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STAR TREK : THE ROLE PLAYING GAME Rules for Tactical Movement and Combat Adapted from the Second Edition Rules by Wm. John Wheeler et al. and the First Edition Rules by Guy W. McLimore Jr. et al. Copyright © 2013 by Robert L. Bocchino Jr. This supplement is intended to replace the rules for tactical movement and combat given at pp. 27–35 of the Star Fleet Officers’ Manual and pp. 32–37 of the Game Operations Manual. Note that I say “character” here to mean any actor in combat, even if the “character” is really a creature or monster. Also, I say “he” to mean “he,” “she,” or even “it,” depending on the circumstances. 1 Introduction In Star Trek: The Role Playing Game, players visualize their characters in action, moving from place to place, investigating unusual or strange things, talking together, operating equipment, combating strange life forms. Much of the time this action occurs only in the imagination, for it is not important to know exactly where everything is in relation to the characters. Sometimes, however, particularly in dangerous situations, it is important for everyone to know exactly where each character is, which way he or she is facing, and what the environment looks like in detail. In these cases, the GM uses a map to show the environment, such as buildings, ship interiors, outdoor encounter areas, and so on. Then, the players may use counters, miniature figures, or some other objects to represent their characters. When movement, combat, or other tactical action occurs, each player decides on the actions for his or her character and relays these actions to the GM, who is controlling the actions of all the non-player characters, or NPCs. Together, the players and the GM resolve all the actions using the game’s tactical movement and combat system, which is described in detail below. This system allows the characters to move from place to place, fire weapons, throw punches, perform first aid, use communicators, or make any other actions that they feel are necessary. 2 Tactical Scale and Maps To visualize the action in tactical movement and combat, it helps to use a map. This game uses maps drawn on square-grid paper (graph paper) with half-inch squares (smaller squares may also be used, so long as there are lines every half inch). One inch on the map corresponds to three meters of “real” distance (i.e., distance perceived by the characters in the game). Thus each half-inch square represents an area 1.5 meters on a side. Figure 1 shows this grid. Cardboard counters or metal miniatures may be used to represent the characters. The counter or figure base should be a half-inch square so that it fits on the grid. Each counter should be placed so that it occupies one square, as shown in Figure 1. Facing is important in this game, so the facing of the character should be shown, either with an arrow or with the word “front.” Sometimes it is also important to differentiate between the front and rear squares surrounding a character, as shown in the figure. 1

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STAR TREK: THE ROLE PLAYING GAMERules for Tactical Movement and Combat

Adapted from the Second Edition Rules by Wm. John Wheeler et al.and the First Edition Rules by Guy W. McLimore Jr. et al.

Copyright © 2013 by Robert L. Bocchino Jr.

This supplement is intended to replace the rules for tactical movement and combat given at pp. 27–35 ofthe Star Fleet Officers’ Manual and pp. 32–37 of the Game Operations Manual. Note that I say “character”here to mean any actor in combat, even if the “character” is really a creature or monster. Also, I say “he” tomean “he,” “she,” or even “it,” depending on the circumstances.

1 IntroductionIn Star Trek: The Role Playing Game, players visualize their characters in action, moving from place to place,investigating unusual or strange things, talking together, operating equipment, combating strange life forms.Much of the time this action occurs only in the imagination, for it is not important to know exactly whereeverything is in relation to the characters. Sometimes, however, particularly in dangerous situations, it isimportant for everyone to know exactly where each character is, which way he or she is facing, and whatthe environment looks like in detail. In these cases, the GM uses a map to show the environment, such asbuildings, ship interiors, outdoor encounter areas, and so on. Then, the players may use counters, miniaturefigures, or some other objects to represent their characters.

When movement, combat, or other tactical action occurs, each player decides on the actions for his or hercharacter and relays these actions to the GM, who is controlling the actions of all the non-player characters,or NPCs. Together, the players and the GM resolve all the actions using the game’s tactical movement andcombat system, which is described in detail below. This system allows the characters to move from place toplace, fire weapons, throw punches, perform first aid, use communicators, or make any other actions that theyfeel are necessary.

2 Tactical Scale and MapsTo visualize the action in tactical movement and combat, it helps to use a map. This game uses maps drawnon square-grid paper (graph paper) with half-inch squares (smaller squares may also be used, so long as thereare lines every half inch). One inch on the map corresponds to three meters of “real” distance (i.e., distanceperceived by the characters in the game). Thus each half-inch square represents an area 1.5 meters on a side.Figure 1 shows this grid.

Cardboard counters or metal miniatures may be used to represent the characters. The counter or figurebase should be a half-inch square so that it fits on the grid. Each counter should be placed so that it occupiesone square, as shown in Figure 1. Facing is important in this game, so the facing of the character should beshown, either with an arrow or with the word “front.” Sometimes it is also important to differentiate betweenthe front and rear squares surrounding a character, as shown in the figure.

