Skip to main content

Space, the Final Froniter ... 3

Fleet Security

Security Officers are assigned to starships, bases and ground bases controlled by the Federation. Security Officers are typically responsible with keeping their duty station secure and to assure the normal operations of their duty post. Security Officers are responsible for the prevention, investigation of criminal acts as well as to provide personal protection of Starfleet personnel, foreign dignitaries and the like.

In times of war and during away missions, Security Officers act as the frontline defense of the Fleet. Security Officers are usually broken into small squads with set stations during times of conflict. However, even alone, a Fleet Security Officer is a formidable force and it is not unheard of for one Officer to hold an area from an enemy assault.

Primary Attribute: Strength and Dexterity +13 (5% bonus to experience)
Hit Dice: 1d8/level (+3/per level after 9th)
Defense Bonus: -5[+5]
Weapons Permitted: All



Fleet Security Abilities

Tactical Training: Fleet Security Officers receive a +1 bonus to initiative rolls. If using group initiative with a d6 dice, the Security Officer gives a +1 to the group initiative roll. This bonus does not stack if there is more than one Security Officer in a Party.

Weapons Training: Fleet Security is trained in a variety of Fleet and Alien weaponry and can quickly adapt to the use of archaic, modern and futuristic weapons. The Security Officer gains a +1 to hit with all Phaser, Disrupter and Laser based pistols and rifles.

Demolitions: Security Officers has a variable chance based on his level to turn any device with a fuel source into an explosive device in 1d6. All explosive devices created this way cause 1d6 damage within a 30’ radius.

 Table 1: Security Officer Advancement Table

Level
EP
HP
Saving Throw
1
0
1
15
2
1,250
2
14
3
2,500
3
13
4
5,000
4
12
5
10,000
5
11
6
20,000
6
10
7
40,000
7
09
8
80,000
8
08
9
160,000
9
07
10+
+80,000
+3
06


Comments

  1. Replies
    1. Unfortunately I did not know of the existence of X-Plorers at the time when I made this. This and a the two other "Final Frontier" posts I made were a small side attempt of mine to create a basic idea of a OSR Star Trek game.

      Since learning of X-Plorers I kind of gave up on it.

      Delete

Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.