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Revised Edition

CORE RULEBOOK Volume 1 and Volume 2

Roleplaying in the Revised Edition – For GURPS 4th Edition

Compiled by Jean Sexton with additional material by Stephen V. Cole, Matthew Francois, Loren Knight, Jean Sexton, and Alex Chobot.

Cover by Dennis Calero.

Illustrations by Peter Bakija, Alvin Belflower, Dennis Calero, Stephen V. Cole, Mark Evans, Xander Fulton, James Gammell, Ted Geibel, Robert Hubby, Kent Ing, Loren Knight, Matthew Lawson, Kenneth Mayfield, Will McCammon, Jim McGonigle, Dale McKee, Barton Pyle, Adam Turner, and Steve Zamboni.

Deck plans by Nick Blank.

http://www.starfleetgames.com/prime/pd-gurps.shtml

GURPS System Design by Steve Jackson.

GURPS Line Editor: Sean “Dr. Kromm” Punch.

SJ Review by Robert Gilson.

Some background elements were originally created for the first edition of Prime Directive by Timothy D. Olsen and Mark Costello.

Original Playtesters: Nick Blank, Ken Burnside, Alex Chobot, Garth Getgen, Andrew Harding, Davyd Atwood, C. J. Beiting, Jake Bernstein, Eric Braden, Kurt Brown, Jake Brumley, Aslan Collas, Andrew Cookson, Sebastian O. Couture, Marcus Evenstar, Jamar Fluellen, Timothy L. Freeby, Thomas Gamble, Fred Greene, J. P. Haley, Douglass E. Howard, Christopher King, Brian Kreuzinger, Robin Lamond, Jonathan Lang, Dwight Lillibridge, Jim Morgan, Michael Nichola, Robert Padilla, Kenneth Peters, Craig Pichach, Jonathan Rhee, Steve Schonberger, Bill Schwartz, Richard Short, John Sickels, and David Telemann. GPD4 Playtesters: James B., Glenn Francis III, A. David Merritt, Jarrett M.T. Meyer, and Dan Thompson. GPD4R Reviewers: Al Beddow, Jim Goodrich, A. David Merritt, and Ryan Opel.

GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or are used under license. GURPS Prime Directive 4e Rev is copyright © 2020 by Amarillo Design Bureau, Inc.; all rights reserved. Printed in USA.

GURPS Prime Directive 4e Rev is published under license from Steve Jackson Games Incorporated. Some elements of this product are copyrighted by Steve Jackson Games Incorporated and are used with permission under that license. GURPS Prime Directive 4e Rev is a product of the Star Fleet Universe. Publication Date 14 February 2020.

Elements of the Star Fleet Universe are the property of Paramount Pictures Corporation and are used with their permission.