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Figure 1: The tactical grid.

3 The Target Roll MechanismCombat, like almost all of the rules in Star Trek: The Role Playing Game, is just an elaboration of a single,elegant mechanism. Whenever a character wants to do something, and it is not clear whether the attempt willsucceed, the GM uses the following procedure:

1. Pick an attribute or skill, or perhaps the average of an attribute and a skill, two skills, or some otherappropriate combination. This is the Target. Adjust the Target if it seems appropriate to do so under thecircumstances.

2. Require a D100 roll against the adjusted target. This is the Target Roll. (The target roll is usually calleda Saving Roll if the target is an attribute, and a Skill Roll if the target is a skill.)

3. A roll equal to or less than the adjusted target indicates success, while a roll above the adjusted targetindicates failure. Optionally, a very low roll indicates very good success, while a very high roll indicatesspectacular failure (these terms are intentionally vague; their precise meaning depends on the specificcircumstances and the imaginations of the participants).

I call the procedure outlined above the Target Roll Mechanism. The amazing versatility of skill-basedgames like Star Trek: The Role Playing Game is that very few specific rules are actually needed: with a robustset of skills and attributes, and a little ingenuity on the part of the GM, the Target Roll Mechanism providesa satisfying resolution to almost any situation the players can imagine. Also, because attributes and skills areexpressed as percentage scores, it is easy to see at a glance any character’s basic chance of accomplishing adesired task.

Where two characters are competing, or one is trying to accomplish a task and the other is trying to preventthe task, the GM may use a variation of the Target Roll Mechanism. Pick a Target, as described above, butthen require each competing character to make a D100 roll, and have each character add his Target score tothe result (alternatively, you may add the positive difference between the scores to the die roll of the characterwith the higher score; this produces identical results). The “winner” of the contest is the character with thehigher total. This procedure may be used, for example, if two characters are playing a competitive game (usethe average of DEX and zero-G handball skill as the Target, perhaps), or grappling or wrestling (use STR). Icall this method the Competitive Target Roll.

Like all aspects of the game, combat is based on the Target Roll Mechanism: the most important targetis the To-Hit Number, which is derived from DEX and various combat-related skills. Many specific rules forrange, concealment, and other modifiers are given below, as are rules for resolving attempts like dodge andparry. However, never lose sight of the Target Roll Mechanism and the inherent simplicity of the system.Feel free to invent new Target Rolls for new situations not anticipated here. If certain situations come uprepeatedly, you can add them as rules. Many of the specific rules given below need not be memorized or even

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referenced during play because they can be “re-derived” as necessary via the Target Roll Mechanism. Aboveall, the combat system is designed to be simple, flexible, and extensible.

4 Sequence of PlayIn tactical movement and combat situations, the characters act by spending action points (AP). Each characteris assigned a number of AP before the start of combat, indicating how much he can do in one turn. For playercharacters, the rule for this assignment is given at page 25 of the Star Fleet Officers’ Manual. For NPCsand creatures, the Game Operations Manual and various supplements provide rules for determining AP. Acharacter with more AP is “faster,” and can do more in the same amount of time, than one with fewer AP. TheAP cost of many common actions are given in the following section.

The combat system is based on turns. Combat proceeds turn-by-turn until it is resolved, usually by defeator surrender of one or more sides. Flight of one or more sides can also cause combat resolution; but if an-other side elects to pursue or attack the fleeing characters, then the pursuit or attack becomes a new combatsituation that must be resolved.

The FASA rules specify a ten-second turn in which each character may spend up to his total AP on ac-tions. Certain actions, called opportunity actions, can be used during another character’s turn, so long as theinterrupting character has enough remaining AP. This is a good system, but it is somewhat difficult to run,as it requires keeping track of each combatant’s AP expenditures over a turn of 10 or more AP, which can getcomplicated if there are many combatants.

I use a simplified system that divides each turn into three rounds of about three seconds each. The roundis the unit of combat, and turns may be ignored for practical purposes. We just need mechanisms for (1)determining how much a character can do in a round; and (2) determining in what order characters act eachround. These are described below.Actions Within a Round. To determine what actions a given character may perform in a round, divide thecharacter’s AP by three and round down. This is the character’s per-round AP. Thus, characters with 9–11 APhave 3 AP per round, while characters with 12–14 AP have 4 AP per round, characters with 6–8 AP have 2 APper round, etc. This system is more approximate than the straight FASA rules, because it “quantizes” AP ingroups of 3; but it is easier to run.

Within a round, each a character may spend AP on actions up to his per-round AP. A character may not“save” AP from one round to the next; any AP not spent in a round are lost. A character may take more thanone action in a round, subject to the AP limitation. However, a character may not start any action unless (1)he has enough AP to complete the action in the round; or (2) he is performing only a single action in the roundthat costs more than his per-round AP. In the second case, the action takes a number of rounds to performequal to the action cost divided by the character’s per-round AP and rounded up. For example, a human with3 AP per round needs two rounds to execute a flying tackle (4 AP), while a Gorn with 2 AP needs two roundsto execute an unarmed strike (3 AP).

