: THE ROLE PLAYING GAME

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STAR TREK: THE ROLE PLAYING GAME Revised 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 2007 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 Officersʼ 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. 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 gameʼs 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. 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. The diagram below 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 below. 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 below.

The Target Roll Mechanism Combat, 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 will succeed, 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 other appropriate combination. This is the Target. Adjust the Target if it seems appropriate to do so under the circumstances. 2. Require a D100 roll against the adjusted target. This is the Target Roll. (The target roll is usually called a 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 target indicates failure. Optionally, a very low roll indicates very good success, while a very high roll indicates spectacular failure (these terms are intentionally vague; their precise meaning depends on the specific circumstances and the imaginations of the participants). I call the procedure outlined above the Target Roll Mechanism. The amazing versatility of skill-based games like Star Trek: The Roll Playing Game is that very few specific rules are actually needed: with a robust set of skills and attributes, and a little ingenuity on the part of the GM, the Target Roll Mechanism provides a satisfying resolution to almost any situation the players can imagine. Also, because attributes and skills are expressed as percentage scores, it is easy to see at a glance any characterʼs basic chance of accomplishing a desired task. Where two characters are competing, or one is trying to accomplish a task and the other is trying to prevent the task, the GM may use a variation of the Target Roll Mechanism. Pick a Target, as described above, but then require each competing character to make a D100 roll, and have each character add his Target score to the result (alternatively, you may add the positive difference between the scores to the die roll of the character with the higher score; this produces identical results). The winner of the contest is the character with the higher total. This procedure may be used, for example, if two characters are playing a competitive game (use the average of DEX and zero-g handball skill as the Target, perhaps), or grappling or wrestling (use STR). I call this method the Competitive Target Roll. Like all aspects of the game, combat is based on the Target Roll Mechanism: the most important target is the To- Hit Number, which is derived from DEX and various combat-related skills. Many specific rules for range, concealment, and other modifiers are given below, as are rules for resolving attempts like dodge and parry. 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 up repeatedly, you can add them as rules. Many of the specific rules given below need not be memorized or even referenced during play because they can be re-derived as necessary via the Target Roll Mechanism. Above all, the combat system is designed to be simple, flexible, and extensible. Sequence of Play In tactical movement and combat situations, the characters act by spending action points (AP). Each character is assigned a number of AP before the start of combat, indicating how much he can do in one turn. For player characters, the rule for this assignment is given at page 25 of the Star Fleet Officersʼ Manual. For NPCs, the Game Operations Manual provides hints for generating statistics (including AP) for a variety of familiar (Klingons, Romulans, etc.) and unfamiliar ( new life and new civilizations ) opponents. A character with more AP is faster, and can do more in the same amount of time, than one with fewer AP. The AP 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 defeat or surrender of one or more sides. Flight of one or more sides can also cause combat resolution; but if another side elects to pursue or attack the fleeing characters, then the pursuit or attack becomes a new combat situation that must be resolved.

Each turn consists of one or more rounds. A round is divided into action slots, in which the characters act individually in action order. Each round contains as many action slots as there are characters in the combat. The GM determines action order by having each character roll D10 and add the result to his AP score, with action order awarded in order from highest to lowest result (break ties by highest unmodified AP score or randomly). Action order may be determined either once at the beginning of combat or at the beginning of each turn, at the GMʼs election. Determining action order once is simpler, while determining it each turn adds more variety and randomness to the combat. Optionally, the GM may determine action order for sides, or groups of allied characters, and let each side determine the action order of its own members. Each side rolls D10 and adds the result to the highest AP score of its members; the side with the highest result acts first. If this method is used, then the actions should be interleaved by side, with the first side acting first, then the other side, then the first side, etc. When a characterʼs action comes up in a round, the character may perform one action for which he has enough AP remaining. The action is resolved as described in the following sections, and the AP required for that action are subtracted from the characterʼs remaining AP for the turn. The character may also elect to perform no action in that