While the authors of this page are not a full-fledged Star Trek gurus,
we have designed these rules for use with the Alternity system to
create adventures appropriate for the Star Trek universe. Follow
the links below to learn more:
History of Star Trek
Political Entities of Star Trek
Races of Star Trek
Ship Systems Appropriate to Star Trek
Personal Items Appropriate to Star Trek
Brief History of the Star Trek Universe
2063: Zefram Cochran demonstrates warp drive; first contact with
Vulcans
2160: Treaty of Algeron ends war with Romulans and creates the
Neutral Zone
2161: The Federation (UFP) and Starfleet Academy established
in San Francisco
2168: Incident on Sigma Iota II prompts adoption of the Prime
Directive
2218: First official contact between the Federation and the Klingon
Empire
2264: Kirk takes command of Constitution-class Enterprise
NCC 1701
2344: Romulan attack on Narendra III leads to the Khitomer Accords
2365: Picard takes command of Galaxy-class Enterprise
NCC 1701-D
2367: First Borg invasion of Earth’s sector (battle of Wolf-359)
2370: Cardassian Union turns Terok Nor (Deep Space 9) over to
Starfleet
Political Entities in the Star Trek Universe
United Federation of Planets: San Francisco, Earth, led
by Federation President
Klingon Empire: First City, Qo’noS, led by Chancellor
and High Council
Romulan Star Empire: Romulus, led by Proconsul and Imperial
Senate
Cardassian Union: Cardassia Prime, led by military Central
Command
Ferengi Alliance: Ferenginar, led by the Grand Nagus
The Dominion: Gamma Quadrant, led by the Founders through
the Vorta
Borg Collective: no known capital, led by possible central
intelligence ("Borg Queen")
Race | Special Abilities and Limitations |
Klingon |
|
Vulcan |
|
Cardassian |
|
Ferengi |
|
|
Type | System | Dur | Pow | Notes |
Pow | Antimatter Reactor Core | 2 | * | Per 7 PF generated (see below) |
Pow | Forced Singularity Core | 2 | * | Per 6 PF generated (Romulans only) |
Pow | Auxiliary Power Unit | 1 | * | Per 15 EU maximum; every unassigned PF charges Auxiliary Power by 1 EU per round |
Eng | Impulse Engine | 2 | 1 | Per movement point generated (see below) |
Eng | Planetary Thruster | 1 | 1 | Per 20 durability of ship (never on capital ships) |
Eng | Stabilizers | 1 | 0 | Per 20 durability of ship; functions as listed |
Drv | Warp Drive | 2 | 1* | Uses 1 EU per Warp Factor per
day (see below);
capital ships require two warp drives |
Sup | Life Support | 1 | 1 | Per 20 durability of ship |
Sen | Long-range Sensors | 2 | 0 | Functions as CE Passive Sensors |
Sen | Short-range Scanners | 1 | 1 | Functions as Multiphase Radar (plus analysis) |
Def | Damage Control | 1 | 1 | Per 20 durability protected |
Def | Deflector Shield Emitter | 2 | 0* | Per 20 durability of ship (see below) |
Def | Ablative Armor | * | 0 | Functions as Neutronite armor |
Def | Cloaking Device | 1 | 3 | Functions as Cloaking Unit |
Comm | Radio Transceiver | 0 | 1 | Functions as listed |
Comm | Subspace Transceiver | 1 | 0 | Permits warp-speed communications |
Comp | Ship Computer Core | * | 0 | Ordinary = 1 Dur; Good = 2 Dur; Amazing = 3 Dur |
Crew | Detention Area | 1 | 0 | Per 4 prisoners; guarded by force fields |
Crew | Crew Quarters | 1 | 0 | Per 6 personnel (per 12 on capital ships) |
Crew | Specialty Room | 1 | 0 | Briefing Room, Ready Room, VIP Suite, etc. |
Crew | Lab Section | 2 | 0 | Per specific function (e.g., "stellar cartography") |
Crew | Sick Bay | 2 | 0 | |
Crew | Holodeck | 1 | 0 | Per separate unit |
Car | Cargo Hold | 1 | 0 | Includes anti-gravity lifting devices |
Car | Transporter Room | 1 | 1 | Requires additional 1 EU per person from Auxiliary |
Car | Shuttle Bay | 1 | 0 | Per 1 dur. of space vehicles (per 2 on capital ships) |
Power Cores: Each Power Factor (PF) produces 1 Energy Unit (EU) per round. A system that requires a number of PF to function, in essence, requires that many EU per round. PF are assigned from the Power Core; EU can be generated through assigned PF or allocated from Auxiliary.
Impulse Engines: Multiple impulse engines can be linked together into a single large bank of thrusters. Impulse power provides the same acceleration and cruising speed as the Induction Engine.
Warp Drive: Traveling at warp speed requires 1 EU per
day per warp factor, either from assigned PFs or with EU drawn from Auxiliary.
Warp 1 is the speed of light, and each warp factor increases geometrically.
Warp 1 | 0.0027 light years/day | Warp 4 | 0.1752 light years/day | Warp 7 | 0.9391 light years/day |
Warp 2 | 0.0219 light years/day | Warp 5 | 0.3422 light years/day | Warp 8 | 1.4018 light years/day |
Warp 3 | 0.0739 light years/day | Warp 6 | 0.5914 light years/day | Warp 9 | 1.9959 light years/day |
Deflector Shields: Each Shield Emitter protects up to
20 durability worth of adjacent compartments. Each EU allocated to a Shield
Emitter generates 1 Ablative point. The total accrued Ablative points among
all Shield Emitters on the ship can never exceed the ship’s total durability.