Note that in this system there are no opportunity actions. In effect the interleaving of rounds within a turnmakes every action into an opportunity action, subject to the “quantization” of rounds to per-round AP.Order of Actions Within a Round. In many cases, the order of actions within a round is purely an admin-istrative issue: because there is only one GM, actions must be handled in sequence, even if they are actuallyhappening at the same time. For example, if two combatants are fighting in one part of a room, and two othersare fighting in another part, the order in which the two groups act is not important. On the other hand, if onecombatant in a pair drops his opponent and decides to fire a shot in the direction of the other two, then orderbecomes important.

In running my games, I try to apply the principle “make only determinations that matter.” This is anapplication of Occam’s razor and helps prevent the game from getting bogged down. So the mechanism I use fordetermining action order is this. First, the GM arbitrarily orders all the combatants in some way that allowsfor efficient combat resolution. Usually separating large combats into groups of interacting combatants andresolving the action group by group works best. Interleaving sides also helps. Second, whenever a combatanttakes an action, any other combatant who has not yet acted in the round can try to take his action first. This

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is usually only important in situations where the second combatant is trying to interfere with the first, e.g.,attacking the first combatant before the first combatant can get off a shot.

Whenever two combatants are competing to see who goes first, have them make a competitive DEX roll. Ifthe winner is the combatant whose action just came up in the normal sequence, the action proceeds normally.Otherwise, the winner gets to act first, using all his AP for the round. Note that others can now try to interruptthe winner. However, the original first combatant cannot, because he has already acted, even though is actionhas been interrupted. If he could, an infinite loop would result! Try to limit the competitive DEX roll tosituations where it really matters who goes first.

This system elegantly handles defensive actions such as dodge and parry, as well as evasive actions suchas dive roll (see below). For example, if two combatants are fighting, and one declares a parry before the otherone has acted, the second one can try a competitive DEX roll to see if he can get a punch in before the first onegets his arm up to block the blow. Similarly, if one combatant attempts an unarmed strike before the other onehas acted, the second one can make a competitive DEX roll to determine whether he can parry first. In effect,this system uses a DEX-based initiative roll, but requires the roll only in situations where order matters.Loss of AP and/or DEX. Some circumstances (like wearing body armor) cause characters to suffer a penaltyto AP. Apply any AP penalty given in the FASA rules to per-turn AP, then calculate the per-round AP usingthe new total. In rare cases, a character may suffer loss of AP (e.g., through injury to DEX) during combat oranother tactical situation. In this case, immediately recalculate the per-turn AP and use the new number forall subsequent actions.

5 Action Descriptions and AP CostsThe following subsections provide rules for common actions in combat and give their associated AP costs. TheTable of Actions on p. 11 summarizes the actions for easy reference.

Actions not described here are possible, of course, limited only by what is reasonable and by the imagina-tions of the players. The GM should estimate AP costs for actions not listed here and should adjudicate themusing common sense and analogy, as well as the Target Roll Mechanism.

5.1 Position and MovementBarring obstacles such as walls and furniture, characters may move freely through any square, even if it isoccupied by friendly people. However, there may be no more than four characters in the same square.

A character may move freely through a square occupied by an enemy if the enemy allows. He must,however, end his movement immediately if the enemy wants to keep him from passing through the square.The enemy need not use an action to stop the character unless he wishes to start combat. In either case, theenemy must declare his intention during his first available action after the character moves into his square orthe character may pass through unhindered.

When a character ends his movement in a square with an enemy, both may perform actions other thanmovement. If all enemies who wish to block movement are incapacitated or removed from the square, thecharacter may resume his movement.

Most doors aboard starships and modern buildings are automatic, opening whenever someone steps intothe space adjacent to the door. These doors have motion sensors and thus require no AP to open or close. Otherautomatic doors, particularly those in areas where access is restricted, will not open unless an appropriate IDcard is inserted into the security device. This requires the use of an Operate Familiar Device action, as doesopening or closing a non-automatic door. Locking a door open or closed also requires an Operate FamiliarDevice action.Turn in place (1 AP). The character’s counter or miniature is turned to reflect the new facing, but remainsin the same square.Stand to sit or sit to stand (1 AP). This action is used to sit in a chair, on a stool, or on the ground. Nomovement is possible while sitting.

