A
major shipboard system ceases to operate. Roll 1D10 to determine the affected
system.
1-5 Transporter malfunctions.
Roll against Transporter Systems Technology to repair.
6 Deflector shield malfunctions
(determine randomly). Roll against Deflector Shield Technology
to repair.
7 Phaser bank malfunctions
(determine randomly). Roll against Starship WeaponryTechnology
to repair.
8 Photon torpedo tube
malfunctions (determine randomly). Roll against Starship
WeaponryTechnology to repair.
9 Subspace receiver malfunctions.
Roll against Communication Systems Technology to repair.
10 Other, nonessential,
system malfunctions (food synthesizers, turbolifts, hangar
bay doors. and so on). Roll against Astronautics, Mechanical Engineering,
or another appropriate Technology skill.
21-40 Special Subspace Message
The game master should relay these
messages, containing unusual or especially interesting information, in numerical
order, one message per event. [A brief explanation of each message's significance,
if any, is also provided.]
1 Captain-Jerrv Gout,
former starship Commander, has been promoted to Commodore and reassigned to
serve as Assistant Base Commandant at Star Base 18. [This should be of personal
interest to Commander Shy’aire. [The game master should present the information
in The Worst of Friends at this time.]
2 A report filed
by the USS Niwen reports the apparent presence of a secret Romulan installation
within the Romulan Neutral Zone. [This may indicate an increase in Romulan
activities, and could prove to be a prelude to overt hostilities.]
3 Star Fleet is making
plans to prepare for a Federation Galactic Conference. [This conference is
referred to briefly in STAR TREK IV. The Search For Spock.]
4 Operation Tactical
Encounters XX is concluded, and preliminary reports from Captain Sufik indicate
the exercise generally was a success.
5 Commander Mira
Romaine, the assistant curator of the Star Fleet Museum on Memory Alpha, suggests
the need for stricter security facilities after an abortive burglary. [This
is a strange report and might bear investigation at some future time.]
6 Commodore Mendez,
former Base Commandant of Star Base 23, has been transferred to Star Fleet
Intelligence Command. Commodore George Green, previously serving as Assistant
Base Commandant of Star Base 22, replaces her. [Green is known for being a
very forceful and militant officer, the kind of Commandant often sent into
an area where Star Fleet expects open hostilities.]
7 Commodore Gout,
upon the illness of Adm. Dan Foxworthy, replaces him as Acting Base Commandant
of Star Base 18. [This is simply more bad news for Shy’aire.)
8 Commander Krone,
commanding officer of the USS Hafkey is reported missing on Daran V after
his ship was detailed to conduct a covert investigation on Orion shipping.
[There may be some connection with other starship activities in that area.]
9 Numerous starships
are reassigned to duty as dignitary envoys for the Galactic Conference.
10 The Commander
of the USS Zirconian Star, a transport, reports the theft of a warp shuttle
and a large quantity of unrefined kironide from Platonius. [This is also quite
strange. With kironide's interesting powers, as described in the STAR TREKTV
episode 'Plato's Stepchildren', this may warrant future investigations.]
11 Adm. Foxworthy
accepts a medical retirement, and Gout formally replaces him as Base Commandant
of Star Base 18, a duty he has already assumed.
12 Operation Flame
Wall, a second large-scale fleet maneuver, begins under the command of Commodore
Green. [A second operation coming so closely after Operation White Water XX
is almost unheard of, even in this area of Federation space nearest the Klingon
Empire.]
41-55 Sensor Contact
The Hastings makes sensor contact
with another ship or astrophysical phenomena. Roll 1D10 to determine the specific
encounter.
1-4 A sensor ‘ghost’
is detected at extreme sensor range. A successful Skill Roll against the characters
rating in Electronics Technology verifies the sensors are operating
correctly. A successful Skill Roll against a characters rating in Starship
Sensors indicates the ghost is a ship pacing or on a parallel course with,
the Hastings. The ship does not respond to any subspace communication. Any
attempt to engage in combat will have to be judged by the game master.
[The Hastings and
the Elasi V-11 Valiant Class cruiser the Slasher are on a parallel course,
with the Elasi trailing. Place the Hastings within three hexes of one corner
of a Star field Map sheet and Slasher within three hexes of the opposite corner,
so that the Elasi ship is behind and following. Both ships have the same initial
facing and speed, determined by the current speed of the Hastings. This places
the Elasi ship in the Hastingss rear arc.]
