Basically, from a mechanics point of view, shields in Star Trek work like armor — it soaks some of the incoming damage.  The shields degrade as more damage comes in, eventually failing.

Shields in Cortex Trek have two ratings:  wound and stun.  The Constitution-class starship for my retcon game (much closer to the original show ship) has a rating of 3W, 3S.  An attack from a Klingon D-7 might take a shot at Enterprise. The Klingons are firing at medium range, needing an average (7) to hit.  The gunner is an NPC so the GM rolls the ship’s ALE of d8 and a Heavy Weapons of d4: they get a 9.  Big E is hit with 2 basic damage, which is split into 1W, 1S.  Both are soaked by the shields.  They roll the damage on their disruptors: and roll a 2.  Another 2W hit the shields, but do not get through.  However, the shields lose a point of effectiveness.  This starts with Stun, then moves to Wound.

Here’s where the operations players can be of assistance.  While the tactical officer is shooting, the operations (navigator usually in TOS) tests to try and keep the shields fro losing effectiveness.  They roll their Tech/Shields as if doing a wound recovery test, in this case against a 5 (and average test.)  Say the character has an INT d8 and a Tech of d6.  [S]he rolls a 10.  The shield strength fluctuates, but remains 100%.   Had he rolled under a 7, the shield rating would be reduced to 3W, 2S.

If a shot breaches the shields, the ship tests for the reliability of the shields (VIT+WIL).  Say the next shot, the Klingons get really lucky:  they roll a 12.  That’s 12-7: 5 points of basic damage (2W, 3S), and roll a 6 on the damage.  8W, 3S total.  5W gets through and Enterprise takes a hell of a shot.  The shields are checked for their reliability by the engineering officer, command officer, or if neither of these positions is a player character, they GM.  (Engineering and command officers, however, can blow plot points on the test.)  The total hit of 11 requires a 19 to succeed.  They roll the VIT+WIL of the ship — a 5 in this case.  The shields are now at 3W, 2S.

Big E can take 18 points of damage.  She has 5 hit the hull.  That damage can effect the ship’s systems.  Do a series of reliability tests for the following attributes:  Agility+Willpower for the ships’s maneuvering thrusters vs. Average (for the 5W), Alertness+Willpower for the sensors, Intelligence+Willpower for the computers, VIT+WIL for systems like transporters, warp drive, weapons.  A failure lowers the die rating a step (a botch drops it to d0.)

Example:  Enterprise takes 5W.  AGL+WIL is a 7 — no damage to maneuverability,  VIT+WIL is a 4 — there’s a problem with life support and the Vitality is reduced to d8 until it can be repaired, and so on…  For systems, a VIT+WIL for engines that fails might mean the warp drive is offline, the same for transporters.  For weapons, it might mean a die step penalty for damage as a result of power loss, damaged emitters, etc.

This is where the engineers come in.  Mr. Scott, super-engineer, has an INT of d10, Mechanics/Repair of d10, and a Talented Engineer of d6.  He has a few things to attend to — he could try to repair the shields, the life support, or another system (one per combat turn.)  This is a bypass or jury rig, since a real repair takes time.  He rolls against the damage as a wound recovery (if the damage is STUN, it’s a straight test at Average.  This assumes it’s blown breakers, and the like.)  The system gains back a die step until the action sequence is over, or the system suffers another failure — in which case the jury rig fails and the original die step penalty is restored, along with the new damage.

An engineer can stage a second wind at anytime, recovering any stun damage and restoring a system of his choice.

Alternately, the GM might want to randomly damage systems when the ship is hit. For that, here’s a quick random systems damage “chart”:

Wired has a piece on the new bionic hand from Touch Bionics, the i-Limb Pulse (OK…the iShit is getting out of hand…)  Thew new prosthetic is stronger (capable of lifting 200 lbs. if you can), it has greater sensitivity, allowing it to be used for fine motor work, and looks bloody cool.