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Kneel to prone or prone to kneel (1 AP). This action is used if a character desires to crawl or go prone.Going prone from a standing position requires two actions, stand to kneel and kneel to prone; and similarlyfor prone to stand. No movement is possible while kneeling.Stand to kneel or kneel to stand (1 AP). This action is used if a character desires to kneel or rise from akneeling position. Furthermore, it must be used if a character desires to drop gently or smoothly to the groundor get up from a prone position. Going prone from a standing position requires two actions: stand to kneel andkneel to prone; and similarly for prone to stand. No movement is possible while kneeling.Move one square (1 AP up, down, or sideways; 1.5 AP diagonally). This action is normal combatmovement, a rapid walk looking for potential trouble. A change in facing may be made at no extra AP cost. Ifthe character’s next action after a move is an attack, it is at a −5 penalty.

The AP cost assumes flat, clear terrain, such as indoors or on a road or path. In rough terrain, the AP costis adjusted as follows: hilly or light vegetation, 2x; swampy, rocky, or heavy vegetation, 3x; and cliffs or roughterrain, 2x to 4x. If a character uses half or more of his AP in one turn to move across difficult terrain, he maytake temporary damage from fatigue. The player must make a Saving Roll against MAX OP END. If the rollis unsuccessful, then the character takes 5 points of temporary damage.Crawl one square (2 AP up, down, or sideways; 3 AP diagonally). Similar to a normal move, but thecharacter is crawling.Run (1/2 x AP cost of movement or evasion). This action allows the character to double his movementrate, but it requires extra physical exertion. For every two AP spent on running, the character must make aSaving Roll against MAX OP END. If the roll is unsuccessful, then the character takes 1 point of temporarydamage. If the character’s next action after a run is an attack, it is at a −15 penalty.Climb (2–3 x AP cost of movement or evasion). Climbing a rope takes 3x normal AP, while climbing mostother surfaces (wall, stairs, ladder, cliff) takes 2x normal AP. A character climbing stairs may perform otheractions, but a Saving Roll against DEX must be made if a character attempts any other action in the midstof climbing a ladder, rope, wall, cliff, or the like where both hands must be used to succeed. At the GM’sdiscretion, a DEX Saving Roll may also be required in difficult situations (such as climbing a sheer wall withno rope) even if no other action is attempted.Swim (2 x AP required for movement or evasion). This action is used for all movement through watergreater than ankle deep, even if the character is on his feet. For every two AP spent on swimming, thechracter must make a Saving Roll against MAX OP END. If the roll is unsuccessful, the character takes 1point of temporary damage.Move while grappling (3 x AP cost of move). A character who is grappling (see Attack, below) or beinggrappled may attempt to move. This action requires a Competitive Saving Roll based on STR against eachopponent who is trying to resist the movement. Success means that all characters (the acting characters andothers involved in the grapple) perform the desired movement. This action can be used in conjunction withposition changes, such as stand to kneel and kneel to prone, to simulate attempts to wrestle opponents to thefloor and pin them.

5.2 Weapon UseDraw and ready weapon (2 AP). This action must be taken before a weapon may be fired or used. If theweapon already has been taken in hand and is in a ready position from an earlier action, it may then be usedwithout readying it again. This action is also used to put away a weapon, or exchange two weapons on yourperson, putting one away and readying the other. Dropping a weapon or device to the ground costs no actionpoints, but it will lie there until picked up later.Aim weapon (2 AP). This action is not required to discharge or throw a weapon, but a ranged attack withoutaiming (called a snap attack) incurs a −25 penalty to hit. A separate aim action must occur before each shotto avoid the snap attack penalty.Adjust weapon settings (2 AP). This action must be used to set a phaser for stun or make other adjustmentsto weapons, such as attaching a Phaser I to a Phaser II pistol grip.Reload weapon (2 AP). This action mainly is used to reload archaic weapons, such as bows, pistols, andsubmachine guns, that fire ammunition or other projectiles. Most beam weaponry (phasers, Klingon disruptor

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pistols, etc.) must be recharged, which usually cannot be done in the field. The 2 AP cost is for loading oneround if separate rounds are used, or one clip, or one arrow.