Other GURPS Books More Prime Directive The following GURPS rulebooks and manuals The following GURPS manuals have been pub- published by Steve Jackson Games will be found lished by ADB, Inc., specifically as part of the Prime useful by players of GURPS Prime Directive (GPD). Directive series and the Star Fleet Universe. They can provide additional skills, rules, actions, and tactics. Some will provide non-player characters and GURPS KLINGONS equipment that, while not specifically related to the Everything you ever wanted to know about the Star Fleet Universe, could be adapted by GMs (per- Empire of Steel. Government, how the emperor is se- haps to populate a new planet for exploration). The lected, the military nobility, military academies, the GURPS system is vast and continually expanding, and difference between warriors and civilians, the warrior you can often find an existing GURPS book that co- colonies, military ranks and promotion, military awards vers the setting you want to use for your campaign. and decorations, the Knights Paladins (the emperor’s personal inspectors and auditors), Klingon religions, GURPS BASIC SET the intelligence services that spend most of their time The basic framework for the entire GURPS family spying on each other, data on dozens of Klingon ships, of roleplaying games. The GPD 4e Rev Core Rule- and much more. book includes only some of the GURPS rules (those SKU 8403, $24.95, Released 2006. that specifically apply to the characters in this book). If you want to do more things, then the GURPS Basic GURPS ROMULANS Set is the place to look. Essential for GMs, it is the Everything you ever wanted to know about those single most-recommended book for GPD players. distant cousins of the Vulcans. The royal family, the These rules cover everything in more detail and depth role of the praetor, the great houses and how they and provide additional insight into the structure. wheel and deal in the back hallways of the palace, the Many of the other GURPS books that would be useful role of the Intendance Department, intelligence ser- to GPD players won’t work very well without the vices and praetorian teams, colony planets, the previ- GURPS Basic Set rules. Also available is a campaign ously unknown suppressed races along the galactic manual and a GURPS GM’s Screen. rim, the development of the cloaking device, starships, and much more. OTHER GURPS MANUALS from SJ Games SKU 8404, $24.95, Released 2005. GURPS and GURPS Magic include eve- rything a Game Master could want to send his Star GURPS FEDERATION Fleet adventure team into really strange new worlds Everything you ever wanted to know about the with really bizarre new civilizations. Remember that if United Federation of Planets. Government, political alien technology is sufficiently advanced or different, it parties, the intelligence agencies, Star Fleet Academy, might as well be magic, so you’d be all set with these surveys of a dozen member planets, Star Fleet, the interesting manuals. Marshal’s service, corporations and the dominant role More G4e books that will surely be useful to Game of business, the Prime Directive, the Non-Interference Masters are GURPS Space, GURPS Ultra-Tech, and Doctrine, and much more. GURPS Spaceships, as these will allow you to build SKU 8402, $24.95, Released 2011. starships and fight space battles. Also of considerable interest might be the GURPS Traveller (in both Clas- KLINGON G1 GUNBOAT DECK PLANS sic and 4e), the GURPS Vorkosigan Saga Source- Detailed plans in Traveller-scale (with both hexes book and Roleplaying Game, and GURPS Trans- and squares) for the G1 gunboat (including its larger human Space Classic. Check the GURPS website: command variant), showing engines, crew positions, http://www.sjgames.com/gurps/ for continually updated power systems, weapons, sensors, repair systems, information on new releases. and color “cardstock characters” for all 27 members of the crew. GURPS THIRD EDITION SKU 8201, $16.95, Released 2004. The third edition of GURPS included over 100 books on a wide variety of subjects, from dinosaurs to steam punk, from robots to dungeons, from the wild west to World War II. Key elements included several science-fiction realms. Many of these manuals can still be found in game stores and online stores, and from Steve Jackson Games. Using conversion data (availa- ble on-line) and some effort, Game Masters can har- vest these manuals for equipment, backgrounds, set- tings, planets, starships, and other things to populate and illustrate their campaigns. Order your manuals either through your local game store or through Ware- house 23: http://www.warehouse23.com/

