Officer Age and Advancements
Stule's House Rules
Officers Age and Advancements
Alot of questions on the forums are about how many Advancements should someone have or how many years should a person serve to become a certain rank. Here is my attempt at answering that. (Sorry for the dots but Computer Literate I aint.).
Graduate.......................................... .....................Age
Starfleet Academy........................................... ......18-22
Rank....................Promotion....Years.......T otal........ Age
Ensign.................0.................. 1-2.......... 1-2.......... 23-24
Lieutenant (JG)....1...................2..............3-4..........25-26
Lieutenant..........2...................2......... .....5-6.......... 27-28
Lt. Commander...3...................3..............7-9.......... 29-31
Commander.........4..................4-5...........10-14...... 32-36
Captain................5..................5-6...........15-20...... 37-42..........Must get permission from GM to go any higher than Captain
Commodore.........6..................5-6.......... 21-26...... 43-48
Rear Admiral........7.................. 5-6...........27-32...... 49-54
Vice-Admiral........8...................5-6...........33-38...... 55-60
Admiral................9.................. 5-6.......... 39-44...... 61-66
Fleet Admiral.......10................ 5-6...........45-50...... 67-72...........This Position is usually an appointed one.
Promotion is the number of Promotion Edges that is needed to gain that rank.
Years is the number of years that the position should take to complete before being promoted to the next rank.
Total category is the numbers of minimum number of Advancements that the character should have to achieve that rank. It is also the number of years that the Officer should have completed.
Age is the age that the Officer should be.
All categories are subject to special cases, such as James T. Kirk, who became a Captain at a relatively young age.
So a Ensign could be promoted to Lt (Jg) during their cadet cruise if you want.
A Captain could be really young as could a Commander (The Commander in our game is 30).
Some ranks can be finished quicker through good reviews, commendations, and the like.
Some ranks can take longer to finish for some people, bad reviews; poor performance can also hinder the advancement of an Officer.
Many Officers stay at the rank Captain for most of their careers.
A person can also get early acceptance into Starfleet Academy – Youngest so far was 16 years old (In my game).
Canon Support
In the Epsiode Chain of Command (TNG), Riktor states that he was an Ensign 12 years ago on board the Pegasus. By my charts, it works! :)
Shields Down
This is for when a ships shield comes down. It reflects the incredible damage a torpedo or phasers do to an unprotected ship. Theses are considered Tier Two maneuvers (Target System [Tactical]).
System.................... TN........................... Effect
Normal.....................5...................... ........x2 dg
No Power**.............5............................. x8 dg
Weapons.................15........................ ....x2 dg (dg applied to Weapons Track)
Sensors................... 15............................x2 dg
Engines....................15..................... ......x4 dg (dg applied to Propulsion dg track)
Reactor*..................20...................... ..... x6 dg (dg applied to all systems)
Bridge......................25.................... ........x2 dg (All Bridge Crew makes Sta checks TN15 or take 1d6+1 Wound Levels (not health points but an entire Wound Level))
* Requires a Targeting Maneuver and Lock On to determine where reactor is
** This represents all systems turned off, no defense fields or anything
(TNG – Enterprise destroying Oberth that was infected with disease)
*** All damage is rounded down
Example of Damage (Star Trek Generations)
If Enterprise D shot its torpedoes at a Klingon Bird of Prey that it made to cloak, thus bringing her shields down, and it targeted its reactor….
Torpedoes: 5/5/5/5/5
Dg: 5x6=30
Bird of Prey Structure (20)
Effect: Bird of Prey explodes, which is exactly what happens in movie
P.S.
I fixed this from an earlier post. There are several films where the Enterprise takes a beating without her shields. My next post also answers that question.
Courage Points and Space Combat
Hero’s may spend Courage Points to slow down damage to their ship
1 Courage Pt is worth 5 Temp Structure.
Only 1 CP can be spent per round in this maner.
A ship can only have 3 CP’s spent in this way (bonus total of 15 Structure max).
This must be done by the Captain, First Officer, or the Chief Engineer.
It may also be done be a Bridge Officer, but only 1 Courage Point may be spent by the Officer.
