensors: + 1/1 light year [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Sensors Skill: 4 Weapons Systems Type VIII Disruptors: Range: 10/30,000/100,000/300,000 Arc: All except directl y aft (63 0 degrees) Accuracy: 4/5/7/10 Damage: 16 Power: [16] Type II Photon Torpedoes: Number: 100
Launchers: 1 fv, 1 av Spread: 4 Arc: Forward, but are self-guided Range: 15/300,000/1,000,000/3,500,000 Accuracy: 4/5/7/10 Damage: 20 Power: [5] Weapons Skill: 5 Defensive Systems IKN Deflector Shield Protection: 50/70 Power: [50] Descr iption and Notes Fleet data : While Starf leet retired t he refitted Constitution - class vessels in t he 2290s, t he Klingon K’t’inga - cla ss ships were for
the m ost part newer vessels and som e rema in in service in the mi d- 2300s. However, they are relegated to second-lin e duties, employed as couriers, scouts , or in other less dema ndin g t asks. For those upgraded vessels still i n service during t he Star Trek: The Next Generation tim eframe, use these stati stics. Noteworthy vessels / service records / encounters: I.K.S. T’Acog , destroyed by the renegades Korris, Konm el and Kuni vas.
Romulan Bird of Prey Starship Class and Type: Date: Bird of2260s Prey Cruiser Commissioning Hull Characteristic s Size: 4 (190 m eters long, 6 decks) Resistance: 2 Structural Points: 80 Operations Characteristic s Crew/Passengers: 150/250 [5 pwr/round] Computers: 2 [2 pwr/round] Transporters: 2 personnel, 2 cargo [2 pwr/round] Tractor Beams: 1 av [2/rating used] Propulsion and Power Characteristic s Warp System: 4.0/5.0/6 .0 (2 hours) * given in old warp
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STARSHIPS factors, 3.5/4.3/5.0 in current warp f actors [2/warp factor] Imp ulse System: .5 c/ .75 c [5/7 pwr/round] Power: 50 Sensor Systems Long-range Sensors: + 0/8 light years [6 pwr/round] Lateral Sensors: + 0/1 light year [4 pwr/round] Navigational Sensors: +1 [5 pwr/round] Cloak: 8 [32 pwr/round] Sensors Skill: 4 Weapons Systems Type I Plasm a Torpedoes: Number: 50 Launchers: 1 fv Spread: 1 Arc: Forward, but are self-guided Range: 10/100,000/350,000/1,000,000 Accuracy: 4/5/7/10 Damage: 40 (see below) Power: [5] Weapons Skill: 5 Defensive Systems Romulan Deflector Shield Protection: 10/15 Power: [10] Descr iption and Fleet data: TheseNotes craft, armed with powerful plasma torpedoes, were the first known vessels equipped wi th cloaking devices. While they are no mat ch for m ost Starfleet vessels in a stand- up f ight , these ships were nonetheless feared for their abili ty to slip unnoticed behind enemy lines and deliver devastati ng f irepower.
These vessels were initially only witnessed traveling sublight speeds, leading Starfleet Intelligence to deduce they had no warp drive. This seemed improbable given im mense power requirements of a cloaking device. Later counters with th ese ships demonstrated tha t t hey were ind warp- capab le. However, it is un known whether th ese later sh were upgraded versions or whether the previously-encounte ships had simply been forced to maintain impulse spe perhaps because of some f uel or power requirement. The plasm a weapons used on these starships were po ful bu t unst able at h igh wa rp speeds. The torpedoes aboa Bird of Prey vessel cannot overtake ships traveling at spe greater than Warp Factor 4. Starfleet Intelligence is in ve gating rumors that the Romulans have solved this prob and are prepared to im plement a new version of th is weap The torpedoes also dissip ate and thus lose effectiven
with range; fordam each beyond decre the torpedo’s agerange by 10band points (i.e., pointit doesblank, 40 damag point-blank range, 30 damage at short range, 20 at med range and 10 points at long rang e).
Noteworthy vessels / service records / encounters: Given secrecy favored by the Romu lans, as well as t heir habit of
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LUGTREK NETBOOK stroying t heir ships rather tha n be captured, next to nothing is known about the ships of t his class; their num ber, their nam es or their comm anders.