round, usually because he has insufficient AP remaining for the turn, or because he is saving AP to act in a later round. A limited exception to the action order is the responsive action. Certain responsive actions (parry, dodge, and duck) are allowed to a character who is the subject of a striking or thrown weapon attack. The responsive action occurs simultaneously with the attack, but it uses up the defenderʼs action slot that is, after taking a responsive action, the defender may take no action in his next normal action slot. Responsive actions are not possible in response to energy weapon or projectile attacks (such as arrows or bullets) because there is not time to react. Responsive actions are described more fully below. When all characters are out of AP, or all characters are finished acting in the turn, the turn ends, and a new turn begins. Each characterʼs AP is restored to its full total, unless the character has been crippled or incapacitated during the course of the turn. The new turn proceeds round by round, with a single action occurring in each round according to the action order. Action Descriptions and AP Costs The table below lists common actions in combat and gives their associated AP costs. A short description of each action follows the table. Actions not described here are possible, of course, limited only by what is reasonable and by the imaginations of the players. The GM should estimate AP costs for actions not listed here and should adjudicate them using common sense and analogy, as well as the Target Roll Mechanism. Action AP Cost Notes Position and movement Turn in place 1 Stand to sit or sit to stand 1 No movement while sitting Kneel to prone or prone to kneel 1 No movement while kneeling Stand to kneel or kneel to stand 1 No movement while kneeling Move one square 1 straight, 1.5 diagonal Facing change at no cost Crawl one square 2 straight, 3 diagonal Run 1/2 x move May cause temp damage Climb 2 3 x move May require DEX roll Swim 2 x move May cause temp damage Move while grappling 3 x move Competitive STR roll required Weapon use

Action AP Cost Notes Draw and ready weapon 2 Avoids 25 to-hit penalty Aim weapon 2 +25 to hit Adjust weapon settings 2 E.g., phaser on stun Reload weapon 2 Archaic weapons only Attacks Bare-hand attack 3 Same square; +15 to hit Striking weapon attack 3 Same or adjacent square; +15 to hit Grapple 3 Same square; +15 to hit Vulcan nerve pinch 3 Same square or behind; +15 to hit Move and attack 3 + move Move one square any direction Flying tackle 4 Move three squares; requires To-Hit roll Ranged attack 1 +25 to hit if aimed first Quick draw and ranged attack 3 25 to hit because of rapid action Responsive Actions Parry/defend bare hand or striking 2 Roll vs. weapon skill Dodge bare hand or striking 3 Roll vs. weapon skill Duck thrown weapon or object 2 Save vs. DEX Evasion Evade one square 2 straight, 3 diagonal 15 to be hit; 30 to hit others Roll sideways 2 15 to be hit; 30 to hit others Drop suddenly 1 15 to be hit; 30 to hit others Dive to prone 2 15 to be hit; 30 to hit others Dive roll 4 straight, 4.5 diagonal 15 to be hit; 30 to hit others Other Actions Hide 1 same square, 4 adjacent square Can cause cover penalty to hit Short communication 1 Long communications require more time Draw and ready device 2 E.g., tricorder or med pouch Operate familiar device 2 Unfamiliar devices cost more Break a grapple 3 Competitive STR roll required Position and Movement Barring obstacles such as walls and furniture, characters may move freely through any square, even if it is occupied 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 any AP to stop the character unless he desires to start combat. In either case, the enemy must declare his intention during his first available action after the character moves into his square or the character may pass through unhindered.

When a character ends his movement in a square with an enemy, both may use their remaining AP to perform actions other than movement. If all enemies who wish to block movement are incapacitated or removed from the square, the character may resume his movement. Most doors aboard starships and modern buildings are automatic, opening whenever someone steps into the space adjacent to the door. These doors have motion sensors and thus require no AP to open or close. Other automatic doors, particularly those in areas where access is restricted, will not open unless an appropriate ID card is inserted into the security device. This requires the use of an Operate Familiar Device action, as does opening or closing a non-automatic door. Locking a door open or closed also requires an Operate Familiar Device action. Turn in place (1 AP). The characterʼs counter or miniature is turned to reflect the new facing, but remains in the same square. Stand to sit or sit to stand (1 AP). This action is usedto sit in a chair, on a stool, or on the ground. No movement is possible while sitting. 