Page 2 GURPS Prime Directive 4e Rev Prologue Glossary Table of Contents GURPS is a roleplaying game (RPG), a game in which a referee (the Game Master) guides several Prologue ...... 2 players through an “adventure” in which they play the parts of fictional characters. Like any hobby, gaming Rescue on Roon ...... 4 has its own unique language. To help you understand the concepts and terms used in this game (and other 1. Introduction ...... 15 RPGs), we’ll start with a few definitions: Introduction to the Star Fleet Universe ...... 16 Adventure or Scenario: The basic unit of play in an RPG. An RPG is never over until the players want 2. Creating a Character ...... 23 to end it, but a single adventure will have a beginning Species Profiles ...... 42 and an end. It may last through several sessions of Academy Templates ...... 76 play or be done in a single evening. Attribute: Part of a character’s mental, emotional, 3. Advantages & Disadvantages ...... 80 or physical makeup (e.g., strength, intelligence). Advantages ...... 80 Campaign: A continuing series of adventures by a Perks ...... 108 group, it will usually have a continuing cast of player Modifiers ...... 109 characters and the same Game Master (or team of Disadvantages ...... 119 GMs). A campaign may move from one game world to Quirks ...... 142 another, with a logical reason. The overall goal is for characters to learn from each adventure so that they 4. Skills ...... 145 can handle tougher challenges in future adventures. Skill List ...... 151 Character: Any being (person, animal, whatever) played by the GM or a player in an RPG. 5. How to Play ...... 183 Encounter: One part of an adventure; a meeting Success Rolls ...... 183 between the player characters and one or more NPCs. Combat ...... 202 Game Master (GM): The referee, who selects or Injury, Illness, and Fatigue ...... 223 writes the adventure, talks the players through it, and Economics ...... 241 judges the results. He is, simultaneously, the enemy, Laws and Customs ...... 245 commanding officer, and umpire. Game World: A background for play; the setting 6. End Game Awards ...... 247 for an adventure, it can be a GM’s own fantasy crea- Character Development ...... 247 tion or a published setting created specifically for Awards ...... 250 gaming. Promotion ...... 253 Non-Player Character (NPC): Any character played by the GM. The GM may control many charac- 7. Technology...... 254 ters, major and minor. In some campaigns, the party Technology Levels ...... 254 might borrow an NPC who is a technical expert Shipboard Equipment ...... 258 needed for a mission; the GM supervises such use to Personal Equipment ...... 265 prevent the party from misusing or sacrificing the NPC. Personal Weapons ...... 273 Sometimes a guest player thinking of joining the group might use a borrowed NPC so that he doesn’t have to 8. The Star Fleet Universe ...... 285 create a character before starting. Map of the Star Fleet Universe ...... 291 Party: A group of PCs taking part in an adventure. Warp Factors & Space Movement ...... 296 Player Character (PC): Any character played by Using SFB or FC for Space Combat ...... 299 one of the players. Typically, each player controls a Background Files ...... 302 single character, but some groups prefer to have each Free Trader Deck Plans ...... 305 player control two or more, or to have two or more Star Fleet Universe Timeline ...... 313 characters and pick one for each adventure. Roleplaying Game (RPG): A game in which the 9. Space Combat ...... 325 players take on the personalities of imaginary individu- Weapon Types ...... 327 als, or characters, in a fictional or historical game Sample Starships ...... 334 world, and try to act as those characters would. Shuttlecraft...... 346 Skill: Something a character knows how to do. Species (sometimes called “Race”): The spe- 10. Adventure: Rescue on Roon ...... 349 cies to which you belong. Nonhuman characters Sample Characters ...... 357 (elves, dwarves, Klingons, and Martians, for example) are common in RPGs. Index ...... 360 Stats or Statistics: Numbers rating a character’s List of Tables ...... 364 abilities, used to determine what each one can and cannot do. Publisher’s Information ...... 365

