Risus Trek Starship Rules

Starships are basically “Tools of the Trade”, and work similarly. The dice pool available is created by adding up the combined dice for the players operating the key systems and dividing by 3 (rounding down). The key systems are as follows:

Command (giving orders)
Flight Control (pilot)
Security/Tactical (weapons)
Operations (miscellaneous fiddling: shield and power control, etc.)
Engineering (mid-battle repairs)

As all Starfleet skills, these include the Starfleet Officer rating, which can also be used alone if no fully-qualified people can be found. Also, appropriate Specialties could count as well, depending on GM ruling.

For example, a ship crewed solely by just-graduated cadets operating the Yorktown (each having only Starfleet Officer (2)) would have a ship Rating of 3 [ (2 × 5) / 3 }, represented as Yorktown (3).

Once you have the final ship’s Rating (dice pool), this is the pool used during combat with enemy vessels. As per the rules, they will have their own Rating – say, an averaged-crewed Romulan Warbird shown as Warbird (6). Combat takes place as usual, until one side has lost all of their dice. Game effects of combat damage are left to the GM to settle in dramatically appropriate ways. More specific actions should be handled via Target Numbers – for example, the crew wishes to destroy the engines of an enemy ship who is unprepared (perhaps Security/Tactical vs TN 10).

The final element is a reflection of the offensive and defensive capabilities of the ships. For offensive adjustments, increase or decrease the Die Type. For example, the standard Galaxy-Class starship would have an offensive rating of 1, or d8. So if the Yorktown example above is a Galaxy Class ship, then it would be Yorktown (3d8), and the cadets would be rolling d8s during combat. This is similar to the “Funky Dice” mechanic, except that exceeding d12 adds another +d2. This second dice increments as the first. So, the progression would go: d4 → d6 → d8 → d12 → d12d2 → d12+d4 → d12+d6… and on. Of course, it’s not recommended that you go so high.

The defensive power of a ship is represented by additional dice. So, if our Galaxy-Class ship has Improved Shielding (or maneuverability, or whatever), then it gets perhaps +2 dice.

So our final Rating for the cadet crew in their Galaxy-Class ship is: Yorktown (5d8). Of course, the enemy Warbird is of similar capability, with perhaps a bit more powerful weapons. So they are shown as Romulan Warbird (8d10). The odds are against our bold crew, but perhaps Starfleet shouldn’t have sent out a crew of cadets…

Risus Trek Starship Rules

Star Trek: Exeter rushl