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 similarly for 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 a kneeling position. Furthermore, it must be used if a character desires to drop gently or smoothly to the ground or get up from a prone position. Going prone from a standing position requires two actions: stand to kneel and kneel 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 combat movement, a rapid walk looking for potential trouble. A change in facing may be made at no extra AP cost. If the characterʼs 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 cost is adjusted as follows: hilly or light vegetation, 2x; swampy, rocky, or heavy vegetation, 3x; and cliffs or rough terrain, 2x to 4x. If a character uses half or more of his AP in one turn to move across difficult terrain, he may take temporary damage from fatigue. The player must make a Saving Roll against MAX OP END. If the roll is 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 the character is crawling. Run (1/2 x AP cost of movement or evasion). This action allows the character to double his movement rate, but it requires extra physical exertion. For every two AP spent on running, the character must make a Saving Roll against MAX OP END. If the roll is unsuccessful, then the character takes 1 point of temporary damage. If the characterʼs 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 most other surfaces (wall, stairs, ladder, cliff) takes 2x normal AP. A character climbing stairs may perform other actions, but a Saving Roll against DEX must be made if a character attempts any other action in the midst of climbing a ladder, rope, wall, cliff, or the like where both hands must be used to succeed. At the GMʼs discretion, a DEX Saving Roll may also be required in difficult situations (such as climbing a sheer wall with no 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 water greater than ankle deep, even if the character is on his feet. For every two AP spent on swimming, the chracter must make a Saving Roll against MAX OP END. If the roll is unsuccessful, the character takes 1 point of temporary damage. Move while grappling (3 x AP cost of move). A character who is grappling (see Attacks, below) or being grappled may attempt to move. This action requires a Competitive Saving Roll based on STR against each opponent who

is trying to resist the movement. Success means that all characters (the acting characters and others involved in the grapple) perform the desired movement. This action can be used in conjunction with position changes, such as stand to kneel and kneel to prone, to simulate attempts to wrestle opponents to the floor and pin them. Weapon Use Draw and ready weapon (2 AP). This action must be taken before a weapon may be fired or used, except in the case of quick draw and fire (see Attacks). If the weapon already has been taken in hand and is in a ready position from an earlier action, it may then be used without readying it again. This action is also used to put away a weapon, or exchange two weapons on your person, putting one away and readying the other. Dropping a weapon or device to the ground costs no action points, 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 it adds a +25 bonus to the To-Hit Number, reflecting the time taken to line up the attack. A snap attack, discharge without taking time to aim, is faster but does not incur the bonus. A separate aim action must occur before each shot to get the bonus for that shot. Adjust weapon settings (2 AP). This action must be used to set a phaser for stun or make other adjustments to 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, and submachine guns, that fire ammunition or other projectiles. Most beam weaponry (phasers, Klingon disruptor pistols, etc.) must be recharged, which usually cannot be done in the field. The 2 AP cost is for loading one round if separate rounds are used, or one clip, or one arrow. Attacks All 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 than the modified To- Hit Number (or is 01, whatever the modified To-Hit Number), then the attack hits and does damage as described in Damage from Successful Attacks. If the roll is greater than the modified To-Hit Number (or is 00, whatever the modified To-Hit Number), then the attack misses and does no damage against the target, though for missed ranged attacks the GM may require another roll to see if the errant attack hits something vital, such as a console, another enemy, or even a friend! Note that because 01 always hits, it is possible to hit a target even with a modified To-Hit Number that is zero or less. Similarly, because 00 always misses, 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, the character must first move into the same square as the opposing character. The To-Hit Number is the average of Unarmed Personal Combat skill and DEX. The attack is considered to be at point-blank range and receives a +15 bonus to hit. Striking weapon attack (3 AP). If attacking with a weapon like a sword, dagger, or club, the attack can be made from the same square as or an adjacent square to the opponent. The To-Hit Number is the average of the attackerʼs 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 may allow an attack with a negative modifier if the weapon is similar, but not identical, to one the character knows how to operate. If the character has no skill with the weapon, or the weapon is an ordinary object improvised 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, an opponent. 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) or attempt to

break the grapple (see Other Actions, below), until the grapple is broken. Up to four characters may join in a single grapple. Vulcan nerve pinch (3 AP). The Vulcan nerve pinch is applied by grasping the area just between the neck and the shoulder and applying the proper pressure. This attack may be made from the same square as or the square immediately behind the target. The defender must be a humanoid who is not protected by natural or body armor. For example, Humans, Vulcans, Andorians, Klingons, Edoans, and the like may be affected, but a Gornʼs hide is too tough. Other aliens may be too large, or have no definable head and neck, or simply have entirely different nervous systems. The To-Hit Number is the average of Unarmed Personal Combat and DEX, modified as follows: victim totally unaware 30, victim surprised or distracted 20, victim on guard +20, victim aware of nerve pinch technique +40. If the attack succeeds, the victim is almost instantly rendered unconscious, having no chance to