Only the Captain, First Officer, or Chief Engineer may spend more than one point.
Person in Question must have either Repair 5+ or Engineering (Structural) 5+.
TN for 1st time is 10, second 15, final is 20.
Failure indicates person loses 1d6+1 Wound Levels due to exploding console or fire.
Structure only lasts for that battle.
When the structure is taken away, and the ship would be at – structure, the ship has 1 pt Structure left.
Passing Out
When a character is lowered to Incapacitated or Near Death, there is a chance he or she will lose consciousness. He can come out of the state if he receives medical attention. He makes this check every round, until he fails it. At the expiration of the unconscious state, the character awakens and must begin rolling again until he receives medical treatment. He makes his base Stamina Check, damage modifiers are not added to this roll. So whatever his check is at full strength, that is the bonus he uses.
State...........................................Ch eck...................................Unconscious Duration
Incapacitated..............................Stamina check Dif 10.................1d6 x 5 Minutes
Near Death................................. Stamina check Dif 15.................1d6 x 5 Hours
When a character reaches Near Death, he must also make a Sta (TN 10) check to see if he worsens. If he makes the check, no further health points are lost. If he fails the check, he will lose 1 health point per 5 hour period. This will continue until he recieves medical attention or dies.
The Lucky Shot (Star Trek III)
If a ship has its shields down, and is hit with a Photon Torpedo or Phasers and scores 4 6’s (rolling 2 6’s then 2 more on a tactical roll), a vital system was hit (most often the main reactor) and the ship sustains an additional x4dg.
Example:
Klingon BoP is cloaked.
Klingon BoP targets an Oberth’s engines.
BoP comes out of cloak and fires one volley.
Torpedo hits with 4 6's (He rolls a 12, then rolls a 6, then another 6)
Torp 2x4=8x4=32.
Oberth Hull: 25
Oberth explodes.
Klingon Tactical Officer is shot by Captain becasue he wanted prisoners.
Advance Characters and Tours of Duty
I took most of this from the LUG and CODA rules. I just like having it all in one space. These rules are for if your making an advanced character. They work well with the chart I made above.
Tours (Advanced Characters)
1. Tours last 1d6+1 Years long.
2. Cadet Cruise lasts 1 year
Advancements (Advanced Characters)
Characters receive advancements for the time they spent in Starfleet. The number of advancements depends on their type of service. They receive 1 Advancement per term. They must decide which term applies to them.
1. Cadet Cruise (May only be taken one time)
2. Each year of standard Starfleet service. (This would be exploration, diplomatic, etc.)
3. Every 6 months of combat duty. (Dominion!! Klingons!! Romulans!!! Oh MY!!)
4. For every two years in a civilian career. (Bartender in Ten Forward...snore....)
[Example: If I made a character with 2 tours, First is the Cadet Cruise (1 year), then I would decide that the first tour (2 years long) would be 1 year of standard Starfleet Service and 1 year of combat duty. My next tour (4 years), would be all normal Starfleet duty. I would get a total of 8 Advancements and my character would age 7 years.
Advancements
Cadet Cruise = 1 year = 1
1st Tour = 2 years = 1 (Standard) + 2 (1 year of combat duty)
2nd Tour = 4 years = 4 (Standard)
7 Years
8 Advancements
It is possible to gain alot of advancements if one takes alot of Combat Duties.
Different Yield of Torpedoes
A Starship carries a standard compliment of normal torpedoes.
They can be adjusted to do +1 dg with a TN 15 Engineering [Systems] roll
They can be adjusted to +2 with a TN 20
Photon Torpedoes
A starship can not fire Photon Torpedoes at Point Blank range.
A Starship will take x2dg from a Photon Torpedo detonating at PB range.
They also take dg as if they were not protected by shields.
So total dg would be x4.
Example:
Gallaxy Class Starship fires a Torpedo at PB range, they would take 5x4 = 20dg.
Canon
Nth Degree – Riker says "A Photon Torpedo at this range would cripple us" - he was refering to the alien probe that was following them.
Trans-phasic Weapons
There are weapons used by the Dominion and other races that go through shields. These weapons impact the ship as per the no shields rule.
