Beruflich Dokumente
Kultur Dokumente
Isaacs
DISCLAIMER:
While Decipher Inc. has researched extensively to make this the most authentic Star
Trek Roleplaying Game possible, the depth of information necessary for a fully-real-
ized roleplaying game is not always revealed during a weekly television show. While
we have tried to extrapolate logically within the flavor of Star Trek, we have taken
some liberties and players should remember that only the events, characters and
places that appear on the show or in films are canon.
TM, ® & © 2002 Paramount Pictures. All rights reserved. STAR TREK and related
marks are trademarks of Paramount Pictures. Decipher Inc. Authorized User. © 2002
Decipher Inc., P.O. Box 56, Norfolk, Virginia U.S.A. 23501-0056. All rights reserved.
CHAPTER 3 PROFESSIONS
CHAPTER 4 ATTRIBUTES
CHAPTER 5 DEVELOPMENT
CHAPTER 6 SKILLS
CHAPTER 7 TRAITS
CHAPTER 8 CHARACTERISTICS
CHAPTER 9 ADVANCEMENT
CHAPTER 10 EQUIPMENT
CHAPTER II STARSHIPS
CHAPTER 12 ADVENTURING
CHAPTER 13 T H E GALAXY
CHAPTER 14 T H E FEDERATION
APPENDIX
INDEX
We all know the answer to this You may know the answer to
question. Star Trek is a phenome- this question, too, although you
non born of gleaming starships and might not realize it. After school,
mysterious worlds, bold explorers when you were a kid, you'd watch
seeking out new life forms and new Star Trek on TV and then you'd play
he Star Trek televi- civilizations, phasers and trans- Star Trek in the backyard with your
sion series and movies take porters and bizarre wormholes, and friends. Fingers pointed, you'd
us to a future of optimism, space, the final frontier. phaser down the luckless Klingons.
where people of different Star Trek signifies more than the A vacant lot became Vulcan, and
races and creeds join dazzle and whir of special effects starships zoomed in your imagina-
together to explore the and space opera; it portrays a future tion. With a roleplaying game, you
galaxy's mysteries. From of peace and science, of right mak- can do all of that, and you don't
that first episode, in 1966, ing might and the victory of the even need the vacant lot. Better
five successive television human spirit over any obstacle, even yet, there are rules to tell if you hit
series have taken us where those from within our nature or from the bad guy with your phaser.
no one has gone before. out of our past. Heroes are able, pro- A roleplaying game, just like a
Strange aliens, enigmatic fessional, and dedicated, but most of TV show, is about telling a story.
planets, and unusual civi- all they are human. Despite all the You take the roles of the main char-
lizations awaited Captains technology and chrome, their stories acters of an all-new Star Trek series,
Kirk, Picard, Sisko, Janeway, remain human ones, even if the set anywhere from a battered sci-
and Archer. With this game, heroes happen to have pointed ears ence vessel on the edges of the
you can recreate the adven- or impressive brow ridges. Delta Quadrant to the gleaming
ture of your favorite series More than that, Star Trek pos- campus of Starfleet Academy. You
or craft your own stories set sesses an even greater meaning: It don't even have to play Starfleet
in the Star Trek universe. is a modern mythology for the officers; any character you can
Space Age, tales of heroism and imagine from an honorable Klingon
wonder that tie the oldest of epic warrior to a shady Cardassian arms
themes to the newest frontiers of dealer to an adventurous Betazoid
science. With the Star Trek merchant can star in your game. It
Roleplaying Came, you can bring gets better: rather than play through
your own heroes to life and join someone else's scripted episodes,
Kirk, Data, Garak, and Seven of you create your own lines and
Nine among the brightly burning describe your own settings. You've
stars of this legendary galaxy. watched some episode of Star Trek
and sworn you'd do it differently if you were exploring ducer; she decides what this week's episode will be
that planet, if you were commanding that Romulan about and adjudicates the rules so everybody knows
ship, or if you were bargaining with those Cardassians. what they can do to keep the Romulans at bay or the
Now, with the Star Trek RPG, you can do all of these deflector shields up. The Narrator designs individual
things the way you want to do them. episodes, Star Trek adventures all your own. Over time,
these stories can become a whole new Star Trek series, a
long-running triumph with a special effects budget as
infinite as your collective imaginations. Among you and
your friends, players and Narrator alike, evil is van-
quished, order is restored, and the galaxy is saved.
Your character is anyone you can imagine in the Everybody wins, because everybody has a good time.
Star Trek universe, the hero of your own imaginary Star
Trek series. Your character might be ...
• A Betazoid astrophysicist obsessed with finding the
alien entity that killed his wife.
• A wily Human diplomat on the Orion homeworld Although there are no winners or losers in a roleplay-
during the early age of star travel. ing game, there are still rules. Rules provide the frame-
• A brilliant Vulcan tactician whose military gifts work that let you tell your stories; they enable you to tell
starkly contrast with his Vulcan pacifist creed. if you hit that Romulan or whether he dodges your
punch. The rules exist solely to enhance stories, allowing
• A rambunctious Trill mercenary who has seen and
them to move more smoothly and clarify any misunder-
done it all.
standings that might crop up along the way.
• A brash Talaxian orphan, eager to join Starfleet and The Star Trek Roleplaying Came uses the Coda
see the universe. System, a simple rules system to explain and account
• A rapidly aging Ocampan explorer, desperate to for the random events your characters will face. By
find a new world for her people. design, it allows a broad range of action and gives you
any number of directions to explore as your character
• An aristocratic Klingon warrior, forced by the cow-
grows, improves, and changes.
ardly Organian Treaty to use dishonorable methods
to destroy the Federation.
• A humane Cardassian governor, caught between
the Obsidian Order and Bajoran terrorism.
• A cunning Ferengi con artist who sells phony star
drives to primitive worlds to steal their resources. You need a copy of this book, which tells you how
to create and play your character. There's a blank char-
• A visionary Bajoran mystic who hears a call from the
acter sheet, which you may photocopy, at the end of
Prophets to travel to the stars beyond the wormhole.
the book. You will also need a pair of conventional six-
• Or any other character from two centuries of inter- sided dice, a pencil or pen, and some paper for mak-
stellar history and five series of televised Star Trek ing notes. That's all you need in terms of materials.
drama.
But you can't play a roleplaying game alone. You'll
The characters you and your friends play become the need at least one other person to play with as you inter-
cast and "Crew" in your own series, even if you play act to tell stories. This person can be either the
members of a Cardassian planetary garrison instead of Narrator—the person who creates the backstory and
the crew of a starship. Everyone else, from the omnipo- runs the game—or a player (if you choose to act as
tent Q to the lowliest Lurian janitor, appears as mem- Narrator). In either case, the Narrator will eventually
bers of the supporting cast. need a copy of the Star Trek Roleplaying Came
Narrator's Guide to create more fully realized adven-
tures and series of her own design, and to gain addi-
tional information about the Star Trek universe. Though
the Appendix on pages 242-252 of this book contains
all the rules you need to play, the Narrator's Guide
The Narrator acts out the supporting cast roles, play- expands upon these rules to cover a wider range of
ing the parts of everyone else—the guest star, the villain, actions and possibilities.
and the red-shirted security man who dies in the first act. So step into the shoes of tomorrow's heroes, grab your
She becomes the director, the set designer, and the pro- dice, and boldly go where no one has gone before.
EDGE: A trait giving your character an advantage.
EPISODE: One complete Star Trek adventure, much
like a television episode. An episode may require
several game sessions to complete.
SERIES: A related collection of stories, with the same UNTRAINED: Having no levels in a particular skill
characters as the stars. means a character is "untrained" in that area. Some
skills can't be used untrained; if called upon to
SKILL: Your character's learned abilities, aptitudes, and make a test using that skill, the character must be
areas of knowledge. trained in order to perform the action and make the
test. Skills that can be used untrained permit char-
SKILL TEST: A kind of test influenced by your character's
acters to make skill tests, even though they add 0
training, such as repairing a warp drive or scanning
(their effective level) to the dice result.
a planet for life forms. To make a skill test roll 2d6,
and add your skill rating and the appropriate attrib- UPGRADE: Some traits and abilities can be upgraded,
ute modifier to the total on the dice. meaning that your character can spend advance-
SOCIAL TEST: A die roll involving interaction between ment picks to acquire them more than once. Unless
a trait or ability says that it can be upgraded, your
two characters, such as bargaining for a lower price
character can acquire it only once.
or mediating a dispute. Social modifiers apply to
these tests. WILLPOWER: A type of reaction that represents your
SPECIES ABILITY: Similar to a professional ability, this is strength of will and guts. Used to resist mind con-
a special talent or ability your character derives trol, torture, and some kinds of social tests.
from his species. W O U N D LEVEL: This is a measure of a character's state
of health or injury. There are five wound levels: Dazed,
Injured, Wounded, Incapacitated, and Near Death.
Within each wound level, a character can with-
stand an amount of damage equal to his Health. If
he takes more than that, he drops to the next low-
est wound level and immediately begins suffering
physical penalties as a result of his injuries.
while the rest of your gaming group creates Starfleet officers. You'll
PRELIMINARY CONSIDERATIONS need to consider what everyone in your group wants to play and find
When selecting your character's species, you should consider sev- a rationale lor them working together as a Crew.
eral factors carefully before making your decision.
One way to do this is to create characters together. This way, you
First and foremost, what species interests you the most? What can come up with an overall campaign theme. If everyone at the table
"feels" best for the character? If you have your heart set on playing an wants tu play something different—a Vulcan mystic, a Ferengi mer-
Ocaipi in an Alpha Quadrant-based series, talk with your Narrator chant, and a Cardassian pilot—maybe the group ought to play a
anil see if you can come up with a reasonable explanation for the char- campaign set along the Federation frontier, perhaps on a remote
acter's presence in the game. If you have an idea for an intriguing char- space station.
acter that contributes to everyone's enjoyment of the game, most
Narrators will work with you to get him involved. On the other hand, yuu might want to play a character that doesn't
necessarily jibe with everyone else's—a Klingun diplomat to every-
Second, consider the species' stereotypical professions, both one else's Starfleet officer. In this case, maybe you and yuur Narrator
for using them and ignuring them. All uf the species descriptions could devise a way for your character to fit in. Maybe your Klingon
include a "favored profession" and notes about how members of serves as an observer for the Klingon High Council, for instance. You
the species often become adventurers. But don't feel straitjacketed could make some slight alterations to your character to fit in better
by those guidelines. Each species is incredibly diverse, with mem- with the group, perhaps making him a Klingon starship officer (rather
bers participating in every profession and pursuit available. So than a diplomat) participating in an officer exchange program.
while you may typically think of Vulcans as science officers,
Klingons as warriors, and Ferengi as merchants, you may have You don't have to be together when yoo create characters; everyone
more fun if you take a different approach. A Vulcan merchant, might agree to certain kinds of characters beforehand. The importaot
Ferengi warrior, or Klingon science officer can bring a fresh per- point is to create a group of characters that seem well suited to work
spective to the profession, thus setting himself apart. together as a Crew while still allowing every player to create the char-
acter he wants.
Third, look at what each species offers in terms of attribute adjust-
ments and special abilities, and consider how they might help your char- On Star Trek, every Crew seems to have an engineer, a doctor, a sci-
acter. If yon rolled poorly for Agility and Presence, you might want to entist, a commander, and so on. When you and your group create your
have your character belong to a species that provides a bonus to those characters, give some thought as to how your Crew will succeed in the
attributes or to Quickness. If you want to select the soldier profession face of adversity. Who will repair equipment? Who will heal the sick and
for yoor character, choosing a species that grants bonuses to Strength injured? Who will negotiate with alien leaders? While it's okay to have
or Vitality, such as Cardassian, Klingon, or Vulcan, maximizes your two security officers or two engineers, a Crew of all doctors can make
character's effectiveness at many military pursuits. If one of the species for a lopsided series.
has a set of special abilities that really interests you, such as a Vulcan's
mind meld and nerve pinch abilities, you may want to pick that species Your Narrator might also have a specific campaign in mind and
to create an enjoyable blend of professional and personal skills. restrict the kinds of characters you can create (though cooperative
Narrators make sure their campaign idea appeals to the players
FORMING A GREW before enforcing restrictions). "No Cardassians" or "Starfleet offi-
When you sit down to create a character, you may have lots of cers stationed on a frigate during the Dominion War" are examples.
possibilities in mind, or you may quickly Incus on just one character This could help you focus your thoughts on the kind of character you
concept. It's fun to create a player character (PC), and it's easy want to create, as well as make sure you all fit together in terms of
when you're building a character that appeals tu yuu. But if you and setting and character roles. So before you create your PC, get in touch
your friends all create characters at the same time, how do you with your friends and consider what it is you want to play—both indi-
make sure they all fit together? You might create a Klingon diplomat, vidually and as a grnup.
CHOOSE SPECIES: Your character's species determines your character's identity and
defines elements characteristic of the species such as skill modifiers and special species
abilities. The species available for play are Bajoraos, Betazoids, Cardassians, Ferengi,
Humans, Klingons, Ocampa, Talaxians, Trill, and Vulcans. See Chapter 2: Species.
CHOOSE SKILLS: Skills allow your character to accomplish actions within the game, from
repairing an impulse engine to shooting a Phaser. See Chapter 5: Development to select
skills for your character aud Chapter 6: Skills for particular skill descriptions.
CHOOSE TRAITS: Traits are additional abilities that aid or hinder your character. Edges
provide a character with features that provide new capabilities or improvements. Flaws
hamper a character in particular ways. See Chapter 7: Traits for descriptions ol edges
and flaws and Chapter 5: Development to select traits.
LANGUAGE: Bajoran
PHYSICAL DESCRIPTION: Betazoids possess the same average height, weight, and build as Humans. Most of
them have skin tones ranging from pink to olive, and black or brown hair, though darker hues of skin and lighter of
hair are not unknown. They dress in no particular style, with each Betazoid wearing whatever pleases him.
HOMEWORLD: Betazed, a beautiful, temperate world orbiting a star of the same name.
PHYSICAL DESCRIPTION: Descended from a species with reptilian and mammalian traits, Cardassians have
gray skin and black hair. They are as tall as, but slightly heavier and broader than, Humans. Elongated vertebrae
covered with scalelike plates support their necks. Segmented brow ridges almost encircle their eyes; they have
slightly less pronounced unsegmented ridges along the nose, chin, and jaw line. A chufa, or spoon-shaped vertical
protrusion, stands out from the center of the forehead.
HOMEWORLD: Cardassia Prime, the third of eight planets orbiting the star Cardassia.
Species ABILITIES:
• BONUS EDGE: EIDETIC MEMORY: All Cardassians NOTABLE CARDASSIANS
receive intense mental training during childhood. During his checkered career, Gul Dukat served as com-
See page 134. mander of the feared Second Order, Prefect of Bajor, res-
cuer of (and later military advisor to) the Detapa Council,
disgraced family betrayer, and the leader who negotiat-
ed the Dominion-Cardassian alliance. Thereafter he took
on his true role in life, as the Emissary of the Pah-
wraiths, and attempted to free them from their prison so
they could destroy Bajor. Before he could do so, Benjamin
Sisko, Emissary of the Prophets, fought and killed him.
Legate Damar, once Gul Dukat's aide, took over his
position as leader of Cardassia after Dukat lost his san-
ity. Damar found himself increasingly ignored, insulted,
and betrayed by his Dominion "allies" and eventually
rebelled against them. Though he died in the rebellion's
final action, thanks to his efforts the Cardassian fleet
turned on the Jem'Hadar, ensuring a Federation alliance
victory in the war.
HOMewORLD: Ferenginar (Ventarus Idrilon IV), a
swampy, rainy world in the Bajor Sector, coreward of
P6RSONAUTY: The typical Ferengi is a clever, both Bajor and Cardassia Prime.
whining, ingratiating, and above all greedy person.
The pursuit of material possessions and wealth domi- CULTURE: Business, commerce, finance, and the
nates his thoughts. He often seems to acquisition of profit dominate Ferengi culture
stick his neck out just a little too far in the same way they occupy the Ferengi
his efforts to acquire profit, then tries mind. A Ferengi's status in society
to wheedle, sneak, bribe, and depends almost entirely on how
cajole his way out of trouble. much profit he earns. Every
Most other species tolerate Ferengi male memorizes and lives
Ferengi, at best. by the Rules of Acquisition, 285
maxims describing good business
PHYSICAL DescmPTiON: practices and providing general
Markedly shorter and more advice for a profitable existence.
lightly built than Humans,
Ferengi have tannish to pumpkin- In Ferengi society, women are
colored skin, with no head or facial second-class citizens. Until the
hair. They keep their pointed teeth reforms of Grand Nagi Zek and Rom in
sharp with special grooming tools. The the mid to late 2370s, females could not wear
most notable Ferengi feature is the ears—large, promi- clothes, conduct business, or participate in politics.
nent ones whose upper edges merge with a distinctive They were expected to remain subservient to men, right
brow ridge. Males have larger ears than females. down to chewing males' food to soften it up before they
Besides allowing Ferengi to hear extremely well, the ate it. Ferengi marriages were contractual affairs, with
ears are an erogenous zone and inspire many cultural payment based on the duration of the contract, whether
metaphors and sayings. For example, a Ferengi with the couple had children, and similar factors.
plenty of financial skill and savvy is said to "have the Ferengi workers do not enjoy many more rights than
lobes for business." women. Even in family businesses, employers exploit
their workers, forcing them to labor long hours for low
pay and no benefits whatsoever. Workers often have to
NOTABLE FERENGI provide kickbacks, favors, and the like to their employ-
Quark, proprietor of Quark's Bar on the Deep Space 9 ers. Every Ferengi worker fervently hopes to climb the
Promenade, is both a typical and atypical Ferengi. He "latinum stairway" and become an employer himself.
spends much of his time figuring out ways to acquire The leader of the Ferengi Alliance, a government
more profit and over the years has established signifi- organized along economic lines, holds the title "Grand
cant underworld contacts and engaged in quite a few Nagus." Below him many other nagi, subnagi, and less-
shady deals to line his pockets. His business is his life; er officials fill the administrative ranks, each earning
he has no hobbies and has never married. But at the profit by extorting bribes from people who need their
same time, his exposure to Starfleet and its ideals has services. The Grand Nagus employs Grand Proxies and
"softened" him somewhat. On more than one occasion the Liquidators of the Ferengi Commerce Authority to
he has passed up an opportunity for profit to help some- keep lesser Ferengi in line and, if necessary, take a cut
one or "do the right thing," even when that meant suf- of their profits for himself.
fering legal or social consequences.
From 2365-2375, Zek served as Grand Nagus of the
Ferengi Alliance. Clever, wily, duplicitous, and immense-
ly rich, he perfectly embodied the Ferengi ideal. He
made many of his fellows quite wealthy by opening up
new markets (such as the Gamma Quadrant) and dis-
pensing favors so that his position remained secure.
Over the years, his love for Ishka, mother of Quark and
Rom and noted proponent of Ferengi female rights,
gradually changed his way of thinking. By the time Zek
retired, he had passed laws making Ferengi females
equal to males in all respects, established taxation, and
instituted many other reforms.
LANSUAG6: Ferengi
MALE NAMES: Arridor, Bok, Brunt, Farek, Gaila, Kazago, Keldar, Kol, Krax, Leek, Morta, Pel, Plegg, Pol, Quark,
Rom, Zek.
FAVOR6D PROF6SSION: Merchant. More than anything else, most Ferengi love acquiring profit and making deals.
Occasionally one encounters a Ferengi explorer, pirate, scientist, or eliminator (assassin), but even they tend to have at
least one eye on potential profits.
SCI6S ADJUSTMENTS: +1 Presence, +1 Perception, -2 Strength. Ferengi tend to have strong personalities and
always keep their eye open for profit, but their smaller size makes them weaker than other species.
Species A B I U T I € S :
• BONUS EDGE: SKILL FOCUS (KEEN HEARING): Ferengi have
enormous ears. See pages 137-138.
PHYSICAL DesCRlPTlON: Humans form the baseline from which most demographers describe other species. They
stand from about 1.5 to 2 meters tall, with skin colors ranging from dark brown to pale pink. Their hair and eye colors
likewise span the spectrum. They dress in a wide variety of fashions, ranging from clothing patterned after various alien
outfits to garb distinctly Human.
PHYSICAL DESCRIPTION: The typical Klingon is taller, broader-shouldered, stronger, and tougher than the aver-
age Human. Klingons have dark brown skin and dark eyes. A set of bony ridges, distinctive to each Klingon, adorns
their high foreheads and sometimes descends down to the bridge of the nose. Both sexes wear their black hair long
and flowing (or, occasionally, tied back in a ponytail).
HOMEWORLD: Qo'noS (pronounced "KRO-nos"), a dark and stormy world, capital of the Klingon Empire.
CULTURE: Klingon culture focuses on a warrior ethos and military matters. Every Klingon thinks of himself as a
warrior and stands ready to prove it through competition or combat at the drop of
a hat. The Klingons' belligerent approach to life colors their social life, poli-
tics, starship life, and relations with other species. More than a few Klingon
politicians and ship captains have earned their positions by killing (in
honorable combat) those who held them originally.
Klingons live according to a complex system of social customs that
place an individual's honor above all other considerations. Running from
battle, killing prisoners, using poisons, breaking one's sworn word, and
disloyalty to family, House, and superiors are considered dishonorable
acts. A Klingon's honor reflects not only on himself, but also his immedi-
ate family and fellow House members. A Klingon who rejects or violates
this code suffers the scorn and approbation of his fellows.
For a brief period, following their first contact with Starfleet, the
Klingons abandoned their traditional way of life. Instead, they adhered to
a totalitarian, centralized authority that transcended both honor and
House. The primary consideration was to serve the Empire, expand its
borders, and prove the Klingon way as superior. With the explosion of
Qo'noS's moon, Praxis, the Klingons could no longer maintain an expen-
sive centralized government and returned to their traditional way of life.
LANGUAGE: Klingon
PHYSICAL DESCRIPTION: The Ocampa bear a strong resemblance to Humans, though they tend to be shorter
and slighter (and have differently shaped ears). They typically have fair skin and hair, but exhibit a wide range of
complexions across the species as a whole. The Ocampa have a lifespan of approximately nine years; an Ocampa
reaches sexual maturity at about 1.5 to 2.5 years. With the death of the Caretaker, Ocampa began to live longer
than their normal lifespan. Player characters born in this period and later can live to age 20, or perhaps longer at
Narrator discretion.
SPECIES A B I L I T I E S :
• BONUS EDGE: EIDETIC MEMORY: Ocampa exhibit a
ravenous appetite for information and have devel- NOTABLE OCAMPA
oped a heightened ability to retain knowledge. This Kes, daughter of Benara and Martis, was so inquisitive
eidetic memory is one reason why Ocampa devel- as a young woman (age 1) that she found a way onto the
op so quickly. surface of Ocampa. Unfortunately, the Kazon-Ogla cap-
tured and abused her. The crew of the U.S.S. Voyager
freed her, and she decided to join them on their long jour-
ney. While on the ship, she began exercising her mental
powers under the tutelage of Lieutenant Tuvok, eventu-
ally developing them to the point where she left the ship
and transformed into a being of pure energy.
Tanis led a group of 2,000 Ocompa taken away from their
homeworld by Suspiria, to help them develop their tele-
pathic abilities. Now possessed of powers and lifespans
far in excess of the Ocampa norm, Tanis and his followers
debate whether to return to Ocompa and help their people
or seek their own destiny among the stars.
P6RSONAUTY: The typical Talaxian is kindhearted, gregarious, inquisitive, and optimistic. On the other hand,
the experiences of the Haakonian War have made many Talaxians hard, bitter, tough, aggressive, and suspicious of
others.
PHYSICAL DESCRIPTION: Talaxians are slightly shorter and lighter than Humans. Their heads are comparatively
elongated and thin, with a short tuft of hair across the crown (and, in males, on the sides of the cheeks as well) and
distinctive patterns of coloration and spots on the sides and around the hair.
Talaxian males typically wear monocolored shirts beneath a characteristically cut long-sleeved jacket, with
pants to match the elaborate coloration and patterning of the jacket. Talaxian women wear dresses or form-fitting
pantsuits in a rainbow of colors and patterns.
HOM6WORLD: Talax, a Delta Quadrant planet orbiting the trinary star of the same collective name. Talax pos-
sesses only one moon, a Class M body known as Rinax.
CULTURE: An outgoing and friendly people with a rich, highly developed civi-
lization, the Talaxians participated in trade and cultural exchanges with many
other Delta Quadrant societies and species. Unfortunately, they became involved
in a war over certain territories and trade rights with the Haakonian Order in
2346. For ten years, they fought the Haakonians, both sides so evenly matched
neither could obtain a significant advantage. Then, in 2356, the Haakonians
unleashed a weapon called the metreon cascade on Rinax, almost instant-
ly killing over 300,000 Talaxians (and killing tens of thousands more there-
after via a lethal blood disease called metremia). The Talaxian government
sued for peace at once, eventually submitting to humiliating terms of sur-
render which both impoverished and weakened its people. Though many
Haakonians now regret deploying the cascade, the Haakonian Order
still exerts substantial authority on, and influence over, Talax.
As of 2377, Talaxian civilization is a shadow of what it once was.
Their numbers (and spirit) diminished by war
and disease, their once-proud planets still
rebuilding, many of their greatest cultural
artifacts destroyed, they no longer cut the
impressive figure they once did on the
quadrant stage. Many Talaxians have
abandoned their homeworld, seeking
their fortunes as traders, diplomats,
mercenaries, starship pilots, or
colonists on worlds left untouched
by the Haakonians. Despite the
adversities they face, many
Talaxians find it within them-
selves to remain optimistic
and to approach new situ-
ations with open hearts
and minds.
To a Talaxian, family
represents the most impor-
tant thing in the universe.
Family ties remain strong,
even across light-years, and
Talaxians celebrate family
every year in a special holiday called Prixin. When a GLIB: With their gift for gab and nonthreatening
family member dies, Talaxians mourn and bury him in nature, Talaxians are good at mingling with just
an elaborate ceremony lasting a full week. The about anyone. All Talaxians gain a +2 species
Talaxians' sophisticated art and literature frequently bonus to Inquire (Fraternize) skill tests.
depict family situations.
WELL VERSED: Because of their affinity for
LANGUAGE: Talaxian interacting with other species and predis-
position to trading and business mat-
COMMON NAMES: Talaxians use given ters, Talaxians gain a +1 skill test bonus
names only. to any skill from the Enterprise skill
grouping. The appropriate skill must be
MALES NAMES: Arellax, Jirex, Laxeth, selected at the time of character creation
Neelix, Paxim, Skorex, Wixiban. and may not be changed.
FAVORED PROFESSION:
Merchant. Talaxians interact well with
other species, making it easy to trade
with them, and Talax has many natural
and Talaxian-made resources other
species desire. In the scattering at the end of the
Haakonian War, Talaxian diplomats, soldiers, and sci-
entists spread throughout the Delta Quadrant, finding
new homes for themselves; characters in that region
could encounter a Talaxian just about anywhere.
SPECIES ABILITIES:
• AMIABLE: Friendly and outgoing, all Talaxians gain
a +2 species bonus to Influence (Charm) skill tests.