GURPS Prime Directive 4e Rev Prologue Page 3

INDEX

Academy templates, 76 Blocking, 212 Cromargs, 51 Acceleration tolerance, see Blunt trauma, 214 Crouching, 203 Resistant, 101 Body armor, 266, 269 Customizing civilian ships, 348 Acceleration weakness, 144 Bonus points, 247 Customizing shuttles, 347 Acceleration, 235 Break Free, 208 Cygnans, 44 Accents, 34 Breathing, 88, 91, 113; Holding your Acrobatic dodge, 212 breath, 190 Damage, 26, 214; Damage rolls, 214; Active defense, 211 Brecons, 47 Damage Table, 26; Follow-up, Advantages, 80; Always on, 115; Bridge crew, 24 215; Linked effects, 216; Learnable, 249; Switchable, 110 Build (body description), 29 Scaling, 327; Space combat, Adventure party formats, 23 Buying off disadvantages, 120, 248 331; To objects, 216 Adventure seeds, 311 Damage, follow-up, 116 Age, 31 Campaign, 3 Damage, linked effects, 116 Aging, 240 Campaign ribbons, 251 Damage Resistance, 215; Of objects, Aim maneuver, 204 Canteen, filtration, 267 216 Albinism, see Weakness, 144 Canteen, vapor, 272 Damage Roll, 114 Alcohol, 234 Captain’s Log magazine, 287 Dash speed (starship), 296 Alcohol tolerance, 108 Carnivons, 74 Death, 226; Dying actions, 226; Allies, 82; Ally groups, 83 Catching things, 194 Instant death, 226 All-Out Attack maneuver, 204; After Century scale damage, 327 Decade scale damage, 327 being grappled, 208 Change Posture maneuver, 203 Deck plans of Free Trader, 305 All-Out Defense maneuver, 205 Character, creation of, 23 Default rolls, 184 Ally groups, 83 Character, definition, 3 Defaults, 150; Double, 150; Skills, Alpha-Centaurans, 45 Character development, 247 150 Alternative attacks, 94 Character, Non-Player, 3 Defending, 211 Always on advantages, 115 Character points, 23, 247 Degree of success or failure, 185 Ammunition, 282 Characteristics, Secondary, 26 Dehydration, 230 Anaerobic, see Weakness, 144 Choke hold, 207; see also Deians, 46 Andorians, 48 Suffocation Demolition, 22 Andromedan Invaders, 60; Available Climbing, 189 Dexterity, 26 technology, 256 Clothing, 241 Digging, 189, 194 Appearance, 31 Cold, 232 Disadvantages, 119; Buying off, 120, Aquatic, see Dependency, 83 and Collisions, 232 248; Exotic, 119; Mental, 119; see No Legs, 133 Coma, 232; see also Mundane, 119; Physical, 119; Arcturians, 47 Unconsciousness Screening, 119; Self-imposed, Area class, 153 Combat, 202-223; Maneuvers, 202; 120; Social, 119; Supernatural, Area-effect attacks, 221 Space, 325; Table of combat 119 Armor divisors, 109, 214 modifiers, 210; Turn sequence, Disease, 233 Armor, 266; Donning, 218; Flexible 202 Disease-resistant, see Resistant, 101 armor and blunt trauma, 214; Combat (body) armor, 266 Disruptors, personal, 281 Monocrys, 257; Star Fleet Commendations, 251 Disruptors, ship, 259 uniform, 259; Vacc suit, 261 Communications, 298 Dive for cover, 213 Astrofauna, 18 Communicators, 266 Dmg, see Damage Astrogation, see Navigation (Space), Compass, inertial, 267 Do Nothing maneuver, 203 172 Comprehension rolls, 195 Dodging, 212; And drop, 213 Atmospheres, 236; Vacuum, 240 Concentrate maneuver, 205 Double defaults, Not allowed for Atmospheric pressure, 232 Cone attacks, 221 skills, 150 Attack (action), 205 Confederation of the Gorn, see Gorn DR, see Damage Resistance Attack maneuver, 204 Contagion, 233; see also Disease Dragging things, 191 Attack roll, 206 Contests, 188 Dropping prone, 213 Attacks, 205; Alternative, 94; After Control Rating, 245; see also Legality Drugs, 121, 125; Withdrawal, 121 being grappled, 207; Innate, 93; Class Dunkars, 50 Linked effects, 216 Cost of living, 241 DX, see Dexterity Attributes, see Basic Attributes Courtesy Rank, 38 Dying actions, 226 Automatic weapons, 220 Cover, 213 Awards, 250 Crawling, 203 Early Years Era, 19 Credits, 1, 364 Economics, 241 Basic attributes, 26; Improving, 247 Crippling injury, 224 Effects of injury, 215 Basic Lift, 27; Table, 29 Critical failure, 186 Elderly characters, 31; see also Age, Basic Move, 28 Critical Head Blow Table, 187 Aging Basic Speed, 28 Critical Hit Table, 186 Electrical damage, 235 Beam/gun fire, see Attack Critical Miss Table, 187; Unarmed Electricity, 234 Bends, the, 238 Critical Miss Table, 187 Encounter, 3 BL, see Basic Lift Critical success, 185 Encumbrance, 28

