Star Trek : Adventure Gaming in the Final Frontier " Star Trek : Adventure Gaming in the Final Frontier " . Heritage Models was the first game company to license another property ( Robert Beattie ) . They produced the first official " Star Trek " RPG and figure line . To correspond with its licensed figures , Heritage Models published a rulebook , a painting guide , a set of paints , and figures . According to Heritage Models president Duke Seigfried , this was a way of making games more accessible to the general public because the consumers knew the stories behind the game . The 1st edition rules were written by Michael J . Scott , with a copyright date of 1978 . The early sci - fi game was based on Paramount ' s " Star Trek : The Original Series " and " Star Trek : The Animated Series " TV series . It was published as a forty - page , 8 ½ " × 11 " staple - bound book . Some printings featured only a purple gas giant and space background on the cover . There were no interior illustrations except for scenario maps . Core rules . The rules were split into a " Basic Game " using pre - generated characters from the series , and an " Advanced Game " with full character creation and additional combat rules , like random initiative . The basics . The basic rules are just what the word implies , but they are complete . They were deliberately written for newcomers to the hobby . Michael J . Scott eliminated much of the guesswork found in earlier RPGs as to how the parts fit together . A section on preparing to play and explanations of the six very familiar characteristics opens up the basic segment of the rules , followed by movement , hand - to - hand , and ranged combat rules , a sequence of play for the " action phase , " and a list of twenty personalities along with their characteristic values . This segment also includes some brief descriptions of " Star Trek " equipment and an example of play . Characters have six attributes ( Strength , Dexterity , Constitution , Charisma , Luck , and Mentality ) generated by 3d6 rolls modified by race . There is a " Hand - to - Hand Class " bonus , but no other skills and no experience rules . Melee combat is resolved in a single damage step . The attacker rolls 1d6 - 6d6 ( depending on weapon ) plus Strength , Dexterity , and Hand - to - Hand Class modifiers . The defender subtracts 1d6 plus Luck and Hand - to - Hand Class modifiers from this total to determine damage . Ranged combat requires a 1d6 roll under a hit number which depends on range and the attacker ' s Dexterity . Using the Basic Rules , the players used the pre - generated Bridge Crew – who would be Kirk , Spock , McCoy , Uhura , Chekov , Sulu , Chapel , and Scott from Paramount ' s " Star Trek : The Original Series " and included M ' Ress and Arex from Paramount ' s " Star Trek : The Animated Series " . Advanced rules . About twenty pages of information charts and rule expansions allows for more advanced play . The Advanced section contains rules for creating original characters , a list of lifeforms and their characteristics from the TV series , advanced combat rules , and a more extensive list of equipment . The rules included descriptions of several alien races including Larry Niven ' s Kzin , an extensive equipment list , tables for randomly - generated aliens , and two introductory scenarios . The scenario plots were very limited in scope compared to the average " Star Trek " episode . Both scenarios were essentially " dungeon crawls " complete with monsters , radioactive rocks , and traps . Core rules limitations and strengths . The rules lacked ways for characters to gain experience or skills . Rules were lacking to address aging and salaries . There were no guidelines for costs and no price lists . The referee ' s role was defined more by the use of miniature than anything else . It is not surprising that the rules expected players to use miniatures – the combat rules would be difficult to run without them . Chain of command and world generation rules were also absent . Chain of command rules would have , however , violated one of the basic concepts of " Star Trek : The Original Series " and " Star Trek : The Animated Series " , that the captain of the ship was " out there " having to make the hard decisions . There were no starship rules , as adventurers took part in " landing party missions " ( away team missions ) using rules for personal - level role - playing . This followed the pattern of Paramount ' s " The Original Series " and " The Animated Series " , where the shows were basically either planet - based or ship - based , with planet - based adventures preferred . The ship was just the means to get to the planet . One element that the game introduced that was unusual comes directly from the series : the concept of a subordinate player ' s ( junior officer ) ability to question the actions of a commanding officer with the request : " " Permission to speak freely , sir ? " " True to " Star Trek : The Original Series " and " Star Trek : The Animated Series " , adventurers did not seek wealth or glory ; a player succeeded by completing the mission without violating the Prime Directive . Meanwhile , " Star Trek " gaming has evolved and been licensed to and released by other companies such as FASA Corporation , Last Unicorn Games , Decipher , Steve Jackson Games and Modiphius Entertainment , as well as Task Force Games ' ongoing " Star Fleet Battles " game . See also . While Heritage Models did not produce any adventures or supplements , there are several war gaming articles that expanded on " Star Trek : Adventure Gaming in the Final Frontier " . An adventure module . " Kirk on Karit 2 : A STAR TREK Scenario Report " was written by Emmet F . Milestone and appeared in Different Worlds # 4 p9 - 11 , published by Chaosium , Inc . This " Star Trek " scenario was developed for use at DunDraCon IV . The intended players were a mix of " old dungeon - mates " and some non - gamer Trekkies who were interested in finding out about role - playing . Milestone provided the details of how he constructed the scenario using an old dungeon map ( not provided in the article ) , the " Star Trek Blueprints " , and the statistics he devised for the Star Guard Dreenoi . In addition to the scenario , Milestone also added some romance rules . The romance rules were added to give the characters the opportunity to " Make a Pass " and dealt with " Falling in Love . " The writer felt this gave the player characters the opportunity to emulate some of the events seen on episodes of Paramount ' s " Star Trek : The Original Series " that were not provided in the original game rules . With the publication of the scenario , other RPG game masters had a model for scenario development and model for additional rules development . A rule set expansion . " Star Trek : Beyond the Final Frontier " was written by Paul Montgomery Crabaugh and appeared in Different Worlds # 18 ( the January 1982 issue ) published by Chaosium , Inc . The article was seven pages in length with fifteen small tables ( pages 10 - 16 ) . Here is the brief editorial blurb from the beginning of the article : The author ' s influences were stated up - front : Paramount ' s " Star Trek : The Original Series " , " Star Trek : The Animated Series " , and Franz Joseph ' s " Star Fleet Technical Manual " . was over a year away from release at the time Crabaugh finished his article , and he stated that he did not use simply because there was a lot more useful gaming material available in the TV episodes and their novelizations .