cry out or take any action. The unconsciousness lasts for 2D10+10 minutes, after which time the defender awakes with no residual effects. Move and attack (3 AP + cost of move). A character may move one square in any direction and attack with a bare-hand attack, a striking weapon attack, or a Vulcan nerve pinch. The AP cost is the same as if the actions were performed separately, but only one action is used for the combination. Thus, for example, an unarmed character in a square adjacent to an opponent could move into the opponentʼs square and strike with his fists, all as one action. Note, however, that if the opponent is armed (e.g., with a knife), the opponent will likely to be able to attack first, as the armed opponent can attack into an adjacent square. Flying tackle (4 AP). The attacker must move at least three squares directly toward the target, ending in the same square as the target. The cost of this movement is included in the AP cost of the action. The To-Hit Number is the average of Unarmed Personal Combat and DEX. If successful, this action places the attacker and his target prone, in the square occupied by the target. If unsuccessful, the attacker is prone in the square beyond the defenderʼs square. The flying tackle is treated as Evasion (see Evasion, below) for To-Hit penalties for attacks by and against the attacker. Ranged attack (1 AP). This action is used to discharge a weapon (for energy and projectile weapons) or to throw a ranged weapon (such as a knife or spear). If the weapon is already drawn and in the hand, there is no modifier; and if the weapon is optionally be aimed, as a separate preceding action, there is a +25 bonus To Hit. The GM may allow an attack with a negative modifier if the weapon is similar, but not identical, to one the character knows how to operate. If the character has no skill with the weapon, use 1/2 DEX. If the character has no idea how to even point or operate the weapon, use LUC. This action may also be used to throw objects and improvised weapons. Use 1/2 DEX for an unskilled attack, or a combination of DEX and STR for large objects. Assume that the range and damage are the same as that of a knife (see the Weapons Table), 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 and phasers set on wide angle stun. Shotguns attack in a cone-shaped pattern as shown in the diagram below. A wide angle stun shot affects all targets in three connected squares. The squares may be in any pattern chosen by the attacker, within the weaponʼs short range area. For these weapons, a separate to-hit and damage roll must be made for each target in the area of effect.

Quick draw and ranged attack (3 AP). This action is used to draw and fire a weapon without aiming. The To-Hit Number is adjusted by 25 because of the rapid action. However, the action does provide a way to draw and discharge a weapon, all in one action, before any opposing character can act. All ranged weapons (energy, projectile, and thrown) may be discharged in this manner. Responsive Actions The following three actions are responsive actions, meaning that they occur simultaneously with an attack, even if this violates the normal action order. The responsive action consumes the defenderʼs next normally occurring action in the order. In all cases, the defender must declare his intention to use a responsive action (including the specific action being used) after the attacker has announced his intention to attack but before the attacker makes his To-Hit roll. Parry/defend bare hand or striking weapon attack (2 AP). A character defending against a bare hand or striking weapon attack may attempt to parry (block) the attack. Attacks by an unarmed opponent or one who has no ready weapon may be parried or blocked with bare hands. Attacks with a chair, sword, club, or the like require that the defender have a parrying weapon or some other maneuverable object (like another chair) with which to intercept the attack, or no parry is possible. Ranged attacks (arrows, phaser fire, thrown daggers, 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 using to parry as stated in Attacks, above (i.e., the average of DEX and the skill for armed or unarmed combat; 1/2 DEX if there is no such skill). If the roll is successful, no damage is taken; otherwise, damage accrues as usual. A defender who successfully parries may go on the offensive and immediately strike the original attacker with a tohit penalty of 20. This attack costs 3 AP, like any other attack, and the defender must have sufficient AP to perform it. However, it occurs as part of the parrying action and before the original attacker can take any other action. This rule simulates the sequence, often seen on TV and in movies, of a skilled combatant blocking a blow and then immediately landing a blow of his own. Dodge bare-hand or striking weapon attack (3 AP). This action may be used by a character to dodge a bare-hand or striking weapon attack. Ranged attacks may not be dodged, nor can any attack from behind the defender. The defender makes a Saving Roll against DEX. If the roll is successful, the attack misses. If the roll is unsuccessful, the attack may still hit, but the defender is treated as evading. A defender with who successfully dodges may go on the offensive and immediately strike the original attacker with a to-hit penalty of 20. This attack costs 3 AP, like any other attack, and the defender must have sufficient AP to perform it. However, it occurs as part of the parrying action and before the original attacker can take any other action. This rule simulates the sequence, often seen on TV and in movies, of a skilled combatant dodging a blow and then immediately landing a blow of his own. Note that the defender must be in range to make this attack.