Page 360 GURPS Prime Directive 4e Rev Index Energy allocation in space combat, Geographical scope, 153 Language, 33; see also the 332 Glossary, 3 description of each empire or Enhancements, 109 Godlike species, 18 species Equipment, personal, 265 Gorns, 55; Battlecruiser, 342 Laws and customs, 245 Equipment, shipboard, 258 GPD, see GURPS Prime Directive LC, see Legality Class Equipment modifiers, 186 Grabbing and grappling, 206 LDR (Lyran Democratic Republic), 62 Evaluate maneuver, 204 Gravity, 196; And acceleration, 235; Legality Class, 246, 275 Exotic advantages, 80 Home gravity, 28 Lifting, 26, 27, 191; Extra effort, 195 Exotic disadvantages, 119 Guided weapons, 284 Limitations, 109, 115 Explosions, 22 GURPS Prime Directive, 15 Linked effects, 216 Extra effort, 194 GURPS, 2, 3, 15, 364 Long Actions, 217 Lyran Democratic Republic, see LDR Falling, 230; Damage from falling Half damage for ranged weapons, Lyrans, 61 objects, 231 209, 214 Fallout, 239; see also Radiation Hallucinating, 231 Main Era, 20 Fatigue, 27, 230; Fatigue points, 27; Hand weapons, see Melee weapons Major wounds, 215, 224; Objects, Recovering, 231 Handedness, 27 217 Federation & Empire game, 285 Hazards, 231 Malf, see Malfunction Federation Commander game, 285, Healing, see Recovery Malfunctions, 219 288; In combat, 299 Health, 26 Maneuvers, 202; Space combat, 326 Hearing, 197 Maps of Star Fleet Universe, 17, Heart attack, 232 291, 292, 294, 315, 319 Heat, 236; see also Fire Marine units, 303 Hiking, 190 Medals, 250 Hilidarians, 51 Medical care, 227; Surgery, 227 Hit points, 27; Lost hit points, 223; Medicine, interspecies, 228 Objects, 216 Melee attack modifiers, 210 Holding your breath, 190 Melee weapons, 275 Home gravity, 28 Merchant Marine Academy, 77 HP, see Hit points Merchant Marine Basic Training, 78 HT, see Health Military grade, 40 Humans, 43 Military rank, 38, 39 Federation F-14 Fighter painted by Hybrids (mixed-species beings), Military seniority, 39, 253 Kent Ing medical treatment, 228 Mind Meld, see Vulcan psi powers Hydrans, 59 Mind Shield, see Vulcan psi powers Federation Marine Academy, 77 Missile weapon attacks, 209 Federation Marine Boot Camp, 77 Illness, 233 Missiles in space combat, 329 Federation Marshals Service Immunity, 234; see also Resistant Modifiers for advantages and Academy, 78 Importance in society, see Rank, disadvantages, 109 Federation (United Federation of Status Money, see Wealth Planets), 2, 42; Heavy cruiser, Improving characters, 247 Mortal conditions, 232 338 Initiative, space combat, 325 Move maneuver, 203 Feint maneuver, 204 Infection, 236 Move and Attack maneuver, 205 Fire, 93, 235; Damage, 215 Influence rolls, 197 Moving things, 191 Firearms, 280; Aim, 204; Automatic, Injuries, 223; Crippling, 224; Major Mundane advantages, 80; 220; Bracing, 204; Malfunction, wounds, 215, 224; Mortal Disadvantages, 119 219; Quality, 282; Rapid fire, wounds, 225; Shock, 215, 224; Mynieni, 46 209; Shotguns, 220; To objects, 216; see also Mysteries of the Star Fleet Suppression fire, 229 Crippling injury, Recovery Universe, 21 First Aid, 227 Intelligence, 26 Flame, see Fire Interspecies