This is a simple random tour-of-duty generation table, for helping players determine what they've done for the previous, many years of their careers.
Random Tour of Duty, Main Table
0 or less = Deep Cover Anthropology (i.e. "Duck Blind").
1 = Archaeological Survey Mission.
2 = Roll again on the Cosmic Mishap Table
3 = Roll again on the Starship Creation Table
4 = Roll again on the Errand fo Mercy Table.
5 = Roll again on the Interplanetary Exploration and Troubleshooting Table.
6 = Roll again on the Starbase Assignment Table.
7 = Roll again on the Headquarters Assignment Table.
8 = Roll again on the Patrol Assignment Table.
9 = Roll again on the Personal Intelligence Gathering Table.
10 or more = Roll again on the Wartime Assignments Table
Cosmic Mishap Table (roll again):
Roll (2d6) = Event
2 = Ship Destroyed by Unforeseen Systems Failure.
3 = Averted / caused a catastrophic war.
4 = Leave of absence due to personal problems (family members dying, visions of impending doom, etc.).
5 = Encounter a Nigh-Omnipotent Being (Q, Greek gods).
6 = Thrown Briefly Back into the Past.
7 = Find evidence of an ancient civilization with technology like magic (Iconians).
8 = Encounter a Parallel / Mirror Universe.
9 = Nearly catastrophic encounter with an alien probe, living starship, or forgotten planet-eating device.
10 = Bizarre transformation phenomenon. Briefly lose all inhibitions, change genders, become transformed into lower lifeforms, etc.
11 = Encounter Clones / Duplicates of Self (transporter accident).
12 = Encounter a species too stupid to live, let alone achieve warp flight (Pakleds, Kazon).
Starship Creation Table (roll again):
Roll (2d6) = Event
2 to 3 = Advanced Systems Research
4 to 6 = Starship Design
7 to 9 = Starship Construction
10 to 12 = Shakedown Cruise
Errand of Mercy Table (roll again):
Roll (2d6) = Event
2 to 5 = Disaster Evacuation / Relief
6 to 9 = Medical Delivery / Relief
10 to 12 = Refugee Relocation (Klingons and Cardassians may roll again).
Interplanetary Exploration and Troubleshooting Table (roll again)
Roll (2d6) = Events
2 = Amazing Invention. Roll again if character has no Science or Engineering skills at 6+.
3 to 4 = Investigating a Subspace Phenomenon.
5 to 6 = Astocartography.
7 = Planetary Surveys.
8 = Sector Patrol.
9 = Alien Fleet Liaison (Romulans may roll again).
10 = Diplomatic Courier.
11 = Planetary Induction Negotiations.
12 = Planetary Pacification (Starfleet must roll again).
Starbase Assignment Table (roll again)
Roll (2d6) = Events
2 = Intelligence Listening Post.
3 = Communications Relay.
4 = Science Station.
5 to 6 = Repair Base.
7 to 8 = General-Purpose Starbase.
9 to 10 = Sector Command.
11 = Medical Base.
12 = Recreation Base.
Headquarters Assignment Table (roll again)
Roll (2d6) = Events
2 to 3 = Attache to Admiral/General/Centurion Headquarters.
4 to 6 = J.A.G. Investigations.
7 to 9 = Logistics Coordination from Headquarters.
10 to 12 = Cadet Instruction at Headquarters. Roll again if insufficiently experienced (as a rule of thumb, less than 5 Advancements, and/or lower-ranking than Lt.j.g.).
Patrol Assignment Table
(2d6) = Events
2 to 5 = Shipping Lane Patrol Assignment.
6 to 9 = Perimeter Patrol Assignment.
10 to 12 = Shipping Convoy Assignment.
Personal Intelligence Gathering Table (roll again for Klingons and only accept if re-rolled; roll again).
Roll (2d6) = Events
2 to 4 = Ally Intelligence. Character gathered intelligence on enemies or criminal elements operating in or near an allied power (i.e. a
Starfleet officer gathering information on pirates operating in Klingon space).
5 to 7 = Criminal Intelligence.
8 to 10 = Enemy Intelligence.
11 to 12 = Member World Intelligence. Character manned an intelligence office, or gathered intelligence covertly on potentially treasonous activities on the world.
Wartime Assignments Table (Roll 2d6)
Roll (2d6) = Events
2 to 3 = Advanced Reconnaisance Mission.
4 to 5 = Recovery from Catastrophic Injury.
6 = Fighter Service.
7 = Combat Wing.
8 = Supply Line Patrol.
9 = Troop Transport.
10 = Security for Enemy P.O.W. Detainment.
11 = Detainment as a P.O.W. or M.I.A.
12 = Fleet Strategy (Starbase assignment).
These tables aren't perfect; they're a little vague, and there's some overlap in the duties in some places, and none in others, but they suffice, I think.
If anyone has a look at this and can produce a niftier one out of my preliminary work, I'd really like to see it (and use it myself!)
Oh yes, I knew I forgot something. Apply modifiers to the Main Table (not the Events Tables) as follows:
-2: Served in Starfleet.
+1: Served in Cardassian Central Command.
+2: Served in Romulan Navy.
+3: Served in IKDF.
In some circumstances (such as during a time of war), the table may also be further modified by +1 (minor conflict) to +4 (Dominion War) for Starfleet personnel, making the actual modifier -1 to +2.
Yes, that is correct, but I placed this in the Ready Room because it shouldn't be at all hard to use the tables for other systems.
The way I will use the tables in Coda Trek is,
<ul>
<li>(1) player generates base character (0 Advancements),
<li>(2) player rolls for first Tour of Duty, and gains one Advancement,
<li>(3) player spends picks on things that (in the Narrator's opinion) would work for that tour, or for the events in the character's personal life at the time,
<li>(4) process continues for remaining tours and Advancements.
</ul>
Anyone have a Icon tour-package-to-table-entry mapping, or the FASA equivalent?