TRANSIT TABLE 1

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Roll 1d100

01-10 No Event

   Nothing of any interest happens during this week.

11-20 Ship System Breakdown

    A major shipboard system ceases to operate. Roll 1D10 to determine the affected system.

  1. 1-5 Transporter malfunctions. Roll against Transporter Systems Technology to repair.
  2. 6 Deflector shield malfunctions (determine randomly). Roll against Deflector Shield Technology to repair.
  3. 7 Phaser bank malfunctions (determine randomly). Roll against Starship Weaponry Technology to repair.
  4. 8 Photon torpedo tube malfunctions (determine randomly). Roll against Starship Weaponry Technology to repair.
  5. 9 Subspace receiver malfunctions. Roll against Communication Systems Technology to repair.
  6. 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. 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. 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. 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. 4 Operation Tactical Encounters XX is concluded, and preliminary reports from Captain Sufik indicate the exercise generally was a success.
  5. 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. 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. 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. 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. 9 Numerous starships are reassigned to duty as dignitary envoys for the Galactic Conference.
  10. 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. 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. 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. 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.
  2. [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.]
  3. 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.
  4. [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.]
  5. 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.
  6. 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.
  7. 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. 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. 2 It is Commander Soronto’s birthday.
  3. 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.
  4. (NOTE: In addition to any NPCs considered, Dr. Mclintoc (currently a Lcmdr.), and Lt. Wilkins are eligible for promotions at this time.
  5. 4 An enlisted crewman and crew woman request Captain Shy’aire to perform a marriage ceremony. He has the authority to do so.
  6. 5 Lt. Hall reports a phaser has been stolen from one of the ship's small arms lockers.
  7. 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.
  8. 7 Dr. Mclintoc reports increasing requests by crewmen for tranquilizers, indicating the deteriorating state of crew morale.
  9. 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.
  10. 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. 1. The game master selects a player character, either randomly or deliberately.
  2. 2. Select a skill that the player would use while performing duties or in which he had expressed an Interest.
  3. 3. Provide simple details or an explanation behind the situation.
  4. 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.
    1. 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.

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