medicine, 228 Natural recovery, 226 Flying, 91, 192 Interstellar Concordium, see ISC Nerve pinch, see Vulcan psi powers Follow-up damage, 215 Intoxication, see Alcohol Non-player character, 3 Food, 131, 241; Starvation, 230 ISC (Inter-Stellar Concordium), 64 Non-starfaring species, 18 FP, see Fatigue Points IQ (Intelligence), 26; And language, Non-Tactical Warp Era, 19 Fragmentation damage, 222 34 NPC Reactions Table, 198-200 Free actions, 203 Free Trader, 305, 336 Jindarians, 20, 71 Orion Pirate cartel map, 257, 324 Freelancers, 25 Job Table, 244 Orion Pirates, 58; Light cruiser, 344 Fright Checks, 200; Fright Check Jobs, 242 Orions, 58 Table, 201-202 Jumping, 191 PADD, 270 G-increment, 196 Klingons, 2, 49; D7 battlecruiser, 339 Paralysis, 231 Galactic Intelligence Agency Klingon subject races, 50-52, 302 Paravians, 73 Academy, 78 Knockback, 215 Parry, 212; Unarmed, 212 Game Master, 3, Notes for, 356 Knockdown, 120 Patrons, 98 Game time, 240 Korlivilar, 68 PD1, First edition of PD, 15 Game world, 3 Kzintis, 54; Command cruiser, 341 Peladine Republic, 61 Garrotes, 208 Penetrating damage, 214, 215 GURPS Prime Directive 4e Rev Index Page 361 Penetration modifiers, 214 Rolling to hit, 206 Star Fleet Marines, see Federation Per, see Perception Romulan Code of Honor, 303 Marine Academy, Federation Perception, 27 Romulans, 53; War Eagle, 340 Marine Boot Camp Perks, 108 Rovillians, 67 Star Fleet uniforms, 269 Personal equipment, 265 RoF, see Rate of Fire Star Fleet Universe, 15, 16, 285; Personal weapons, 273 Rule of 14, 201 Map, 291; Timeline, 313 Phaser autofire, 221 Rule of 20, 186 Starfaring species, 18 Phasers, personal, 280 Running, 192; Fatigue, 230 Starship miniatures, 285 Phasers, ship, 328 Starships, 335-345 Phelan, 62 Sample starships, 334 Starvation, 230 Physical appearance, 31 Sapience, and GURPS, 34; and the Stats, 3 Physical feats, 189; Extra effort, 194 SFU; 303 Status, 37, 241 Picking things up, 217 Secondary characteristics, 26; Strangle, 207 Pinning (in combat), 207 Improving, 247 Strength, 26 Planet types, 155, 290 Self-control, 119 Striker (ship), 337 Planetary Classes, 290 Seltorians, 69 Structural damage, 216 Poison, 124, 236, 237 Seniority Points, 247 Study, 249 Precontact Era, 19 Sense rolls, 195 Stunning, 215, 224; Mental, 224; Precursors, 22 Sentience, and GURPS, 34; and the Phaser, 281 Prellarians, 45 SFU; 303 Subject races, 50-52, 302 Prerequisites, skills, 146 SFB, see Success rolls, 183; Critical failure, Pressure, Atmospheric, 232; The Shake and Bake School, 79 186; Critical success, 185; bends, 238; Water, 237 Shipboard equipment, 258 Difficulty, 184; Equipment Prime Directive, 302 Shock, Electrical, 234; From injury, modifiers,186; Influencing rolls, Prime team, 24, 301 215, 224; Treating, 227 197; Repeated attempts, 188 Privilege, 38 Shove, 209 Suffocation, 239 Professional Certifications, 79 Shuttlecraft, 263, 345; Civilian, 346; Sunburn, 236 Promotion, 39, 253 Missions, 333 Suppression fire, 220 Pronhoulites, 66 Sign language, 34 Surgery, 227 Psionics, see Vulcan psi powers Size and Speed/Range Table, 211 Swimming, 192 Pulling things, 191 Size