NOTABLE TALAXIANS
• DUBIOUS: AS a result of the Haakonian War, many Neefix, a native of Rinax, considered the war against
Talaxians assume others possess an ulterior motive. the Haakonians unjustified and fled to Talax to escape
They tend to look at outsiders suspiciously. Talaxian military duty. In doing so, he also escaped the metreon
characters receive a +1 species bonus to their Savvy cascade, which killed his family, including his beloved
reaction. sister Alixia. After the war, he worked at several odd
jobs and had a few brushes with the law, but eventual-
ly became a trader specializing in salvage, scrap, and
junk. His life changed for the better when he encoun-
tered the U.S.S. Voyager, becoming its guide, goodwill
ambassador, morale officer, and chef.
Many Talaxians regard Jirex, a writer and poet of their
20th century, as the greatest Talaxian author of the
past several centuries. His precisely crafted poems,
poignant short stories, and masterful novels display his
command of Talaxian language and cultural motifs and
provide the reader with both entertainment and a moral
message. The Selected Works of Jirex contains many of
his best short works, including his famed Thousand
Parables} many Talaxians read a parable or two each
day for inspiration and comfort.
few symbionts are available. A Trill considered eligible
to join undergoes rigorous training and preparation
PeRSONAUTY: Unlike Vulcans or Klingons, Trill do (though most fail to qualify). If joined, he undergoes
not really possess a stereotypical personality. As with physical and psychological changes as his personality
Humans, their personalities span the spectrum from merges with the symbiont's. He may change his
kindness to curmudgeonliness, openness to favored hand, come to hate foods or places he once
introspection. Like most other loved, and so forth. He gains the memories of the
Federation members, they are gen- symbiont's previous lives. Because
erally optimistic, open to new ideas, symbionts live for centuries, pass-
and willing to help those in need. ing from one host to another, a
host's memories may contain the
PHYSICAL DESCRIPTION.- Trill experiences of many Trill. Trill have a
have the same average height and strong taboo against reassociation—fraterniza-
weight as Humans. Their skin tones tion with the spouse and relatives
range from pale pink to olive, but no of a previous host. Joined Trill who
darker; their hair, on the other hand, tends violate this custom are ostracized,
to be brown, black, or other dark shades. They have and when they die their symbionts are
two rows of dark brown spots running from their fore- allowed to die as well.
heads down their bodies to their heels. Each Trill's spots
are as distinctive to him as fingerprints are to a Human. LANGUAGES: Trill, Federation Standard
HowiewORLD: Trill, a beautiful world orbiting the COMMON NAMES: Trill place the given name
star of the same name. before the family name. Joined Trill substitute the sym-
biont's name for the family name.
CULTURE: The Trill possess a rich trove of literature,
music, and art. Thanks to the symbionts and joined FAMILY NAMES: Belar, Otner, Peers, Pren, Tigan.
Trill, they have detailed historical records back to the
time of the First Joining and a deep appreciation for the MALE NAMES: Arjin, Bejal, Curzon, Hanor, Joran,
importance of history and tradition. Although most Trill Malko, Selin, Timor, Tobin, Torias, Verad, Yedrin.
do not follow a religion, they honor their ancestors
during certain holidays. FEMALE NAMES: Audrid, Azala, Emony, Ezri, Jadzia,
Most Trill believe only one in a thousand Trill can Kareel, Lenara, Nilani, Reeza, Zharaina.
join, though almost half of all Trill can. The Trill
Symbiosis Commission suppresses this fact because so FAVORED P R O F E S S I O N : Any starship officer. Many
Trill serve in Starfleet at every level of the organization;
joined Trills' multiple lifetimes of experience prove par-
NOTABLE TRILL ticularly valuable. Trill scientists conduct research all
Jadzia Dax, successor to such notable hosts as athlete over the quadrants, and Trill diplomats apply their talents
Emony Dax and famed diplomat and carouser Curzon to defuse wars and other problems.
Dax, served as the Science Officer on space station
Deep Space 9. There she renewed Curzon's friendship SPECIES ADJUSTMENTS: +I intellect. Trill
with Benjamin Sisko and assisted him with the many receive a rigorous education to prepare them to receive
problems and crises he faced while running the station. a symbiont.
On DS9 she met Worf and eventually married him.
Unfortunately, in 2 3 7 4 she was slain by a Pah-wraith-
possessed Gul Dukat.
Lenara Kahn, one of the most noted Trill scientists of
the 2370's and an expert on subspatial phenomena,
performed extensive research on the Bajoran wormhole
as part of her ongoing work to create stable artificial
wormholes. She devised a way to shut the wormhole
permanently without harming the Prophets, if neces-
sary. Although she has yet to develop a stable worm-
hole that lasts long enough to be useful for travel, her
work progresses.
Species ABiLines:
• SKILLED: All Trill undergo a rigorous training program to prepare them for joining (see below). During the per-
sonal development step when creating the character's background (see Chapter 5: Development), Trill gain extra
skill picks. After choosing a package and picking skills, Trill can add +2 skill levels to any one skill, or +1 to two
skills.
• BONUS EDGE: PSIONIC: Vulcans automatically possess the Psionic edge (see page 136).
• ENHANCED RAPID HEALING: When injured, Vulcans concentrate their strength, blood, and antibodies onto
injured organs by a type of self-induced hypnosis. Once per day, a Vulcan character can enter into a trance last-
ing 10 minutes for every affected wound level (10 minutes for Healthy, 20 minutes for Dazed, 30 minutes for
Injured, and so on). At the end of this period, the Vulcan recovers a number of wound points equal to his Vitality
modifier. When employed, this ability replaces the character's natural healing for the day (including Stamina tests
made to recover additional wound points; see page 252). The character still gains the benefit of First Aid and
Medicine skill tests, however.
For example, Mr. Spock suffers damage that leaves
him with 1 wound point in the Incapacitated wound
level. He focuses his mind on his injuries, entering a
trance for 40 minutes. Afterward, he regains lost
wound points equal to his Vitality modifier, +3. This
moves him to the Wounded category, and he does
not recover additional wound points due to rest.
Moreover, were he eligible to make a Stamina test to
heal damage, he would be unable to make the test
(since his body had performed whatever healing it was
able). Dr. McCoy could make a Medicine skill test to
give Mr. Spock additional wound points, however.
OPERATIONS: A crewmember who handles the day- In addition to story-oriented material, each pro-
to-day functions aboard a starship or starbase— fession requires a certain amount of game informa-
engineers, security officers, and those who staff tion to tell you how your character interacts with the
specific consoles. Examples include Chief Engineer game rules.
Montgomery Scott, Lieutenant Commander Data,
Lieutenant Commander Worf, Chief Miles O'Brien, ATTRIBUTES: This entry tells you which attributes
Ensign Harry Kim, and Security Chief Tuvok. are most important to the profession. See Chapter 4:
Attributes for information. Each profession has one
SCIENCE: A crewmember dedicated to conducting favored attribute defined by the rules. Favored attrib-
scientific research and operations aboard a star- utes are easier to improve through experience and
ship. This includes a ship's doctors and counselors. advancement. Scientists, for instance, rely on their
Examples include Dr. Leonard McCoy, Mr. Spock, Intellect, while rogues depend on their Agility. This
Dr. Beverly Crusher, Counselor Deanna Troi, attribute should have a high score so the crewmember
Lieutenant Commander Jadzia Dax, and Voyager's can excel in professional skill tests. You must also
Emergency Medical Hologram. define one additional favored attribute when creating
your character, and this entry suggests some possibili-
ties. For more information about experience and
The bulk of this chapter explains each character advancement, see Chapter 9: Advancement.
profession. Each entry is organized and presented in
the following format: ReACTlONS: Every profession has a favored reac-
tion defined by the rules. The favored reaction is the
INTRODUCTION: This section portrays how a charac- one the profession relies on the most and is the easiest
ter from the Star Trek setting might describe himself. to improve through advancement. For example, diplo-
These descriptions help you decide who your character mats, with their focus on argument and negotiation,
is, why he adventures, or how he fits in with the rest of have Savvy as their favored reaction.
the group.
P R O F E S S I O N A L S K I L L S : This entry tells you
MISSIONS: This section describes the kind of adven- which skills are considered fundamental to the profes-
tures a member of the profession might embark upon. Not sion. Diplomats learn about politics, law, diplomacy,
all professions excel in the same kinds of missions. and other cultures, since they spend their careers visit-
Merchants, for instance, are interested in trading in goods ing alien worlds and negotiating agreements. Scientists
and services or opening new markets, while Starfleet officers spend their careers in the laboratory and possess many
travel the galaxy in search of knowledge. science skills. Professional skills are easier for the
character to acquire because they are a function of his
BACKGROUND: Individuals often pursue particular routine duties. Skills unrelated to your character's pro-
careers because of their upbringing or previous experi- fession are more difficult to acquire, and your charac-
ences. This section suggests how your character ter may never be as accomplished in them as in his
acquired his job. A smuggler rogue might have become professional skills. See Chapter 5: Development to
a smuggler by necessity, needing to supress a learn how to acquire skills for your character.
Cardassian embargo to supply a Maquis colony.
PROFESSIONS AND STAR TREK
Professional abilities represent aspects of your Sometimes, it con be difficult to pigeonhole a character on
character's job beyond his acquired skills. They pro- Star Trek into a particular profession (which is why some
vide player characters with distinctive roles and Star Trek characters are listed under several professions).
duties derived from their vocation. Rogues can The same can be true of your characters. For example, is
acquire Signature Style, for example, while starship Harcourt Fenton Mudd a merchant or a rogue? He traveled
officers can tackle additional actions in a round. across the quadrant hawking his wares (though admitted-
Professional abilities are organized into tiers. Tier ly, wives for dilithium miners), but he also stole shuttle-
one abilities represent the profession's entry-level apti- crafts and was generally a ne'er-do-well. So if you were
tudes that have no prerequisites. Tier two and three creating a character modeled on Harry Mudd, which pro-
abilities typically build on lower-tier abilities and may fession would you chose? The answer is quite simple—it
list specific professional abilities, attributes, or skills as depends.
prerequisites. When you create your character, you Think about the type of character you want. You might
choose one first-tier professional ability, which starts choose to emphasize Mudd's mercantile side—buying and
the character on a particular development track. selling strange, alien goods, looking for the next "sure-
As your character gains experience, you will have fire" deal—in which case you could choose the merchant
an opportunity to choose additional abilities. Before a profession. On the other hand, you could focus on Mudd's
rogue can develop a Signature Style, for example, he scoundrel side, and choose the rogue profession. Both
must first acquire the Scoundrel's Fortune ability. Those work equally well. Whatever you decide, though, be sure
professional abilities without prerequisites can be cho- to select the appropriate non-profession skills to capture
sen at any time and in any order. For instance, you the other side of Mudd's character (some rogue skills if
might choose Bluff for your diplomat before acquiring you create him as a merchant, for example).
Insight, or vice versa. You might decide that your character is going to be a
hard-bitten fighter who works with the rebel Maquis (a
Upgrade group of Federation colonists opposing Cardassian occupa-
Certain professional abilities can be selected multi- tion). Both the soldier and rogue professions could be suit-
ple times, for a cumulative effect, during character able for such a character. As a rogue, he might have
advancement. This is called an upgrade. When your Stealth, Conceal, and Observe skills, with a few soldier
character earns enough experience points for an skills acquired as non-profession skills. In this case, you're
advancement, you can choose to improve those pro- emphasizing his reliance on sneaking around and being
fessional features that upgrade rather than selecting a furtive. Or he might have learned Demolitions, Survival,
new ability. Whether a professional ability upgrades is and Ranged Combat as a soldier, picking up Stealth and
described in the ability description, along with the Conceal as non-profession skills. While it can be difficult to
game effects. shoe-horn your character concept into a single profession,
a little careful thinking should help you decide.
BACKGROUND: Inquisitive or open-minded diplo-
mats may be drawn to the excitement of learning about
newly discovered civilizations or have an interest in
learning more about a specific culture. Others find
they have a gift for oratory or politics. Some are the
children of diplomats and grow up with a strong sense
of duty to peace. Some come to diplomacy through cir-
cumstance, after a long career in a profession that
brings them into contact with many different cultures.
Starfleet officers are the perfect example of this, with
many finding their way into the ranks of the diplomat-
ic corps later in life.
ROGUGS IN STAR TRGK: Kivas Fajo, Garak, ROL6: No matter the type of series, rogues prove
Martus Mazur, Harcourt Fenton Mudd, Quark, themselves useful members of the crew. The rogue may
Professor Berlinghoff Rasmussen, Thelev. be an official member of the crew—a Starfleet
Intelligence agent or an Obsidian Order spy—guest, or
MISSIONS: Rogues of all kinds are motivated by interloper. In a series set in a specific location, the rogue
personal desire. Vash, an archaeologist with a strong might be a part of the colorful milieu—the gambler at
independent streak, sought the Tox Uthat for its scien- the dabo table, the former spy hiding out from his past,
tific value, while Kivas Fajo collected rare and unique the tattered scout frequently in need of supplies, the
items for his own enjoyment. Harry Mudd, on the other bounty hunter trolling for rewards. Rogues work best,
hand, traded in the proscribed Venus drug purely for however, in a series focusing on the other side of the typ-
profit. For some, the ends justify the means, and they ical Starfleet adventure—as members of a Maquis cell, a
use any means necessary to achieve their goals—from Bajoran resistance group, or Orion smuggling gang.
Bajoran resistance fighters to Ansata terrorists on Rutia
IV. While many rogues do not see themselves as
belonging to an overall group, they often associate
with whatever cause interests them or work for ATTRIBUTES: With their reliance on physical activ-
whomever pays the bills (though their highest alle- ities, such as sneaking past Starfleet security or palming
giance is typically to themselves). Some put their skills an isolinear rod, Agility is the favored attribute for
to work for a government, such as the Cardassian rogues. A high Perception helps them to notice ambush-
Obsidian Order or the Romulan Tal Shiar, or an organ- es or pursuers. Presence, on the other hand, aids a
ization, as with the Orion operative sent to disrupt the rogue's ability to influence others or obtain useful infor-
Babel Conference. Others work for themselves. mation. Both Perception and Presence make good
choices as the rogue's additional favored attribute.
rogue names one professional skill as his forte.
Once per game session, the rogue can reroll one
test result when using the named skill and use the
THE ROGUE'S PROFESSIONAL SKILLS, AND THE KEY ATTRIBUTE
FOR EACH, ARE AS FOLLOWS: better of the two results.
Appraise
Tier 2 Professional A b i l i t i e s
Armed Combat*
Conceal • JOHNNY-ON-THE-SPOT: The rogue has the uncanny
Forgery ability to show up at just the right time and act
Impersonate before others are aware of him. The rogue gains a
+3 bonus to Quickness reaction tests made to
Influence
determine initiative. PREREQUISITE: Fleet of Foot.
Inquire
Observe
• SABOTAGE: Most rogues discover how to disable or
Ranged Combat*
destroy complicated systems by necessity or hap-
Sleight of Hand
penstance, rather than through formal training.
Stealth
Learning to hack into a computer, for example,
Streetwise
gives the rogue some insight regarding how com-
Unarmed Combat* puter systems work. This kind of information can
This entry denotes a skill group (see Chapter 6: Skills for help in other areas, such as programming or
details). Choose one skill from within the group each time this
research. When choosing this ability, the rogue
entry is selected.
selects one skill—Computer Use, Demolitions,
REACTION: Quickness is the rogue's favored reaction. Engineering (any one), or System Operation—and
Rogues tend to be agile, to get out of the way of incom- acquires that skill at level 1 with the specialty
ing danger or react quickly to changing circumstances. "Sabotage." The chosen skill also counts as a pro-
fessional skill for purposes of specialty acquisition
and advancement. The rogue can upgrade this pro-
The following are characteristic of being a rogue. A fessional ability, naming a new skill each time the
player character automatically gains one Tier 1 profes- ability is selected. PREREQUISITE: Intellect 8+.
sional ability when created. Additional abilities can be
chosen freely through advancement (see pgs. 1 52-1 53), • STREETSMART: The rogue can handle himself on the
provided the character meets the ability prerequisites. mean streets. He interacts well with underworld
figures, knows how to get information about shady
Tier I Professional Abilities or illegal operations, and can locate contraband or
• CON ARTIST: Rogues learn to get what they want illicit services for hire. When making any Streetwise
through deceit, trickery, and subterfuge. When skill test on a particular world or location, the rogue
making Influence skill tests, the rogue rolls an extra gains an affinity bonus equal to half his World
die (3d6) but keeps the two highest rolls. The rule Knowledge skill, rounding up. If he does not pos-
for double 6's still applies (see page 102). sesses the applicable World Knowledge skill, he
doubles his key attribute modifier instead.
• FLEET OF FOOT: The rogue is fast on his feet. He PREREQUISITE: Con Artist.
demonstrates remarkable speed when running or
sprinting, and can traverse obstacles more easily Tier 3 Professional A b i l i t y
than other characters. The rogue gains +1.5 move- • SIGNATURE STYLE: Some rogues develop a signature
ment and can reduce any physical penalties made style, a particular way in which they perform cer-
to his movement tests by one half, rounding down tain tasks. The style may evolve from a predilection
to the nearest whole number. for making forgeries of a certain type, a penchant
for stealing information through computer invasion,
• LURKING IN SHADOWS: The rogue excels in stealth or habitually using trilithium to assassinate victims.
activities—hiding in shadows, moving silently, and You must choose a professional skill from which
shadowing a person unnoticed. Whenever the your character's signature style emerges. If you
rogue makes a Stealth skill test, he gains a +2 bonus score an extraordinary success during any number
to his dice roll. of related skill tests, your character gains +1
Renown at the end of the episode. PREREQUISITES:
• SCOUNDREL'S FORTUNE: Fortune shines on the rogue, Scoundrel's Fortune and Renown 3+.
especially when performing a particular skill with-
in his repertoire. When choosing this ability the
B A C K G R O U N D ; Those with an affinity for science
or a natural curiosity about the universe typically
become scientists. Usually, they receive their educa-
tion at a prestigious academy or university, such as the
Vulcan Science Academy, the Daystrom Institute, or
Starfleet Academy. There, they take classes preparing
them for their chosen fields—botany, warp field
dynamics, archaeology, particle physics, and so on.
Afterward, most receive support from an institution or
government, like the Federation Science Council, and
conduct research on its behalf.
Perhaps the most vital position on board a starship COMMAND OFFICCRS IN STAR TREK:
or starbase, officers who perform command duties— Commander Chakotay, Gul Dukat, Captain Janeway,
captains, first officers, section heads—ensure the Captain Kirk, Kang, Kor, Koloth, Captain Picard,
smooth operation of their command and are responsi- Commander Riker, Captain Sisko.
ble not only for a mission's ultimate success or failure,
but also for the safety of their crews. They enact the Game Information
policies of their parent organizations—opening diplo- PREReQUiSITeS: Starship Duty, Administration
matic relations with the Jaradans, defending the (parent organization) 4+, Persuade 3+, Systems
Bajoran wormhole, conquering Organia for the Operation 2+, and Willpower 1+.
Klingon Empire, ferrying medical supplies to a colony.
While the positions of captain and first officer bear ATTRIBUTES: The favored attribute for command
the most burden, and consequently handle the most officers is Presence. Commanding officers, especially
important functions of command, officers in this branch captains, must have the force of personality to lead
can be found throughout a starship's organization, others into potential danger. Agility and Vitality help
applying their skills and abilities in science labs, engi- the command officer stay alive—improving his
neering departments, and various other departments. chances to hit in a hostile encounter, making him
harder to be hit, and providing the amount of damage
COMMAND OFFICER he can withstand.
The command officer is an excellent leader. Because
he often finds himself at the forefront of conflict, he REACTIONS: Willpower is the command officer's
must have the skills of a diplomat. When danger rears its favored reaction. To lead others in the hazardous envi-
head in the form of a marauding enemy vessel, he must ronment of space exploration, the command officer must
have the skills of a soldier. Responsible for the well have strength of character and be fearless and resolute.
skill test (TN 15+1 per number of characters led) as
a full-round action. The characters receiving the
benefit of his leadership must be in his presence
THE COMMAND OFFICER'S PROFESSIONAL SKILLS, AND THE
KEY ATTRIBUTE FOR EACH, ARE AS FOLLOWS:
(within 30 feet) and be able to hear him speak. A
successful test doubles the benefit conferred by par-
Administration
ticipants during combined tests, with each adding
Inquire
+2 to the final test result rather than the standard +1
Negotiate
(see Combined Tests in the Appendix). In an extend-
Persuade
ed test, the officer must continue leading for the
System Operation
duration of the effort, with each successful Persuade
Tactics
test adding to the combined test for the round. If the
command officer's Command is interrupted for any
reason, the effect stops, and he must make a new
The following are characteristic of being a com- Persuade test to regain its benefits. PREREQUISITE:
mand officer. A player character automatically gains Commanding Presence and Starship Protocol.
one Tier 1 professional ability (in addition to the star-
ship officer's Starship Duty) when created. Additional
abilities can be chosen freely through advancement
(see pages 152-153), provided the character meets the
ability prerequisites.
T i e r 1 Professional Abilities
• COMMANDING PRESENCE: Command officers stick to
their guns when confronting hostile situations or
negotiating with alien leaders. When making a
Willpower reaction test, the command officer rolls
an extra die (3d6), but keeps the highest two rolls.
The rule for rolling double 6's still applies.
Professional Abilities
The following are characteristic of being a flight Operations officers see to the day-to-day activities
control officer. A player character automatically gains of starships and starbases. If something needs doing—
one Tier 1 professional ability (in addition to the star- operating the transporter, repairing a shipboard system,
ship officer's Starship Duty) when created. Additional responding to an intruder alert, recalibrating a sen-
abilities can be chosen freely through advancement sor—chances are that an operations officer is on the
(see pages 152-153), provided the character meets the job. They are the security officers who beam into hos-
ability prerequisites. tile situations, the engineers maintaining equipment,
and ops officers manning a variety of system consoles
Tier I Professional Abilities (such as transporters, life support systems, communica-
• ASTROGATION: While anyone with the proper skill tions, and so on).
can enter coordinates into a flight control station,
ATTRIBUTES: Intellect is the favored attribute of
engineers, since they regularly apply scientific princi-
ples to practical applications. As with all starship offi-
cers, Agility, Strength, and Vitality make good choices
for the character's second favored attribute (especially
for those who plan to see a lot of action).
• MIRACLE WORKER: Engineers are frequently called Whenever a job needs doing, an operations officer
upon to deliver the impossible—recrystalize dilithi- is there to do it. Ops officers find adventure a matter of
um, perform a cold restart of the warp drive, pre- course for a career in space, from adjusting the sensors
vent a quantum singularity drive from collapsing— to obtain better readings to beaming an away team out
under tight deadlines. Designate one Engineering of danger. As experts in their chosen fields, operations
skill when selecting this ability. When making relat- officers are frequently called upon to apply their skills
ed skill tests, the engineer performs the operation or wherever they are needed. On a planet's surface, oper-
task in half the base action time. This ability also ations officers might accompany an exploration team
applies to related, extended tests. PREREQUISITE: to set up needed equipment. Surveying a celestial
Engineering Certification. event, an ops officer might calibrate the sensors and
obtain the data. In a hostile encounter, an ops officer
Tier 3 P r o f e s s i o n a l A b i l i t y may have to send out an emergency distress signal and
• SYSTEM OVERHAUL: Engineers can overhaul a system launch the log buoy.
to exceed the established operational parameters of
various ship systems and maximize their perform- STARSHIP OPERATIONS OFFICERS IN STAR
ance. Examples include extending the range of a TR€K: Lieutenant Commander Data, Ensign Harry
starship's phasers or exceeding a warp drive's maxi- Kim, Transporter Chief Kyle, Lieutenant Uhura.
mum speed. To exceed a system's parameters, the
engineer makes an appropriate Engineering skill test Game Information
(Propulsion Engineering when working on the warp PR6R6QUISIT6S: Starship Duty, Systems
drive, Systems Engineering for phasers and trans- Operation 4+, Systems Engineering 3+, Repair 3+, and
porters, etc.) at TN 15. With a successful test, Computer Use 1+.
increase the system's maximum limit by 1.5. Consult ATTRIBUTES: Operations officers, no matter their
the appropriate equipment descriptions in Chapters specific duties, must know how to use their equipment
10 and / 7. PREREQUISITE: Miracle Worker or Jury-rig. efficiently, and so have Intellect as their favored attrib-
ute. Those officers planning to see a lot of action in the
field typically choose their second favored attribute
from among Agility, Strength, and Vitality.
First Ait!
Observe
Possessing consummate technical skills, operations
officers deal with practical solutions to immediate prob- System Engineering
• STATION PROFICIENCY: The operations officer is high- well. In addition to their basic role as fighters and
ly skilled at performing tasks from any station defenders, some security officers receive special
aboard a starship or starbase. Once per game ses- training to operate the large-scale defensive sys-
sion, the operations officer may reroll one Systems tems—the ship's phasers, disruptor cannons, photon
Operation skill test and use the better of the two torpedo launchers, and deflector shields. While in
test results. Starfleet all starship defensive operations are central-
ized through the tactical station on the bridge, other
Tier 2 Professional Abilities fleets assign officers to man individual weapon sys-
• LEVEL-HEADED: Operations officers undergo exten- tems. Aboard a Klingon bird-of-prey, for example,
sive emergency training and crisis management. separate gunners fire the wing-mounted disruptor
When performing any professional skill at their cannons and the central plasma gun.
duty station, they ignore all test penalties from dis- Security officers often see plenty of action. They
traction. PREREQUISITE: Station Proficiency. excel at missions involving combat. On diplomatic mis-
sions, security officers may join the delegation to
• SYSTEMS TECHNICIAN: Although specialized techni- ensure their protection or sweep the area in advance to
cians and engineers make most repairs to starship guarantee its security. Exploration missions may include
systems and operations consoles, the operations security to safeguard against unknown threats, ranging
officer possesses sufficient training to reconfigure from wild animals to hostile aliens. Security officers fre-
his console, recalibrate equipment, and make quently interdict smugglers, search for contraband, and
minor repairs in emergency situations. When mak- pursue criminals operating in the sector, whether
ing Systems Engineering tests to repair his console, Klingon officers preventing Kriosian rebels from obtain-
the operations officer gains an affinity bonus equal ing weapons or Starfleet officers confiscating a ship-
to half his Computer Use skill level, rounding up. ment of Romulan ale. In conflicts, security officers
PREREQUISITE: Duty Officer. might separate warring factions or settle matters more
directly. While Starfleet security officers are trained to
Tier 3 Professional Ability use the least amount of force to resolve a hostile situa-
• PROFESSIONAL EDGE: Operations officers show tion (or better yet, to use force as a last resort), other
extraordinary skill and professionalism when per- organizations do not share this belief. The Klingons,
forming their duties. When spending Courage to Cardassians, Romulans, and others use their security
enhance a professional skill test, they receive a +5 officers more aggressively.
test bonus instead of the normal +3. PREREQUISITE:
Level-headed. S T A R S H I P SECURITY O F F I C E R S I N S T A R T R E K :
Lieutenant Tuvok, Lieutenant Commander Worf,
Lieutenant Tasha Yar.