5-6 An unusual sensor
reading Is detected. A successful Skill Roll against a characters rating in
Starship Sensors indicates it is a stealth device. The ship does not respond
to any subspace communication. The game master will have to judge any attempt
to engage in combat.
[Place the Hastings
in the center of one of the short sides of a Star field Map sheet. Place the
Elasi in any desired map hex 2D10 + 5 hexes from the Federation ship. Both
ships have the same Initial facing and speed, determined by the cruising speed
of the Hastings. This places the Elasi ship somewhere aft of the Hastings.]
7 An ion storm or
similar large astrogational hazard presents Itself. The Hastings has the choice
of avoiding the hazard, thus taking one additional week to reach SB 18, or
of travelling through the hazard. If they attempt the latter, the Helmsman
should make a Skill Roll against his rating In Starship Helm Operation.
If the roll is unsuccessful, the Hastings suffers 1D10+ 5 points of damage
on the forward shield.
8 A usually crowded
navigational ‘space lane’ has less traffic than normal, possibly allowing
the Hastings a short-cut. A successful Skill Roll against a character's rating
in Astrogation reduces the time needed to reach the ship's destination
by 0.5 weeks.
9-10 Another Federation
starship briefly crosses within sensor range. It relays customary ship-to-ship
greetings.
56-75 Unusual Crew Event
An event of unusual interest involving
the crew of the Hastings occurs during this week. Roll 1D10 to determine the
specific event
1 It is Commander
Shy’aire’s birthday. On a ship of a couple hundred crewmen, somebody has a
birthday almost every day. Nevertheless, when the crew knows that it is the
Captain's birthday, it is common to have a large party, often arranged as
a surprise. The change in age should be logged.
2 It is Commander
Soronto’s birthday.
3 A message comes
from Star Fleet. After admirably performing his duties for an appropriate
amount of time, a member of the crew is granted a deserved promotion. The
ceremony is officiated by the Captain.
(NOTE: In addition
to any NPCs considered, Dr. Mclintoc (currently a Lcmdr.), and Lt. Wilkins
are eligible for promotions at this time.
4 An enlisted crewman
and crew woman request Captain Shy’aire to perform a marriage ceremony. He
has the authority to do so.
5 Lt. Hall reports
a phaser has been stolen from one of the ship's small arms lockers.
6 Lt. Hall reports
an incident of fighting among the crewmen, with 1D10-5 injured persons. The
game master should determine the extent of Injuries.
7 Dr. Mclintoc reports
increasing requests by crewmen for tranquilizers, indicating the deteriorating
state of crew morale.
8 According to Dr.
Mclintoc, it is time for the annual physicals for senior officers. The test
results show physical and psychological performance are below ideal levels,
due to fatigue.
9-10 Lt. Smythe reports
assorted supplies are missing from the fabricators. Nothing crucial has been
taken, but it is odd.
76-85 Unusual Discovery
While the crew performs their regular
duties, unusual situations occur. These experiences provide opportunities for
crew members to learn and improve their skills. Follow the steps listed below.
1. The game master
selects a player character, either randomly or deliberately.
2. Select a skill
that the player would use while performing duties or in which he had expressed
an Interest.
3. Provide simple
details or an explanation behind the situation.
4. Permit the character
to make a reverse skill roll against his current skill rating. If the roll
is successful, the character receives a permanent, 1D10-5 point increase (minimum
of 1 point) in that skill level.
Suggested areas
for improvement include all skills used in ship travel, such as Astrogation,
Starship Helm Operation, Warp Drive Technology, Starship Sensors, Communication
Systems Operation and many others. Also, characters studying the Four
Years War may receive skill points In Racial Culture History, Federation,
among other possibilities.
86-93 Roll Again
Roll on Transit Table
I two times. Disregard any additional rolls of 86-100 during this week.
94-98 Roll Again
Roll on Transit Table
1 three times. Disregard any additional rolls of 86-100 during this week.
99-100 Roll Again
Roll on Transit Table
1 four times. Disregard any additional rolls of 86-100 during this week.