Modifier, 30; And reach, 206 Swinging damage, 26 Skiff, 337 Q’Naabians, 16 Skills, 151-182; Buying, 147; Taboo traits, 42 Quick contests, 188 Contests, 188; Defaults, 150; Tactical Warp Era, 19 Quirks, 142 Difficulty level, 145; Familiarity, Takedown, 207 147; Geographical and temporal Taste, 197 Race, see Species scope,153; Improving, 148, 248; Team Grissom, 357 Radiation, 238 Influence, 197; Learned through Tech level, see Technology Levels Ranel, 61 training (templates), 76; Levels, Technology availability by empire, Ranged attacks, 209; Half damage 148; Needed for professional 256 range, 214; Modifiers Table, certification, 79; Needed to Technology Levels, 33, 254; And 210; Size and Speed/Range operate shipboard equipment, equipment, 35; And starting Table, 211; Shooting blind, 210 258-265; Prerequisites, 146; wealth, 35; Prime Directive, Ranged weapons, 278; Half damage, Scope, 153; Specialties, 146; 254. 214; Firearms, 280; Hand Species modifiers for medicine, Tellarites, 48 grenades, 279; Heavy weapons, 228; Studying, 249; Teachers, Temporal scope, 153 283; Muscle-powered, 278 249; Technological, 145 Tholian webs in space combat, 326 Rank, 37; Military, 39; Promotion, Skoleans, 56 Tholians, 57; Patrol Corvette, 343 253 Sleep, 230; Drowsy, 231 Throwing things, 193 Rank insignia, 253 Slirdarians, 50 Thrown weapons, 194, 209 Rapid fire, 209 SM, see Size Modifier Thrusting damage, 27 Rate of Fire, 209 Smell, 197 Time, Between adventures, 241; Rcl, see Recoil Social Background, 33 Between sessions, 241; During Reach and Size Modifier, 206 Sounds, see Hearing adventures, 240 Reaction rolls, 198; NPC Reactions Space combat, 325-348 Timeline, 313 Table, 198-200 Space sickness, 235 TL, see Technology Levels Ready maneuver, 205 Spacecraft, see Starships To-hit roll, 206 Ready weapons, 206; Readying, 217 Species templates, 43-74; Height Tractor beams, 263, 331 Recoil, 275 and Weight Ranges Table, 75 Transporters, 263, 331 Recovery, 226 Speed, Basic, 28 Travel, interplanetary, 296, 298 Regular contest, 189 Speed/Range Table, 211 Turn Sequence, 202 Reloading missile weapons, 209 ST, see Strength Turns, space combat, 325 Repeated attempts, 188 Star Fleet Academy, 76 Reputation, 36 Star Fleet Basic Training, 76 UFP, see Federation Reputation Points, 247 Star Fleet Battle Force card game, Unarmed combat, 206; Parrying, 212 Resuscitation, 228 275 Unarmed Critical Miss Table, 187 Retreat, 213 Star Fleet Battles game, 285, 286; Unconsciousness, 232; Recovery Rigellians, 44 In combat, 299 from, 226 Rolling dice, 183 Uniforms, Star Fleet, 269 Page 362 GURPS Prime Directive 4e Rev Index United Federation of Planets, see Pistol and Submachine Gun Table, Federation SELECTED TABLES, 282 MAPS, AND CHARTS Plasma Torpedo Table, 330 Vacuum, 240 Posture Table, 203 Veltressai, 65 Action and Time Required, 218 Probability of Success and Skill Visibility, 210 Alpha Octant Map, 291, 315, 319 Level, 148 Vision, 195 Alpha Octant Map, Eastern, 292 Promotion/Grade Table, 39 Vudar, 72 Alpha Octant Map, Western, 294 Vulcan psi powers, 108 Radiation Effects Table, 238 Vulcans, 43 Basic Lift and Encumbrance Table, Rapid