Security officers serve as a combination of soldier
and police officer. They patrol sensitive areas, beam Game Information
into potentially hostile situations, protect dignitaries, PREREQUISlTeS: Starship Duty, Observe 4+,
arrest law-breakers, and handle tactical engagements. Investigate 3+, one Unarmed Combat 3+, and Systems
They share some of the functions of soldiers in that Operation 1 +.
they often serve an organization—Starfleet, a Klingon
house, the Romulan Star Navy—and employ the ATTRIBUT6S: Agility is the security officer's favored
threat of force to do their jobs. Yet as starship officers, attribute because of its role in attack and dodge tests. A
they have access to the skills of that profession as high Perception helps security officers identify threats
such as ambushes, obtain information from witnesses • PHYSICALLY FIT: Because of the physical nature of their
and suspects, and search for hidden cargoes. Intellect is duties, security officers train their bodies for strength
valuable for those security officers destined to man ship- and endurance. Whenever the security officer makes
board weapons systems. Strength and Vitality help the a Strength or Vitality attribute test or Athletics skill
security officer survive hostile encounters. Any of these test, he doubles the modifier conferred by his key
options makes a good choice for the security officer's attribute. Upon acquiring this ability, the security
second favored attribute. officer also increases his Stamina reaction by + 1 .
PREREQUISITE: Strength or Vitality 8+.
REACTIONS: AS with the soldier, security officers
must react quickly to danger, capitalize on opportuni- Tier 3 Professional Ability
ties, and dodge attacks. Quickness is the security offi- • RESPONSIVE: Security officers respond to threats more
cer's favored reaction. quickly than other starship personnel. During com-
bat situations, the security officer can perform one
additional combat action per round without suffer-
ing the additional action penalty. PREREQUISITE:
THE SECURITY OFFICER'S PROFESSIONAL SKILLS, AND THE KEY Physically Fit.
ATTRIBUTE FOR EACH, ARE AS FOLLOWS:
First Aid
Inquire Many starfaring organizations view exploration as
investigate the primary reason for being in space. Whether inves-
Observe tigating astronomical phenomena, exploring a newly
System Operation discovered planet, conducting research in the labora-
Tactics tory, or studying an alien civilization, the search for
knowledge unites all science officers. This includes
Professional A b i l i t i e s the medical sciences, as well as the starship counselor
The following are characteristic of being a security unique to Starfleet.
officer. A player character automatically gains one Tier 1
professional ability (in addition to the starship officer's
Starship Duty) when created. Additional abilities can be
chosen freely through advancement (see pages 152-153),
provided the character meets the ability prerequisites.
Tier I P r o f e s s i o n a l A b i l i t i e s
• SECURITY OPS: Security officers excel at criminal
investigation, forensic sciences, and other investiga-
tive techniques. They automatically gain one spe-
cialty of their choice upon acquiring the Investigate
skill. When performing any Investigate skill test,
they gain a +2 bonus to their dice roll.
Game Information
PREREQUISITES: Starship Duty, Systems
Operation 4+, One Science skill 3+, Computer Use 3+,
and Investigate 1+.
Steve decides to create a Vulcan Starfleet science During the course of the game your character's
officer and names him Lovek. Steve chooses to gener- attributes may change. Some changes manifest as per-
ate Lovek's attributes using the pick method. He starts manent endowments, while others occur as temporary
with the six base scores of 10, 9, 7, 7, 5, and 4, which disabilities. The following represent a few of the most
he can modify with +8 bonus points. Having already common situations causing your attributes to change:
read the species and profession descriptions, Steve
knows Vulcans get bonuses to Strength and Intellect • SICKNESS AND DISEASE: Diseases such as Rigelian
and that science officers need high Intellect to make fever or Psi 2000 may reduce your Vitality or erode
use of their scientific knowledge. So he puts his high- your Perception and Intellect.
est score (10) into Intellect. Perception will also be • TOXINS AND RADIATION: Poisons such as the Ferengi
important to his character, so Steve puts his next high- paralysis gel may reduce your Agility, while rare
est score (9) into that attribute, allocating a 7 to each of substances like kironide boosts attributes such as
Presence and Vitality. He puts his remaining scores into Psi. Exposure to radiation such as Berthold rays
Agility (5) and Strength (4). may bear similar effects, although unknown forms
Before allocating his bonus levels, Steve decides to of radiation can trigger any variety of unique or
add his species modifiers. Vulcans receive the follow- unpredictable syndromes.
ing attribute bonuses and penalties: Strength +2, • ALIEN ABILITIES: Certain alien life forms can affect
Intellect +1, and Presence - 3 . So now Lovek's attrib- character attributes, such as the M-113 salt vam-
utes read: Strength 6, Intellect 11, Agility 5, Vitality 7, pire, which drains Strength from its victims.
Presence 4, and Perception 9. • TECHNOLOGY, DRUGS, AND MEDICINE: Technology
Now he allocates his eight freebie levels, adding +2 such as the Eymorg Teacher (which increases
to Strength, +2 to Agility, +1 to Vitality, +2 to Presence, Intellect) or the Breen battlesuit (which increases
and +1 to Perception. Lovek's final attributes are Strength) may alter attributes. The rare Venus drug
Strength 8, Intellect 11, Agility 7, Vitality 8, Presence 6, increases Presence.
and Perception 1 0. • AGING: Over a character's lifespan, aging alters most
attributes; in early years attributes tend to increase as
the character's mind and body grow stronger, but in
later years attributes weaken as senescence sets in.
Sheila thinks that a rowdy non-Starfleet character • CHARACTER EXPERIENCE: AS characters gain experi-
will be fun to play. She decides to create a Klingon ence, they may spend advancement picks to
mercenary and names her R'kroh. upgrade their primary and secondary attributes.
When an attribute changes for any reason, the char- Intellect, a glib high-Presence character might still
acter may benefit or suffer from a modifier adjustment. seem like she knows everything until she meets a real
The adjustment lasts for the duration of the effect alter- authority. A low-Agility character might be an amiable
ing the attribute. klutz, a gawky adolescent, or an alien unused to ship's
The same applies to derived qualities such as carry- gravity. Take a minute to consider your character's
ing capacity or movement rates, with the exception of attributes, how they relate to your character concep-
reaction scores. Even though reactions are initially tion, and how they interrelate with each other.
derived from governing attributes, alterations to attrib-
utes never affect them. In order for a reaction to change,
some game effect must specifically augment or reduce
it. Rules for specific attribute-altering stimuli appear in
the ST.RPC Narrator's Guide. Characters use attributes to accomplish actions
based exclusively on their innate abilities; in other
words, characters make attribute tests when skill is not
needed (or is not applicable) to succeed at the particu-
lar effort. Lifting a heavy object, solving a riddle, and
throwing a ball are all examples of attribute tests any
You can use your character's attributes to guide you character can attempt.
in roleplaying him. A character with high Strength may For example, if your character tries to force open a
demonstrate an air of calm self-confidence that comes damaged hatch, you would make a Strength attribute
from being relatively powerful, or be a swaggering test by rolling 2d6 and adding your character's Strength
bully who enjoys throwing her weight around. A high modifier and any other modifiers from professional
Intellect can indicate an "absent-minded professor" abilities or traits. If you roll double 6s, you may roll
type (especially when combined with a low another 1 d6 and add it to the total result. If that die
Perception), a reclusive scholar or obnoxious know-it- comes up a 6, you can add another die, and so on.
all (when combined with a low Presence), or an Compare the final, modified test result against the tar-
unflappable master of any situation. High Presence can get number (TN) established for the test. Chapter 6:
signify the rakish charmer, the born leader, or the men- Skills presents additional information about test target
acing man of mystery. Even if combined with a low numbers and difficulty.
do professionally. A merchant may
have grown up on a starship as the
child of two engineers, thus giving
The personal development him a few skill levels in an
stage of a character's background Engineering skill.
represents formative events from The brief explanations provid-
his past. It reflects where he grew ed for each personal development
I—very character has a up, what his family was like, his package are generic—they apply
past, a backstory that primary and secondary education, to just about any type of character
describes how he got to be his youthful hobbies and activities, from any species or society. You
the way he is. As a child, and so forth. and the Narrator should work
Captain Kirk witnessed the In personal development, you together to fill in the details for
massacre of colonists on make a specified number of picks your character. Just because two
Tarsus IV and was tormented from skills and edges listed under a PCs both have a Colony Life back-
by a rival at the Academy. package. A package is a broad cat- ground doesn't mean their person-
Commander Worf was egory describing what your charac- al histories bear close resemblance
raised on Earth by human ter's early life was like, such as to each other. One might come
parents after the Khitomer "Academic Upbringing" or from an established, prosperous
massacre and served as "Scientist's Child." The picks within colony, while the other grew up in
flight control officer on the each package represent the sort of a new, rag-tag colony. By tailoring
Enterprise after graduation abilities a character with that type the picks made with the package,
from the Academy. (After of early life might have learned. you can make each reflect dozens
you select your character's Personal development presents of different backgrounds appropri-
species and profession and players with a chance to round out ate to the package's theme.
generate his attributes, use their characters with some unusu-
background development to al skills—abilities not necessarily
not only efect skills and directly related to their career.
traits), but also create a bit of Professional development, and the
backstory for him. professions themselves, list skill
Background consists of selections based on the nature of This stage of your character's
two stages: personal devel- the job: Engineers get a lot of background represents the training
opment and professional Engineering skills, rogues have or professional experiences that
development. Stealth and Conceal, diplomats prepared the character for his
learn Negotiate and Persuade. But career. It can reflect where he went
personal development doesn't to school (and what he studied), an
necessarily have any connection apprenticeship, learning on the
to what the character chooses to job, or the "school of hard knocks."
In professional development, characters acquire the
skills appropriate to their professions. These are the skills CHOOSING SKILLS
your character needs to do his job. Grouped by profes- STEP 1: Select species skills
sion, each package contains particular skills and skill lev- STEP 2: Choose personal development package
els that further refine the character. For example, the mer- STEP 3: Choose professional development package
chant profession includes everything from bar owners to
smugglers to prospectors. A merchant who practices his
craft as a shopkeeper has a different skill set from one ACQUIRING SKILLS
who works as a trader. While both have the Business skill, At each stage in creating a character's background,
the shopkeeper also gets the Inquire skill so he can frat- you select various skills, both professional and non-
ernize with his customers, while the trader gets System professional skills. Professional skills are those usually
Operation (Flight Control) so he can fly his ship. Pick the associated with a particular occupation, while nonpro-
professional development package that best suits the type fessional skills are associated with individual past times
of character that you have in mind. In choosing a profes- and pursuit.
sional development package, the character automatically Choose a personal development package and make
gains all the skills listed at the assigned skill levels. the defined skill picks. You need not consider the char-
acter's profession, since personal development occurs
before making professional skill picks. In other words,
SPECIES SKILLS in personal development characters have yet to pursue
You don't grow up on a world, and in a culture, without their careers and consequently can have skill picks in
knowing something about that culture and society. Vulcan nonprofessional skills. This is a good stage to pick those
children learn about Surak, the proper way to say "good- skills that aren't covered by your character's profession.
bye", and their language, while Klingon children study the Next, choose a professional development pack-
legends of Kahless, how to light Kortova candles, and the age based on the character's profession. The charac-
proper way to insult an opponent. This is simulated by ter automatically gains all the skills and specialties
species skills. listed in the package at the assigned skill levels. If
Every character receives a number of skill picks equal to you choose a package that provides additional levels
Int x 2, which the player can allocate to the following skills: in a skill obtained as a nonprofessional skill, that skill
becomes a professional skill.
KNOWLEDGE LANGUAGE Professional development packages also allow
Culture Federation Standard players to apply +1 skill rank to five professional skills.
History Klingon You can apply these to skills provided by the package,
Politics Vulcan, etc. or use them to pick additional skills from the profes-
Religion sion's professional skill list. You can choose a particu-
Specific World lar skill more than once (adding +2, for example, to
one skill). A specialty for a particular skill can also be
Each skill pick equals one level in the skill(s) of the player's chosen for 1 skill pick, but this does not increase the
choice. So, for example, giving your character Culture +3 skill's overall rank; in other words, adding a specialty
would require three skill picks. The maximum number of skill takes the place of increasing the rank by +1.
levels a character can begin the game with is 6. Treat these Levels in a particular skill add together. If you pick
species related skills as professional skills for the purposes Stealth +2 as a personal development skill, then pick a
of advancement (see Chapter 9: Advancement). professional package providing Stealth +3, the total lev-
When you choose one of these species skills, you must els in the skill are Stealth +5. This is true even if the skill
choose a specialty for it (see "Specialties", in Chapter 6: has different specialties. They are not treated as separate
Skills). This does not require an additional skill pick; it's free. skill levels, and you get both specialties if you pick
This specialty must be related to your character's species or Stealth (Sneak) +2 from a personal development package
the world upon which he was raised. Mr. Spock, for instance, and then receive Stealth (Track) +2 from a professional
was raised on the planet Vulcan and would choose the Vulcan package, your character has Stealth (Sneak, Track) +4.
specialties for these skills, such as Culture (Vulcan) and The maximum number of skill levels a character
Language—Vulcan. Mr. Worf, on the other hand, was raised can begin the game with is 6.
on a human colony as a child, so he might choose History EXAMPLE: Sheila plans to play a merchant and
(Human) or History (Klingon). If your character were a begins picking her skills by choosing a personal devel-
Human raised on Vulcan, you might give him Culture (Human) opment package. She envisions her merchant as some-
and Specific World (Vulcan). In this way, you can create an one with shady connections to the criminal under-
appropriate background for your character. world, so she selects the Criminal Upbringing package.
As her first pick, she selects Streetwise +2, then takes
You can choose to make this edge pick as an aspect
SKILLS AND SPECIALTIES of either your personal or professional development,
Specialties represent the way in which your character reflecting when your character developed the edge.
applies his skill. A character with Stealth can hide, shad- You might choose Cultural Flexibility during personal
ow, and sneak equally well, while a character with the development—you grew up around many aliens—or
specialty (Hide) is especially good at hiding (and gains an during professional development—you learned to be
added benefit according to the rules). In many cases, culturally sensitive while training as a diplomat.
characters gain specialties from professional develop- Once you make your edge pick, you can gain no
ment packages. These list a specific specialty associated further edges, unless you choose a flaw (see below).
with the job. You must take the specialty listed (or one You may also gain additional edges because of your
of the suggested specialties) unless the Narrator gives species or profession. A character can thus begin the
you permission to choose a different one. Some skills are game with between one and five edges, depending on
followed by (choose), meaning you may choose any of your selection of species, profession, and flaws.
the specialties listed under the skill descriptions in
Chapter 6. If a package does not include a specialty along
with the skill, then your character just gains the base At each stage of creating your character's back-
skill. Your character can still obtain specialties through ground, you may take one flaw, to receive one extra
advancement (see Chapter 9: Advancement). edge pick at that stage. (See page 139 for more infor-
Some picks allow you to make any choice within a mation on flaws.) This represents when you developed
broader group of skills (see Chapter 6: Skills for infor- your flaw. For example, you might pick Rival during
mation about skill groups). A package may provide "any your character's personal development—perhaps a
one Knowledge skill + 2 " , for example. In this case, rivalry with a childhood classmate—or professional
choose any skill associated with the skill group — development—maybe you didn't get along with some-
Culture, History, Politics, and so on. one during your first starship posting. It is possible to
Finally, in a few rare cases, a package may grant the choose a flaw during personal development and then
option to choose one skill within a skill group, then pro- upgrade it during professional development (see
vide the option to choose some "other" skill within the "Upgrade," page 128).
group. For example, the Colony/Frontier Upbringing per- The maximum number of flaws a character can
sonal development package allows you to choose any have when beginning play is two. The Narrator
one Science skill, then any one other Science skill. In this approves all flaws prior to play. Some packages, such
case, you must pick one Science skill —Life Science—then as the Genetic Resequencing personal development
a different one—Physical Science—for the character. package, include flaws characters must take as part of
the package. These mandatory flaws provide an extra
her three picks as Appraise +1, Simple Weapons +1, edge pick (as any other flaw), but count against the
and Sleight of Hand +1. Next, she chooses the Trader character's total of two. In these cases, the extra edge is
professional development package (because her char- already included among the package picks.
acter found work on a freighter). For merchants,
Appraise is considered a professional skill. So even Sheila's character sheet might look like this after choosing skills:
though her character obtained Appraise as a nonpro-
fessional skill, it becomes a professional skill making it SKILL TYPE FROM WHERE?
easier for her to improve it through character advance- Appraise +3 P* Personal and
ment. Sheila adds the +2 skill rank obtained through Profession packages
professional development to the +1 from personal Business
development, for a total of Appraise +3. (Precious Stones) +3 P« Profession package
When she makes her five +1 skill picks, she choos- Culture (Orion) +2 PS Profession package
es to increase Business by +1 and Negotiate (Bargain) Inquire (Fraternize) +2 PS Professional skill list
by +2, and add Inquire +2 (a skill on the merchant pro- Language - Orion +1 Profession package
P«
fessional skills list, but not included in her profession Negotiate (Bargain) +5 Profession package
PS
package) to her character. Specific World
(Rigel XI) +2 P* Profession package
System Operation
When you make your personal and professional
(Flight Control) +3 PS Profession package
development picks, you have the opportunity to select
Streetwise +2 ns Personal package
an edge. Edges help your character by giving him
Simple Weapons +1 ns Personal package
something extra (see Chapter 7: Traits). Every character
Sleight of Hand +1 ns Personal package
receives one starting edge.
You grew up in an academic environment where You grew up around criminals, in the process
study was important. learning a thing or two about surviving on the wrong
PICK 1 SKILL: Computer Use +2, any one Knowledge side of the law.
skill +2, any one Science skill +2 PICK 1 SKILL: Gaming +2, Stealth +2, Streetwise +2
PICK 3 SKILLS: Any one Craft skill +1, any one PICK 3 SKILLS: Any one Armed Combat skill +1,
Entertain skill + 1 , any one Engineering skill +1, Appraise + 1, Athletics + 1, Forgery + 1,
any one Language skill +1 Impersonate + 1, Influence + 1, any one
PICK 1 EDGE: Cultural Flexibility, Curious, Eidetic Knowledge skill +1, Repair +1, Sleight of Hand +1
Memory, Meticulous, Thinker PICK 1 EDGE: Alert, Ambidextrous, Dodge, Lightning
Reflexes, Skill Focus (Furtive)
PICK 1 SKILL: Business +2, Negotiate +2, Persuade +2 PICK 1 EDGE: Contacts, Cultural Flexibility, Curious,
Shrewd, Skill Focus (Persuasive)
PICK 3 SKILLS: Administration +1, Appraise +1,
Computer Use +1, any one Entertain skill +1,
Influence +1, any one Knowledge skill +1, any
one Language +1, System Operation +1
PICK 1 EDGE: Contacts, Cultural Flexibility, Shrewd, You grew up on a conquered world, perhaps in a
Skill Focus (Eloquent), Wealth labor camp, detention facility or as a member of a
resistance movement.
PICK 1 SKILL: Brawling +2, Stealth +2, Streetwise +2
PICK 3 SKILLS: Athletics +1, any one Craft skill +1,
Demolitions +1, Energy Weapons +1, Influence
+1, Inquire +1, Persuade +1, Simple Weapon +1,
Sport +1, Survival +1
PICK 1 EDGE: Alert, Bold, Dodge, Skill Focus
(Furtive), Sneaky
As an officially appointed or ordained member of You acquired your skills growing up on the
your religious hierarchy, you ministered to the needs streets, where you had to survive by bending the law.
of the faithful and promoted the faith among nonbe- Skills: Any one Armed Combat skill +2, Conceal
lievers. +2, Influence (Intimidate) +3, Observe (Spot or
Skills: Culture +3, First Aid +3, History +2, Inquire Listen) +3, Sleight of Hand +2, Stealth (choose)
(Interview) +2, Persuade (Oratory) +2, Religion +2, Streetwise +3
+4, Sing +2 Pick 5: +1 to any professional skill
Pick 5: +1 to any professional skill Pick 1 Edge: Blends In, Fast On Your Feet,
Pick 1 Edge: Contacts, Meticulous, Resolute, Skill Innovative, Skill Focus (Furtive), Speed
Focus (Compassionate), Skill Focus (Eloquent)
You come from a primitive world with primitive Unlike some rogues, you don't stoop to common
beliefs, or simply practice the old ways of a sophisti- crime, but put your skills to use for some noble pur-
cated culture. pose, such as fighting injustice, hunting artifacts, or
Skills: Any one Craft skill +1, First Aid (Herbalism) smuggling refugees.
+4, Observe (choose) +2, Play +2, Religion +3, Skills: Conceal (Cache) +3, Forgery +2,
Sing +2, Survival (choose) +3 Impersonate +3, Inquire (Fraternize) +2, Observe
Pick 5: +1 to any professional skill (choose) +2, any one Ranged Combat skill +2,
Stealth (choose) +2
Pick 1 Edge: Alert, Friendly, Innovative, Skill Focus
(Eloquent), Thinker Pick 5: +1 to any professional skill
Pick 1 Edge: Alert, Contacts, Friendly, Skill Focus
(Seductive), Wealth
SCIENTIST PROFESSIONAL SKILLS: Computer Use,
Construct, First Aid, Investigate, Knowledge*,
Language*, Medicine, Persuade, Repair, Sciences*,
System Operation
Engineering
You were trained to represent your government GNGiNeeRNG P R O F E S S I O N A L SKILLS: Athletics,
not just as a starship officer but also as a diplomat. Computer Use, Construct, Energy Weapons,
Skills: Administration +2, Computer Use (Retrieve) Engineering*, Knowledge*, Physical Science,
+1, Energy Weapons +1, Inquire (Fraternize) +2, Repair, Survival, System Operation, Unarmed
any one Knowledge skill +2, Negotiate (Mediate) Combat*
+3, Persuade (Oratory) +2, System Operation
(Command) +2
Pick 5: +1 to any professional skill
Pick 1 Edge: Command, Confident, Contacts, Skill
Focus (Eloquent), Skill Focus (Persuasive)
Medicine
MEDICAL OFFICER PROFESSIONAL SKILLS:
Athletics, Computer Use, Energy Weapons, First
Aid, Knowledge*, Life Science, Medicine,
Physical Science, Repair, Survival, System
Operation, Unarmed Combat*
As a physician, you interned on an alien world, You make a study of space, mapping the position
where you learned the peculiarities of treating mem- of stars, identifying stellar anomalies, and research-
bers of the species. ing astronomical phenomena.
Skills: Computer Use (Retrieve) +2, Culture +1, Skills: Computer Use (Retrieve) +3, Construct (Probes)
Energy Weapon +1, First Aid +2, Medicine (choose +2, Energy Weapons +1, Physical Sciences
species) +4, Life Sciences (Exobiology) +2, Specific (Physics) +2, Repair +1, Space Sciences (Stellar
World +1, System Operation (Medical) +3 Cartography) +3, System Operation (Sensors) +3
Pick 5: +1 to any professional skill Pick 5: +1 to any professional skill
Pick 1 Edge: Ally, Contacts, Cultural Flexibility, Pick 1 Edge: Alert, Curious, Meticulous, Skill Focus
Famous Event, Skill Focus (Compassionate) (3D Thinking), Thinker
Pick 1 Edge: Alert, Fast On Your Feet, Iron Willed, Pick 5: +1 to any professional skill
Skill Focus (Compassionate), Thinker PICK 1 EDGE: Bold, Curious, Innovative, Skill Focus
(Compassionate), Unyielding
school preparatory to serving as a ship's doctor. Your science training emphasized the study of
Skills: Computer Use (Retrieve) +2, Energy alien civilizations—tracing their histories, studying
Weapons + 1 , First Aid +3, Life Science (choose) their anthropological evolutions, and evaluating
+2, Medicine (choose) +4, Repair +1, System their cultural developments.
Operation (Medical) +3
Skills: Computer Use (Retrieve) +3, Culture +2, Energy
Pick 5: +1 to any professional skill Weapon +1, History +2, Repair +1, Social Science
Pick 1 Edge: Confident, Famous Event, Innovative, (choose) +3, any one other Social Science +1,
Meticulous, Skill Focus (Compassionate) Specific World +2, System Operation (Sensors) +2
Pick 5: +1 to any professional skill
Science Officer Pick 1 Edge: Contacts, Cultural Flexibility, Friendly,
ScieNce OFFICER PROFESSIONAL SKILLS; Meticulous, Thinker
Athletics, Computer Use, Construct, Investigate,
Knowledge*, Energy Weapons, Repair, Science*,
Survival, System Operation, Unarmed Combat* You specialized in planetary studies, surveying
newly discovered worlds, evaluating planets for
future colonization (or conquest).
Skills: Computer Use (Retrieve) +2, Energy Weapons
+1, any one Knowledge Skill +2, Planetary Science
(choose) +3, Life Science (choose) +2, Repair +1,
System Operation (Sensors) +2, Survival (choose) +2
Pick 5: +1 to any professional skill
PICK 1 EDGE: Alert, Fit, Great Stamina, Meticulous,
Thinker
Attribute Tests: Intellect and Perceptio When using social skills, players should not simply roll
Reaction Tests: n/a dice and look for a result. Instead, they should roleplay
Skill Tests: Appraise, Computer Use, Engineering skill group. the exchange, speaking and acting as their characters
Enterprise skill group. Knowledge skill group, Language would. Players who roleplay well should receive bonus-
skill group, Medicine, and Science skill group es for their tests. But don't penalize players for poor
Attribute Tests: Psi (see Psionic edge, page 136} pletely ruins their attempt—like revealing a lie when
SOCIAL TESTS: Social test modifiers represent an appear in Table 6.4: Social Test Modifiers. If multiple
assortment of factors affecting a character's ability to inter- modifiers apply, the Narrator should add the sum to the
act with other persons on a social level. Presence attribute base difficulty to set the final testTN for the exchange.
tests, Persuade skill tests, and Willpower reaction tests are ACADCMIC TeSTS: Whereas the base TN of most
examples of tests that are subject to social modifiers. academic tests depends on the obscurity of the infor-
By far, the most common social modifiers involve mation a character tries to remember, academic test
the disposition of the person the character attempts to modifiers arise from circumstances that complicate a
influence. Friendly listeners are more likely to be per- character's ability to recall information, access data, or
suaded by a plea for help than are the character's dire utilize knowledge. Intellect attribute tests, Knowledge
enemies. This interaction stance, as well other common skill tests, and Savvy reaction tests are all examples of
social modifiers and their suggested TN adjustments, tests subject to academic modifiers.
2 from the final test result, to reflect the charac-
ter's unfamiliarity and resulting awkwardness
during the attempted action. Untrained skills
CONDITION , _ ^
don't confer affinity bonuses, but characters may
Environmental factors make communicating difficult
get affinity bonuses to untrained skill tests pro-
Character demonstrates evidence/sincerity
vided they possess related skills at level 1 or
INTERACTION STANCE
higher.
