TEXT: Coda Star Trek House Rules 
   
  Time in grade: a character must serve in Starfleet a certain number of years before achieving the 
  rank listed. Player characters may spend advancement picks on ranks beyond their time in grade, 
  which will be stored in the “rank bank” and doled out when appropriate years of service have 
  been fulfilled. (Note: misconduct will cause improvements to the Promotion edge to return to the 
  rank bank, and serious violations may cap Promotions – any overspent advancements will be 
  returned to the player character). Characters of exceptional talent and bravery may earn one 
  grade before the full term of service required, but there will be no Fleet Admirals by age 24. 
   
  Rank 
  Time in Grade 
  Lieutenant (j.g.) 
  1 year 
  Lieutenant 
  3 years 
  Lieutenant Commander 7 years 
  Commander 
  10 years 
  Captain 
  13 years 
   
  Russian roulette with a phaser: when a bridge panel explodes, who is the lucky recipient? Roll 
  2D6 and find out! If you’re one of those pesky 24th century types, Helm and Navigation double 
  the flight officer’s chances for getting barbequed. Also in the 24th, substitute Operations for 
  Communications. 
   
  2 
  Captain 
  3 
  Helm or Flight Control 
  4 
  Navigation or Flight Control 
  5 
  Tactical 
  6 
  Science 
  7 
  Engineering 
  8 
  Communications or Operations 
  9-12 
  unattended panel 
   
  If you build it, they will come: for the point scroungers who can’t quite scrape together all the 
  improvements you’d like, transporter units may be traded in for 1 point each. Starfleet 
  regulations require that you have at least one transporter unit aboard. 
   
  For the captain who has everything: in case the shuttles aren’t enough, you may embark travel 
  pods at 1/2 a slot and workbees for 1/3 per slot. These may be substituted for either a shuttle 
  allotment or a cargo allotment (if cargo, the ship must have at least one cargo transporter to 
  deploy the craft).  
   
  Yo, Adrian!: while the large number of hit points conferred on the player characters via the 
  health level system is nice, it sure takes a long time for a fist fight to play out…and then you’re 
  hospitalized for six weeks while you recover all those points. My quick fix to the brawling 
  encounters includes a chance for upper tier successes to knock out without delivering a 
  deathblow and is in the table below. 
   
  Success 
  Stamina TN 
  Duration of KO 
  superior 
  5 + damage dealt 
  1D6 + 5 rounds 
  extraordinary 
  10 + damage dealt 
  2D6 minutes 
   
   
  
  The neighbor’s house rule: even though the previous house rule shortens up hand to hand 
  combat, there are times when even that is too much work. So, for the mooks who don’t matter, 
  I’m stealing from the other Coda system, found on page 270 of the Lord of the Rings core 
  rulebook. Essentially, mooks are given a rating of 1 to 3; that is the number of successes needed 
  to kill/defeat an opponent. Sure, the phasers can dish out 10D6 + 36 points of damage, but 
  sometimes nothing satisfies like a good neck flex. 
   
  That’s gonna leave a mark!: Getting hit with your shields down is bad, m’kay. The degree of 
  success determines the extra damage conferred right to the structure. Drydock, here we come! 
   
  Unshielded Hull damage modifier 
  complete success 
  +2 
  superior success 
  +4 
  extraordinary success 
  +6 
   
  I’m given ’er all she’s got, Captain!: The rules for pushing the engines on page 99 of the 
  Narrator’s Guide are good for game balance, but neglect the input of a talented engineer. To 
  assist the engines in holding together while being pushed to the red line, an engineer or team of 
  engineers may be working to that end. Before making the hourly reliability test, the engineer(s) 
  may make an Engineering: Propulsion (warp system) check at TN 15 with the following results: 
   
  Propulsion (warp system) modifier 
  disastrous failure 
  -3 
  complete failure 
  -2 
  failure 
  -1 
  marginal success 
  +1 
  complete success 
  +2 
  superior success 
  +3 
  extraordinary success 
  +4 
   
   
   
  This potential bonus assumes that the engineer(s) are constantly making engine 
  adjustments while the ship is moving at high speeds. This is considered a standard action, which 
  means that the crew involved must begin making Stamina tests after two hours to avoid fatigue 
  penalties (see Player’s Guide p. 248 or Narrator’s Guide p. 95-96).  
   
  Go long!: While it would seem that the warp speed chart exists only to justify Voyager’s 
  journey, and warp speed should move “at the speed of plot” sometimes that distance traveled can 
  be made to serve the plot. Borrowing from one of the novels of many moons ago, the engines can 
  be rigged for “high speed running.” Making reliability tests every hour for a month-long trip 
  would be extremely tedious. The engineering crew can rig the engines to run at maximum output 
  via a controlled burn out of the engine components; this will also require extensive repairs after 
  the high speed run is complete. Both the rigging and repair of the engines are extended tests. 
   
  The TN is 10+Warp speed desired (to ship’s maximum rating); X2 for daily reliability 
  tests, X5 for weekly reliability tests with an hourly interval for progress. Maximum travel time at 
  this rate is equal to the warp factor traveled in days or weeks respectively. 
   
  Because this type of strain is particularly hard on the ship’s engines, the repair TN is 
  15+Warp speed traveled with the same multiplier as used to determine the rigging TN. The 
  repair interval is also one hour. 
   
  Replace the Engineering: Propulsion (warp system) skill test with Enterprise: 
  Administration (Starfleet) after rigging and use the chart in I’m given ’er all she’s got, Captain! 
  to determine bonus/penalty to reliability TNs. 
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Homebrew Rules/Coda_Star_Trek_House_Rules.pdf