5.3 AttackAll attacks (with bare hands, striking weapons, energy weapons, thrown weapons, or projectile weapons)require a Target Roll against a To-Hit Number, modified for range, concealment, target size and movement,attacker movement, and other factors as shown in Attack Modifiers. If the result is equal to or less thanthe modified To-Hit Number (or is 01, whatever the modified To-Hit Number), then the attack hits and doesdamage as described in Damage from Successful Attacks. If the roll is greater than the modified To-HitNumber (or is 00, whatever the modified To-Hit Number), then the attack misses and does no damage againstthe target, though for missed ranged attacks the GM may require another roll to see if the errant attack hitssomething vital, such as a console, another enemy, or even a friend! Note that because 01 always hits, it ispossible to hit a target even with a modified To-Hit Number that is zero or less. Similarly, because 00 alwaysmisses, it is possible to miss a target with a modified To-Hit Number of 100 or greater.Bare-hand attack (3 AP). In order to attack someone hand-to-hand, as in judo, boxing, or grappling, thecharacter must first move into the same square as the opposing character. The To-Hit Number is the averageof Unarmed Personal Combat skill and DEX. The attack is considered to be at point-blank range and receivesa +15 bonus to hit.Striking weapon attack (3 AP). If attacking with a weapon like a sword, dagger, or club, the attack can bemade from the same square as or an adjacent square to the opponent. The To-Hit Number is the average ofthe attacker’s weapon skill (such as Modern Marksmanship, or Archaic Marksmanship with a specific weapon)and DEX. The attack is considered to be at point-blank range and receives a +15 bonus to hit. The GM mayallow an attack with a negative modifier if the weapon is similar, but not identical, to one the character knowshow to operate. If the character has no skill with the weapon, or the âAIJweaponâAI is an ordinary object im-provised as a weapon, use 1/2 DEX, or possibly a combination of DEX and STR if the object is very large.Grapple (3 AP). A grapple is a grasping or wrestling attack designed to immobilize, rather than harm, anopponent. It is just like a bare-hand attack, except that a successful attack does no physical harm; instead,the opponent is grappled and can do nothing but move while grappled (see Position and Movement, above) orattempt to break the grapple (see Other Actions, below), until the grapple is broken. Up to four charactersmay join in a single grapple.Vulcan nerve pinch (3 AP). The Vulcan nerve pinch is applied by grasping the area just between the neckand the shoulder and applying the proper pressure. This attack may be made from the same square as or thesquare immediately behind the target. The defender must be a humanoid who is not protected by natural orbody armor. For example, Humans, Vulcans, Andorians, Klingons, Edoans, and the like may be affected, buta Gorn’s hide is too tough. Other aliens may be too large, or have no definable head and neck, or simply haveentirely different nervous systems.

The To-Hit Number is the average of Unarmed Personal Combat and DEX, modified as follows: victimtotally unaware −30, victim surprised or distracted −20, victim on guard +20, victim aware of nerve pinchtechnique +40. If the attack succeeds, the victim is almost instantly rendered unconscious, having no chanceto cry out or take any action. The unconsciousness lasts for 2D10+10 minutes, after which time the defenderawakes with no residual effects.Flying tackle (4 AP). The attacker must move at least three squares directly toward the target, ending inthe same square as the target. The cost of this movement is included in the AP cost of the action. The To-HitNumber is the average of Unarmed Personal Combat and DEX. If successful, this action places the attackerand his target prone, in the square occupied by the target. If unsuccessful, the attacker is prone in the squarebeyond the defender’s square. The flying tackle is treated as Evasion (see Evasion, below) for To-Hit penaltiesfor attacks by and against the attacker.Ranged attack (1 AP). This action is used to discharge a weapon (for energy and projectile weapons) or tothrow a ranged weapon (such as a knife or spear). The weapon must be drawn and in the hand. The weaponmust also be aimed first (with a separate action), or there is a −25 penalty to hit. The GM may allow an attackwith a negative modifier if the weapon is similar, but not identical, to one the character knows how to operate.

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If the character has no skill with the weapon, use 1/2 DEX. If the character has no idea how to even point oroperate the weapon, use LUC.

This action may also be used to throw objects and improvised weapons. Use 1/2 DEX for an unskilledattack, or a combination of DEX and STR for large objects. Assume that the range and damage are the sameas that of a knife (see the Weapons Table on p. 13), or use some other range and damage that seem appropriate.

Most ranged attacks have a straight line of effect and hit a single target. Two exceptions are shotguns andphasers set on wide angle stun. Shotguns attack in a cone-shaped pattern as shown in Figure 2. A wide anglestun shot affects all targets in three connected squares. The squares may be in any pattern chosen by theattacker, within the weapon’s short range area. For these weapons, a separate to-hit and damage roll must bemade for each target in the area of effect.

Figure 2: Shotgun area of effect.

5.4 DefenseThe following actions are used to defend against attacks; if the action is successful, the attack is thwarted. Thedefensive action must occur before the attack to get the benefit of the action. Thus, the defender must eitheract first in the normal action order or succeed on a competitive DEX roll against the attacker (see above) touse these actions successfully.Parry/defend bare hand or striking weapon attack (2 AP). A character defending against a bare handor striking weapon attack may attempt to parry (block) the attack. Attacks by an unarmed opponent or onewho has no ready weapon may be parried or blocked with bare hands. Attacks with a chair, sword, club, orthe like require that the defender have a parrying weapon or some other maneuverable object (like anotherchair) with which to intercept the attack, or no parry is possible. Ranged attacks (arrows, phaser fire, throwndaggers, etc.) cannot be parried, nor can any attack from behind the defender.