Example:
Trans-Phasic Torpedo (Penetration 5/5/5/5/5)
Torpedo hits Galaxy Class Ship
Ship stills receives a Protection of 5, but no Threshold
Dg: 5 x 2 = 10
Starship Personnel
A starship is crewed by many different people. This is to get an average of crew performance for the many systems that a starship possesses. This is an average bonus for the entire crew. Some crew may have higher or lower bonuses. These bonus also take into account a persons ability scores. So if you had an Elite crew firing your phasers, they would get a +10 as their roll.
Level....................... Bonus...................... Crews
Green...................... +4............................0-3 Years
Normal.....................+6..................... .......4-7 years
Seasoned................ +8............................8-11 years
Elite......................... +10..........................12-15 years
Top Gun...................+12......................... .16+ years
Starship Casualties
When a Starship gets into combat, crewmembers die. This is a quick way to determine how many people die during a battle. During most Starship battles on screen, not many people seem to die during a battle. This is why the number is low.
1% – 80% Hull Point Damage *
0 Crewmembers dead (Starships are built to protect their crews)
81%-90% Hull Point Damage
5% Casualties of Crew total (If Crew total is 500, then 25 die)
91-99% Hull Point Damage
10% Casualties
100% Hull Point Damage (Ship is destroyed - says so in rules)
Everyone Dies
When the Hull Damage hits the specified %, the casualties only happen once.
So 1%-80% only gets one set of wounded results.
81%-90% only gets one set of casualties.
Etc.
As the GM, you can decide which of the casualties are dead or wounded.
The death count can also be taken down by an abandon ship order or other means at the Captains disposal.
The casualty rate is low because in the series, not alot of people die due to Starship battles. There are wounded, but very few deaths.
* At this level people can be wounded, but no deaths should occur unless it is a plot device.
Number of people wounded would be 1% of crew total for each 10% DG up to 80%.
Ex: Ship takes 4 HP dg. It has 40. So that would be 10% of the HP. So that means that 1% of crew is wounded. A ship with 500 crewmembers would have 5 people woiunded.
Cool list and vanity bonus!
Quote:
Originally Posted by stule
Officers Age and Advancements
Alot of questions on the forums are about how many Advancements should someone have or how many years should a person serve to become a certain rank. Here is my attempt at answering that. (Sorry for the dots but Computer Literate I aint.).
Graduate.......................................... .....................Age
Starfleet Academy........................................... ......18-22
Rank....................Promotion....Years.......T otal........ Age
Ensign.................0.................. 1-2.......... 1-2.......... 23-24
Lieutenant (JG)....1...................2..............3-4..........25-26
Lieutenant..........2...................2......... .....5-6.......... 27-28
Lt. Commander...3...................3..............7-9.......... 29-31
Commander.........4..................4-5...........10-14...... 32-36
Captain................5..................5-6...........15-20...... 37-42..........Must get permission from GM to go any higher than Captain
Commodore.........6..................5-6.......... 21-26...... 43-48
Rear Admiral........7.................. 5-6...........27-32...... 49-54
Vice-Admiral........8...................5-6...........33-38...... 55-60
Admiral................9.................. 5-6.......... 39-44...... 61-66
Fleet Admiral.......10................ 5-6...........45-50...... 67-72...........This Position is usually an appointed one.
Boy. Wish I had seen this before I got into a big debate with my player who is about to play the Captain.
It just so happens that we agreed on 15 advancements. And she is a younger go-getter just like Kirk.
In fact her backstory is that she attended command school with Kirk (even having a brief fling with him). While Kirk got his command, she was the XO of the USS Hood. During training excercises with the M-5 controlled Enterprise, the Hood Sustained massive damage and casualties, including the Captain. She-who-has-no-name-yet took command and by force of will held the ship and her crew together. She was later decorated for her bravery and awarded command of the ship (at the beginning of our series.
Oh (and on a side-note) screw the no-female-starship-captains-even-in-the-2260s. That's about as bad as beehives and fainting at the site of blood. :rolleyes:
Pardom me my vanity, but we decided our Series would be TOS, and the ship would be the Hood. The whole M-5 thing was an accident, but created a great backstory :D
DC