If you are reading these notes, I am going to make the assumption that you are familiar with Castles and Crusades and the Siege Engine system.
There are little or no changes to the Siege Engine, and how it works – but there are benefits to being a trained Star Fleet Officer.
One of the main changes to the rules as written (an addition in actuality) is that a natural “20” always succeeds, and a natural “1” always fails.
Utilization of the rules below requires a reasonable amount of Games Mastering skill – do not be too generous with what constitutes a “Class Task”, by the same token do not be to strict over what comes under the heading of “Star Fleet Training”.
When performing a task that counts as a Class Task, twice (2X) the Characters Level is added to the roll.
Example – Captain Kurt is attempting to Negotiate Peace between the Anticans and the Selae – Negotiation counts as a Command Skill so he gets to add +12 (twice his level of 6) to the Roll.
When performing a task that does not count as a Class Task, but comes under Star Fleet training protocols – the Characters Level is added to the roll.
Example – Captain Kurt is attempting repair the Transporter Station, Chief Enginer “Taff” Jones is unconscious and Kurt needs to site to site transport himself onto the Bridge in an attempt stop the Romulan Pirates that have invaded his ship. Kurt is not an Engineer, but all Star Fleet personell have at least some training in this field so he gets to add +6 (his Level) to the Roll.
If the Task comes outside the province of Star Fleet Training altogether – but is still within the realms of possibility that the Character might “know” how to do such a thing, he may still attempt the Task – but with no bonus for his level applied to the roll.
Example – Captain Kurt attempting to beat a Ferengi at Tongo in order to get information out of the Ferengi, he is familiar with the game as he spent time stationed on a Deep Space Station. Tongo is a Charisma Based test the GM reasons, so Kurts base Challenge level is 15 + the Ferengis level of 3. The Ferengi passes his Tongo test, now its over to Kurt - should Captain Kurt roll 18+ he stays in the game for another turn, if the Ferengi had failed his Tongo test - Kurt would have won outright!
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