D7-Class (Romulan) Class and Starship Type: Romulan D7-class Battlecruiser Commissioning Date: 2268 Hull Character istics Size: 5 (228 meters long, 10 decks) Resistance: 2 Structural Points: 100 Operations Character istics Crew/Passengers: 352/250 [5 pwr/round] Computers: 4 [4 pwr/round] Transp orters: 3 personnel, 1 emergency, 2 cargo, 5 22 person combat transporters [5 pwr/round] Tractor Beam s: 2 fv, 2 ad, 2 av [2/rating used] Propulsion and Power Charact eristics Warp System: 5.0/6.0/8 .0* (1 0 hours) * given in old warp factors, 4.3/5.0/6.5 in current warp fact ors [2/warp f actor] Impul[5/7 se System: .5 c/.75 c pw r/round] Power: 80 Sensor Systems Long- range Sensors: + 1/9 light years [6 pwr/round] Lateral Sensors: + 1/1 light year [4 pwr/round] Navigational Sensors: + 1 [5 pwr/round] Cloak: 6 [32 pwr/round] Sensors Skill: 4 Weapons Systems Type IV Disru pt ors: Range: 10/10,000/50,000/100,000 Arc: All except directl y aft (63 0 degrees)
Accuracy: 5/6/8/11 Damage: 8 Power: [8] Type I Plasm a Torpedoes: Number: 25 Launchers: 1 fv Spread: 1 Arc: Forward, but are self-guided Range: 10/100,000/350,000/1,000,000 Accuracy: 4/5/7/10 Damage: 40 (see below) Power: [5] Weapons Skill: 5 Defensive Systems Romulan Deflector Shield Protection: 18/24 Power: [18] Descr iption and Notes Fleet data : The result of a brief alli ance between the Klingon Empire and the Romulan Star Empire in 2268, this vessel is simply a Klingon D7-class battlecruiser adapted to Romulan technology. In addition t o the standard disrupt ors of th e Klingon design, this vessel packs plasm a torpedoes and i ncorporates a cloaking device, making it f ar more formi dable. Noteworthy vessels / service records / encounters: Again, Romu lan secrecy has prevented Starf leet from l earning mu ch of th e nam es or service records of these vessels.
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APPENDICES Appendix One: Equipment The wondrous tools of tomorrow are ubiquitous on Star Trek: The Next Generation , but only a small number of them could be described in the core rulebook. What follows are additi onal pieces of equipm ent to compl ement those already described.
Appendix Two: Conversion Converting LUGTrek FASATrek Characters
Allen Shock devised th is system t o convert ch aract ers f the old FASA Star Trek roleplaying ga me to t he current ver Ferengi Energy Whip published by Last Unicorn. The system seems to produce fa Used by some Ferengi pi rates, this unu sual sid earm looks accurate chara cters, or at least reasonable ones. like a short, thick bullw hip. By flicking it at th e target, an energy bolt, m uch like a phaser blast, is fired along the length Basic Conversion Formula of the weapon at the target. Star Trek (FASA) score/20, roun ded u p (roun ded d own f or Although prim arily employed as a ran ged weapon, energy = Star Trek (LUG) rati ng. whips ca n also be used as melee weapons; the same settings (inflicting th e same dama ge) employed in ranged att acks can FASATr e k Attr i bu te LUGTr e k Attr i bu te be used when strikin g m elee opponents. STR Fitness/Strength* Settings: 3- 8 END Fitness/Vita lity* Range: 5/10/25/50 INT Intellect Size: 1 meter long DEX Coordination Mass: 1.0 kg CHA Presence Accuracy: 7 PSI Psi Block: 0 * Figure both, if they are the same, give this score as the o Energy: 150 charges all Fitness rat ing. Otherwise, the lower becomes the Fitn score, priate and Edge.t he diff erence between th e two becomes the ap
LUC is not u sed, as LUGTrek chara ct ers get Courag e Poi If desired, you could give characters wit h 70- 89 LUC an e Courage point and characters with LUC of 90- 00 2 extra. Skills
Skills are converted using the same formula as abo Skills rated a t less th an 20 FASA point s are dropped. As to which skills a LUGTrek character should have, c
sult t he following char t a nd m atch the FASATrek skill wit h new LUGTrek ski ll.
