Fasa Star Trek Rp Wrath Of Khan, The - Ship Construction Manual (1st Edi Sc Vg
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Fasa Star Trek Rp Wrath Of Khan, The - Ship Construction Manual (1st Edi Sc Vg:
FASA Star Trek RP Wrath of Khan, The - Ship Construction Manual (1st Edi SC VG. Condition is Used.
Introduction .. .
How To Use This Book
Designing For Ship Combat
Warp Engine Tables ..
Turn Stress Charts
Impulse Engine Tables .
Weapons and Shields .
Weapons Tables .
Firing Crew Allocation. .
Superstructure Values .
Damage Chart Selection
Designing Full Player Panels
Designing in TREK:
designed as a stand-alone game, requiring no additional
material to play it.
combat system, it was discovered that a system whereby
players and gamemasters could design their own vessels
would be very useful. The philosophy behind the contents
of this volume would normally be discussed in a lengthy
Designer's Notes section at the end of this book. However,
due to the nature of this work and how important it is
to understand why the system works the way it does and,
THE ROLE PLAYING GAME was
However, in the design of the ship
importantly, why it was designed the way it was,
this designer will depart from the norm and discuss the
"whys" of design here and throughout the book.
First, the overall philosophy of STAR TREK: The
Role-Playing Game must be looked at. The entire system
has to BE STAR TREK. The basic game takes care of that.
Next, the system has to be simple enough for the beginning
gamer to utilize. I did not want a system that took six
hours to design a ship to be used for ship combat. Last in
the trilogy of design precepts carried over from STAR
TREK: The Role Playing Game is the idea that the system
had to be fun to use. This ties in directly with number two.
If a system is easy, it usually will be more fun to work with
than a cumbersome system.
Besides these basic concepts, much more had to be
considered in the design process. Number one, we (FASA
and FANTASIMULATIONS ASSOCIATES, INC) wanted
the book to be complete at the time of publication. This
meant all the major known cultures - the Federation,
Klingons, Romulans, Orion, Gorn, and the Tholians -
had to be included. This leads to problems since a consis-
Second, it had to
tent system was wanted for all six.
be complete through the second motion picture. This
meant that ALL the ships, from the series through the
movies, the old Enterprise and the new, the old Klingon
D-7 and the new, etc., had to be covered. Third, I wanted
a system that would enable those players who wanted to
design a ship for the combat system to be able to do so in a
minimum amount of time. Fourth, the system had to allow
those who wanted to lay out the decks of a 250,000 ton
ship to do so. Fifth, I wanted a book that would be a
"sourcebook“ for those who were laying out those decks.
Experienced role-playing gamers may know what a state-
room is, what it looks like, and what is in it, but novices
Keeping all of these in mind, we are ready to
begin our tour of the dry-dock and learn how to build to my family and friends for their assistance
in difficult times.
David F. Tepool
Rules supplement for STAR TREK: The Role Playing Game
By David F. Tepool
Art: Mitch O'Connell
Graphic Design: Dana Knutson
Copyright c 1983 Paramount Pictures Corporation
All Rights Reserved
Printed in the United States of America
STAR TREK is a trademark of Paramount Pictures Corporation
STAR TREK II:
The Wrath of Khan products are published by FASA Corporation under exclusive license from Paramount
Pictures Corporation, the trademark owner.
STAR TREK: The Role Playing Game is published by FASA Corporation under exclusive license from Paramount.
writing from the publisher.
Manufactured by Patch Press, Inc.
Published by FASA Corporation