Subject is loyal/devoted
If a skill does not permit untrained usage but
ect is friendly/pacifistic
the character attempts to do something relating to
Subject is indifferent
this skill, it is up to the Narrator to determine
ibject is aggressive/unfriendly
whether the character can substitute another close-
Subject is hostile/violent
ly related skill or whether the action is impossible
ubject speaks a different native language
to perform without the required skill. If no other
skills seem relevant, the Narrator might also con-
For a list of common academic modifiers and their sider testing one of the character's attributes (probably
suggested TN adjustments, see Table 6.5: Academic Test the one linked to the required skill) instead of disallow-
Modifiers. If multiple modifiers apply, the Narrator should ing the intended action outright. But in most circum-
add the sum to the base difficulty to set the final testTN. stances, untrained characters will automatically fail any
PsiONIC TeSTS: Psionic test modifiers apply to test requiring a skill that does not permit untrained usage.
psionic skill tests, such as Telepathy, Empathy, or Mind
Shield. Whereas the base TN for such tests generally Skill Affinity
depends on the scope or magnitude of the intended Some skills complement another, related skill. Just
action, modifiers can result from a variety of special as knowing biology means your character knows a lit-
circumstances. tle bit about botany, as represented by specialty, having
Table 6.6: Psionic Test Modifiers lists common the Repair skill facilitates making an Engineering skill
psionic modifiers and their suggested TN adjustments. test to get the transporter back on line. The Star Trek
If multiple modifiers apply, the Narrator should add the RPC refers to this relationship as skill affinity.
sum to the base difficulty to set the final testTN. You can always use your character's skill to perform
actions associated with it. An engineer can use his
Systems Engineering skill to fix a computer, understand
To make a skill test, roll 2d6. If you roll double 6's how it works, or build one from components. But
on the test dice, you may roll an additional 1d6 and when you want your character to use a particular skill
add it to the result. If this die scores another 6, roll and he possesses other, related skills, you may receive
another die and add it, repeating this process until you a bonus to your skill test because of the related skill.
roll something other than a 6. Add your character's skill When fixing a computer, Systems Engineering may
level and key attribute modifier, as well as any other gain an affinity bonus with Repair; when building a
modifiers resulting from species abilities, professional computer, the Construct skill test may benefit from an
abilities, skill affinities (see on this page), and traits. affinity with Systems Engineering. You never suffer a
Add +2 if your character possesses an appropriate spe- penalty for not having a skill with which your active
cialty. The total of all dice and accumulated modifiers skill has an affinity.
yields your final test result. Compare this to the target
number (TN) of the skill test to determine the jam
final degree of success or failure (see page 1 04). I
CONDITION TEST MODIFIER
Untrained S k i l l Use
Character is situated in comfortable surroundings +0TN
Some skills cover universal aptitudes and
MEMORY LOSS
abilities, representing training and practice that
Character suffers from mind-altering drug/toxin -5to-10TN
hone raw ability. When using such skills, char-
Character suffers from selective amnesia - 3 to -9 TN
acters may still make a skill test even if their
Character suffers from near total amnesia -10 to-15 TN
level in that skill is zero. This is called "using a
DISTRACTIONS
skill untrained." See page 107 for a comprehen-
Character is engaged in life-threatening situation +5 to+10 TN
sive list of which skills can be used untrained.
Character is engaged in by loud noise/talking +3 to +6 TN
When making an untrained skill test, con-
Character is affected by environmental factors 1/2 physical modifier
duct the test normally, adding 0 when applying
the character's skill level. Attribute, trait, and
special ability modifiers still apply. But subtract
CONDITION
ENVIRONMENTAL INTERFERENCE
Psionics warping/dampening energy fields
Dense matter between character and subject
Multi-mind interference/emotional noise
NUMBER OF MINDS AFFECTED/TARGETED
2 minds
3 to 4 minds
5 to 8 minds
9 to 16 minds
17 to 32 minds
33 to 64 minds
65 to 128 minds
129 to 256 minds
257 to 512 minds
513 to 1024 minds
DISTRACTIONS
Character is engaged in life-threatening situation
Character is surrounded by loud noise/talking
Subject beyond long range (per 50m increment)
SPECIES _ ^ ^ ^ ^ ^ ^ ^ ^ ^ _
Subject is of same species as character
Subject is of similar species (mentally)
Subject is of radically different species (m
"Characters making opposed tests against opponents experiencing the exact same modifiers need not factor them into the test,
except in cases where relative modifiers favor one opponent over the other.
* * + / - indicates that the modifier is relative. For example, sensing the emotions of two beings simultaneously incurs a penalty
(+5 TN), whereas defending against intrusive efforts of a similar species telepath confers a benefit to willpower
reaction tests (-5 TN).
GXAMPL6: Dr. M'Benga has the Medicine (Surgery) EXAMPLE: Dr. McCoy treats Ensign Carstairs, who
and Life Sciences (Exoanatomy) skills and must per- has been hit by a plant's deadly spores. Dr. McCoy
form emergency surgery on Mr. Spock. His player has the First Aid, Life Science, and Medicine skills,
makes a Medicine skill test and gains an affinity and his player wants to make a skill test to heal the
bonus for his knowledge of Vulcan anatomy. But if rapidly asphyxiating crewman. McCoy gains only
M'Benga didn't possess the Life Sciences skill, he one +1 affinity bonus, despite possessing three
wouldn't suffer a penalty. applicable skills.
Extended Tests
Extended tests apply to complex and protracted
actions. Servicing a damaged warp coil might be con-
ducted as a single, standard Engineering or Repair test
that takes a certain number of hours to complete. But
dramatic circumstances might warrant conducting the
operation as an extended test to account for different
skills that come into play, complications that arise dur-
ing the repair, or time deadlines requiring careful mon-
itoring of the character's progress.
For example, the Narrator might choose to treat a
lengthy repair job as a series of different skill tests to
represent different stages of the operation. The first
stage might involve a System Operation (Shields) test
to successfully run diagnostic tests and determine the
nature of the problem. The second stage might
involve a Propulsion Engineering (Warp Drive) test to
replace a worn component within the generator core,
and the third stage might involve a Computer Use test extended test may be resolved as standard, combined,
to recalibrate the ship's computer and update the and/or opposed tests as circumstances dictate. In most
diagnostic files. extended tests, retrying failed attempts should be per-
To conduct this sort of test, the Narrator might estab- mitted because extended tests almost always pertain to
lish three separate skill tests with the second and third actions that can be repeated until successful.
stages requiring a successful test in the preceding stage Count the number of individual tests it takes for the
before the test can be initiated. In this type of scenario, players to accumulate a final result in excess of the
theTNs of subsequent stages might depend on the degree aggregate TN. Multiply their number of attempts (all
of success of the action in the prior stage. Alternatively, test rolls and retries) by the established action time for
the Narrator can lump all three tests into one extended the test (10-minute intervals, for example). This deter-
test, using the following guidelines to determine the final mines how long it takes for the characters to complete
outcome by testing only a single skill. the extended test in terms of elapsed game time. By
To resolve an extended test, the Narrator decides conducting tests in this manner, it is possible for the
what attribute(s) and/or skill(s) play a role in the characters to succeed very quickly by scoring higher
extended action and breaks the test into a number of results on fewer tests (thereby shortening the total test
discrete time intervals, such as minutes, hours, or time). Alternatively, it may take the characters much
days. Each time interval defines the "action time" longer than expected if they roll poorly on individual
needed to make one test and complete one stage of tests and make numerous additional tests in order to
the extended operation. Next, the Narrator sets a TN meet the extended testTN.
for each test and adds the sum of all TNs together to
determine an aggregate TN for the extended test. As a C o m b i n e d Tests
player rolls each test sequentially, subtract his final Some challenges are so broad or encompassing that
test result from the extended testTN. When the aggre- multiple characters may combine attributes or skills to
gate TN reaches 0, the character has completed his confront the problem as a group. To account for team-
designated objective. work, the Narrator can rule that a particular test (such
If testing multiple attributes and/or skills, players do as an Engineering test to get the warp drive on line) can
not begin testing a new attribute/skill until they have be performed as a combined test. Combined tests work
surpassed the individual testTN for the previous stage the same as standard attribute and skill tests with the
of the extended test. Individual stages within an following exceptions.
After the Narrator sets a TN for a combined test,
the participants must designate one character as the
leader or coordinator of the test. All participants but
the leader make the test at -5 TN to determine how
effectively they contribute to the effort. A marginal
success provides the leader a +1 test bonus, a com-
plete success +2, and an extraordinary success +3.
On the other hand, failure adds 0, complete failure
imposes a -1 test result penalty, and disastrous failure
a -2 penalty. Add the bonuses and penalties together
to obtain one combined modifier. Apply this modifier
to the leader's test roll to determine the outcome of
the group's combined effort.
Naturally, not all tests are conducive to team efforts,
especially if the group of characters isn't accustomed
to working in concert. If the Narrator determines that
the nature of a test permits team effort but holds some
doubt as to whether particular characters can perform
well as a group, she may require the designated leader
of the test to make an Administration or similar test
first. Succeeding at this test enables the group to
attempt the primary action as a combined test.
Marginal success at the coordinating test might allow
only a +1 teammate modifier as the characters struggle
to unite as a group.
SKILL TEST CATEGORY ATTRIBUTE SPECIALTIES/SKILLS UNTRAINED?
Appraise Antiques, Dilithium Crystals, Jewelry Trained
Armed Combat Skill Group Untrained
Specific Melee Weapon Category (Simple, Klingon, Martial Arts, etc
Athletics Climb, Jump, Ride, Swim Untrained
Computer Use Encryption, Hacking, Programming, Retrieve Trained
Conceal Cache, Camouflage, Conceal Weapon Untrained
Construct Electronics, Hand Phasers, Machinery, Shelter Trained
Craft Skill Group Trained
Sculpture, Pottery, Painting, Cooking, Calligraphy
Demolitions Arm, Build, Defuse Trained
Engineering Skill Group Trained
Propulsion, Structural, Systems
Enterprise Skill Group Untrained
Administration, Business, Streetwise
Entertain Skill Group Untrained
Dance, Drama, Sing, Play Instrument
First Aid Andorian, Human, Vulcan Untrained
Forgery Currency, Data, Identification Trained
Gaining Chess, Dom-jot, Poker, Tongo Untrained
Gymnastics Balance, Swing, Tumble Untrained
Impersonate Disguise, Mimicry, Stage Acting, Undercover Untrained
Indoctrinate Brainwashing, Hypnosis, Neural Alteration Trained
Influence Charm, Fast Talk, Intimidate, Seduce Untrained
Inquire Fraternize, Interrogation, Interview Untrained
Investigate Deduce, Forensics, Inspect, Research Untrained
Knowledge Skill Group Trained
Culture, History, Law, Politics, Religion, Specific World, Trivia
Language Skill Group Trained
Specific Language (Andorian, Federation Standard, Klingon, etc.)
Medicine General Medicine, Psychology, Vulcan Medicine Trained
Negotiate Bargain, Entreat, Mediate Untrained
Observe Spot, Listen, Track Untrained
Persuade Debate, Oratory, Propaganda Untrained
Ranged Combat Skill Group Untrained
Archaic Weapons, Energy Weapons, Projectile Weapons
Repair Automobile, Transporter, Tricorder Trained
Science Skill Group Trained
Life, Physical, Planetary, Social, and Space Sciences
Sleight of Hand Palm, Pick Pocket, Prestidigitation Trained
Sport Baseball, Parrises Squares, Ride Untrained
Stealth Hide, Shadow, Sneak Untrained
Survival Arctic, Desert, Qo'noS Untrained
System Operation Flight Control, Mission Ops, Sensors Trained
Tactics Federation, Ground, Romulan, Space Trained
Unarmed Combat Skill Group Untrained
Specific Fighting Style (Boxing, Brawling, Kung Fu, Mok'bara, etcj
PSIONIC SKILLS
Empathy Trained
Mind Control Trained
Mind Shield Trained
Telepathy Trained
actions benefit from trial and error, often requiring
quite of bit of tinkering, research, or discussion before
The remainder of this chapter provides descriptions meeting with success. The Narrator should exercise her
for dozens of skills your character can learn. Each own discretion with regard to test retries, using her
description follows the same format: own best judgment as to whether the action a charac-
SKILL N A M E (Key ATTRIBUTE): Lists the skill ter describes seems to warrant or preclude retries.
name followed by the governing attribute (you add this RANG€: This entry describes the distance at which
attribute modifier to test results relying on this skill). psionic skills function. Range measurements are
Key attributes are listed by abbreviation: Strength (Str), expressed using the following notation: "point
Agility (Agl), Intellect (Int), Vitality (Vit), Perception blank/short/medium/long/+extended" increments (usu-
(Per), and Presence (Pre). ally meters). These increments break down range for
TEST CATEGORY: The test category listed under the purposes of resolving character skill tests. Usually,
each skill description represents the most common the target number (TN) for any range-based test is mod-
way in which the skill is used and which modifiers ified for distance between characters: +2 point blank,
(physical, social, academic, orpsionic) apply. But these + 0 short, -2 medium, -4 long, and -2 for each addi-
are not the only ways in which to use the skill. For tional increment of extended range.
example, the Propulsion Engineering skill has both an
academic aspect and a physical aspect, depending on
how you apply it in a particular test. Making a test to
understand how a warp drive operates might be influ- RETRYING FAILED ACTIONS
enced by academic modifiers, while actually fixing the If the Narrator permits, a character can turn a failed
warp drive may be subject to physical test modifiers. As single action test into a multiaction extended test by
a general rule, the modifiers that apply to a skill test simply declaring he's going to try again. Subsequent
depend on how you use the skill. attempts each consume an amount of time equal to the
TRAINED OR UNTRAINED: Trained or Untrained base action time and add the test TN to the previous TN
refers to whether you can use this skill at level 0 to determine the total difficulty of the extended test.
(untrained) or you must possess level 1 or higher For example, if a character fails a Repair test (TN 10,
(trained) to make a test. See page 102 for more infor- 1 hour action time) with a test result of 7, he may retry
mation. by committing another full hour to the attempt as the
S A M P L E SPECIALTIES: Lists two or more suggest- second action in an extended test. To be successful, the
ed specialties for the skill. These lists are not exhaus- character must now score a total extended test result of
tive; feel free to create additional specialties as needed. 20 (TN 1 0 x 2 actions), meaning he needs to score a 13
TEST: HOW the skill can be used, along with the or better in the second attempt to raise his previous
basic factors affecting the difficulty of tests with that result of 7 to meet or beat TN 2 0 . (See page 105,
skill. This section includes examples of what characters "Extended Tests.")
can do with the skill at each of the five levels of diffi-
culty (Simple, Routine, Challenging, Difficult, Virtually
Impossible).
ADDITIONAL MODIFIERS: This entry lists any addi- VARYING THE ATTRIBUTE
tional conditions affecting a character's ability to use the Every skill description lists a governing attribute,
skill. This list is not exhaustive, but merely provides sug- which players use to modify skill tests. The attribute
gestions and guidelines; Narrators can create additional listed with each skill is the one that most commonly
modifiers, or change the ones listed here, as they see fit. applies. Depending on the nature of a given test, how-
AFFINITY: Affinity describes the benefit the skill ever, the Narrator may decide another attribute is more
derives from other skills and the situations where they appropriate.
may apply. See page 1 02 for more on affinity bonuses. For example, Forgery tests normally involve Agility,
ACTION TIME: The base time to perform a test reflecting the forger's reliance on hand-eye coordina-
using the skill. Action time is categorized in the fol- tion. But in some cases, such as remembering the pre-
lowing increments: single action, full-round action, cise type of paint a particular artist used, maybe a
variable minutes, and variable hours. "Variable" indi- Forgery test modified by Intellect makes more sense.
cates that the Narrator sets the number of minutes or Trying to notice a forgery, on the other hand, might call
hours depending on the specific circumstances sur- for a Forgery test modified by Perception. As with test
rounding the test. categories (see page 100) and affinity (see page 102),
EXTENDED T E S T (YES OR NO): This entry tells the appropriate attribute modifier often depends on
whether an unsuccessful attempt may be retried as an how the character uses the skill.
extended test (see "Retrying Failed Actions"). Some
would treat an Appraise test involving dilithium crys-
tals as a Routine test).
AFFINITY: Appraise gains a +1 affinity bonus with
Business or Craft when determining the value of some-
thing associated with your line of work (a jeweler
appraising a ring, for example). This skill gains an affin-
ity bonus with Forgery when used to detect a facsimile.
ACTION TlM€: variable minutes (usually 1 minute)
EXTENDED TEST: yes
Physical; Untrained
Use the skills within this group to fight with hand-
held weapons such as clubs, swords, and knives.
Simple weapons are grouped together into one skill, so
Academic; Trained that learning to use a knife allows you to also use a
Use this skill to determine the authenticity and club (as per the specialty rules). More exotic weapons,
value of items, from Vulcan lutes to Spican flame gems. such as the bat'leth and lirpa, are treated as individual
You can tell an antique from old junk, or a genuine skills; these require a high degree of training to employ.
gemstone from cut glass.
S A M P L E SpeciAUies: Antiques, Rare Bat'leths, ARMCD COMBAT SKILLS
Diamonds, Dilithium Crystals, Jewelry SIMPLE: YOU know how to use simple, hand-held
:: Make an Appraise test. Marginal success indi- weapons in close combat. Simple weapons include
cates you are able to evaluate the object within 1 0% of clubs, knives, maces, staves, and swords. Choose
its actual value. With an extraordinary success, you one as your weapon of specialty.
can not only estimate the value within 1%, but also TRADITIONAL KLINGON WEAPONS: YOU are skilled in
identify its provenance (the planet of origin, the using the ancient Klingon weapons including the
object's manufacturer, the object's history, details of bat'leth, d'k tahg, and mek'leth. Choose one as
construction). Failure, complete failure, and disastrous your weapon of specialty.
failure mean you misestimate the value (10-50% over TRADITIONAL VULCAN WEAPONS: YOU are accomplished
or under for a failure, 60%-100% for a complete fail- with Vulcan ceremonial arms including the ahn-woon
ure, or 1 00%-1,000% for a Disastrous failure) over or and lirpa. Choose one as your weapon of specialty.
under the actual value. To determine a fake, Appraise
is conducted as an opposed test against the Forgery TEST: Make an Armed Combat test to hit opponents
level set by the Narrator (or player who made the with a hand-held melee weapon (base TN equals tar-
Forgery test). get's Defense). If successful, roll weapon damage.
The difficulty depends on rarity of the object being During extraordinary successes, attack does maximum
appraised: damage. Disastrous failure may result in dropping or
SIMPLE (TN 5): Trivial everyday objects, such as damaging the weapon, losing your next action, or hit-
china, baseball caps, or furniture ting a friendly target (Narrator's choice).
ROUTINE (TN 10): Common objects, such as yamok Most armed combat skills depend on the Agility
sauce, self-sealing stem bolts, or tricorders attribute (reflecting a character's accuracy and dexteri-
CHALLENGING (TN 15): Uncommon objects, such as ty with the attack). At the Narrator's option, you may
Romulan ale, tribbles, dilithium crystals, or base this skill on Strength when using large, heavy, or
Marauder Mo action figures blunt weapons, such as clubs or axes.
DIFFICULT (TN 20): Rare objects, such as Klingon ACTION TlM6: Single action
burial glyphs, Spican flame gems, Kurlan naiskos, €XT€ND6D TEST: No
or Venus drug
VIRTUALLY IMPOSSIBLE (TN 25): Unique objects, such
as Soong-type androids, quantum phase inhibitors, Physical; Untrained
or the Stone of Gol Use this skill to jump over a chasm, climb a sheer
ADDITIONAL M O D I F I E R S : A tricorder adds a +5 bonus rock face, swim a fast-moving river, or ride an animal
when used with this skill. Appraising something from a (such as a horse or sehlat). While anyone can use this
known forger or criminal adds a +2 to your Appraise skill untrained, you have practiced in the gym and
skill test. If the item being appraised falls within your learned how to maximize your physical prowess to the
specialty, lower the TN by 5 (so a dilithium trader reatest effect.
SAMPLE SpeciALTIGS: Climb, Jump, Ride, Swim DIFFICULT (TN 20): Hazardous terrain, such as heavy
TEST: With a successful skill test, you complete the rubble or stormy waters (or a brick wall)
desired task—jumping the pit, climbing the cliff, swim- VIRTUALLY IMPOSSIBLE (TN 25): Impassable terrain,
ming the lake, or controlling your mount. The game such as a perfectly smooth wall
effects of a successful test depend on the use of the skill: ACTION TIME: Single action or full-round action
GXT6ND6D TEST: No
CLIMB: YOU can climb 3 meters up, down, or across
a slope, wall, or incline as a full-round action. You
can move 1 meter as an action. A failed climb test
means you make no progress. A disastrous failure Academic; Trained
results in a fall. An extraordinary success increases You can use duotronic and isolinear computer sys-
your movement rate by 1 meter (full-round action) tems to perform computer operations, such as accessing
or 1/2 meter (single action). data (including hacking into secure systems), program-
JUMP: YOU can jump up, down, or across an expanse ming systems, and encrypting files. Repairing, building,
with a minimum distance equal to your degree of or designing computer systems requires the appropriate
success. With a success, you can jump 2 meters hor- skill (Repair, Construct, and Engineering respectively).
izontally or 1 meter vertically. With a total success, SAMPLE SpeciALTieS: Encryption, Invasion,
you can clear 3 meters horizontally or 1.5 meters ver- Programming, Retrieval
tically. A failure results in a fall (and possible dam- TesT: Retrieving information stored on a computer
age). Add one meter of distance for a running jump. requires a Computer Use test, with the difficulty
SWIM: YOU can swim, dive, and maneuver in water. depending on the type of information you're seeking
You can swim 3 meters by spending a full-round and the obscurity of the subject (though most attempts
action. You can swim 1 meter as a single action. have a simple or routine difficulty). A successful test
With a disastrous failure, you go underwater and provides you with the desired information, subject to
begin to drown. A total success increases your the Narrator's interpretation.
movement rate by 1 meter (full-round action) or 1/2 Invading a computer system enables you to access
meter (single action). and decrypt encoded and secured data, requiring the
RIDE: YOU can ride a particular type of mount, which Narrator to determine the security level (base TN) of
you define when you select this specialty (such as the target programs. You must make a Computer Use
Ride Horse or Ride Rectyne Monopod). When riding (Invasion) test to access a secured databank or program
over dangerous terrain or performing hazardous prior to retrieving information, encrypting data, or pro-
maneuvers (such as jumping), you need to make a gramming system functions.
Ride test to control your mount and move safely. Programming enables the user to automate or alter
Failure indicates that you lose control of your mount specific computer operations, including the way a
and must make a new check requiring one action computer stores and protects data. Encryption enables
each round to regain control. A disastrous failure the user to secure stored data, while programming
indicates that you fall from your mount (unless you enables a user to create counterintrusion applications
make a Quickness testTN 5) and suffer 1d3 damage. that establish a level of security. The difficulty of pro-
Having this skill reduces your physical penalty when gramming and encryption tests depends on the com-
performing other actions (such as firing a weapon) plexity of the program or code employed. Success indi-
while riding. Reduce the riding action penalty by an cates the program operates as intended and establishes
amount equal to your Ride skill level. a security level equal to the test result.
Calligraphy Pottery
Carpentry Sculpture Academic; Trained
Cooking Sewing Skills within this group represent your knowledge of
Gem Cutting Weaving the theoretical and practical applications of industrial
Modeling Viticulture manufacturing and mass construction. Use these skills
to design, analyze, construct, or troubleshoot items
and devices in your engineering field.
Social; Untrained
Use this skill to impersonate other persons, imitate
voices, go undercover, and create disguises.
SAMPLE SPECIALTIES: Disguise, Mimicry,
Undercover Work
TEST: Impersonation attempts initiate a standard social
test. Your test result not only indicates whether you've
accomplished a believable ruse, but also establishes
the Impersonation level, which sets the TN for Savvy
reaction tests any observers make to detect the cha- against the victim whenever you order him to do some-
rade. In order to maintain a disguise successfully, the thing he strongly resists.
user must behave appropriately; acting out of charac- ADDITIONAL MODIFI6RS: Subsequent attempts to
ter, for example, allows observers to make an addition- maintain control over a subject receive a +5
al Savvy reaction test. For long-term activities, such as Indoctrinate test modifier provided control has not
creating an undercover identity, you must make a stan- lapsed. A subject who is ordered to perform objection-
dard test (once a week) to maintain your facade. able actions (such as betray his commander, kill his
The difficulty of an Impersonate test depends on the comrades, or sabotage a medical facility) receives a +1
extent of the charade: to +5 bonus to his Willpower reaction test depending
SIMPLE (TN 5): A simple disguise, such as conceal- on the extent of his opposition.
ing your identity with a mask or uniform ACTION TIME: Variable hours (usually 1 d6 hours per
ROUTINE (TN 10): A mundane disguise, such as dis- action)
guising yourself as a generic guard, factory worker, 6XTGND€D T6S"H Yes; 3 actions maximum per day
or desk clerk
CHALLENGING (TN 15): A complicated charade—dis-
guising yourself as a prominent individual such as
an officer, supervisor, or manager Social; Untrained
DIFFICULT (TN 20): An intricate performance, such You can use your presence to influence others,
as impersonating a minor official or public figure through a charming smile, personal magnetism, or
VIRTUALLY IMPOSSIBLE (TN 25): A masterful perform- threatening body language. You can make the implau-
ance, such as impersonating a famous person or sible seem plausible, appeal to a person's emotions, or
disguising yourself so that close relatives won't rec- bully others into seeing things your way.
ognize you SAMPL6 SPECIALTIES: Charm, Fast Talk, Intimidate
ADDITIONAL M O D I F I E R S : if you've studied the person TeST: Influence attempts are always resolved as
you plan to impersonate, you receive a +2 skill test opposed social tests against the opponent's Willpower
modifier. On the other hand, trying to impersonate reaction. A successful Influence test indicates the
someone you don't know personally or someone you've opponent reacts as you wish for a short time—1 round
observed only momentarily results in a -2 penalty. plus an additional number of minutes equal to the dif-
AFFINITY Impersonate gains a +1 affinity bonus from ference between test results.
Culture, because you know how a member of the Influence is neither Mind Control nor Persuade;
species behaves, the social values, and the customs. influenced characters do not follow orders to the letter,
When using disguises and voice mannerisms to mas- nor do they necessarily change their own beliefs.
querade as another person, you gain an affinity bonus Instead, they passively comply with the character's
with Entertain (Acting). wishes—letting him pass through a security point, talk
ACTION TIME: Variable minutes (usually TN x 3 min- his way out of a difficult situation, or gain access to
utes per action) some form of privileged information. A subject who
EXTENDED T€ST:Yes; 3 actions maximum fails his Willpower reaction test caves in out of weak-
ness, which usually prevents him from reporting his
failing to superiors or authorities (unless his superiors
or coworkers convince him otherwise).
Physical; Trained; non-Starfleet only AFFINITY: Influence can gain a +1 affinity bonus from
Through indoctrination you can induce others to Investigate, Negotiate, and Persuade under appropriate
act against their will. Indoctrination techniques include conditions.
brainwashing, hypnosis, and neural alteration technol- ACTION TlM€: Full-round action
ogy. This skill functions similarly to the psionic skill GXTGND6D T€ST: Yes; 3 actions maximum (opposed
Mind Control. extended test)
SAMPL€ SPeciALTieS: Brainwashing, Hypnosis,
Neural Alteration
TeST; Attempts to indoctrinate someone are always
conducted as opposed tests against the subject's Social; Untrained
Willpower reaction. If you succeed, you have broken With this skill you can locate information, find peo-
the subject's will and established control over him. The ple, and learn what you need to know. You know how
control lasts one day plus a number of days equal to to interpret gossip, uncover rumors, and read innuen-
the difference between the two test results. To maintain do to gather whatever information you need. Inquire
control beyond this period, you must engage in anoth- does not normally enable you to read body language
er opposed test. You must also make an opposed test and detect hidden motives.