INDIGEN NSTT

This is the product of the Defense Venture Group, which builds vehicles for special operations units.  It is an off-road racing pick-up modified for special operations use.  Four door, seats five (four with gear), it has a Navstar V8 that produced 325hp and 570 ft-lbs of torque and will run JP8 as well as #2 military diesel.  Run falt tires, IR lights, winch, compressor, 2000 watt inverter and blast-resistant seats, as well as Indigen Armor rated to 7.62mm…

Here it is in action:

PM: 0   RED: 3   CRUS: 60   MAX: 103   RNG: 300   FCE: 3   STR: 9   COST: lots

GM Information:  The HSTT ignore off-road modifies, halves weather modifiers in a chase, and removes one wound level to passengers in an accident (if strapped in.)  The armor removed -6DC from firearms, and -4DC from explosive devices.  Run flat tires allow it to function at speed up to 50/25mph (on road/off road) for up to an hour.

I like the look of the Enterprise-era BOP, and for our retcon campaign, I’m not having non-warp Romulan ships…just dumb, when one considers they’re essentially Vulcan refuseniks.

So…my Romulan Bird of Prey:

Scale:  Massive     Length: 125m     Beam: 37m     Draught:  22.5m     Decks: 5     Crew: 205

ATTRIBUTES:  Agility: d8   Strength: d6   Vitality: d6   Alertness: d8   Intelligence: d6   Willpower: d8

Initiative: 2d8   Life Points: 12   Armor: 1W, 1S   Speed: .5c [sublight]; Warp 4 [cruise], Warp 6 [max]   Transporters: 1 20-person/cargo transporter

SKILLS: Heavy Weapons [d4], Knowledge [d4], Mechanical Engineering [d4], Perception [d4], Pilot [d4], Technical Engineering [d4]

TRAITS: Cloaking System [d8, adds to INT for Stealth], Impaired Weapon [die step down at medium and long range], Tough [d4]

TACTICAL SYSTEMS:  2 RTP-1 Plasma Cannon [d8W Massive scale, Long range]; Tractor Beam System [d6+Tech. Eng. v. STR of ship towed]; PFF-2a Deflector System  [2W, 2S]

Tractor Beam System [d6+Tech. Eng. v. STR of ship towed]

The Times reports Spiderman saves a comic store from a robbery.  Well, okay…it was one of the employees dressed (badly) as Spiderman, but hey — I’ll take my superheroes where I can.

ATTRIBUTES:  Agility: d6   Strength: d8   Vitality: d8   Alertness: d8   Intelligence: d6   Willpower: d6

Initiative: d6+d8   Life Points: 18   Armor: 2W, 1S   Speed: .5c [sublight]; Warp 5 [cruise], Warp 7 [max]

SKILLS:  Heavy Weapons [d4], Knowledge [d4], Mechanical Engineering [d4], Pilot [d4], Perception [d4], Technical Engineering [d4]

TRAITS:  Tough [d4]

TACTICAL DATA:  6 K-GDM-2 Disruptor Arrays [d6W massive scale, medium range]; KP-2a Photon Torpedo Launcher [d6W massive scale, long range], Tractor Beam System [d8+Tech Eng vs. the STR of towed ship]; Deflector System [acts as 2W, 3S armor]

AUXILIARY VESSELS:  3 Klingon shuttlecraft

Why the low Vitality and Willpower?  On-screen, it looks like the Klingons go for tough over reliable, and they don’t appear to maintain their vessels with particular elan.

CONSTITUTION-CLASS STARSHIP

ATTRIBUTES:  Agility: d4   Strength: d8   Vitality: d10   Alertness: d8   Intelligence: d8   Willpower: d10

Initiative: d4+d8   Life Points: 18   Armor: none   Speed: .5c [sublight]; Warp 6 [cruise], Warp 8 [max]

SKILLS: Heavy Weapons [d4], Knowledge [d6], Mechanical Engineering [d4], Pilot [d4], Perception [d4], Technical Engineering [d4]

TRAITS: Allure [d4], Prototype [-d4 to Willpower tests]

TACTICAL DATA:  8 Type IV Phaser banks [d6W massive scale, medium range]; 3 Mark 12 IF Photon Torpedo Launchers [d6W massive scale, long range]; Tractor Beam System [d8+Tech. Eng. vs. STR rating of the towed vessel]; PFF-2a Deflector System [act as 3W, 3S armor]

AUXILIARY CRAFT:  4 Class F Shuttlecraft

MISC. SYSTEMS:  2 6-person transporters, 4 20-person/cargo transporters

I’m still working out how the shields would work.  I like the way Decipher has the shields and other systems degrade (an easy check on the ship’s VIT+WIL vs. damage that gets through the shields, I think would work for each.)

