Article:
D&D 4th ed: Players as a Star Trek Away Team

Written By: AJ Pickett
Date: 26 Apr 2010

While Star Trek Away Teams can make for fun protagonist encounters, it is really quite easy to turn the tables and play a Star Trek away team, visiting the D&D world. The various alien races of Trek can be adapted directly from existing races. Humans are still the most common race found on a Federation ship and are unchanged. Vulcans are Eladrin, in place of the Fey Step power, they have the ability to Stun any adjacent humanoid creature for 1d6 rounds, if they have combat advantage against it and are able to deliver a basic melee attack vs Reflex. Klingons (more recent additions to the Federation) are clearly Half Orcs. Slap a coat of paint or some odd facial growths on pretty much any other D&D playable race and it works just as well. I think a blue skinned, antenna sprouting Githzerai makes for a fine Andorian, for example.

Equipment is extremely simple to handle, as each Away Team member only carries a uniform, a phaser, a communicator (hand held or badge) and some sort of tricorder. The uniform provides protection against all basic environmental levels of cold and heat, is a little water proof and for the sake of argument, lets imagine it is comfortable to wear.

The Phaser is a very advanced ranged weapon that has a stun and a lethal setting, can be rigged to explode, and used as a rock heating device, or to cut a hole in something. Its power source and type is Radiant energy, it has a range of 20 squares, it can target two creatures that are adjacent to each other and is +5 vs. Fortitude (for a Trek character proficient in phaser weapons), on Stun setting, the weapon does from 1 to 1d4+4 damage and will Daze the target (save ends), on Lethal setting, the weapon does 3d6+4 radiant and force damage, and will weaken the target for one round. If set to overcharge and explode, the weapon will go critical after 6 rounds (making a lot of increasingly high pitched noise while it builds up energy) and go off in a blast 4 area, centered on the phaser, +10 vs Reflex and doing 6d6+6 damage to anything in the blast range. Heating rocks is simple and it only takes a couple of standard actions to cut a hole in even a thick iron door. I have not seen a phaser run out of power in any Star Trek episodes, though they might do after a while, but considering that a bundle of them has enough energy to get a shuttle pod into orbit.. I think it unlikely to be something to worry about.

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View Comments (3)

wow, i never thought of having my pllayers encounter a federation away team, it might be quite funny if they misuse the phasers
Posted by perry senior on 24 August 2010 18:12
Heh heh, thanks dUBBZ.
Colin, feel free to kick him in the nuts.
Posted by AJ on 16 June 2010 04:36
Very cool Idea, also, Colin is a nub
Posted by dUBBZ on 16 June 2010 01:43

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