For example, if the original attacker is using a striking weapon to attack into an adjacent square, and the defender is unarmed, this attack is not possible. Duck thrown weapon or object (2 AP). This action may be used to attempt to dodge a weapon or object thrown at the character. This action may not be used to duck projectiles, like bullets or arrows, or to duck sidearm attacks, such as phaser shots; it is effective only against things that are physically thrown, like chairs, rocks, or bottles. The defender makes a Saving Roll against DEX. If the roll succeeds, the character has dodged the object, which continues on for 1D10 squares, and anyone or anything else in this path may be hit if they do not duck. The GM may adjust both the DEX saving roll and the distance roll according to the size and speed of the object thrown: for example, a chair will not travel as far as a knife and is probably easier to duck, because it is moving more slowly. Evasion The following actions are all evasive actions. Once a character takes an evasive action, attacks against him incur a 15 penalty until the his next action comes up in the action order. At this point, the character may continue to evade, if he wishes. Note that evasive actions are not responsive actions, so to get the benefit of the 15 penalty, a defender must perform an evasive action before any attack is made (in the normal action order). If the characterʼs next action is an attack, it is at a 30 penalty. Evade one square (2 AP up, down, or sideways; 3 AP diagonally). The character moves as described in the section Position and Movement, but the character is weaving, making him a more difficult target. For every 2 AP used in evading, the player must make a Saving Roll against MAX OP END with a 20 penalty. If the roll is unsuccessful, 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 or backward). 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 and remain in the same square. Dive to prone (2 AP). A character who is either kneeling or standing moves forward one square and assumes a prone position. If the dive is made into sufficiently deep water, the character moves forward two squares and assumes 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 two squares and to come out of the roll in either a kneeling or a prone position. The character must make a Saving Roll against DEX. If the roll succeeds, the counter is moved two squares in the desired direction and the player announces whether the character is coming out of the roll kneeling or prone. If the roll fails, the counter is moved only one square, and the character is prone. Other Actions Hide (1 AP same square; 4 AP adjacent square). This action is used to duck behind available cover without leaving 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 character generally 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 players must be limited to prevent long, unrealistic exchanges of tactical plans. Such exchanges should be limited to short, one-sentence orders such as Take the one on the right, Phasers on stun, or the ever-popular Beam us up, 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, and other 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 down a device. This action is required before a device may be used for the first time. It is not required if the device already 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. Extended manipulation of the device may require several of these actions, as may attempts to operate devices with which 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 break the grapple. The character may make a Competitive Saving Roll based on STR against one opponent who is grappling the character. If the roll succeeds, that opponent is no longer grappling. Attack Modifiers The following table describes the modifiers that are to be applied in calculating the modified To-Hit Number: Circumstance Modifier Range Bare Hand or Striking Weapon Attack +15, Point Blank +15, Short 0, Medium 15, Long 30, Extreme 45, Beyond Extreme miss Target Size Small or Specific Location 15, Man-Sized 0, Large +15 Target Position Erect 0, Crouched 5, Prone 10 Target Concealment Less than 1/3 0, 1/3 to 2/3 10, More than 2/3 30 to 50, Complete miss Target Movement Stationary +15, Moving 0, Running 5, Evading or Flying Tackle 15 Aiming (Ranged Weapons Only) Aimed Attack +25, Snap Attack 0, Quick Draw and Attack 25 Off Hand Attack 20 Simultaneous Attacks 10 each Attacker Movement Stationary 0, Moving 5, Running 15, Evading 30 Range. For bare hand and striking weapon attacks (including Vulcan nerve pinch), apply a +15 bonus. For ranged attacks, find the range to the target by counting the squares between the attacker and the target along the shortest path, counting each diagonal step as 1.5 squares. Count the targetʼs square but not the attackerʼs. Compare the calculated range with the weapon ranges given in the Weapons Table. If the range is beyond the Extreme range given for the weapon, the attack automatically misses. Otherwise, apply the bonus or 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. A large 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 is subtracted from the To-Hit Number. Large targets are easier to hit, and so the size modifier is added to the To-Hit number. If an attacker is aiming for a specific location of the targetʼs body, use the 15 modifier. Target Position. Targets kneeling, crouching, or sitting and those prone are crawling are more difficult to hit than 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 attackerʼs square to the center of the targetʼs square. If no physical object intervenes, then there is a clear line of sight to 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-third