SAMPLE SPECIALTIES: Fraternize, Interrogation, SIMPLE (TN 5): Solve an obvious mystery; gather and
Interview analyze obvious and untainted evidence; research
TEST: Make an Inquire skill test to gather general infor- a popular subject.
mation, pursue a particular rumor, or locate a specific ROUTINE (TN 10): Solve an easy mystery; gather and
person or thing. The higher the test result, the more reli- analyze indistinct but untainted evidence; research
able the information (though the Narrator determines an unusual subject.
precisely what kind of information you learn). The dif- CHALLENGING (TN 15): Solve a typical mystery; gath-
ficulty depends on the obscurity of the subject you're er and analyze obvious but tainted evidence;
inquiring about: research an esoteric subject.
SIMPLE (TN 5): Learn an obvious fact, such as the DIFFICULT (TN 20): Solve a complex mystery; gather
best place in town for kanar. and analyze indistinct and tainted evidence;
ROUTINE (TN 10): Learn a simple fact, such as where to research obscure facts about a secretive person,
find a low-ranking member of the underworld. organization, or place.
CHALLENGING (TN 15): Learn an obscure fact, such as VIRTUALLY IMPOSSIBLE (TN 25): Solve a highly complex
the identity of the one person who has the informa- mystery; gather and analyze minute quantities of
tion needed to break into a secure installation. badly tainted evidence; research carefully guarded
DIFFICULT (TN 20): Learn a fact people wish to keep facts about a classified person, organization, or place.
secret, such as where a dangerous wanted criminal A D D I T I O N A L M O D I F I E R S : A tricorder adds a +5 bonus
is hiding out. when used for Forensics, Inspect, and Research tests.
VIRTUALLY IMPOSSIBLE (TN 25): Learn an extremely AFFINITY: Investigate gains a +1 affinity bonus from
secret fact, such as top-secret government data. Conceal and Observe. The Research specialty gains a
AFFINITY: Inquire gains a +1 affinity from +1 affinity bonus from Computer Use, when applica-
Administration, Business, and Streetwise, reflecting your ble, and a +2 bonus (double the normal amount) from
knowledge of where to go and who to talk to for infor- any relevant Knowledge or Science skill.
mation about related subjects. Inquire (Interrogation) ACTION TIME: Full-round action (per 1 square meter
gains an affinity bonus with Influence, to represent the for Inspect or per idea for Deduce); 10 minutes per
methods you use to interrogate the subject. action for Forensics and Research
ACTION TIME: Variable minutes (usually 1d6 x 10 EXTENDED TEST: Yes
minutes per action)
EXTENDED TEST: Yes; 3 actions maximum per day
Academic; Trained
Knowledge skills represent the study of some body
Physical; Untrained of lore, such as Culture, History, Politics, Law, Religion,
Use this skill to search for concealed items or hid- and so on. Knowledge defines a skill group composed
den compartments, inspect a crime scene for physical of broad academic skills.
evidence, analyze gathered clues and evidence,
research a topic unfamiliar to you, and make deduc- SAMPLE KNOWLEDGE SKILLS
tions based on all of the available information. You can CULTURE: YOU have studied the culture, customs, and
scan for antiproton residue to identify a Romulan dis- traditions of many worlds and civilizations. You
ruptor as the murder weapon, clear an innocent man know how cultural practices and beliefs relate and
of criminal accusations, or search a cargo hold for hid- can use this knowledge to determine things about a
den contraband. Investigate is the quintessential skill society even when you have not specifically studied
for security officers and law enforcement officials. a particular society. SAMPLE SPECIALTIES: Human,
S A M P L E SPECIALTIES: Deduce, Forensics, inspect, Imperial Klingon, Klingon, ShirKahr, Vulcan Masters
Research HISTORY: YOU know the history of people, places,
TEST: For standard Investigate tests, such as those for planets, groups, nations, and civilizations. You have
making deductions (Deduce) or gathering and analyz- studied broadly and often know as much about the
ing evidence (Forensics), test difficulty depends on the history of distant planets and peoples as you do
complexity and scope of the task at hand. Using your own world. SAMPLE SPECIALTIES: Art History,
Investigate (Inspect) to find concealed objects requires Bajoran Resistance, Klingon, San Francisco, Vulcan
an opposed test against the object's concealment level. LAW: YOU know about the laws, regulations, and legal
But when using Investigate (Inspect) to discover hidden customs of diverse worlds and societies. You know
clues, the Narrator should assign aTN to spot a hidden how to interpret treaties, recall laws, and find loop-
clue based on her understanding of the crime scene holes in contracts and legal codes. SAMPLE SPECIALTIES:
and the nature and quality of the evidence. Federation, Ferengi, Intergalactic Trade
POLITICS: YOU know about the political traditions, fac-
tions, leaders, and issues pertaining to various
worlds and civilizations. You can use this skill to
know who currently leads the Romulan Senate, who
his chief rivals are, and what issues confront the gov-
ernment. SAMPLE SPECIALTIES: Federation, Issues, Tal
Shiar, Vulcan
RELIGION: YOU know about the philosophies, rituals,
practices, and traditions of a particular religion.
You can interpret sacred texts, recall points of doc-
trine, and remember religious mythologies. SAMPLE
SPECIALTIES: The Bible, Judaism, Klingon, The
Prophets, Rituals, Thanatology (the study of death),
Vulcan VIRTUALLY IMPOSSIBLE (TN 25): Recall unrelated triv-
SPECIFIC WORLD: With this skill, you know a great ia about obscure subjects within your field of
deal about planets, their geography, weather pat- knowledge.
terns, seasons, flora and fauna, places of note, and ADDiTlONAL MODIFIERS: You gain a +2 test bonus to
so on. Make a Specific World test to recall a fact remember or research information about your own
about a specific world, or make comparisons species and homeworld.
between worlds (for example, comparing a strange, AFFINITY: Knowledge skills often gain a +1 affinity
boar-like creature to a Klingon targ). SAMPLE SPE- bonus from other Knowledge skills relating to a partic-
CIALTIES: Bajor, Earth, Ferenginar, Qo'noS ular topic (such as the political ramifications of a his-
TRIVIA: Additionally, you can use a Knowledge- torical war). When retrieving information from a com-
based skill to represent your knowledge in a narrow puter system, Knowledge skills gain a +1 affinity bonus
area, such as a hobby, which you define. Captain from Computer Use (Retrieve).
Picard's knowledge of wines and vineyards, Mr. ACTION TlM€: Free action (remember fact), 1 minute
Sulu's interest in old-style handguns, and Dr. (research on computer), or 10 minutes (research
Bashir's affinity for 1960's espionage novels are rep- books/paper documents) per action
resented by their Trivia skills. Or you may know GXT£ND€D TesT: No (remember), yes (research)
about a subject which falls under another skill that
you cannot use. For example, you may study art or
baseball but don't know how to paint or play ball,
and would possess Trivia (Picasso) or Trivia Academic; Trained
(Baseball) instead of Craft or Sport. SAMPLE SPECIAL- Using any skill within the Language group, you can
TIES: Any hobby you can think of speak, read, and write a specific language without rely-
ing on a universal translator.
In addition to using Knowledge skills to gather TEST: You do not have to make a test to understand
information and answer questions, you use your your own language, even if the speaker speaks gibber-
Knowledge skill when researching anything within ish. Similarly, universal translators (UTs) alleviate the
your given field of expertise. need to make Language tests to communicate verbally
TEST: Make a test to answer a question or research with members of other species and cultures. But when
a topic within your Knowledge field. The difficulty of a character needs to communicate without a UT or
the test depends on the obscurity of the facts you try to wants to hand write a letter or read an ancient book, he
recall or research. must make a standard Language test to use the lan-
SIMPLE (TN 5): Recall or research an elementary, guage effectively.
important fact, such as a major war between two The difficulty of a Language test depends on the
planets. complexity of what the character tries to say, read, or
ROUTINE (TN TO): Recall or research several related write:
facts, such as the main participants, leaders, and SIMPLE (TN 5): Simple phrases or sentences such as
battles of a major war. asking directions
CHALLENGING (TN 15): Recall or research obscure ROUTINE (TN 10): Simple conversation, such as "I
facts, such as new types of technology developed would like to buy some butter" or "I am allergic to
by the participants in the war. gagh"
DIFFICULT (TN 20): Recall obscure, tangential facts CHALLENGING (TN 15): Complex conversation, such
and details, such as the complete development and as speaking at native proficiency or understanding
use history of a particular weapon during a war. obscure idioms or dialects
DIFFICULT (TN 20): Subtle innuendo or diplomatic benefit of two Stamina reaction tests per week, just as
negotiation, such as discussing philosophy with a if he had received successful First Aid.
Bajoran vedek Moreover, if the attending medic or physician keeps
VIRTUALLY IMPOSSIBLE (TN 25): Using archaic ver- the patient under his direct supervision, the doctor may
sions and obscure dialects of the language, such as administer care on a daily basis. Under these circum-
Old English or Classic Vulcan stances, the doctor can perform one Medicine test
each day to double the normal rate of natural healing:
A C T I O N T I M E : Free action (speak phrase); variable each successful Medicine test enables the patient to
minutes (read/write) recuperate 2 wound points that day, twice the normal
EXTENDED TEST: No (speak); yes (read/write) rate of recovery.
SIMPLE (TN 5): Diagnose and treat a common, simple
illness; provide medical care for a Dazed person.
ROUTINE (TN 10): Diagnose and treat an uncom-
Andorian Ocampan mon, simple illness; provide medical care for an
Bajoran Romulan Injured person.
Federation Standard Talaxian CHALLENGING (TN 15): Diagnose and treat a com-
Ferengi Trill mon, complex illness; provide medical care for a
Klingon Vulcan Wounded person.
DIFFICULT (TN 20): Diagnose and treat an uncom-
mon, complex illness; provide medical care for an
Incapacitated person.
Academic; Trained VIRTUALLY IMPOSSIBLE (TN 25): Diagnose and treat an
Use this skill to perform surgery, diagnose diseases, extraordinarily rare and/or complex illness; provide
treat radiation, counteract poisons, and administer medical care for a person Near Death.
holistic medical treatments including medication, ther- A D D I T I O N A L M O D I F I E R S : Using Medicine to treat a
apy, and other forms of rehabilitation. member of ampther species, or one for which you pos-
S A M P L E SpeciALTieS: Cardiology, Exoanatomy, sess no specialty, results in a +2 TN modifier.
Forensic Pathology, General Medicine, Klingon AFFINITY: This skill gains a +1 affinity bonus with First
Medicine, Neurology, Pathology, Plastic Surgery, Aid. In appropriate circumstances, Medicine tests may
Psychology, Toxicology, Vulcan Medicine also benefit from affinity with Life Science (Biology,
TeST: Medicine tests can be initiated in addition to, or Anatomy) or Physical Science (Chemistry). When retriev-
in lieu of, First Aid tests in order to hasten recovery. ing information from a computer system, Medicine gains
Accomplished medics and physicians find it easier to a +1 affinity bonus from Computer Use (Retrieve).
treat injuries than do emergency technicians and oth- ACTION TIME: Variable hours (TN/5 hours per action)
ers who train only in first aid. The target numbers for EXTENDED TEST: Yes; 3 actions maximum per day
treating injuries reflect this fact, making it easier for a
physician to treat an injury by virtue of facing lower
testTNs to heal similar injuries.
Upon making a successful Medicine test, the sub- Social; Untrained
ject of the treatment immediately recovers a number of You can conduct negotiations, achieve consensus
wound points equal to his Health, effectively reducing among groups with differing opinions, strike bargains,
his degree of injury by one complete wound level. and convince people to work together for their mutual
Thereafter, the character heals naturally and gains the benefit. Whereas Influence relies on emotion and pres-
ence to achieve short-term effects, and Persuade relies
on argument to change someone's beliefs, Negotiate
employs reason and intellect to reach satisfactory com-
promises without necessarily altering the opinions or
beliefs of others.
SAMPLe SPECIALTieS: Bargain, Entreat, Mediate
TEST: Make an opposed Negotiate test (versus your
opponent's Savvy reaction) to resolve any dilemma
where your interests directly conflict with your oppo-
nents' (haggling a price, negotiating a truce, reaching a
legal settlement). A successful result indicates the
opponent grasps your point of view and changes his
position to accommodate your wishes.
The effects of a Negotiate test usually last indefi- CHALLENGING (TN 15): Notice something mundane
nitely, until something else occurs to change the oppo- or subtle, such as a certain person on the street or
nent's mind (such as another Negotiate test). Although someone whispering in a library.
the outcome of a single Negotiate test may last years, DIFFICULT (TN 20): Notice something unremarkable
making new requests (bargaining for another item, or a minute detail, such as a shadow cast by a street
negotiating a separate treaty) requires a new test. In lamp or a thread lying on carpet.
other words, an individual Negotiate test applies to VIRTUALLY IMPOSSIBLE (TN 25): Notice something
only one specific agreement. The effects may last for a miniscule, such as microscopic residue.
long time, but they do not alter the relationship ADDITIONAL M O D I F I E R S : if the object stands out
between the negotiating parties. against its environment (glows brightly, exudes an
By the same reasoning, Negotiate skill does not unusually strong smell, makes unnatural sounds), add
function as Mind Control. A character, whether con- a +2 bonus in addition to normal physical modifiers.
trolled by another player or the Narrator, can always Conversely, trying to perceive objects that blend into
refuse an absurd or self-defeating proposal, no matter their surroundings entails a -2 penalty in addition to
how high the negotiator's test result. normal modifiers. Observe also gains a benefit from
AFFINITY: Negotiate gains a +1 affinity bonus from the certain technologies, such as powered binoculars and
Administration, Business, or Streetwise skills, because tricorders (see Chapter W: Equipment, page 170).
you know how to appeal to particular individuals. AFFINITY: Observe gains a +1 affinity from Conceal
When negotiating with a member of an alien species, and Investigate. Observe (Track) gains an affinity bonus
this skill might also gain an affinity bonus from Culture, from the Survival skill.
Language, or Social Science. ACTION TiMG: Single action (Spot and Listen), 5 min-
ACTION TIME: Variable minutes (Bargain), variable utes (Track)
hours (Entreat and Mediate) EXTENDED T E S T : Yes; 3 actions maximum (opposed
EXTENDED TEST: Yes; 3 actions maximum (opposed Spot and Listen extended tests; no maximum for Track).
extended test) per day
Social; Untrained
Physical; Untrained While Influence relies on emotion and Negotiate
Use this skill to notice details in your environ- depends on reason, Persuade combines the two to cre-
ment—tracks indicating the passage of a Jem'Hadar ate persuasive arguments that change a person's opinion
squad, the sudden tension when Nausicaan thugs enter or beliefs indefinitely. Use this skill to convince someone
the room, or the outline of a Denevan neural parasite to do something based on personal appeal, force of per-
lurking in a corner. Though most species rely primarily sonality, eloquence, or even lies and deceptive words.
on visual cues, Observe covers all five senses. Persuade includes the stirring oration before assembled
The Observe skill differs from Investigate. Investigate masses, the debate on the Federation Council floor, or
(Inspect) involves more thorough and systematic search- Romulan propaganda before an invasion.
es for clues, evidence, and deliberately concealed S A M P L E SPECIALTIES: Debate, Oratory, Propaganda
objects. Observe covers environmental changes—notic- T€ST: Persuade initiates an opposed social test against
ing a drop in temperature, someone sneaking up on you, the opponent's Savvy reaction. Success indicates the
a strange vibration in a mechanical unit, and so forth. opponent believes what you tell him. Persuade effects
SAMPLE SPECIALTIES: Spot, Listen, Track usually last a number of rounds, turns, or scenes equal to
TEST: Observe tests oppose Stealth skill tests when your skill level. In certain cases, effects are permanent.
used to notice someone hiding or moving silently. Persuade does not emulate Mind Control. A char-
Tracking a person or animal typically involves noticing acter, whether controlled by a player or the Narrator,
evidence of the individual's passage—footprints, bent can always refuse an absurd or self-defeating proposal,
branches, disturbed underbrush, and the like. no matter how high the persuader's test result.
When a character wants to notice a distinctive AFFINITY: Persuade gains a +1 affinity bonus from
smell, hear approaching opponents, or see a snapped Influence and Streetwise, since you know how to inter-
twig, make this roll as a standard skill test with diffi- act well on a personal level. When persuading a mem-
culty based on the nature of the thing being perceived: ber of an alien species, this skill can also gain an affin-
SIMPLE (TN 5): Notice something obvious, such as ity bonus from Culture, Language, and Social Science.
an approaching plasma storm. ACTiON TlM6: Variable minutes (usually 1d6 minutes
ROUTINE (TN 10): Notice something unusual or per action)
extraordinary, such as footsteps in stone or rust on EXTENDED TEST: Yes; 3 actions maximum (opposed
an allegedly "new" bat'leth. extended test)
tially modify a device or system—converting a comm-
badge into a personal Geiger counter, for instance—
requires the Engineering skill. To build equipment
requires the Construct skill.
SAMPLE S P E C I A L T I E S : Automobile, Computer,
Radio, Transporter, Tricorder
TEST: Make a Repair test to fix equipment, such as
communicators, computers, or various starship sys-
tems. In general, these should be extended tests. You
can use Repair to determine what caused the damage,
the extent of the damage, or the nature of the malfunc-
tion as an academic test. The extent of the repairs
affects the difficulty:
SIMPLE (TN 5): Fix a simple problem: replace a fuse,
replace a phaser emitter crystal, change a spark plug.
Physical; Untrained ROUTINE (TN 10): Fix a typical problem, such as
Skills within the Ranged Combat group represent replace an ODN link, repair a phaser accelerator,
your ability to use specific categories of weaponry. or change the oil in a car.
CHALLENGING (TN 15): Fix a complicated problem,
SAMPLE RANGED COMBAT SKILLS such as rewire an ODN trunk line, recalibrate a
ARCHAIC WEAPONS: YOU can use primitive ranged phaser's frequencies, or replace an engine's timing
weapons, from thrown weapons like a javelin to belt. This is the most difficult system-related prob-
simple projectiles like crossbows. SAMPLE lem that can be fixed with Repair.
SPECIALTIES: BOW, Crossbow, Javelin, Spear DIFFICULT (TN 20): Fix a complex problem, such as
ENERGY WEAPONS: YOU can use energy weapons, rebuild a phaser's lithium-copper superconductor
including everything from hand phasers to disruptor or repair a short in a car's electrical system.
rifles. SAMPLE SPECIALTIES: Disruptor, Disruptor Rifle, VIRTUALLY IMPOSSIBLE (TN 25): Fix an astronomical
Hand Phaser, Phaser Rifle problem, such as a fused phaser, tricorder, or corn-
PROJECTILE WEAPONS: YOU can use 19th- through badge, or an engine seized up by a lack of motor oil.
21st-century projectile weapons, including pistols, AFFINITY: Repair typically gains a +1 affinity bonus
rifles, and submachine guns. SAMPLE SPECIALTIES: from Engineering, Computer Use, System Operation,
Assault Rifle, Gauss Rifle, Handgun, Needle Gun, Armed Combat, or Ranged Combat. These skills grant
Rifle, Submachine gun you some amount of technical knowledge applicable
to tests made to repair related equipment.
TEST: Perform a Ranged Combat test to hit a target ACTION TIME: Variable hours (usually TN/5 hours per
using your weapon. The TN equals the target's action)
Defense. Immobile objects have a base Defense of 5. EXTENDED TEST: Yes
See the Appendix for Ranged Combat Modifiers. A
variety of physical modifiers can also apply to Ranged
Combat tests (see Table 6.3). Spending a dodge action
enables the opponent to make an opposed Quickness Academic; Trained
reaction test versus the attack result to avoid being hit. Make a Science skill test to represent your knowl-
A successful attack prompts a damage roll. An edge and study of a particular science, such as
extraordinary success does maximum damage. See Chemistry, Biology, Geology, or Archaeology.
Table 10.3 (p.181) for Ranged Weapon Damage.
Disastrous failure may result in the weapon malfunc- SCIENCE SKILLS
tioning, the character losing his next action, or acciden- LIFE SCIENCE: YOU have studied living organisms and
tally shooting a friendly combatant (Narrator's choice). the life cycle. Use Life Science to identify alien life
A C T I O N T I M E : Single action forms or plants, theorize about silica-based life
EXTENDED TEST: NO forms, or understand the reproductive process of
the Vulcan sehlat. SAMPLE SPECIALTIES: Agronomy,
Bioengineering, Biology, Biotechnology, Botany,
Ecology, Genetics, Microbiology, Paleontology,
Physical; Trained Zoology
Use this skill to repair damaged equipment, PHYSICAL SCIENCE: YOU have studied the laws of the
machinery, or electronic devices. To design or substan- physical universe. Use Physical Science to identify
a new form of energy, detect the effects of a tempo- system, Science skills gain a +1 affinity bonus from
ral anomaly, or understand the composition of Computer Use (Retrieve).
chemical structures. SAMPLE SPECIALTIES: Chemistry, ACTION TIME: Free action (remember fact), 1 minute
Mathematics, Physics, Temporal Physics (research on computer), 10 minutes (research
PLANETARY SCIENCE: YOU have studied the nature of books/paper documents), 1 hour (research by experi-
planets and planetary phenomena. Use Planetary ment) per action
Science to identify minerals, predict changes in the EXTENDED TeST: No (recall), yes (research)
environment, or understand geologic processes.
SAMPLE SPECIALTIES: Geology, Hydrology,
Meteorology, Mineralogy, Oceanography,
Planetology, Volcanology Physical; Trained
SOCIAL SCIENCE: YOU have studied the so-called You can use your nimble fingers to palm objects,
"soft" sciences, which depend on societal interac- pick pockets, and perform feats of legerdemain.
tion. Social Science tests provide you with valuable Cutpurses, cardsharps, and stage magicians routinely
information for dealing with other people, cultures, use this skill.
and species. SAMPLE SPECIALTIES: Anthropology, SAMPLE SpeciALTieS: Palm, Pick Pocket,
Archaeology, Economics, Paleoanthropology, Prestidigitation
Political Science, Sociology TEST: Sleight of Hand tests are always resolved as
SPACE SCIENCE: YOU have studied astronomical phe- opposed tests against the opponent's Observe (Spot)
nomena, stellar bodies, and space cartography. Use skill. Successful tests indicate you perform your action
Space Science to identify stellar magnitudes, detect without being noticed by the observer. Before attempt-
wormholes, or understand the life cycle of stars. ing to perform a feat, you may use Sleight of Hand as an
SAMPLE SPECIALTIES: Astrogation, Astronomy, academic test to judge how difficult the attempt will be.
Astrophysics, Stellar Cartography ADDITIONAL M O D I F I E R S : Wearing normal gloves
imposes a -1 skill test penalty; wearing the gloves of an
TEST: Use a specific Science skill test to recall the EVA suit confers a -5 penalty.
answer to a question or to research information relat- AFFINITY: Sleight of Hand gains a +1 affinity bonus
ing to your field. Answering a question through exper- from Observe because you know what motions are
imentation—performing spectral line profile analysis, readily apparent.
dissecting an alien creature, examining the effects of A C T I O N T I M E : Single action
berthold rays on plants—should be resolved as a phys- EXTENDED TEST: NO
ical skill test instead of an academic test.
The difficulty of a particular Science test depends
on the obscurity of a fact you wish to recall, or the
magnitude of the experiment you want to perform: Physical; Untrained
SIMPLE (TN 5): Recall a basic fact, such as "Humans Use this skill to win athletic competitions, such as
are mammals"; perform a simple experiment. Parrises squares, caber tossing, or baseball. Having the
ROUTINE (TN 10): Recall a basic theory, such as Sport skill not only confers ability to play the sport, but
"Humans evolved from primates," or a complex also gives thorough knowledge of the rules.
fact, such as "Humans are made of genes which SAMPLE SPECIALTIES: Baseball, Parrises Squares,
produce proteins"; perform a basic experiment. Springball
CHALLENGING (TN 15): Recall a complex theory or an TEST: TO compete in a sporting event, make an
obscure fact; perform a complicated experiment. opposed Sport test against the Sport tests of all your
DIFFICULT (TN 20): Recall an extremely obscure opponents. The character who achieves the highest
fact, such as the gene sequence that produces blue result wins the game or event. Multievent competitions
eyes, or develop a significant new theory, such as and tournaments warrant several opposed tests con-
Dr. Galen's theory of shared DNA; perform a com- ducted as an extended test.
plex experiment. For most sports, this skill depends on Agility. At the
VIRTUALLY IMPOSSIBLE (TN 25): Recall a fact beyond Narrator's option, characters may base this skill on
mortal ken, such as the workings of an Iconian gate- Strength when participating in rigorous physical sports
way; perform a complex, multistage experiment. such as weightlifting or caber tossing.
A D D I T I O N A L M O D I F I E R S : when using a tricorder to AFFiNSTY: Sport gains a +2 affinity bonus (double the
gather information, it adds a +5 bonus. normal bonus) from the Athletics skill.
AFFINITY: Each Science skill gains a +1 affinity with A C T I O N T I M E : Variable minutes or hours (usually 30
Investigate (Research), as when conducting experi- minutes per action)
ments. When retrieving information from a computer E X T E N D E D TEST: N O
(or greater) skill test bonus or alleviate the need for tests
altogether. Using a tricorder to scan for edible food,
Physical; Untrained potable water, or shelter adds a +5 bonus.
Use this skill to move quietly, hide yourself from AFFINITY: Survival gains a +1 affinity bonus from
searchers, and shadow others without being detected. Observe, representing your ability to find food and
S A M P L E SpeciAiries: Hide, Shadow, Sneak water. The Knowledge (Specific World) skill grants an
TEST: Stealth tests are always conducted as opposed affinity bonus when making Survival tests on the plan-
tests against the Observe (Spot) or Observe (Listen) test et of specialty.
of those who might notice you. Provided you succeed, ACTION TIME: Full-round action (analyzing food or
you may move your normal movement rate while mov- water), variable hours (usually TN/5 hours per search or
ing silently or shadowing a target. build shelter action)
You can also make an academic Stealth test to EXTENDED TEST: NO (analyzing food/water); yes
examine your environment and estimate difficulty (searching for food/water, building shelter)
(such as whether there is sufficient space to hide or the
proper distance to maintain while tailing someone).
A D D I T I O N A L MODIFIERS: Many physical modifiers
apply to Stealth tests. Physical; Trained
A F F I N I T Y : Stealth gains a +1 affinity bonus from Characters manning starships, space stations, and
Observe because you know various techniques for virtually any technologically advanced facility (such as
observing intruders. a science station or recon outpost) depend on the
ACTION T I M E : Full-round action System Operation skill. It allows you to operate the
EXTENDED TEST: NO many core computer systems found in such locations—
sensors, transporters, flight control, shields, weapons,
cloaking devices, communications, and dozens more.