Energy allocated to shields cannot be taken back, and all energy is lost
when shields are lowered. Deflector shields function like the Ablative
Shield, except that secondary damage is not blocked. Additionally, each
round a System Operation-defenses skill check can be made to rotate shield
harmonics (+1/+2/+3 attack penalty for the rest of that round).
Spaceship Weapons | D | P | Acc | Act | Range | Damage | Type |
Phaser Array | 2* | 2* | 0 | 4 | 1 / 2 / 3 | d4s / d4w / d6w (see below) | En (e) |
Photon Torpedo Tube | 3 | 0* | 0 | 1 | 2 / 5 / 10 | 2d4-1w / 2d4-1m / 2d4+1m | En (e/g) |
Light Disrupter | 3 | 2 | +1 | 3 | 1 / 2 / 3 | d4+1w / d6+1w / d8+1w | En (e) |
Heavy Disrupter | 9 | 6 | +1 | 2 | 1 / 2 / 3 | 2d6w / 3d6w / d8+1m | En (e) |
Klingon Torpedo | 8 | 4 | +1 | 1 | 2 / 5 / 10 | d8+1w / d6+1m / d8+1m | En (g) |
Phasers (Phased-energy rectification): Powering up a Phaser Array requires two assigned PF, and making an attack requires additional EU—each EU spent from Auxiliary adds +1 to the damage roll (at least 1 EU must always be spent). Phaser Arrays vary in size (2, 4, 6, 8, or 10 durability), and the number of EU that can be spent on any one phaser firing cannot exceed twice the durability of the Phaser Array. Capital ships can have multiple Phaser Arrays, but all of them still draw energy from Auxiliary.
Photon Torpedoes: Ships may have multiple torpedo tubes, and each tube is capable of independent firing each round. Torpedoes are generally En (e) weapons, but the torpedoes can be re-programmed to function as En (g) or other specialty attacks. Firing a torpedo requires 1 EU from Auxiliary.
Weapon | Skill | Acc | Range | Damage | Type |
Type I Phaser | pistol | -1 | 20 / 40 / 200 | Low Stun: d4+1s / d6+1s / 2d4+1s
High Stun: 2d4+1s / 2d6+1s / 2d8+1s Kill: d4+1w / d6+1w / d4m |
En/O
En/O En/O |
Type II Phaser | pistol | -1 | 20 / 40 / 200 | Low Stun: d4+1s / d6+1s / 2d4+1s
High Stun: 2d4+1s / 2d6+1s / 2d8+1s Kill: d4+1w / d6+1w / d4m Full: d6+1w / d8+1w / d6+1m |
En/O
En/O En/O En/G |
Type III Phaser | rifle | -1 | 100 / 400 / 1000 | Low Stun: d6+1s / d8+1s / 2d6+1s
High Stun: 2d6+1s / 2d8+1s / 2d12+1s Kill: d6+1w / d8+1w / d6m Full: d8+1w / 2d6+1w / d8+1m |
En/O
En/O En/O En/G |
Disrupter Pistol | pistol | +1 | 10 / 20 / 200 | d4+1w / d6+1w / d4m | En/O |
Disrupter Rifle | rifle | +1 | 50 / 200 / 1000 | d6+1w / d8+1w / d4+2m | En/O |
bat’tleth | blade | -1 | personal | d4+2w / d6+2w / d4+1m | LI/O |
mek’leth | blade | 0 | personal | d4+1w / d6+1w / d6+3w | LI/O |
d’ktahg | blade | 0 | personal | d4w / d4+2w / d4m | LI/O |
kut’luch | blade | 0 | personal | d4+1w / d4+2w / d4+3w | LI/O |
Weapon | Mode | Action | Clip | Hide | Mass | Notes |
Type I Phaser | F | 2/1/1 | 10 | +3 | 0 | energy cost: 1/2/2 (by setting) |
Type II Phaser | F/wide* | 4/2/2/1 | 30 | +1 | 1 | energy cost: 1/2/2/4 (by setting) |
Type III Phaser | F/wide* | 4/2/2/1 | 100 | n/a | 4 | energy cost: 1/2/2/4 (by setting) |
Disrupter Pistol | F | 2 | 20 | +1 | 2 | |
Disrupter Rifle | F | 2 | 40 | n/a | 4 | |
bat’tleth | 2 | n/a | 4 | Klingon traditional sword | ||
mek’leth | 3 | +1 | 3 | Klingon short sword | ||
d’ktahg | 4 | +2 | 2 | Klingon triple-bladed dagger | ||
kut’luch | 4 | +3 | 1 | Klingon assassin’s jagged dagger |
* Use the Autofire rules for wide-beam phaser attacks
(with triple the energy cost).
Armor | Skill | AP | Type | LI | HI | En | Hide | Mass |
Klingon uniform | Armor Op | +1 | O | d6-2 | d4-1 | d6-3 | +1 | 8 |
Cardassian uniform | n/a | 0 | O | d6-2 | d6-4 | d6-4 | +3 | 4 |