concealed are harder to hit, and so a concealment modifier is subtracted from the To-Hit Number for these targets. Thus, a human standing behind a waist-level console would have a 10 concealment modifier. A human standing behind a shoulder-high instrument bank, or peeking around a door, or standing behind a partition would have a 30 concealment modifier, and a human peering from a gun slit would have a 50 concealment 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 other hand, if the character is kneeling behind the console, peeking over the top, he can fire freely and still remain somewhat concealed behind the obstacle. Most often common sense will help decide what obstacles do and do not block ranged attacks in a given situation. Concealment may also be due to intervening characters. More than one possible target in a square does not block an attack, but such tightly grouped characters could make it possible to hit the wrong target (one way to simulate this it to require a second To-Hit roll if the first one misses; a second miss hits a random target other than the intended target). Characters in intervening squares block attacks if they are standing, but kneeling or prone characters do not. Target Movement. The combat system is geared to targets moving at combat speed, and thus they have no modifier. Stationary targets are easier to hit, and so a +15 modifier is added to the To-Hit Number for them. A penalty for running ( 5) or evading ( 15) is subtracted from the To-Hit Number. The 15 penalty also applies to targets who executed a flying tackle (see Actions, Attacks) just before the attack. In all cases, determine what the targetʼs 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 as quick-drawing before firing or throwing gives a poorer chance to hit. For aimed attacks, the To-Hit Number is increased by +25. For quick-draw attacks, the To-Hit Number is decreased by 25. Off-Hand Attacks. True ambidexterity is rare, and characters are assumed to use the same hand as the player who controls them, unless something different is specified. Only ambidextrous characters can use a weapon with the same skill in either hand. Sometimes a character will need to or want to attack with his off hand; 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-anddagger combination when practicing fencing), or even to fire two ranged weapons, if both can be operated onehanded. Star Fleet officers never carry two phasers, nor are other advanced cultures using energy weapons in the habit of doing this (not even Klingons). Mostly, this skill is used for archaic weaponry. Simultaneous 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-Hit Number for the off hand. Attacker Movement. If the attacker moves into an attack, he will not be as effective as if he had been stationary before the attack; and if he has been running or evading, his effectiveness is even less. When a character uses AP to move and then to attack or fire, with no other action in between, a movement modifier is subtracted from the To-Hit Number, as indicated in the table. The 30 modifier applies to any attacker who previously executed a Flying Tackle (see Actions, Attacks) or any of the actions listed under Actions, Evasion. In all cases, determine what the attackerʼs last action was, even if it was a previous round or turn. Damage from Successful Attacks Successful attacks generate damage as described below. Any damage generated by a weapon or unarmed strike is classified as wound damage. A running total of this damage should be kept for each character. As wound damage is taken, it is removed (temporarily) from the characterʼs END score to give the MAX OP END, as dis-

cussed at pp. 36 37 of the Star Fleet Officersʼ 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. Some weapons have several damage listings depending on the setting of the weapon. For example, the Phaser I, when set on stun, 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 hits solidly. Any larger target has a man-sized hole in it, which will kill any normal, living creature or make a mess out of a large console or wall! Some energy weapons have a graze entry. Shots from these weapons may not strike the target solidly, in which case they will do less damage than a solid hit would. These marginal hits, called grazes, are important with deadly weapons like phasers and disruptors. A hit is a graze if the To-Hit Roll is not greater than the modified To- Hit number but is within 10 points of it. For example, if Mr. Sterling were shooting his Phaser I at a Klingon and his adjusted To-Hit Number were 40, any To-Hit Roll of 31 to 40 would graze the Klingon instead of hitting him solidly. If the modified To-Hit Number is 110 or greater, no hit will be a graze, even though 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 following table. For creatures attacking with natural weapons (claws, teeth, etc.) the damage varies and is given in the creature description. Armor. Some beings may wear body armor, and some beings, as well as some animals and creatures, may have natural armor. Body armor or natural armor reduces the amount of damage taken in armed or unarmed personal combat, and by hits from projectile weapons or thrown weapons. Such armor absorbs some of the damage that would otherwise accrue; it usually is described by the number of damage points it absorbs per attack. Some body armor is heavy and could slow a character down. Body armor or natural armor usually gives little or no protection against the stun, disrupt, or disintegrate effects of modern sidearms. Armor effective against such weapons has been developed by most advanced cultures, but it is bulky and is seldom used except by armored ground troops.