SAMPLE SPECIALTIES: Cloaking Device,
Physical; Untrained Communications, Deflector, Environmental Control,
Use this skill whenever you must "live off the land" Flight Control, Holosystems, Mission Ops, Sensors,
and keep yourself alive and healthy. You know how to Tactical, Transporter
find drinkable water, determine which plants are edible TEST: Make a standard System Operation test to per-
and have medicinal uses, create snares to trap small form the functions associated with the system, such as
game, locate or build shelter against the elements, and using the helm controls to steer a starship, using the
so forth. Survival does not, however, allow characters to tactical station to fire phasers, or scanning a planet for
track people or animals; that's the Observe (Track) skill. life forms. This includes making adjustments to your
SAMPLE SPECIALTIES: Arctic, Desert, Earth, Forest, equipment, such as recalibrating the sensors or reini-
Jungle, Mountain, Ocean, Qo'noS, Urban, Vulcan tializing the deflector shields. As an academic test, you
TEST: Most Survival tests depend on Perception, can also use the skill to answer a question pertaining to
because you must recognize or otherwise find what the capabilities of the system (e.g., how long does a
you need to survive. Sometimes the Narrator may transporter store patterns in the pattern buffer?). The
require you to apply other attributes, such as Intellect nature of the task determines the difficulty of System
to remember if a particular plant is edible (an academ- Operation tests:
ic test), or Agility to construct a snare. SIMPLE (TN 5): A simple task, such as plotting a
The difficulty of a Survival test depends on the course to any well known location; send standard
severity of the environment. Locating food and shelter messages to Starfleet Command
in a temperate forest isn't nearly as difficult as surviv- ROUTINE (TN 10): A standard task, such as plotting
ing in a barren desert wasteland. a course or sending a message
SIMPLE (TN 5): Determine if a plant is edible. CHALLENGING (TN 15): A complicated task, such as
ROUTINE (TN 10): Locate food, water, and shelter in maneuvering through a nebula or sending a mes-
a tropical, subtropical, or temperate environment. sage through strong interference
CHALLENGING (TN 15): Locate food, water, and shel- DIFFICULT (TN 20): A complex task, such as maneu-
ter in most mountainous regions. vering through an asteroid belt or piecing together
DIFFICULT (TN 20): Locate food, water, and shelter garbled communications
in most desert environments. VIRTUALLY IMPOSSIBLE (TN 25): An immeasurably dif-
VIRTUALLY IMPOSSIBLE (TN 25): Locate food, water, ficult task, such as escaping a black hole
and shelter in an arctic environment. AFFINITY: System Operation gains an affinity bonus
A D D I T I O N A L M O D I F I E R S : A "survival pack" or other from Computer Use when you attempt to recalibrate or
equipment designed to aid in survival may grant a +1 reprogram your console. It also gains a bonus from
SHIP SYSTEMS
COMMAND YOU are familiar with the command and control systems of a starship or starbase. You know how to
encrypt access to the computer core, override systems such as fife support and flight control, and circum-
vent safety interlocks.
DEFLECTOR YOU can modify the deflector to emit many different types of electromagnetic radiation, tie in with other
systems to improve their performance, and so forth.
BEAM WEAPONS On many non-Starfleet ships, firing weapons are decentralized among individual gunners. With this spe-
cialty, you know how to fire and modify beam weapons such as ship disruptors.
FLIGHT CONTROL YOU know how to use the flight control systems of a starship or shuttlecraft, such as plot a course,
maneuver in battle, and use the navigational sensors. In the 24th century, the flight control station com-
bines both navigation and helm.
HELM YOU are familiar with the controls governing a ship's steering. Use this skill to control the ship's flight
manually, put the ship in proper position, and adjust vector and attitude. In the 23rd century, Starfleet
divides flight control between a helmsman and a navigator.
OPERATIONS YOU are familiar with the resource management systems that track all major shipboard activities, such as
library computer access, energy consumption, and sensor usage. Use this specialty to divert more power
to weapons during battle, track transporter use, and prioritize sensor use among different tasks.
NAVIGATION YOU are familiar with the systems for plotting a starship's course. Use this skill to plot a course, react to
changing conditions, and keep track of the ship's relative, absolute, and galactic bearings. In the 23rd
century, Starfleet divides flight control between a helmsman and a navigator.
SENSORS YOU know how to use the sensors to perform routine scans, detect unusual phenomena, and locate spe-
cific information.
TACTICAL YOU know how to fire and modify a ship's centralized weapons, raise and modify shields, establish tar-
geting locks, and so on.
TRANSPORTER YOU can operate a transporter and can modify its functions or systems to overcome interference. This
specialty also gives you an edge when using industrial replicators and holodecks.
Engineering and Repair when diagnosing malfunctions also use Tactics to execute Command maneuvers during
and switching control to an auxiliary console. starship combat to obtain a variety of effects (see the
ACTION TIME: Single action (crisis actions), full-round Star Trek Narrator's Guide for details).
action (simple diagnostic or recalibration action), vari- The difficulty of a Tactics test depends on the com-
able minutes (usually 1d6 minutes for random short plexity of the tactical situation:
operations or 1 d6 x 10 for long-term operations) SIMPLE (TN 5): Determine the next maneuver of a
EXT€ND€D TEST: No (crisis actions), yes (all others) Pakled; hide in a nebula.
ROUTINE (TN 10): Properly execute a standard
search pattern to find a hidden vessel.
CHALLENGING (TN 15): Execute a successful
Academic; trained Cochrane deceleration maneuver; use the Tactics
A character with this skill possesses an understand- (Ground) specialty to enhance the effectiveness of a
ing of tactical strategies in a variety of different envi- team during combined tests.
ronments. During starship combat the Tactics skill DIFFICULT (TN 20): Employ the Picard Maneuver
determines your vessel's initiative. successfully.
SPEClALTieS: Federation, Ground, VIRTUALLY IMPOSSIBLE (TN 25): Find a tactical weakness
Romulan, Space, Unit to exploit in a superior opponent such as the Borg.
6ST: You make a Tactics test when attempting to deter- A D D I T I O N A L MODIFIERS.- if you are able to study an
mine the optimal location in which to lay an ambush. opponent's tactics, you receive a one-time +2 skill test
Your Tactics roll is used in an opposed test to determine modifier to a single Tactics test against him. You must
the difficulty for others to Observe your ambush, and be able to study your opponent for at least three rounds
vice-versa should you walk into a potential ambush. A prior to engaging in combat to receive the bonus.
successful skill test in a particular specialty can provide AFFINITY: When attempting to detect the possibility of
you with information regarding opponents' tactical an ambush, you gain a +1 affinity bonus to your
strategies, such as anticipating a Romulan attack. Observe (Spot) test due to Tactics.
In starship combat a Tactics test by the commanding A C T I O N TiM6: Single action
officer determines the initiative of the vessel. You can EXTENDED TCSTS: No
The following skills represent various mental pow-
ers called "psionics." To acquire psionic skills a char-
acter must have the Psionic trait. Characters having the
Psionic trait are referred to as "psions" in the following
entries; those devoid of psionic talents (most charac-
ters) are referred to as "nonpsions."
Psionic skill tests are generally subject to psionic
modifiers (see Table 6.6). In addition, all psionic tests
are resolved as opposed tests against either the target's
Willpower reaction (nonpsions) or Mind Shield (psions)
skill. Because psions are more attuned to psionic ener-
gy, they do not receive any benefit from their Willpower
during psionic tests.
Physical; Untrained
Skills within this group represent your ability to
fight in hand-to-hand combat without resorting to Psionic; Trained
weapons. You may have learned brawling tactics You can sense people's emotions and project your
through the "school of hard knocks" or may have prac- emotions into the minds of others.
ticed the esoteric disciplines of kung fu masters or TeST: Empathy tests are conducted as opposed tests
Vulcan mystic warriors instead. against the subject's Willpower (nonpsions) or Mind
TeST: Make an Unarmed Combat test to hit opponents Shield (psions). Upon succeeding, you become aware
with a hand-to-hand attack. The base difficulty of the of the subject's emotions, including their intensity.
Unarmed Combat test equals the target's Defense. While Empathy does not permit the psion to read the
Complete success increases the damage of an unarmed subject's conscious thoughts, simply knowing the pres-
attack by +2, extraordinary success by +4. Disastrous ent state of mind may prove valuable in certain situa-
failure may result in 1d3 damage to the attacker, the tions (e.g., anticipate a hostile action, determine the
loss of the character's next action, or accidentally hit- subject's social reaction stance, etc.).
ting a friendly target (Narrator's choice). If you score an extraordinary success on your
For most Unarmed Combat styles, these skills opposed Empathy test, you gain +1 action to use
depend on the Agility attribute (reflecting a character's against the subject per round. If the Empathy test fails,
accuracy and dexterity with the attack). At the you find the subject's emotions too muddled to inter-
Narrator's option, you may base this skill on Strength pret and cannot draw any meaningful conclusions.
when using particularly forceful styles such as boxing, During a disastrous failure, the subject's mind is com-
brawling, or Klingon "smash-fist." pletely inaccessible to you, and you cannot direct any
A C T I O N T I M E : Single action further psionic actions toward him for the remainder of
EXTENDED TEST: NO the scene or encounter.
When using Empathy to project your emotions onto a
subject, any success impresses an emotion into the sub-
ject's mind. The consequences of this depends on the
Boxing strength of your projection and the current emotional
Brawling state of the subject. See Table 6.14. For a marginal suc-
Kung Fu cess, the character can move the target's emotion one step
Mok'bara up, down, or across on the table. For a complete success
Self-defense the psion may alter the subject's emotion by two steps,
You are related to someone—a child, spouse, lover, You have a difficult time maintaining your concen-
or relative—who frequently becomes endangered. The tration. You can't seem to shake off even the slightest
gamma rays from a supernova affect your daughter, the distraction.
Cardassians kidnap your lover while on an away mis- EFFECTS: Whenever you encounter outside distrac-
sion, the plasma storm on the planet below jeopardiz- tions (see Table 6.5, page 102), you suffer an addition-
es your wife. al -3 penalty to your test result.
" *
increase your current enemy's chances of appearing
(on a 1 or 2 on 1d6, for example). In general, the
Endurance tests aren't your forte, and long marches Narrator should not grant player characters a new
tire you easily. Enemy to reflect specific supporting cast harassed dur-
EFFECTS: YOU make Stamina tests to resist fatigue at a ing play. Picking fights with otherwise inoffensive
-5 penalty. NPCs should not result in a new Enemy flaw; if the
Crew angers a Romulan senator, the characters should
not receive the benefits of appropriate levels of Enemy
You've made an enemy of someone with the to reflect these story events. On the other hand,
resources, information, influence, or power to kill you, should the Crew wish to develop this antagonism to
or they've made an enemy of you. the level of Enemy, the Narrator should grant the play-
EFFECTS: Choose an enemy. This person holds great er an extra edge.
authority over others of his kind, such as a Starfleet
captain, a Klingon High Council member, or a
Bajoran Vedek. The enemy's actual rank is equal to
Promotion 3 (see the Promotion edge, page 136).
When you select this flaw, you and your Narrator
should work out this supporting cast character's iden-
tity and the nature of his antagonism.
With an enemy, it's always personal. Your enemy
has the resources and influence to complicate matters
and threaten your life—access to a starship, powerful
connections throughout the sector or quadrant, or
powerful friends. At the beginning of each episode,
prior to play, the Narrator secretly rolls 1 d6. On a result
of 1, your enemy makes an appearance to jeopardize
your life. He either sides with your opponents or
appears as a major subplot in the story, or he appears
as the major antagonist for the episode. In the case of
the latter, the Narrator may want to roll for enemy
appearance when designing the episode (see Chapter
4: Episode Building in the Star Trek Narrator's Guide).
The threat posed by the enemy is real and immedi-
ate. He or his associates want to end your life. This typ-
ically manifests itself as a combat encounter, though it
could include something as complex as an intricate
plan implicating you in a crime resulting in a court
martial (or worse). The Narrator determines when and
how your enemy appears in the episode. He may
do so either directly—appearing during negotia-
tions with the Legarans—or indirectly through
associates or proxies—fellow Orion pirates.
You simply cannot ignore your enemy when
the dice decree his appearance.
Should your enemy cease to be a
threat—through death or imprisonment,
for example—another enemy rises to
take his place. The Narrator deter-
mines the circumstances surround-
ing this new enemy. For example,
he may be the sister of your origi-
nal enemy, bent on revenge.
UPGRADE: This flaw can be
taken multiple times to either
increase the Promotion level of
your enemy, add a new enemy, or
EFFECT The object of your intolerance is a small,
uncommonly encountered group, such as smugglers or
Bolian scientists (chosen at the time of selection).
When interacting with the subject of your ire, you can-
not hide your dislike. You must spend 1 Courage, with
no benefit, to engage in social skill tests involving the
target group.
UPGRADE: YOU can upgrade this flaw to increase the
size and frequency of the target group or add a new group.
INTOL€RANT 2: A medium group, such as Vulcans
or Bolians
INTOLERANT 3: A large, frequently encountered
group, such as Klingons or Cardassians
You have a "familiar mug," making you more easy You possess less overall energy than normal,
to recognize. becoming tired faster than the average person does.
EFFECTS: Opponents make all recognition tests EFFECTS: YOU make Stamina tests resulting from
directed at you at a -5 TN. fatigue in half the base time listed on Table A.9: Fatigue
Rates (see page 246). For example, actions requiring
extreme activity, such as running, tire you out after 5
You react poorly to sudden changes in your envi- minutes (rather than the standard 10 minutes).
ronment.
EFFECTS: YOU suffer a -3 Quickness reaction penalty
during dodge actions. You don't tolerate pain well.
EFFECTS: Increase the injury penalty by 2. For exam-
ple, if you are Injured, you would make tests at a -5
You are easily fooled by Ferengi merchants, believe rather than the standard - 3 .
it when someone tells you tribbles make great pets,
and accept the tailor's story that he's not a spy.
EFFECTS: YOU suffer a -2 Savvy reaction penalty. You have a difficult time seeing in the dark.
EFFECTS: YOU suffer double the normal penalties from
low light conditions.
Your reputation precedes you, and most people fear
or revile you for one or more of your particular quali-
ties. Your actions have made you infamous for one or You are opposed to violence. You can fight but can-
more specific attributes. not kill or abandon someone to die (even an enemy).
PREREQUISITE: Renown 3+ EFFECTS: YOU may not use Courage in combat skill
EFFECTS: Choose a specific aspect for your Infamy. tests to attack (dodge and parry/block actions remain
Sample aspects include hostility, immorality, treachery, unaffected).
crime, cruelty, and prejudice. When an opponent makes a UPGRADE: YOU may upgrade this flaw to reflect even
recognition test to recognize you, chances are he will rec- more pacifistic beliefs.
ognize you for one of your Infamy aspects (you can choose PACIFIST 2: You will fight only to defend yourself
which one if you have upgraded this trait and possess two or those under your personal care. You may not use
or more). Unfavorable aspects will normally make a Courage in combat skill tests to attack, dodge-relat-
stranger's stance toward you worse by one interaction ed Quickness tests or initiative.
stance category (see "Social Tests," page 101). P A C I F I S T 3: You will not fight, period. You must
UPGRADE: Each time you take this trait you may add spend 1 Courage to engage in combat, even if
another aspect to your Infamy. attacked. Surak of Vulcan believed in such a code
of total nonviolence.
Taloxian
Trill
Vulcan
• After the death of the Caretaker, Ocampans begin to live approxi-
mately 20 years. The first row of numbers on the table represents
their age categories during the time of the Caretaker, while the sec-
ond row represents age categories after the death of the Caretaker.
Surviving the night on a frigid planet is a Stamina reac-
EFFECTS OF A G E tion, because you're reacting to the cold. Pondering a
While 23rd- and 24th-century medical sciences are Ferengi merchant's offer is a Savvy reaction, because
extraordinarily sophisticated, able to prevent or cure you're reacting to his sly overture. For further details,
many of the ills that ravage the health of 20th-century see "Reaction Tests", page 146.
humanity, they cannot stave off the effects of age indefi- Some reaction scores may seem to overlap; it is up
nitely. While it's not uncommon to find 75-year-old cap- to your Narrator to determine which test is appropriate
tains or 100-year-old admirals serving in Starfleet, none in a given situation. Resisting a Cardassian torturer
of them would argue that they possess the vigor, stami- could be either a test of Stamina or Willpower. If the
na, and sometimes even the mental acuity of younger torture involves the rack and pincers, it might be the
members of Starfleet. Refer to Table 8.2 for specific aging former; if it involves psychological stress and isolation,
effects by category. The effects listed in the table take the latter is more likely.
effect as a character enters the new age category. From your primary six attributes, you generate four
reactions. Each reaction draws from one of two gov-
erning attributes. Choose the higher attribute modifier
of these to determine the base level of your reactions
(See Chapter 4: Attributes). For instance, Perception
Child and Agility govern Quickness. If your character has a
Perception 10 (for a +2 modifier) but only an Agility 6
(+0 modifier), you would select the higher +2
Young Perception modifier, to give him a starting Quickness
Adult of+2.
Old
DEVELOPING REACTIONS
If your primary attributes change due to your species
ADEPT A master oi mental powers, whether originating through intense mental discipline, mystic traditions, or some
^^^^^^^ supernatural ability.
AMBASSADOR A master politician and negotiator who speaks on behalf of his people and represents his government on
alien worlds.
ASSASSIN A killer-for-hire. An assassin may serve an organization such as the Tal Shim or Orion Syndicate, or operate
as a freelance hit man. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
ENVOY An expert in first contact with alien species and cultural exchange. An envoy's job is to introduce newly
discovered cultures to interstellar society.
EXPLORER An intrepid adventurer who seeks fulfillment by truly going where no one has gone before.
FREE TRADER An independent businessman who excels at moving goods from one world to another.
INVENTOR A scientist specializing in the alteration, improvement, and invention of technology.
MERCENARY A soldier-for-hire, marketing his martial skills to a variety of peoples and causes.
SMUGGLER An adventurous trader who profits by transporting illegal goods past the authorities.
SPECIAL FORCES A member of an elite security force, such as Starfleet's Rapid Response Teams.
SPY A person trained to infiltrate organizations and covertly gather classified information or sow discord.
Most typically work for a group such as the Obsidian Order or Starfleet Intelligence.
WEAPONMASTER A master-at-arms, such as a Klingon dahar master.
Belonging to an elite profession is not necessarily EXAMPLE: Sechok chooses to become an envoy,
required to engage in a given type of activity. Anyone can and must choose which two professions to advance
attempt to smuggle goods across borders and call himself (envoy and either science officer or explorer). Since
a smuggler, whether he belongs to the smuggler elite pro- Sechok wants to remain a science officer, he decides
fession or not. A professional smuggler is simply better to forego advancement as an explorer (though he
than those who do not fully exploit the entire range of keeps any skills and abilities from that profession). He
skills and abilities available to the professional elite. cannot use advancement picks on explorer profes-
sional abilities, and must advance explorer skills at
the nonprofessional rate.
To enter an elite profession, a character must first The next time Sechok advances, he could choose
satisfy all the stated prerequisites for that profession. to re-enter the explorer elite profession by spending
Prerequisites include things such as minimum levels in another five picks. After returning to the profession, he
certain attributes or skills. See the individual elite pro- could resume development of explorer skills and abil-
fession descriptions for details. Upon qualifying for the ities as professional advancements, but would have to
desired elite profession, you should inform your forego advancement in either his science officer or
Narrator of your decision and use your advancement envoy professions. If he later decides to adopt a fourth
picks to obtain related skills and professional abilities. profession—spy—at that time he must again declare
When you enter an elite profession, you must spend which two professions he will follow.
all five of your advancement picks to enter the profes-
sion. In later advancements you can spend picks on
related professional skills and abilities (see the individ-
ual elite professions). You may not use your advance-
ment picks to improve or acquire other character ele-
ments, such as adding a new edge, improving a base The bulk of this chapter explains each elite profes-
professional skill, or increasing an attribute. Your char- sion. Each entry is organized and presented in the fol-
acter is now considered to have joined the elite pro- lowing format:
fession. During subsequent advancements, you may INTRODUCTION: AS with the basic professions, this
allocate your advancement picks as normal. section portrays how a character from the Star Trek set-
EXAMPLE: Sechok begins his career as a starship ting might describe himself.
science officer. Through the course of the series he MISSIONS: The kind of adventures a member of the
decides to adopt the explorer elite profession and profession might embark upon.
spends 5 picks from one advancement to enter the pro- BACKGROUND: The professions likely to enter the
fession. In his next advancement he uses 1 advance- elite profession. A rogue is most likely to become a
ment pick to improve his Investigate skill (Investigate is smuggler, for example, while many adepts are drawn
a skill Sechok already possesses; it's also a professional from the ranks of mystics.
skill of the explorer elite profession), and 1 pick to ROLE: The role members of the elite profession play
acquire the Survival skill. He uses his 3 remaining picks within the group, or the setting at large.
to acquire the Planetary Surveyor professional ability. PREREQUISITES: In order to join an elite profession,
The next time Sechok advances, he can use his the character must meet certain requirements.
advancement picks as normal, to improve science offi- PROFESSIONAL SKILLS: This entry tells you which skills
cer and explorer skills and abilities, gain a new edge, are considered fundamental to the elite profession.
increase an attribute or reaction, and so forth. You can choose skills from this list during advance-
ment (see "Advancement Picks", page 152, and
R e s t r i c t i o n s on M u l t i p l e Professions "Restrictions on Multiple Professions", this page).
By joining (or switching to) an elite profession, a char- Characters do not gain new skills automatically for
acter gains access to many varied skills and professional joining an elite profession, but must wait until their
abilities. Nevertheless, one restriction exists: regardless next advancement.
of how many professions (basic or elite) the character PROFESSIONAL ABILITIES: Elite professions confer spe-
joins, he may make professional skill and ability picks cial abilities that function as the special abilities of
from only two of them during an advancement. The char- basic professions do: a character acquires one profes-
acter retains any skills or abilities acquired from his pre- sional ability of his choice immediately upon joining
vious professions, of course, but for future advancements the elite profession. If he wants to upgrade that ability
must restrict himself to two professions. A character must or gain others, he must use future advancement picks
define which two professions he can make skill and abil- to do so.
ity picks from immediately upon entering a third profes-
sion, and every profession thereafter.
and secular professions often breeds a sense of com-
munity or brotherhood among them.
ROLE: Adepts frequently serve as teachers or guides
for other characters, helping them complete personal
quests such as the Kolinahr ritual. As the ultimate prac-
titioners of psionic disciplines, they often fill roles
relating to those powers—anything from a "telepathic
interrogator" to an empathic intermediary to a mind-
controlling bodyguard.
PREREQUISITES: Psionic edge, Intellect 8+, Mind
Shield 4+, one additional psionic skill 3+, Religion 3+,
Unarmed Combat 1+.
PROFESSIONAL SKILLS: Empathy, Mind Control, Mind
Shield, Religion, Telepathy, Unarmed Combat skill group
Tier I P r o f e s s i o n a l A b i l i t i e s
• ARMS PROFICIENCY: Assassins train in all manner of
weapons and fighting styles. When acquiring an
Armed Combat, Ranged Combat, or Unarmed
Combat skill, the assassin automatically gains one
specialty of his choice.
Professional Abilities
The following abilities are characteristic of explor-
Explorers are the scientific vagabonds of the uni- ers. A character automatically gains one Tier 1 profes-
verse, the future's answer to the bold sailors and explor- sional ability upon entering the explorer profession.
ers of Earth's 15th century. These daring individuals Additional abilities can be chosen through advance-
seek intellectual fulfillment among the stars, toting a tri- ment (see page 152), provided the character meets the
corder at their hip instead of a phaser. Explorers hail ability prerequisites.
from all scientific backgrounds and walks of life, from
freelance exobiologists chasing their latest theories to Tier I Professional A b i l i t i e s
Starfleet officers working under the auspices of either • PLANETARY SURVEYOR: The explorer is adept at mak-
the Office of Planetary Science Operations or the ing his way around a planet and investigating its
Office of Exosocial Relations. Many eschew personal countless mysteries. When the explorer makes any
relationships in favor of a life consisting of one deep Investigate skill test, he gains an affinity bonus
space tour after another. Most can barely tell you where equal to half of his Physical Science or Social
their last meal came from, let alone consider laying Science skill level (whichever is more applicable to
down anything resembling "roots." the subject of investigation), rounding up.
MISSIONS: Many explorers trailblaze the galaxy, tak-
ing a small ship and journeying into unknown regions • PLANETSIDE SURVIVAL: Explorers are accustomed to
to see what's there. Others study the minutiae of a trekking through hostile climes and uninhabitable
given planet or ecosystem, delving into the wonders of environments. When making any Survival test, the
cryptozoology and lost civilizations, covertly following explorer gains a +2 bonus to his dice roll.
Borg cubes, or finding out everything there is to know
about Denebian slime devils. While their individual Tier 2 Professional A b i l i t i e s
pursuits differ, explorers tend to operate on their own • DISCOVERY: Explorers build reputations from their
agendas, using government grants and private trusts to discoveries and scientific reports. If the explorer
fund their expeditions and research. documents a new species, culture, religion, life-
BACKGROUND: Every major species in the galaxy pro- form, or other new planetary or social phenome-
duces explorers, although Humans seem unusually non, he can make a Science skill test (using
drawn to the stars. Ferengi explorers seek profit and whichever skill is most appropriate) to determine
wealth, while the Romulans and Cardassians scout for whether his report earns him fame. The Science test
new worlds to conquer. Explorers from every species— isTN 15, but if the explorer scores an extraordinary
whether bent on discovery, conquest, glory, or profit— success, he increases his renown by +1 at the end
carry their own dreams to the farthest reaches of the of the episode. PREREQUISITE: Planetary Surveyor
galaxy. Many starship officers choose this elite profes-
sion, as do a good number of scientists and soldiers. A • TINKERING: Because explorers depend on their
merchant with his own ship might strike out for hereto- equipment for research and survival, they develop
fore undiscovered markets, eventually developing into an uncanny ability to keep their equipment func-
an explorer. No matter what their species or back- tioning and to convert it for unusual purposes. The
ground, the explorers' curiosity and drive to discover explorer can make both Construct and Repair tests
the unknown unite them as a profession. untrained. Once per game session, the explorer
ROLE: The explorer makes an excellent addition to a may reroll one Construct or Repair test and use the
starship-based series, particularly if the Crew com- better of the two results. PREREQUISITE: Intellect 8+
goes. Free traders vie to establish networks of customers
Tier 3 Professional Ability who count on them to deliver supplies and bring news
• EXPEDITION GRANT: By relying on his name and rep- of the latest developments in core world affairs.
utation, the explorer can obtain grants and other BACKGROUND: Most free traders start their careers as
funding to finance his next expedition. To obtain merchants. Soldiers, rogues, and starship officers make
funding, the explorer must make a successful good free traders because their experience traveling
Administration test (TN 5 + 1 per 3,000 credits the cosmos enables them to identify regions where cer-
granted). The explorer can spend the money to tain supplies are hard to come by and provides them
transport and outfit his team and need not repay any with inroads to establishing a successful trade venture.
monies granted; however, most expedition con- A diplomat might also become a free trader, applying
tracts require explorers to turn over all scientific his negotiation skills and familiarity with alien societies
data, samples, and discoveries to the financing insti- towards more personal fulfillment.
tution upon their return. Failure to do so enables the ROLE: Free traders need starship officers (either
financier to make a recognition test (with a +5 TN retired officers or civilians with starship training) to
bonus) to identify the explorer as a fraud. If so iden- help run their ships, including an engineer to keep the
tified, the explorer's Administration testTN doubles drives working, a pilot to fly the ship, and security to
for all future attempts to gain funding from that par- guard the cargo. Traders can also be found in the com-
ticular institution and its affiliates. PREREQUISITE: pany of almost any other profession, providing trans-
Discovery portation to mystics, rogues, and scientists. An explor-
er could hire a free trader for the use of his ship, while
an inventor could use him as a source of supplies.
Whether ferrying supplies to remote colonies, traveling
from starbase to starbase hawking exotic wares, or
offering passenger service to various resort worlds, a
free trader's vessel makes an excellent base of opera-
tions for a non-Starfleet series. Alternately, the free trad-
er might work for someone else (making him a tad less
free)—an Orion shipping company or the Federation
Merchant Marine, for example.