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LUGTREK NETBOOK FASATr ek Sk ill Adm inistrat ion Artistic Expression (any) Carousing Com munications System s Operation Com m uni cat ions Syst em s Technol ogy Com puter Operat ion Com puter Technology Dam age Control Procedures Spaceframe) Deflector Shield Operation Deflector Shield Technology Electronics Technology Environm ental Suit Operation Gam ing (an y)
LUGTr ek Skill Adm inistrat ion (Starship) Artistic Expression (any) ??? (m aybe Charm ?) Shipboard System s (Com munications) Syst em s Engineering (Com m unicat ions) Com puter (choose) System s Engineering (Com puter System s) System s Engineering (choose) and/or Material Engineering (Structural/
Instruction Language (any) Leadership Life Sciences, Bionics Life Sciences, Botany Life Sciences, Ecology Life Sciences, Exobiology Life Sciences, Genetics Life Sciences, Zoology Life Support System s Technology Marksm anship, Archaic Marksm anship, Modern Mechanical Engineering Medical Sciences, General Medicine Medical Sciences, Pathology Medical Sciences, Psychology Medical Sciences, Surgery Negotiation/Diplom acy Personal Com bat, Arm ed Personal Com bat, Unarm ed Personal Weapons Technology
Com m and (Military Training)? Languages (any) Com m and (St arship Com m and ) Life Sciences (Bionics) Life Sciences (Botany) Life Sciences (Ecology) Life Sciences (Exobiology) Life Sciences (Genetics) Life Sciences (Zoology) System s Engineering (Environm ental System s) Projectile Weapons (any) Energy Weapon (any) Material Eng ineering (Mechanical) Medical Sciences (First Aid)* * or General Medicin e Medical Sciences (Pathology) Medical Sciences (Psychology) Medical Sciences (Surg ical Specializations) Diplom acy (choose) Prim itive Weaponry (a ny) Unarm ed Com bat (any) Material Eng ineering (Personal Equipm ent)
Physical istry Physical Sciences, Sciences, Chem Com put er Science Physical Sciences, Mathem atics Physical Sciences, Physics Planetary Sciences, Geology Planetary Sciences, Hydrology Planetary Sciences, Meteorology
Physical istry) Physical Sciences Sciences (Chem (Com put er Sci ence) Physical Sciences (Mathem at ics) Physical Sciences (Physics) Planetary Sciences (Geology) Planetary Sciences (Hydrology) Planetary Sciences (Clim atology)
Shipboard System s (Tactical) System s Engineering (Weapons System s) System s Engineering (appropriate specialty) Personal Equipm ent (Environm ental Suit) Gam ing (choose)
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APPENDICES Planetary Survival (choose) Security Procedures Shut tlecraft Pilot Shut tlecraft System s Technology
Planetside Survival (choose) Security (any) Vehicle Operation (Shuttlecraft ) Material Engineering (Vehicular) and Propul sion Engineering (Warp D
and Sm allImpulse) Equipm ent System s Operation Sm al l Eq ui pm ent Syst em s Techn ol ogy Sm all Unit Tactics Social Sciences, Archaeology Social Sciences, Econom ics Social Sciences, Law Social Sciences, Political Science Racial Culture/History (any) Space Sciences, Astrogation Space Sciences, Astronautics
Personal Equipm ent (choose) Ma teri al En gi neeri ng (Person al Equ ip men t) Planetary Tactics (Sm all Unit) Social Sciences (Archaeology) Social Sciences (Econom ics) Law (choose) Social Sciences (Political Science) Culture (an y)* * and History (any)* * Space Sciences (Astrogation) Material Engineering (Structural/Spacefram e)* * and Propu lsion Engi n
ing (Impulse)* * Space Sciences, Astronom y Space Sciences, Astrophysics Sports Starship Com bat, Stra tegy/Ta ctics Starship Helm Operation Starship Sensors Starship Weaponry Opera tions Streetwise Transport er Operational Procedures Transport er System s Technology Trivia Vehicle Operation Warp Drive Technology Zero- G Operation
Space Sciences (Astronom y) Space Sciences (Astrophysics) Athletics (specific sport) Starship Tactics (choose) and Strategic Operations (specific strateg Shipboard System s (Flight Control) Shipboard System s (Sensors) Shipboard System s (Tactical) Streetwise (any) Shipboard System s (Transport er) System s Engineering (Replicator/Transport er) ??? Vehicle Operation (choose any but Sh utt lecraft) Propulsion Engineering (Wa rp Drive) give character Zero- G Training Advantage
LUGTrek skills m arked * * correspond to Specializations from other skills in FASATrek .
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The LUGTrek Netbook features the best of fan-created materials for the Star Trek: The Next Generation Role Playing Game . Examples include: • • • •
• • •
New species Templates New occupation Overlays New Skills Game statistics for your favorite Star Trek characters, including James T. Kirk and Jean-Luc Picard New Starships New Equipment And much more!
Star Trek® and all related marks ™, ® & © 1998 Paramount Pictures. All Rights Reserved. Last Unicorn Games authorized user. Star Trek: The Next Generation Roleplaying Game © 1998 Unicorn Games.
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