Fire Table, 209 29 Reach and Size Modifier, 206 Wait maneuver, 205 Build Table, 30 Reaction Table, 198-200 Warp factors, 296 Relative Explosive Force Table, 223 Wealth, 35; And Status, 241; Cost of Climbing Table, 189 Rifle and Shotgun Table, 283 living, 241; Economics, 241; Cold Modifiers, 232 Improving character wealth level, Critical Head Blow Table, 187 SFB/FC Skill Levels and Effects on 248; Jobs, 244 Critical Hit Table, 186 Die Rolls, 300 Weapon damage, 273 Critical Miss Table, 187 Shotgun Table, 283 Weapon status, ship, 325 Size and Speed/Range Table, 211 Weapons, 276-284; Accuracy, 274; Damage Effects (Ship), 332-333 Size Modifier and Reach, 206 Ammunition, 282; Breaking, 187; Damage from Thrown Objects Table, Size Modifier Table, 30 Bulk, 274; Cost, 274; Firearms, 194 Skill Cost Table, 148 280-283; Grenades, 279-280; Damage Table, 26 Skill Level and Probability of Heavy, 283-284; Incendiaries, Damage Type, 273 Success, 148 279-280; Legality Class, 275; Defense Modifiers, 213 Space Movement and Warp Factors Malfunction, 219; Melee, 275- Drone Rack Ammunition, 330 chart, 296 278; Parry, 273; Personal, 273; Speed/Range and Size table, 211 Range, 274; Ranged, 278-279; Encumbrance Table, 29 Standard Planetary Classes, 290 Rapid-fire, 209; Rate of fire, 274; Engine Types, 255 Star Fleet Universe Alpha Octant Reach, 273; Reach and Size Map, 291, 315, 319 Modifier, 206; Recoil, 275; Ship, Falling Velocity Table, 233 Star Fleet Universe Map, 17 327; Shots, 274; Strength, 274; Firearm Malfunction Table, 219 Star Fleet Universe Tech Level Thrown, 194; Weight, 274 First Aid Table, 227 Chart, 254-255 Weather, 190 Fright Check Table, 201-202 Starship Engine Types, 255 Webs, see Tholian webs in space Status and Cost of Living Table, 242 combat General Attack Modifiers, 210 Submachine Gun Table, 282 Whips, 218 Grade Titles, 40 Will, 27; Will rolls, 200 Task Difficulty, 184-185 Wounding modifier, 215 Hand Grenade and Incendiary Table, Tech Level Chart, 254-255 Wounds, see Injuries 280 Tech Levels for Empires and WYN Star Cluster, 63 Hearing Distance Table, 197 Species, 255 Heavy Weapon Table (Personal), Throwing Distance Table, 193 X-technology, 257 284 Transporter and Tractor Beam X-Technology Era, 21 Heavy Weapons Table (Ship), 328 Ranges, 255 Height and Weight Ranges, 75 Yitlians, 52 Ultra-Tech Firearm Table, 283 Incendiary Table, 280 Unarmed Critical Miss Table, 187- Zoolies, 52 Interspecies Compatibility Table, 229 188 Zorski’s Interspecies Compatibility IQ-Based Technological Skills Universe Map, 17 Table, 229 Modifiers, 146 Vulnerability Table, 141 Job Table, 244 Warp Factors and Space Movement Long-Distance Modifiers, 105 Chart, 296 Low and Negative Hit Point Chart, Weight Ranges (Species), 75 223 Zorski’s Interspecies Compatibility Medical Help Table, 227 Table, 229 Melee Weapon Table, 276-277 Muscle-Powered Ranged Weapon Table, 279

Negative Hit Point Chart, 223

Orion Cartels Map, 257, 324

Andromedan Intruder painted by Phaser Settings, Damage, and Federation Destroyer painted by Kent Ing Availability, 281 Kent Ing

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