To parry, the defender makes a Target Roll against the base To-Hit Number for the weapon he is usingto parry as stated in Attacks, above (i.e., the average of DEX and the skill for armed or unarmed combat; 1/2DEX if there is no such skill). If the roll is successful, no damage is taken; otherwise, damage accrues as usual.Dodge bare-hand or striking weapon attack (3 AP). This action may be used by a character to dodge abare-hand or striking weapon attack. Ranged attacks may not be dodged, nor can any attack from behind thedefender. The defender makes a Saving Roll against DEX. If the roll is successful, the attack misses. If theroll is unsuccessful, the attack may still hit, but the defender is treated as evading (see below).Duck thrown weapon or object (2 AP). This action may be used to attempt to dodge a weapon or objectthrown at the character. This action may not be used to duck projectiles, like bullets or arrows, or to duck

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sidearm attacks, such as phaser shots; it is effective only against things that are physically thrown, likechairs, rocks, or bottles. The defender makes a Saving Roll against DEX. If the roll succeeds, the characterhas dodged the object, which continues on for 1D10 squares, and anyone or anything else in this path may behit if they do not duck. The GM may adjust both the DEX saving roll and the distance roll according to thesize and speed of the object thrown: for example, a chair will not travel as far as a knife and is probably easierto duck, because it is moving more slowly.

5.5 EvasionThe following actions are all evasive actions. Once a character takes an evasive action, attacks against himincur a −15 penalty until his next action comes up in the action order. At this point, the character maycontinue to evade, if he wishes. The defensive action must occur before the attack to get the benefit of the −15penalty. Thus, the defender must either act first in the normal action order or succeed on a competitive DEXroll (see above) to use these actions successfully.Evade one square (2 AP up, down, or sideways; 3 AP diagonally). The character moves as described inPosition and Movement, but the character is weaving, making him a more difficult target. For every 2 APused in evading, the player must make a Saving Roll against MAX OP END with a −20 penalty. If the roll isunsuccessful, then the character takes 1 point of temporary damage.Roll sideways (2 AP). This action is used to roll in a prone position one square to either side (not forward orbackward). If standing, the character must first use a separate action to become prone.Drop suddenly (1 AP). This action is used when a standing character wants to drop to a prone position andremain in the same square.Dive to prone (2 AP). A character who is either kneeling or standing moves forward one square and assumesa prone position. If the dive is made into sufficiently deep water, the character moves forward two squares andassumes a prone position; only swimming actions may be used for the remainder of the turn.Dive roll (4 AP up, down, or sideways; 4.5 AP diagonally). This action allows the character to move twosquares and to come out of the roll in either a kneeling or a prone position. The character must make a SavingRoll against DEX. If the roll succeeds, the counter is moved two squares in the desired direction and the playerannounces whether the character is coming out of the roll kneeling or prone. If the roll fails, the counter ismoved only one square, and the character is prone.

5.6 Other ActionsHide (1 AP same square; 4 AP adjacent square). This action is used to duck behind available cover withoutleaving the square the character occupies. Success depends on the cover available and is never guaranteed.The GM should judge this action as seems reasonable for the situation, considering the size of the character,the amount of available cover, the activity of the potential observer, and so on. Spotting a hidden charactergenerally requires a Saving Roll against INT or MNT, modifying for concealment.Short communication (1 AP). This action is mainly used in combat, where communication between playersmust be limited to prevent long, unrealistic exchanges of tactical plans. Such exchanges should be limited toshort, one-sentence orders such as “Take the one on the right,” “Phasers on stun,” or the ever-popular “Beam usup, Scotty!” If longer exchanges are attempted, the GM should require several Short Communication actions,or even several turns.Draw and ready device (2 AP). This action is used to take out or pick up and ready a piece of equipment,such as a communicator or tricorder, to unclip the field medical kit, to unsling and open the med pouch, andother similar things. The equipment must be on or near the person, and its location must be easily accessible.More than one of these may be required to obtain a piece of equipment within a pouch, hidden in the shoe,etc. The action also is used to exchange one device for another, as well as in reverse, to put away or set downa device. This action is required before a device may be used for the first time. It is not required if the devicealready has been made ready by a previous action.Operate familiar device (2 AP). This action allows a character to activate a device familiar to him. Extendedmanipulation of the device may require several of these actions, as may attempts to operate devices with which

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the character is not familiar, such as captured enemy communicators. Fooling around with control panels,locked doors, and so forth could take many of these actions, perhaps even several turns.Break a grapple (3 AP). A character who has been grappled (see Attacks, above) may attempt to breakthe grapple. The character may make a Competitive Saving Roll based on STR against one opponent who isgrappling the character. If the roll succeeds, that opponent is no longer grappling.

