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FASA's Star Trek RPG
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<blockquote data-quote="Morrus" data-source="post: 6109290" data-attributes="member: 1"><p>First *real* session tonight. It'll be a bit railroady, but it's kind of an "teach them how to play" session.</p><p></p><p>I plan to have them on a Keith class V scount ship, seconded to Starfleet Intelligence on counter-smuggling operations. They'll investigate an aboandoned space station and find some Orion smugglers there. After a battle on the station, an Orion ship will emerge from behind the planet and try to flee at which point they will no doubt beam back to the ship and give pursuit using the Command & Control rules from the Starship Tactical Combat Simulator. There will be a hitch, though - some systems won't be functioning. Some skill rolls will determine they have a saboteur on board, and while some of the players pilot the ship into combat, the others will be racing around the ship trying to catch the saboteurs. Once they've done that, systems will be restored, and the starship fight will be roughly equal (slightly in favour of the players). They'll capture or destroy the vessel. At the end of the session, though, a Klingon ship will decloak near the space station and warp off. Suspicious!</p><p></p><p>I have an idea of them at some point in the future needing to man a crippled Constitution class starship (as their scout won't be a match for an opponent). The Constitution class ship will have been at a repair dock for a while, not really getting much repairs. It's abandoned (thought here will be a short adventure on baord when they first board it). They'll use the crippled ship to try to fight a couple of Klingon ships. It'll be fun having that powerful ship, but it being crippled.</p><p></p><p>Then they'll be going undercover in The Triangle, having to buy/build their own ship and investigate what the Klingons are up to.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6109290, member: 1"] First *real* session tonight. It'll be a bit railroady, but it's kind of an "teach them how to play" session. I plan to have them on a Keith class V scount ship, seconded to Starfleet Intelligence on counter-smuggling operations. They'll investigate an aboandoned space station and find some Orion smugglers there. After a battle on the station, an Orion ship will emerge from behind the planet and try to flee at which point they will no doubt beam back to the ship and give pursuit using the Command & Control rules from the Starship Tactical Combat Simulator. There will be a hitch, though - some systems won't be functioning. Some skill rolls will determine they have a saboteur on board, and while some of the players pilot the ship into combat, the others will be racing around the ship trying to catch the saboteurs. Once they've done that, systems will be restored, and the starship fight will be roughly equal (slightly in favour of the players). They'll capture or destroy the vessel. At the end of the session, though, a Klingon ship will decloak near the space station and warp off. Suspicious! I have an idea of them at some point in the future needing to man a crippled Constitution class starship (as their scout won't be a match for an opponent). The Constitution class ship will have been at a repair dock for a while, not really getting much repairs. It's abandoned (thought here will be a short adventure on baord when they first board it). They'll use the crippled ship to try to fight a couple of Klingon ships. It'll be fun having that powerful ship, but it being crippled. Then they'll be going undercover in The Triangle, having to buy/build their own ship and investigate what the Klingons are up to. [/QUOTE]
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