PREREQUISITES: Shrewd edge, Savvy reaction 2+,
Business 4+, System Operation (Flight Control) 3+,
Negotiate 3+, Appraise 1+.
PROFESSIONAL SKILLS: Administration, Appraise,
Business, Influence, Negotiate, System Operation
Tier 2 P r o f e s s i o n a l A b i l i t i e s
• STARSHIP COMMAND: Because free trader starships
carry minimal crew to maximize cargo space, the
free trader who commands a starship must be
something of a jack-of-all-trades with regard to
System Operation and starship command. The free
trader gains a +2 test bonus to any System
Operation skill test made while manning a station
aboard his ship. In addition, the free trader gains a the latest technological breakthrough. In some soci-
+2 bonus to all Persuade attempts made to com- eties, such as the Ferengi Alliance, he does this in the
mand his crew. PREREQUISITE: System Operation 3+ hope of reaping great profit; in others, like the
Federation, the inventor derives satisfaction from the
• TRADE PARTNER: Over time free traders tend to devel- accomplishment itself or from the good it does to his
op a network of reliable trading partners on the society. Some inventers prefer to work beyond the safe
planets they serve. Any time the free trader com- borders of their home civilizations, establishing labs
pletes a business transaction with a new business and science outposts on the frontier where their work
contact, he can make an Administration test (TN will go unnoticed or where they can study certain
10, social modifiers apply) to count this person phenomena first-hand.
among his trading partners. The degree of success MISSIONS: Inventors embark on missions to obtain
determines the person's reaction stance for all supplies and data they need for their inventions, and to
future Negotiate tests: a marginal success yields an field-test working prototypes.
indifferent reaction stance, a complete success BACKGROUND: Most inventors begin their careers as
yields a cooperative stance, and an extraordinary scientists or starship officers (usually science officers or
success yields a loyal reaction stance. The social engineers). But the allure of discovery can inspire
modifiers from this reaction stance apply to all many people to become inventors. A soldier may wish
future dealings, but the free trader can make a new to apply his military expertise to weapons research,
Administration test after each transaction to whereas a merchant might wish to market and distrib-
improve his stance (an extraordinary success ute his new ideas for colonial survival gear.
improves the reaction stance by one category, a dis- ROLE: In their pursuits inventors fall in with all sorts
astrous failure reduces it by one category). of characters: Federation inventors routinely interact
PREREQUISITE: Business Savvy with starship officers; independent inventors unable to
find legitimate funding and supplies may fall in with
Tier 3 Professional Ability rogues; inventors specializing in weaponry may enlist
• STALWART REPUTATION: The experienced free trader soldiers. Once his design is ready for mass consump-
makes a reputation for himself through his business tion, the inventor may need to partner with merchants
dealings. If the free trader scores an extraordinary or even diplomats if the invention raises legal, moral,
success during any Business or Negotiate skill test, or ethical issues.
his renown automatically increases by +1 at the PREREQUISITES: Inventor edge, Intellect 8+, Construct
end of the episode. PREREQUISITE: Trade Partner 4+, one Engineering skill 3+, Physical Science 3+,
Repair 1 +
RESTRICTIONS: Starship officers who currently serve PROFESSIONAL SKILLS: Administration, Computer Use,
Starfleet cannot join this elite profession. Construct, Engineering skill group, Repair, Science skill
group
Tier 2 Professional A b i l i t i e s
• Low PROFILE: Smugglers learn to keep a low profile Most interstellar powers field some type of special
to avoid authorities, creditors, and angry clients. military force, highly trained and well outfitted to com-
Recognition tests made to identify the smuggler plete the most difficult and sensitive missions.
with Low Profile increase by +15 TN. When dis- Examples include Starfleet's Rapid Response Teams
sembling before security forces, police agents, or and Starfleet Rangers, the Romulan Tal Shava, and the
other legal authorities, the smuggler also gains a +2 feared Preka Sclarn of the Breen.
bonus to his Influence (Fast Talk) test. PREREQUISITE: MISSIONS: The term "special forces" connotes
Streetwise 3+ ground-based strike teams that spearhead operations
supported by regular troops as well as elite units that
• STARSHIP PILOTING: Because smuggler vessels carry perform special "black ops" missions. For example,
minimal crew in order to maximize cargo space, during the Dominion War, Starfleet's Rapid Response
Team 23 infiltrated and sabotaged the Cardassian
space station Vuldok Nor, using a mere 45 highly Tier 2 Professional A b i l i t i e s
trained men to destroy a space station an entire fleet of • MISSION SPECIALIST: Most special forces operatives
starships had been unable to defeat. excel in one particular skill and serve as the mis-
BACKGROUND: The term "special forces" has a broad sion specialist responsible for performing related
definition, and characters from many different profes- tasks. When choosing this ability, the special forces
sions can venture into this elite profession. Although agent selects one skill—Computer Use, Forgery,
most special forces personnel start out as soldiers or Engineering (select one), Repair, Streetwise, System
starship officers, scientists, rogues, merchants, and Operation, or World Knowledge—and acquires
even mystics do well in special forces. that skill at level 1 with a specialty of his choice.
ROLE: Special forces officers are the elite of the elite. The chosen skill counts as a professional skill for
Although commonly associated with difficult combat purposes of future specialty acquisition and skill
missions, special forces squads are just as likely to advancement. The special forces operative can
respond to natural disasters, diplomatic emergencies, upgrade this professional ability, naming a new skill
and highly dangerous exploration assignments. each time the ability is selected. PREREQUISITE:
Because their membership is often drawn from many Covert Ops
walks of life, the typical unit is equipped to handle
almost any situation. For example, diplomats who • SABOTAGE: Special forces operatives train in sabo-
receive special forces training are uniquely equipped tage, enabling them to disable or destroy structures,
to negotiate with hostile (and dangerous) terrorists, or buildings, equipment, vehicles, or complicated sys-
interact with indigenous peoples in need of help. tems, leaving no trace of who perpetrated the deed.
Members with extensive logistical experience, coupled When making a Demolitions test, the special forces
with special forces training, may be the best option to operative gains an affinity bonus equal to half his
coordinate disaster relief. Officers drawn from the sci- Computer Use, Engineering, or System Operation
entific community find themselves exploring danger- skill (whichever is most appropriate), rounding up.
ous alien environments. The common denominators Any Investigate skill test to discover the perpetrator
are a can-do attitude and a taste for the most danger- must be made as an opposed test against the oper-
ous missions, no matter their origins. ative's test result and suffers a penalty equal to the
PREREQUISITES: Fit edge, Quickness 2+, one Ranged half the operative's Conceal skill, rounding down.
Combat 4+, Stealth 3+, one Armed or Unarmed PREREQUISITE: Demolitions Expert
Combat skill 3+, Demolitions 1 +
PROFESSIONAL SKILLS: Administration, Demolitions, Tier 3 Professional Ability
Ranged Combat skill group, Stealth, Survival, Unarmed • REQUISITIONING: Through his employer or secret con-
Combat skill group tacts abroad, the special forces operative can make an
Administration skill test to requisition any specialized
Professional A b i l i t i e s equipment needed for a mission: special gear (TN 5),
The following abilities are characteristic of special weaponry (TN 10), and even explosives or restricted
forces operatives. A character automatically gains one weaponry (TN 15). When making the Administration
Tier 1 professional ability upon entering the special test the operative adds half his Influence skill (round-
forces profession. Additional abilities can be chosen ing down) to the test. The degree of success deter-
through advancement (see page 152), provided the mines the amount of time required to obtain the
character meets the ability prerequisites. desired goods: 1-3 days (marginal success), 12-24
hours (complete success), 4-8 hours (extraordinary
Tier I Professional A b i l i t i e s success). PREREQUISITE: Mission Specialist
• COVERT OPS: The special forces operative excels in
stealth activities—hiding in shadows, moving
silently, and infiltrating areas unnoticed. Whenever In the 23rd and 24th centuries, governments, corpo-
the operative makes a Stealth skill test, he gains a rations, and other major institutions employ spies to
+2 bonus to his dice roll. infiltrate organizations and covertly gather classified
information about their activities. Of the major powers,
• DEMOLITIONS EXPERT: Special forces operatives spe- Starfleet Intelligence takes the "gentlest" approach to
cialize in demolitions and sabotage. When making espionage to uphold its moral conventions. The
any Demolitions or Repair (Sabotage) test, the oper- Romulan Tal Shiar and Cardassian Obsidian Order aren't
ative performs the task in half the base action time. restrained by the same proscriptions and have earned a
This ability also applies to extended tests. reputation throughout the galaxy for employing ruthless
and brutal methods. The Klingons claim to eschew spy-
Tier I Professional A b i l i t i e s
• GATHER INTELLIGENCE: Spies excel at collecting infor-
mation, analyzing data, and filing reports.
Whenever the spy makes an Investigate skill test, he
gains an affinity bonus equal to half his Inquire skill
level, rounding up.
Tier 2 P r o f e s s i o n a l A b i l i t i e s
ing as "dishonorable," but some Klingon houses engage • COMPUTER INVASION: Spies train in information theft,
in it anyway, and the IKDF maintains special commando especially information stored in secure computer
squads similar to other intelligence operations. The banks or vaulted archives. Whenever the spy makes
Ferengi also spy but concentrate their efforts on eco- a Computer Use test to invade a computer system
nomic or commercial affairs—stealing trade secrets, sab- and access secret files or other confidential infor-
otaging rival enterprises, obtaining valuable data—and mation, he rolls an extra die (3d6) and keeps the
often sell this secret information to the highest bidder. highest two rolls. The rule for rolling double 6's
MISSIONS: The typical espionage mission involves applies. PREREQUISITE: Gather Intelligence
infiltrating enemy territory to steal military secrets, but
that's just the tip of the iceberg. Commercial and indus- • INFILTRATION: By studying an organization in
trial espionage flourishes in many parts of the galaxy; advance, the spy learns how to move about its
and traditional spies often perform missions including headquarters or other properties without arousing
industrial sabotage, theft of scientific, military or trade unwanted suspicion. If appropriately disguised, the
secrets, assassination, search and rescue, and counter- spy can make a Stealth (Hide) test to circulate
intelligence operations. among the workforce openly without fear of being
BACKGROUND: Intelligence agencies and other detected. Whenever the spy makes such a test, he
groups recruit spies from many professions and back- gains an affinity bonus equal to half his
grounds, including rogues, starship officers, soldiers, Impersonate skill level, rounding up. PREREQUISITE:
and diplomats. Even scientists, merchants, and mystics Gather Intelligence
occasionally become involved in "the great game" due
to their wide-ranging travels and ability to cross bor- Tier 3 Professional Ability
ders with relative ease. • GAIN ACCESS: TO bypass authorities and security sys-
ROLE: While the diplomat speaks of joint enterprise tems without excessive inspection, spies learn to
and the trader plies the space lanes in peace, a hidden forge and utilize false credentials with confidence.
war is being waged in the shadows. Every major inter- When the spy makes an Influence (Fast Talk),
stellar power and the myriad of lesser players employ Computer Use, or System Operation skill test to
spies and other covert agents, although their methods employ fake identity documents or security codes,
and purposes for engaging in espionage differ. Spies he gains an affinity bonus equal to half his Forgery
and mission teams are called upon to undertake all skill level, rounding up. If the attempt fails, the spy
manner of delicate and important missions, from sim- can spend 1 Courage to reroll the test and use the
ple analysis and surveillance to complex intelligence better of the two test results. This aspect of the Gain
gathering and deep cover operations. Access ability may be used only once per episode.
PREREQUISITES: Confident edge, Perception 8+, PREREQUISITE: Computer Invasion or Infiltration
Computer Use 4+, Investigate 3+, Observe 3+, Forgery 1 +
PROFESSIONAL SKILLS: Computer Use, Forgery,
Impersonate, Inquire, Investigate, Observe The weapon master is an expert in a particular fight-
ing tradition. A master of weapons, combat techniques,
Professional Abilities and related physical disciplines, he demonstrates a
The following abilities are characteristic of spies. A finesse and grace worthy of the term "martial artist."
character automatically gains one Tier 1 professional Among species that maintain high traditions of
ability upon entering the spy profession. Additional abil- armed combat, such as the Vulcans, Klingons, or
ities can be chosen through advancement (see pg. 1 52), Andorians, the weaponmaster is more than a warrior—
provided the character meets the ability prerequisites. he is an accomplished philosopher and thinker as well.
The typical devotee views weapon mastery not only as tain weapon or weapon group above all others.
a military skill, but as a lifestyle and a metaphor for Upon acquiring this ability, the weaponmaster
how people should live their lives—precise, focused, selects one combat skill (an Armed Combat,
always questing on the path of self-improvement. Ranged Combat, or Unarmed Combat skill) and
Indeed, some weaponmasters don't engage in actual immediately gains one specialty (if appropriate).
fighting at all, refusing to denigrate their artistry by put- When advancing the designated skill, the weapon-
ting their skills to practical use. master increases his skill level by +2 per pick, but
MISSIONS: Weaponmasters routinely perform mis- suffers a -4 test penalty when using weapons out-
sions suited to soldiers, although their physical accom- side of his skill and specialty. UPGRADE: With the
plishments prepare them for difficult situations that narrator's consent this ability may be selected mul-
might otherwise warrant a spy or special forces opera- tiple times, gaining a new specialty each time.
tive. They are particularly useful for infiltration, covert
operations, and possibly even assassinations, where • WEAPONCRAFT: The weaponmaster views his
stealth and the ability to kill without relying on energy weapon as an extension of himself and takes pride
weapons would be of benefit. in crafting and repairing his own equipment.
BACKGROUND: Most weaponmasters begin their Instead of learning separate Construct and Repair
fighting careers as soldiers, though occasionally star- skills, the weaponmaster can learn and develop
ship officers, special forces personnel, or mystics are Weaponcraft (naming a particular weapon as a spe-
drawn to the weaponmaster's way of life. cialty) to serve both functions. Falling within the
ROLE: In addition to combat support, the weapon- Craft skill group, Weaponcraft may be acquired and
master often injects a philosophical element into his advanced as a professional skill. When making
comrades' plans. Though a matchless warrior, he may Weaponcraft tests to work on a weapon within a
question the need for violence or suggest ways to given specialty (bat'leth), the weaponmaster gains
accomplish a mission with a minimum of force. a +3 specialty bonus instead of the normal +2.
PREREQUISITES: Weapon Mastery edge, Agility 8+,
one Armed Combat skill 4+, one additional Armed or Tier 2 P r o f e s s i o n a l A b i l i t i e s
Unarmed Combat skill 3+, Religion 3+, Athletics 1 + • BLINDING SPEED: A weaponmaster learns how to
PROFESSIONAL SKILLS: Armed Combat skill group, make rapid attacks with his favored weapon (see
Construct, Gymnastics, Ranged Combat skill group, Sacred Weapon professional ability). The weapon-
Religion, Stealth master can perform one additional attack action
per round at no penalty, and if necessary can spend
Professional A b i l i t i e s one Courage to reduce the penalty for additional
The following abilities are characteristic of weapon- attack actions by 2 per Courage spent. PREREQUISITE:
masters. A character automatically gains one Tier 1 Agility 8+
professional ability upon entering the weaponmaster
profession. Additional abilities can be chosen through • RITUAL ATTACK: The weaponmaster can perform an
advancement (see page 152), provided the character elaborate, ritualistic attack to confuse his oppo-
meets the ability prerequisites. nents and slow their defense. Performing such an
attack costs one additional combat action, but any
Tier I Professional A b i l i t i e s attempt to dodge, block, or parry the blow costs the
• SACRED WEAPON: Most weaponmasters belong to a defender three combat actions, usually resulting in
spiritual order or sacred tradition that exalts a cer- an additional action penalty (-5 to the dice roll) to
the defensive test. PREREQUISITE: Sacred Weapon
Tier 3 Professional A b i l i t i e s
• CONTEMPLATION: The weaponmaster derives inner
strength through meditation and contemplation. By
meditating for ten minutes, the weaponmaster can
make a Religion skill test (TN 15, physical modi-
fiers apply) to refresh 1 spent Courage. Decrease
the TN by -2 for every three additional minutes
spent in contemplation. This ability may be used
only once per day. PREREQUISITES: Religion 6+ or
Blinding Speed
their own. In advanced societies
such as the Federation or Romulan
Star Empire, they can typically
replicate whatever they need
While most of the technologi- (though laws and safety precau-
cal advancements presented here- tions may restrict what they cre-
in are commonly available in the ate—most Federation replicators
Star Trek universe, not all equip- won't create weapons, for exam-
1
tar Trek depicts a uni- ment is immediately available to ple). In other places, like Ferenginar,
verse in which humanoid everyone. Depending on the Bajor, and the Cardassian Union,
ingenuity and inventiveness nature of the series, the Narrator characters usually need to pur-
have achieved virtual "tech- might restrict access to characters chase their equipment. Table 10.1
notopias." In the 23rd and having certain professions, skills, provides a few sample prices, but
24th centuries, various tech- or traits. See Chapter 2 of the the cost of goods fluctuates wildly
nologies enable devices to Narrator's Cuide. based on availability, need, and
convert matter and energy Characters belonging to location, among other factors.
almost instantaneously, gener- Starfleet or similar organizations In the 24th century, latinum is
ate artificial gravity, disinte- usually employ the equipment the standard monetary unit among
grate objects and oppo- assigned to them by their com- those societies that practice a tra-
nents, and perform many manding officers. Characters can ditional economic system. While
other miraculous phenome- request specific items, but com- many planets retain their own cur-
na. Most people rarely go a manders don't typically issue spe- rency, such as the Klingon darsek,
single day without using a cific weapons, devices, or tech- prices are often expressed in terms
variety of technological nologies that don't facilitate mis- of latinum. Inside the Federation,
items any primitive culture sion parameters. the credit is the standard unit of
would consider to be of Characters who don't belong exchange. Latinum comes in slips,
magical or divine origin. to an organization like Starfleet strips, and bars (in ascending
have to acquire technology on order of value).
Plasma torch
SPECIALTY EQUIPMEN
Anti-sensor belt
Disguise kit
Field modulator
Gill pack
Isolation suit
Night glasses
Replicator lock pick
WEAPONS
Disruptor
Disruptor rifle
Knife (or similar weapon)
Phaser (Type I)
Phaser (Type II)
Stunrod
Sword (or similar weapon)
Targeting modulator
"Excluding Starfleet, which makes this equipment available to officers on a per-mission basis.
tion: "point blank/short/medium/long/+extended"
increments (usually meters). These increments break
down range for the purposes of resolving character skill
The following sections describe a variety of techno- tests. Usually, the target number (TN) for any range-
logical devices found in Star Trek. These technologies based test is modified for distance between characters:
are organized into several larger categories, including +2 point blank, + 0 short, -2 medium, -4 long, and -2
personal equipment, specialty equipment (medical, for each additional increment of extended range.
engineering, military and espionage equipment), GxAMPLe: A Type I phaser has a range of
ranged weapons, and close combat weapons. 5/1 O/25/5O/+1 0 meters, meaning that distances up to 5
meters are point blank range (+2 to hit), 5.1 to 10 m are
THE EQUIPMENT TeMPLATe short range (no modifier), 10.1 to 25 m are medium
All equipment is presented in a standard format, or range (-2), 25.1 to 50 meters are long range (-4 TN),
template. Depending on the nature of the item, the and every +1 0 additional meters in excess of 50 meas-
template can include any of the following headings: ure one increment of extended range (earning an addi-
SPECIFICATIONS: This entry describes the technical tional -2 to range-based skill tests).
specifications of the item, weapon, or gear.
Specifications typically include size, mass, and vol-
ume. Specifications may differ by as much as 50%
depending on model or manufacturer.
DESCRIPTION: This entry describes the appearance
and function of the item in broad terms. It covers the This category describes common items and devices
common applications and game functions of the that can be worn or carried on one's person. With few
device. Most items reflect the design aesthetics of the exceptions, most organizations and governments grant
organization or culture issuing the device. unrestricted access to personal equipment and related
RULES: Describes how the item affects game-related technologies.
tests. Typically, Star Trek technology enables characters
to do things they would ordinarily not be able to Communicators
accomplish unaided or facilitates attribute and skill SPECIFICATIONS: 24th-century
tests by way of conferring bonus modifiers to tests. badges: 5 x 4 x 0.5 cm, mass 0.01 kg
Thus, restoring 5 wound points with a dermal 23rd-century handheld
regenerator consumes 5 charges and requires 5 full- communicators: 11 x 6 x 2.5
round actions. cm, mass 0.2 kg
SETTINGS: Energy weapons such as phasers and disrup- DESCRIPTION: On 24th-cen-
tors possess controls for selecting the level of power con- tury starships and space sta-
sumption and output. When using such weapons, char- tions, personnel initiate and
acters may choose from among the available settings. maintain voice contact with each
DURATION/ENERGY: If the item relies on an internal other via communicators (or combadges), small devices
energy source or power reserve, this entry describes worn as part of the uniform. The user activates a com
the capacity and duration of the internal power supply. badge by tapping it or through voice activation; sophisti-
Most items are rechargeable through induction charg- cated computer subroutines recognize voices and spoken
ing aboard ship. textual cues (such as "out," signaling the end of a trans-
RANGE: This entry describes the distance at which mission). The ship or station computer system analyzes the
long-range weapons and devices function. Range transmission and routes it to the intended recipient.
measurements are expressed using the following nota- The communicators of the 23rd century demon-
strate less advanced technology and require larger cas-
ings. Too large to be worn as a badge, these must be
TECHNOLOGICAL VARIATION worn in belt cases or carried by hand. The user flips
Many species and planetary organizations develop and open the cover to activate the device and access its
employ technologies similar to those found within the controls. All communicators have built-in translation
Federation. While their devices vary somewhat in appear- algorithms (UT libraries) for all common languages
ance and functionality, they are sufficiently similar and to known by the society manufacturing them.
be treated the same with regard to their game effects. RULES: 24th-century combadges have built-in uni-
For example, Klingons, Romulans, and Cardassians all versal translators (UTs) with language libraries contain-
manufacture and employ their own specific versions of ing anywhere between 150 and 700 languages.
communicators, PAODs, and tricorders. Variants from the 23rd century have UT libraries stor-
ing about 120 languages.
Both earlier and later communicators emit signals a
ship or station can use to locate and track the wearer £ V A Suit
within communications range. Ships also use this sig- SPECIFICATIONS: folded: approx. 12 liters; 19.6 kg
nal to establish a transporter lock on the wearer (con- without backpack and full consumables load, 30.1 kg
ferring a +2 bonus for System Operation (Transporter) with them.
Tests to beam the wearer). DESCRIPTION: Characters use EVA (extravehicular
DURATION/ENERGY: 1,000 hours + induction activity) suits whenever they have to work in the vacu-
recharging um of space or any hazardous environment. The suit
RANGE: 24th-century: 40,000 km, or 60,000 km protects the wearer against pressure from 0 to 5 atmos-
when boosted by a ship transceiver; 23rd-century: 300 pheres, allows him to remain comfortable in tempera-
km, or 26,000 km when boosted by a transceiver. tures from -100° C to 120° C, and provides for 25
hours of respiration. It also includes magnetic boots to
Dylec M e m o r y Tent facilitate movement across a ship's outer hull. The
SPECIFICATION: 10 x 1 0 x 20 cm folded, 2.5 x 1.5 x 1 wearer can control and monitor the suit's functions via
m unfolded; mass 0.8 kg controls mounted at the forearm.
DESCRIPTION: Consisting of an active biomimetic RULES: Light and relatively comfortable, environ-
polymer fabric fitted with a keypad and microproces- ment suits still inhibit the wearer's movement and per-
sor, the dylec memory tent expands and collapses with ception. The wearer suffers a -2 penalty to most physi-
the press of a button. Once expanded, the keypad cal tests while wearing an EVA suit.
serves as a thermostat and environmental control, EVA suits completely protect the wearer against
although the microprocessor is environmentally aware damage from drowning and asphyxiation, as well as
and self-adjusting to create a comfortable environment airborne toxins and viral agents. They also guard
for the inhabitants. against all but the most potent
RULES: The dylec memory tent maintains a habitable forms of radiation and confer
interior in extreme environments. Its biomimetic shell a +10 Stamina reaction test
is completely waterproof, yet porous and breathable. modifier for tests made to
While residing inside the tent, characters are immune resist radiation effects.
to the adverse effects of extreme climates and temper- Environment suits do
atures (between -40° C to 50° C). The shell also pro- not function as armor.
tects against low-level UV radiation such as solar radi- They have the ability to
ation and infrared scans. self-repair minor dam-
DURATION/ENERGY: 100 hours age (up to 4 points).
Large tears or ruptures
Emergency Beacon must be repaired by a
SPECIFICATIONS: 30 cm tall x 5 cm diameter cylinder; skilled technician
2 kg (Repair test: TN 5 + 1
DESCRIPTION: Standard equipment in shuttlecraft and per 5 points of dam-
many survival kits, the emergency beacon emits an invis- aged sustained).
ible pulse signal at an effective range of 1 light-year. The When a character
unit also transmits positioning telemetry and an intermit- uses the magnetic
tent distress signal in case other means of communica- boots to move in low
tion have been lost. When linked through the subspace or no gravity, reduce
transmission assembly found on most shuttlecraft, the his movement by half the
range of the beacon extends to 5 light-years. normal distance.
RULES: Anyone can activate an emergency beacon Environment suits emit a
and record a short distress message; its telemetric distinctive energy signature.
instrumentation automatically transmits its position and A searcher using a tricorder
message every half hour to conserve energy. Altering or other sensor can locate and
the device to encrypt a distress code or overriding the track an environment suit by
frequency protocols requires an Intellect attribute test making a System Operation
(TN 10) or any Computer or Repair test (TN 5). (Sensors) test (TN 5).
DURATION/ENERGY: 2 weeks at half-hour intervals, 1 DURATION/ENERGY: 25
week at 1 5-minute intervals, etc. hours of power and con-
RANGE: 1 light-year, extendable to 5 light-years via sumables (12 hours for
shuttlecraft transmitter assemblies. 23rd-century suits).