6 Attack ModifiersThe Table of Attack Modifiers (p. 12) lists the modifiers to apply in calculating the To-Hit number. A descrip-tion of each entry follows.Range. For bare hand and striking weapon attacks (including Vulcan nerve pinch), apply a +15 bonus. Forranged attacks, find the range to the target by counting the squares between the attacker and the target alongthe shortest path, counting each diagonal step as 1.5 squares. Count the target’s square but not the attacker’s.Compare the calculated range with the weapon ranges given in the Weapons Table (p. 13). If the range isbeyond the Extreme range given for the weapon, the attack automatically misses. Otherwise, apply the bonusor penalty corresponding to the indicated range.Target Size. A small target is considered to be one the size of a normal eight-year-old human or smaller. Alarge target is anything the size of an adult horse or larger. Anything in between is considered man-sized;the combat system is based on targets this size. Small targets are harder to hit, and so a size modifier issubtracted from the To-Hit Number. Large targets are easier to hit, and so the size modifier is added to theTo-Hit number. If an attacker is aiming for a specific location of the target’s body, use the −15 modifier.Target Position. Targets kneeling, crouching, or sitting and those prone are crawling are more difficult to hitthan standing targets, and so the position modifier is subtracted from the To-Hit Number.Target Concealment. To determine concealment, draw a straight line from the center of the attacker’ssquare to the center of the target’s square. If no physical object intervenes, then there is a clear line of sightto the target; otherwise, the target is concealed. The position (kneeling, prone, standing, sitting, or whatever)of the target should be considered, along with the height of obstacles. Targets that are more than one-thirdconcealed are harder to hit, and so a concealment modifier is subtracted from the To-Hit Number for thesetargets. Thus, a human standing behind a waist-level console would have a −10 concealment modifier. Ahuman standing behind a shoulder-high instrument bank, or peeking around a door, or standing behind apartition would have a −30 concealment modifier, and a human peering from a gun slit would have a −50concealment modifier.

Concealment may be due to a physical object, such as a desk or a rock, or smoke or dust clouds. Obviously,someone prone behind a console cannot be fired on (or seen), but neither can that character fire! On the otherhand, if the character is kneeling behind the console, peeking over the top, he can fire freely and still remainsomewhat concealed behind the obstacle. Most often common sense will help decide what obstacles do and donot block ranged attacks in a given situation.

Concealment may also be due to intervening characters. More than one possible target in a square does notblock an attack, but such tightly grouped characters could make it possible to hit the wrong target (one way tosimulate this it to require a second To-Hit roll if the first one misses; a second miss hits a random target otherthan the intended target). Characters in intervening squares block attacks if they are standing, but kneelingor prone characters do not.Target Movement. The combat system is geared to targets moving at combat speed, and thus they have nomodifier. Stationary targets are easier to hit, and so a +15 modifier is added to the To-Hit Number for them. Apenalty for running (−5) or evading (−15) is subtracted from the To-Hit Number. The −15 penalty also appliesto targets who executed a flying tackle (see Actions, Attacks) just before the attack. In all cases, determinewhat the target’s last action was, even if it was a previous round or turn.Aiming. Aiming a shot or thrown weapon attack before firing or throwing gives a better chance to hit, just asquick-drawing before firing or throwing gives a poorer chance to hit. If an attack is made without aiming first,then the To-Hit Number is decreased by −25.

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Off-Hand Attacks. True ambidexterity is rare, and characters are assumed to use the same hand as theplayer who controls them, unless something different is specified. Only ambidextrous characters can use aweapon with the same skill in either hand. Sometimes a character will need to or want to attack with his offhand; in this case a −20 modifier is used for the off-hand attack.Simultaneous Attacks. It is possible to use two weapons in armed personal combat (like Sulu uses a sabre-and- dagger combination when practicing fencing), or even to fire two ranged weapons, if both can be oper-ated one-handed. Star Fleet officers never carry two phasers, nor are other advanced cultures using energyweapons in the habit of doing this (not even Klingons). Mostly, this skill is used for archaic weaponry. Simul-taneous attacks made with two weapons are less accurate than attacks made with either weapon separately.For simultaneous attacks, an aiming modifier must be subtracted from the To-Hit Number for both attacks.Furthermore, unless the character is ambidextrous, the off-hand modifier must be subtracted from the To-HitNumber for the off hand.Attacker Movement. If the attacker moves into an attack, he will not be as effective as if he had beenstationary before the attack; and if he has been running or evading, his effectiveness is even less. When acharacter uses AP to move and then to attack or fire, with no other action in between, a movement modifieris subtracted from the To-Hit Number, as indicated in the table. The −30 modifier applies to any attackerwho previously executed a Flying Tackle (see Actions, Attacks) or any of the actions listed under Actions,Evasion. In all cases, determine what the attacker’s last action was, even if it was a previous round.