Using Madkoifish’s fantastic model of his retcon Enterprise which can be found at scifi-meshes.com…


I’ve been running a Star Trek game for my Saturday group for a few weeks, and finally we had a combat sequence.  I’ve been using Decipher Trek, which has got solid mechanics (particularly like the starship combat rules), but which is a bit dodgy in character combat.  Use of phasers is fairly good:  stun requires a test to see if you’re stunned, set it to “obliterate” and you make the guy disappear…but most PCs can walk away from a phaser shot that is described as burning a foot wide hole in a metal door with an “Ow!  That sucked…”

Hand to hand is equally bad.  It’s very obvious that the Decipher character designed were a bit kludged to try and fuse the d20ish aspects that came into the design with the elements of Last Unicorn Trek that worked well…unfortunately, your character winds up with ridiculous amounts of damage they can soak up.  this can be fix with a few simple adjustments, like knocking out one of the health levels, but I decided to do a port over to Cortex.  (Whether or not I use it is another matter!)

First I took a pass at doing up some species templates of Old Show/Movie period aliens.  (We’re running in a combo of the retcon universe of Abrams and the original universe…)  The templates are meant more as a guide for what traits the aliens often have and aren’t necessary to build a reasonable facsimile.

ANDORIAN:  Antennae: [d2] add to Perception tests; Redundant Circulation: Immunity to Cold [d4]

AXANARI:  Enhanced Senses [d4]; Radiation Resistance [d4]

BETELGEUSANS:  Tough [d8]

BOLIANS:  Good Natured [d6]

CARDASSIAN:  Vesala [d4]: Works as contacts

DELTANS:  Allure [d4]: Pheromones; Credo, Oath of Celibacy [-d6]; Enhanced Communications, Empathy [d8]; Enhanced Senses, Empathy [d4]

GORN:  Inherent Armor [d4]: Impact & Cutting Damage; Inherent Weapons [d4]: Claws and Teeth, d4B; Dull Sense, Smell [-d4]

KLINGON:  Honor [-d4]; Tough [d8]

NAUSICAANS:  

Brawler [d4]; 

Formidable Presence [d4]; 

High Pain Threshold [d4]; 

Out for Blood [-d8]

ORIONS [Female]:  

Allure [d4]; 

Immunity [d4]: Ultraviolet; 

Lustful [-d4]; 

Owned [-d8] if slave

ORIONS [Male]:  

Immunity [d4]: Ultraviolet; 

Tough [d4]

ROMULANS:  

Enhanced Sense, Hearing [d2]; 

Discipline of D’Era [d4]: Add to willpower tests

TELLARITES:  

Hearty Constitution [d4]; 

Poison Tolerance [d4]; 

Stubborn [-d4]

VULCANS:  

Enhanced Sense, Hearing [d2]; 

Enhanced Sense, Mind Meld [d6]: Must be able to touch target; 

Fast Healing [d6]: Must be able to trace meditate; 

Unemotional [-d4]: Against social tests

XELATIANS:  

Enhanced movement, swimming [d6]; 

Enhanced sense, vision [d4]; 

Enhanced communication, luminal [d4]; 

Impaired communication [d8]: mute; 

Invertebrate [d6]: Adds to AGL tests, save on land, when it is a negative to movement tests

XYRILLIANS:  

Curious [-d4]; 

Good Natured [d4]; 

Pacifist [-d4]; 

Parasitic Reproduction [-d4]

ZARANITES:  

Complex Needs, Atmospheric [d8]; 

Enhanced Sense, Sight [d4]: Night Vision; 

Impaired Sense, Vision [-d4]: Light sensitive; 

Mathematician [d6]

No time tonight for the descriptive niceties…and you’ve got internet access, don’t you? (chuckle…)  So without further ado:  the Audi R8 V10:

PM: +2   RED: 2   CRUS: 80   MAX: 197   RNG: 200   FCE: 2   STR: 7   COST: $200,000