7 Damage from Successful AttacksSuccessful attacks generate damage as described below. Any damage generated by a weapon or unarmedstrike is classified as wound damage. A running total of this damage should be kept for each character. Aswound damage is taken, it is removed (temporarily) from the character’s END score to give the MAX OP END,as discussed at pp. 36–37 of the Star Fleet Officers’ Manual and pp. 37–38 of the Game Operations Manual.When this total reaches 20, the character may collapse; when it reaches 5, the character will fall unconscious;and when it reaches zero or lower, the character may die.Weapon damage. The damage done by each weapon is given in the Weapons Table (p. 13). Some weaponshave several damage listings depending on the setting of the weapon. For example, the Phaser I, when set onstun, does a standard 75 damage points with each successful hit. On the other hand, when set on disintegrate,no damage roll is necessary; the disintegrate setting totally vaporizes any man-sized or smaller target it hitssolidly. Any larger target has a man-sized hole in it, which will kill any normal, living creature or make amess out of a large console or wall!

Some energy weapons have a “graze” entry. Shots from these weapons may not strike the target solidly, inwhich case they will do less damage than a solid hit would. These marginal hits, called grazes, are importantwith deadly weapons like phasers and disruptors. A hit is a graze if the To-Hit Roll is not greater than themodified To- Hit number but is within 10 points of it. For example, if Mr. Sterling were shooting his PhaserI at a Klingon and his adjusted To-Hit Number were 40, any To-Hit Roll of 31 to 40 would graze the Klingoninstead of hitting him solidly. If the modified To-Hit Number is 110 or greater, no hit will be a graze, eventhough a roll of 00 is a miss. If the adjusted To-Hit Number is 10 or less, any hit will be a graze.Unarmed damage. Unarmed attacks by humans and humanoid characters do damage as shown in the Tableof Unarmed Damage (p. 12). For creatures attacking with natural weapons (claws, teeth, etc.) the damagevaries and is given in the creature description.Armor. Some beings may wear body armor, and some beings, as well as some animals and creatures, mayhave natural armor. Body armor or natural armor reduces the amount of damage taken in armed or unarmedpersonal combat, and by hits from projectile weapons or thrown weapons. Such armor absorbs some of thedamage that would otherwise accrue; it usually is described by the number of damage points it absorbs perattack. Some body armor is heavy and could slow a character down. Body armor or natural armor usually giveslittle or no protection against the stun, disrupt, or disintegrate effects of modern sidearms. Armor effectiveagainst such weapons has been developed by most advanced cultures, but it is bulky and is seldom used exceptby armored ground troops.

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Table of Actions

Position and MovementAction AP Cost NotesTurn in place 1Stand to sit or sit to stand 1 No movement while sittingKneel to prone or prone to kneel 1 No movement while kneelingStand to kneel or kneel to stand 1 No movement while kneelingMove one square 1 straight, 1.5 diagonal Facing change at no costCrawl one square 2 straight, 3 diagonalRun 1/2 x move May cause temp damageClimb 2–3 x move May require DEX rollSwim 2 x move May require DEX rollMove while grappling 3 x move Competitive STR roll required

Weapon UseAction AP Cost NotesDraw and ready weapon 2 Necessary before firingAim weapon 2 Avoids −25 penaltyAdjust weapon settings 2 E.g., phaser on stunReload weapon 2 Archaic weapons only

AttackAction AP Cost NotesBare-hand attack 3 Same square; +15 to hitStriking weapon attack 3 Same or adjacent square; +15 to hitGrapple 3 Same square; +15 to hitVulcan nerve pinch 3 Same square or behind; +15 to hitFlying tackle 4 Move three squares; requires To-Hit rollRanged attack 1 Aim first to avoid −25 penalty

DefenseAction AP Cost NotesParry/defend bare hand or striking 2 Roll vs. weapon skillDodge bare hand or striking 3 Save vs. DEXDuck thrown weapon or object 2 Save vs. DEX

EvasionAction AP Cost NotesEvade one square 2 straight, 3 diagonal −15 to be hit; −30 to hit othersRoll sideways 2 −15 to be hit; −30 to hit othersDrop suddenly 1 −15 to be hit; −30 to hit othersDive to prone 2 −15 to be hit; −30 to hit othersDive roll 4 straight, 4.5 diagonal −15 to be hit; −30 to hit others

Other ActionsAction AP Cost NotesHide 1 same square, 4 adjacent square Can cause cover penalty to hitShort communication 1 Long ones require more timeDraw and ready device 2 E.g., tricorder or med pouchOperate familiar device 2 Unfamiliar devices cost more timeBreak a grapple 3 Competitive STR roll required

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Table of Attack Modifiers

Circumstance ModifierRange Bare hand or striking +15

Point blank +15Short 0Medium −15Long −30Extreme −45Beyond extreme Miss

Target Size Small or specific location −15Man-sized 0Large +15

Target Position Erect 0Crouched −5Prone −10

Target Movement Stationary +15Moving 0Running −5Evading or flying tackle −15

Aiming (Ranged Weapons Only) Aimed attack 0Snap attack −25

Attacker movement Stationary 0Moving −5Running −15Evading −30

Off-hand Attack −20Simultaneous Attacks −10 each

Table of Unarmed Damage

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