RULES: Controlling any starship function via a 24th-
Holographic Recorder century PADD imposes a -5 dice test penalty to corre-
SPECIFICATIONS: 9.75 x 4.5 x 3 cm;.2 kg sponding System Operation tests. In combat or crisis
DESCRIPTION: Similar to a 21st-century digital cam- situations, increase this penalty to -1 5.
corder, the holographic recorder demonstrates excep- The PADD's databanks contain solid information on
tional image resolution and 3D capability. The recorder myriad subjects. During any Knowledge skill test the
can capture both still and moving images at up to character can automatically add 7 to his appropriate
1,000X magnification. It can also capture 3D stereo- skill rank instead of making the standard skill test. In
scopic sound. order to gain the full benefit of a PADD's databanks,
RULES: Anyone can use a holographic recorder for the character must spend at least one minute research-
mundane applications. Making special recordings— ing the subject on his PADD.
performing 3D tactical terrain scans, filming a structure DURATION/ENERGY: 100 hours (Starfleet or Romulan),
to accurately reproduce its physical geometry— 37.5 hours (Cardassian), 50 hours (Ferengi), 47.5 hours
requires an Intellect attribute test (TN 1 0). (Klingon), + induction recharging for each
DURATION/ENERGY: Power cell supports up to 24
hours of nonstop recording time. Pattern Enhancer
SPECIFICATIONS: : 1 . 5 m tall x 8 cm diameter cylinder,
PADD (Personal Access Display Device) plus a tripod base; 6 kg
SPECIFICATIONS: 24th- DESCRIPTION: Pattern enhancers created in the 24th
century: 10.16 x 15.24 x century boost and stabilize transporter beams, making it
.95 cm, 0.2 kg 23rd- easier to transport through phenomena such as raw
century "electronic kelbonite, large volumes of solid rock, particle-scat-
clipboard": 35 x 22 x tering fields, ion storms, and subspace ruptures that
6 cm, 0.3 kg interfere with or inhibit routine operation. When used
DESCRIPTION: properly, pattern enhancers define a temporary transport
Perhaps the most area similar to a transporter pad. To be effective, pattern
common piece of enhancers must be used
technology found in groups of three, placed in a
the Federation and com- triangle no longer than 4
parable societies, the PADD resem- meters per side. The
bles a flat metal casing housing a viewscreen devices may be placed
and multifunction touch-pad controls. It contains a pow- by hand, by trans-
erful microcomputer holding data equivalent to billions porter, or by short-range
of pages of text and images on two isolinear chips (or probe. Anyone transport-
similar storage systems). PADDs also feature subspace ing into or out of the
transceivers equivalent to standard communicators. defined area gets the ben-
Both civilians and Starfleet personnel use PADDs efit of the pattern
regularly. Civilians use theirs to track appointments enhancement.
and contacts, communicate with friends, write notes, RULES: Pattern
play games, and carry the contents of entire libraries enhancers provide a +10
around in their hands. Starship personnel can do all of bonus to System Operation
these things, but also send and receive reports via (Transporter) tests (enough to
PADD. Furthermore, they can configure PADDs to counteract most, but not all,
remotely control the functions of any control panel or types of interference).
workstation aboard the ship. When within communi- DURATION/ENERGY: 1,000
cator range, personnel can use PADDs to transmit hours + induction recharging
security override codes and wrest control of any ship
function. Theoretically a single person could run an Powered Binoculars
entire starship using a PADD, though this would be SPECIFICATIONS: 15 x
practical only for routine (noncombat, noncrisis) 1 0 x 2 cm, 0.2 kg
operations. DESCRIPTION:
The 23rd-century predecessor to the PADD was the Powered binoculars enhance the user's range of vision,
"electronic clipboard," a much larger handheld com- providing up to 1 000X magnification (the user sees at
puter employing duotronic technology. Characters use 50 meters what he could see with the naked eye at 1
electronic clipboards solely to read and create text; meter). They also perform precise range-finding calcu-
they cannot access or control a ship's functions. lations to a distance of 50 kilometers and permit EM
radiation scanning (including infrared and ultraviolet).
Additionally, powered binoculars can perform short
and long-range biological and energy scanning, just as SPECIALIZED TRICORDERS
a tricorder (see below), translating gathered informa- Because tricorders are so versatile, organizations devel-
tion into false-color images or text readouts projected op specialized models with permanent "optimization"
onto the bottom of the viewfinder display. bonuses. An optimized model often includes a peripheral
RULES: In addition to expanding the spectra and module attached to the top of the tricorder. The user can
range of the viewer's sight, powered binoculars confer detach it and use it as a remote probe (with a range of
a +5 Observe (Spot) skill test bonus. 1 - 2 meters) to perform more detailed scans of objects.
DURATION/ENERGY: 1,000 hours + induction recharging Using a probe increases the conferred skill test bonus by
+ 2 . Examples of specialized tricorders include medical,
Transport I n h i b i t o r engineering, and security variants.
SPECIFICATIONS: :1.5 m tall x 8 cm diameter cylinder,
plus a tripod base; 6 kg
DESCRIPTION: Created in the 24th century, a transport RULES: Tricorders enhance a character's ability to
inhibitor generates a globular field of tetryonic energy perform a number of tests. The scanning and detection
in a 10-meter radius around itself. This field interferes functions of tricorders confer a +5 bonus to most skill
with or completely disrupts a transporter's annular con- tests made using the item's sensors (such as Investigate,
finement beam, making it difficult to transport into, out Observe, Science, and Engineering). Tricorders are ver-
of, or through the energized area. Characters can set up satile tools, affecting a variety of tests, such as Planetary
multiple inhibitors to effectively shield a large area. Science (Geology) tests to locate kelbonite, Life Science
RULES: The interference generated by a transport (Microbiology) tests to identify microbes, and Social
inhibitor modifies all System Operation (Transporter) Science (Archeology) to translate ancient glyphs. Range
skill tests, giving a -1 5 penalty to the dice roll. modifiers apply (see Table A.13, page 250).
DURATION/ENERGY: 1,000 hours + induction recharging EXAMPLE: A science officer scans for life-forms using
his tricorder. The Narrator asks for either a System
Tricorder Operation (Sensor) or Life Sciences (Biology) skill test,
SPECIFICATIONS: 24th-century Starfleet model: 15.81 and assigns the task a base TN 10. A band of Romulans
x 7.62 x 2.84 cm, 0.3 kg; 23rd-century tricorder:'! 7 x lurks 200 meters away, modifying theTN by +2, for a total
11 x 4.8 cm, 0.5 kg TN 12. The player rolls 2d6 (8) + skill level (+3) + attrib-
DESCRIPTION: Tricorders are all-purpose handheld ute modifier (+2) + 5 = 18. The science officer detects the
sensory devices employed by members Romulans and alerts the rest of the away team.
of Starfleet and similar organiza- In order to utilize a tricorder's databanks, the charac-
tions, including civilian scientific , ter must spend one full-round action analyzing the sub-
and exploratory teams, prospec- ject on his tricorder. The tricorder must contain the
tors, and security officers. They information pertinent to the skill test in order to be
contain powerful sensors for detect- effective (geology databanks for a Planetary Science
ing and analyzing electromagnetic, (Geology) test, for example). Tricorders usually con-
subspace, chemical, biological, mete- tain comprehensive databanks, though the Narrator
orological, and geological phenomena may rule that a subject fails to be sufficiently cov-
and substances. They house extensive ered in the databanks. This could vary depending
computer databanks containing detailed on the species—Klingon tricorders might con-
information pertaining to thousands of fei tain little information on planetary science—
subjects. Tricorders also contain on-board ^n or subject—23rd-century tricorders might
subspace communicators (with ranges equal contain no data about Iconians.
to personal communicators), allowing them to A tricorder can be optimized (Repair
transmit and receive data with other tricorders test TN 10, interval one hour) to detect
or to link with a ship's computer. specific phenomena. For example, the
A character can use a a tricorder to scan an Bajoran tricorders used by security personnel on Deep
environment for harmful gases or toxins, analyze a soil Space 9 are optimized to perform security-related tasks
sample, identify an unknown life-form, predict the (forensic detection and analysis, detecting and tracking
weather, and trace unusual energy fluctuations. A sim- anomalous energy fields and particles, scanning for
ple scan or analysis requires only a round or two; smuggled or contraband materials). An optimized tri-
more detailed analysis can take up to an hour, though corder's bonus for detecting the specified substances
the tricorder can perform other simple functions dur- and phenomena increases by +2, at the expense of
ing that time. reducing the modifier for all other scans by a - 2 .
Tricorders also allow characters to perform some
tests at range that ordinarily would require close prox- Autosuture
imity or direct physical contact. For example, a char- SPECIFICATIONS: 1 5 X 4 X 2 cm, 0.2 kg
acter can use a tricorder to scan a distant life-form for DESCRIPTION: Autosutures exploit molecular bond-
diseases or infirmities, even though unaided Medicine ing technology to heal a variety of physical injuries,
(Diagnosis) tests require hands-on examination or at including broken bones, cuts, lacerations, ruptured
least close physical proximity. vessels, and damaged organs.
DURATION/ENERGY: On average a tricorder provides RULES: An autosuture confers a +5 skill test bonus to
1,000 hours of intermittent usage or 36 hours of con- untrained First Aid tests. In the hands of a trained
tinuous use. The power cells in 23rd-century tricorders medic or physician, the autosuture confers the same
last about 80% as long. modifier, but also heals an additional 3 points of dam-
RANGE: 24th-century tricorders: 5/25/ 500/2000/+0; age during successful tests.
23rd-century tricorders: 5/20/250/1500/+0. As with DURATION/ENERGY: 50 hours + induction recharging
other sensors, interference (electromagnetic, physical,
or other) can inhibit a tricorder's range or function. Dermal Regenerator
SPECIFICATIONS: 2 0 X 5 X 2 cm, 0.2 kg
DESCRIPTION: Dermal regenerators heal minor cuts,
scrapes, and bruises in a matter of minutes. Anyone
can apply and activate a dermal regenerator; no skill
test is required.
Access to the following items is usually restricted to RULES: A dermal regenerator repairs 1 d6 points of
certain professions, such as doctors, engineers, securi- damage per injury a character has sustained. For each
ty forces, or espionage agents. On critical missions or injury treated, roll 1d6 to determine the maximum
under unusual circumstances, these devices may be number of wound points the device can repair. It takes
issued to multiple members of an away team. Specialty a character one full-round action to restore a single
equipment falls into one of three general categories— point of damage using a dermal regenerator and costs
medical equipment, engineering tools, and security one charge per use.
and surveillance devices. Dermal regenerators cannot alleviate stun effects,
nor can they heal damage inflicted by poison, radia-
tion, or similar toxic effects. In addition, a dermal
Most 23rd- and 24th-century medical equipment regenerator can treat an injury only once. Characters
works equally well on a wide variety of species. At the suffering multiple injuries can benefit from a dermal
Narrator's option, however, medical devices created by regenerator several times, whereas a person nearly
some isolated or ethnocentric species (such as the killed by a single disruptor blast can receive only mar-
Cardassians) may not perform as well on other species. ginal benefits from a dermal regenerator.
In such cases, reduce the test benefit conferred by the DURATION/ENERGY: 1,000 charges + induction
device by 1. recharging
Using a prepared hypospray can be performed as a hyperspanner, a magnetic probe, a PADD, two or more
standard action. Replenishing or substituting an indi- plasma torches, and common replacement parts (iso-
vidual ampule requires a full-round action. linear chips or rods, power cells, etc.).
DURATION/ENERGY: 50 injections RULES: See individual device descriptions.
DURATION/ENERGY: See individual device descriptions.
Neural Stimulator
SPECIFICATIONS: 10 X 6 X 0.2 cm, 0.02 kg Gravitic Calipers
DESCRIPTION: This device can adjust SPECIFICATIONS: 1 m long, 1.1 kg
patient's neural functions to relieve DESCRIPTION: Engineers cannot always deactivate a
or seizures, awaken an system or take it off-line before making repairs.
unconscious person, Gravitic calipers enable the engineer to reroute the
and counter the stun plasma flow by generating a small graviton field, and
effects of phasers ana then service the isolated component without disrupting
similar weapons. power to the entire system.
RULES: Medical personnel use neural stimulators to RULES: Gravitic calipers confer a +2 bonus to all
awaken unconscious persons. Doing so requires a First Engineering and Repair tests made to disable, service,
Aid or Medicine test, performed as a full-round action. or repair active systems, such as warp drives or securi-
Test difficulty depends on the number of rounds the ty locks. A disastrous failure results in a dangerous
character would normally remain unconscious (1 power feedback causing 1 d6 damage to the engineer.
round = TN 1,15 rounds = TN 1 5, etc.). Each use con- A Quickness reaction test (TN 15) enables the user to
sumes a number of charges equal to the testTN. avoid all damage.
If time permits, the user may conduct the First Aid or DURATION/ENERGY: 150 hours + induction recharging
Medicine action as an extended test, breaking the process
into a number of full-round actions with proportionally Hyperspanner
lower testTNs (for example, a TN 30 test can be divided SPECIFICATIONS: 25 X 4 X 4cm, 0.25 kg
into three TN 10 tests, each conducted as a full-round DESCRIPTION: A hyperspanner analyzes and modu-
action). Regardless of the number of full-round actions lates plasma flows within electroplasma systems (EPS),
performed, the difficulty for an individual test may never enabling engineers to gather information about impulse
be reduced below TN 5 through an extended action. drives and make quick adjustments and repairs.
DURATION/ENERGY: 300 charges + induction recharging RULES: An engineer can use a hyperspanner to facil-
itate and expedite repairs to equipment associated with
electroplasma power. The device confers a +5 skill test
bonus to Propulsion Engineering (Warp Drive) tests
E n g i n e e r i n g Kit (academic modifiers apply) made to gather information
SPECIFICATIONS: 21 x 20 x 5 cm case, 1 kg about warp drive anomalies and to diagnose malfunc-
DESCRIPTION: A typical engineering kit includes an tions. The device also confers a +2 physical modifier to
engineering tricorder, a pair of gravitic calipers, a Propulsion Engineering repair tests and reduces the
time interval of extended Propulsion Engineering repair the owner's intent. A civilian in possession of an anti-
tests by 25%. The test modifier and time reduction are sensor belt and replicator lock pick, for example, is
cumulative with use of a magnetic probe during repairs often a cause for suspicion and possible questioning by
(see Magnetic Probe). authorities. Starfleet officers, however, often use secu-
DURATION/ENERGY: 100 hours rity equipment in the pursuit of their duties, such as
wearing isolation suits while covertly observing a prim-
Magnetic Probe itive culture.
SPECIFICATIONS: 2 5 X 3 X 3 cm, 0.3kg
DESCRIPTION: A magnetic probe can regulate warp core A n t i - s e n s o r Belt
antimatter flows and expedite repairs. When diagnosing SPECIFICATIONS: 2-3 cm wide, variable length; .2 kg
and repairing warp drives, magnetic probes work well in DESCRIPTION: Anti-sensor belts outwardly resemble
conjunction with hyperspanners (see Hyperspanner). an ordinary part of any standard uniform. If the belt
RULES: When performing any Propulsion were cut open, an investigator would discover circuit-
Engineering test to recalibrate, modify, or repair warp- ry, a microprocessor, and a small power supply, reveal-
core functions, the magnetic probe confers a +3 skill ing the belt's true purposes. The purpose of the belt
test modifier. It also reduces the time interval for cannot be determined by physical examination alone
extended tests by 25%. The test modifier and time and requires a thorough forensic investigation.
reduction are cumulative with those of a hyperspanner. An anti-sensor belt makes the wearer invisible to
DURATION/ENERGY: 100 hours sensor scans of all varieties, enabling him to move
about secure areas virtually undetected. It also prevents
Plasma Torch transporter lock and tricorder scans (including medical
SPECIFICATIONS: 1 0 X 1 5 X 5 scans). The device may be activated or deactivated by
cm, 0.3 kg depression of a concealed button on the clasp.
DESCRIPTION: RULES: While activated, an anti-sensor belt complete-
Resembling a laser ly nullifies the wearer's trace pattern as it would normal-
scalpel, the plasma torch is ly register on sensors. An anti-sensor belt effectively con-
an all-purpose cutting and weld- fers a -1 5 modifier to System Operation (Sensor) tests
ing device used by engineers and made to detect the presence of the wearer.
technicians. It emits an oscillating ENERGY/DURATION: 100 hours
positron beam, compressed and
shaped by nickel-rhombium D i s g u i s e Kit
ceramic magnets. In a pinch, the SPECIFICATIONS: 50 x 30 x 7.5 cm case, 6 kg
device may be used as a weapon DESCRIPTION: The disguise kit contains all of the
(similar to a phaser), but is limit- components an entertainer, spy, or criminal needs to
ed by the relatively short range impersonate members of select species or organiza-
of the beam (.5 m). tions. The case contains a medical tricorder (for scan-
RULES: In five minutes, a character can bore a hole ning a subject and gaining specific anatomical data), a
in duranium or tritanium .5 m deep, or make a .5 m biopattern duplicator (for simulating fingerprints), a
long cut through a plate 1 cm thick. A character can voice-print implant (for mimicking speech), and multi-
weld (or cut through welding) at twice this rate. When ple isolinear chips (for programming a replicator to
making large-scale repairs (welding breached bulk- produce cosmetic bioforms and fake uniforms,
heads, repairing containment piping, etc.) the plasma insignia, and so on). Disguise kits in the 23rd century
torch confers a +5 skill test bonus to corresponding contain program chips for synthesizers.
Repair and Structural Engineering tests. RULES: Given sufficient privacy and time, a character
A plasma torch can be used like a phaser by mak- gains a +2 skill test bonus to all Impersonate (Disguise)
ing an Energy Weapon (Plasma Torch) test (see range tests when using the disguise kit. Because a replicator
below). If successful the torch inflicts 3d6+6 damage. can automatically reproduce a uniform or badge, no
DURATION/ENERGY: 5 hours test is needed to simply don the appropriate garb iden-
RANGE: 0/0/.5/0/+0 m tifying one as a member of a particular organization.
But if a character wishes to pass himself off as a mem-
ber of another species or organization, he needs to
apply the cosmetics properly and don the uniform
Security and surveillance equipment is popular appropriately (initiating an Impersonate test). By using
among spies and rogues as well as law enforcement the medical scanner and replicator to imitate a known
officers and security guards. The acquisition and pos- individual, a character gains a +4 test to Impersonate
session of some equipment depends on local laws and (Disguise) tests.
any System Operation (Sensors) test made to detect the
Field M o d u l a t o r wearer. The isolation suit is somewhat cumbersome
SPECIFICATIONS: 30 cm tall x 2 cm diameter cylinder, and reduces the wearer's Agility modifier by 1.
1 kg DURATION/ENERGY: Indefinite within range of trans-
DESCRIPTION: Field modulators work in pairs to dis- mitter: The isolation suit is powered by a broadcast
able portions of a static force field barrier. The units power support system maintained at a base camp (range
must be positioned next to the force field at a distance 1,000 m) or orbital satellite station (range 25,000 m).
no greater than 2 meters apart, where they work in
conjunction to create a destructive interference pat- Night Glasses
tern capable of negating the field between them. Via SPECIFICATIONS: 1 3 X 5 cm folded, 0.1 kg
the control pad located on the master unit, the user DESCRIPTION: Night glasses amplify ambient light a
can also set the device to activate or deactivate at cho- hundredfold or more, enabling the wearer to see clear-
sen times or intervals (for example, activate for 5 min- ly in near-total darkness. Some versions are also fitted
utes at a certain time each hour), thereby conserving with infrared sensors, allowing the wearer to switch
energy and potentially preventing the device from modes and read the heat signatures of his environment,
being detected. effectively enabling him to see in total darkness.
RULES: Setting up and activating a pair of field mod- RULES: Most night glasses require some ambient
ulators is simple (Intellect attribute test, TN 5). light (such as that reflected by the moon, stars, or other
Adjusting the interference harmonizers requires some faint source). In such conditions, a character wearing
degree of skill, training, and patience. The user must night glasses ignores all physical test modifiers result-
perform an Intellect attribute test (TN 10) to make the ing from darkness or low-light conditions. Infrared ver-
device function properly. sions enable the wearer to see in total darkness, pro-
DURATION/ENERGY: 3 hours continual use vided there's some amount of heat (the device won't
discern objects that are all exactly the same tempera-
Gill Pack ture). In ideal conditions, the wearer can see as if "low
SPECIFICATIONS: 1 5 X 2 0 X 8 cm face mask, 0.8 kg light" conditions. This applies to all Observe,
DESCRIPTION: Resembling a full-face scuba mask, Investigate, and Ranged Combat tests.
the gill pack enables the wearer to breathe underwater DURATION/ENERGY: 1,000 hours
at pressure up to 3 atmospheres. The device splits oxy- RANGE: Normal vision (tests not range-dependent)
gen atoms from water molecules, and therefore doesn't
require the user to carry a portable air supply (like a Replicator Loch Pick
scuba tank). The gill pack falters in high pressure and SPECIFICATIONS: 10 x 6
cannot be used effectively more than 1 00 feet (in Earth- cm, 0.1 kg
like gravity) below the surface. It also does not work in DESCRIPTION: This small,
liquids other than water. flat device employs replica-
RULES: Because the gill pack feeds pure oxygen to tor technology to produce
the wearer, the wearer cannot use the device safely keys and key cards for
near open flame (such as underwater magnesium torch- any locking mechanism
es or gas jets). In addition, many users become light- requiring a physical
headed after using the device for more than a half hour key. Within 5 seconds
and suffer a -2 penalty to all tests (Stamina reaction test of pressing the back of
TN 5 +1 per additional 10 minutes, to avoid penalty). the device against the
DURATION/ENERGY: Indefinite lock, the replicators
materialize a fully func-
Isolation S u i t tional key. Unfortunately
SPECIFICATIONS: humanoid dimensions, 12 kg for spies, this device pro-
DESCRIPTION: Consisting of a one-piece jumpsuit, vides no mechanism for foiling the bio-imprint and voice-
helm or hood, gloves, and boots, the isolation suit con- activated locks employed by Starfleet and most other
tains thousands of omnidirectional holodiodes dotting advanced organizations.
its high-density tripolymer-diselenide shell. Controlled RULES: Spies find this device quite easy to conceal
by a computer built into the belt, the isolation suit on their persons. When attempting to conceal this
reflects electromagnetic radiation and sensor emis- small device, add +3 to the character's Conceal skill
sions, thereby rendering its user invisible to the naked test. No test is required to use the device.
eye as well as to tricorders and ship sensors. DURATION/ENERGY: 15 replications
RULES: Isolation suits confer a +20 TN modifier to
tor usage and limit the weapons to setting 3 (Heavy
Stun). The captain or other authorized officer can
Weapons fall into one of two main categories: countermand this safety protocol by issuing a voice
ranged weapons (including energy weapons, projectile command monitored by the computer voice print
weapons, and archaic weapons) and melee weapons. security system. Phasers also have bioelectric field sen-
See Table 10.3 and Chapter 6: Skills, and the Appendix sors that prevent anyone but designated user(s) from fir-
of this book for more information about using weapons ing the weapon.
in combat situations. RULES: Characters can fire phasers in one of four
modes:
Among advanced societies such as the Federation • STANDARD BEAM: The default setting, using the stan-
and Klingon Empire, energy weapons are more preva- dard phaser damage ratings.
lent than more primitive weapons. They are more ver- • PULSE: Firing in pulse mode creates shorter beams
satile and dependable than weapons relying on chem- that inflict +1 point of damage at the cost of 2 addi-
ical reactions (such as slug-throwers). tional charges from the power cell.
• CONTINUOUS BEAM: A continuous beam, maintained
Phasers for a second or more, confers a +2 modifier to
SPECIFICATIONS: Varies (see below) Energy Weapon skill tests at the cost of 2 addition-
DESCRIPTION: The phaser (short for PHASed Energy al charges.
Rectification) is the standard weapon issued by • WIDE BEAM: Wide beam mode allows a character to
Starfleet to its personnel. Phasers employ a rapid hit several targets at once or to clear a large area of
nadion effect and superconducting crystals to emit debris. Wide beam mode reduces the phaser range
powerful beams of energy. Depending upon the to 1 0 meters (considered long range for attack test
amount and intensity of energy released, a phaser can TN) but affects all targets in a cone-shaped area 8
inflict damaging effects ranging from mildly stunning a meters wide. Wide beam costs three times the
target to destroying large volumes of matter via sub- charges of firing the weapon on standard mode and
atomic disruption. Because phasers can function as restricts the weapon to power settings 1-6.
versatile tools (clearing vegetation, heating rocks to
radiate heat, cutting through a bulkhead), Starfleet A character can set a phaser to overload by making
prefers them to disruptors, which are primarily useful a successful Energy Weapon test (TN 5). The timer can
only as weapons. be set to detonate at any time within 30 seconds, caus-
In the late 24th century, Starfleet uses five basic ing 1 point of damage per remaining charge to all per-
models of phaser, ranging from the small, handheld sons within a 3 meter blast radius. Overriding the
Type I phaser to the large Type III and IV phaser rifles. destruct sequence requires a Repair test (TN1 5).
Starfleet equips each of its phasers with a subspace SETTINGS: Phasers possess a number of power set-
transceiver so the ship or station computer can moni- tings to adjust the destructive potential of the weapon.
MELEE WEAPONS
WEAPON
Ahn-woo
Bot'ieth
Club
D'k tahg
Knife
Lirpa
Mace
Mek'leth
Staff
Stunrod
Sword
' Add Strength modifier to Armed and Unarmed Combat damage rolls.
Shotgun
Assault rifle
Submachine gun
RANGED W E A P O N S : ARCHAIC W E A P O N S
WEAPON
Bow & arrow
Crossbow
Javeiin/spear
Kligat
Crossbow
Throwing knife
* See Table 10.4: Phaser and Disruptor Damage
Phaser settings range from level 1 through 16, with nology, giving it greater range and power. The Type IV
lower settings emitting weaker beams that consume (also called the Ill-C) compression phaser rifle is the
fewer charges from the power cell. Not all phasers are most advanced energy rifle used by Starfleet as of
equipped with all 16 settings; smaller Type I phasers, 2377. Its power exceeds the Type Ill-B, but otherwise
for example, possess 8 settings and cannot generate the the weapons are functionally similar.
power required to warrant additional settings. See SETTINGS: 1-16 (includes targeting module; see
Table 10.4 for more information about Phaser types below)
and power settings. DURATION/ENERGY: Type IIIB (3,000 charges), Type
DURATION/ENERGY: Phasers use sarium krellide IV (3,500 charges)
power cells containing a number of charges depending RANGE: 5/50/1 00/200/+50 meters
on phaser type (see below). A phaser can be recharged
by being inserted into a holding clamp that taps into
the EPS of a starship. Phasers recharge at the rate of 1 0
charges per minute.
RANGE: Varies (see below)
Type I Phaser
SPECIFICATIONS: 12 cm long, 0.3 L in volume; 0.2 kg
DESCRIPTION: The Type I phaser is a small model that
fits easily in a pocket or up a sleeve, and is usually
issued to away teams.
SETTINGS: 1-8
DURATION/ENERGY: 1 60 charges
NOTES
Light Stun Stun a Human (or 5 minutes
Medium Stun Stun a Human for 15 minutes or a Klingon for 5 minutes
Heavy Stun Stun a Human for 1 hour or a Klingon for 1S minutes
Light Thermal Cut a 1 m hole in 10 cm of wood in 3 minutes
Medium Thermal Cut a 1 m hole in 10 cm of steel in 3 minutes
Heavy Thermal Cut a 1 m hole in 10 cm of steel or rock in 30 seconds
Light Disrupt A Kill a humanoid; cut a 1 m hole in a duranium bulkhead in 10 minutes
Light Disrupt B Vaporize a humanoid
Light Disrupt C Vaporize resilient alloys (beam may ricochet)
Medium Disrupt A Vaporize any substance (energy rebound prior to vaporization common)
Medium Disrupt B Explode 10 cubic meters of rock into rubble
Medium Disrupt C Explode 50 cubic meters of rock into rubble
Heavy Disrupt A Explode 100 cubic meters of rock into rubble
Heavy Disrupt B Explode 160 cubic meters of rock into rubble
Heavy Disrupt C Explode 400 cubic meters of rock into rubble
Heavy Disrupt D Explode 600 cubic meters of rock into rubble
* See Appendix, "Stun Effects"
RULES: See Table 10.3 for weapon damage.
Targeting M o d u l e DURATION/ENERGY: n/a
SPECIFICATIONS: 1 2 X 8 X 4 cm; 0.04 kg RANGE: See Table 10.3 for weapon ranges.
DESCRIPTION: Starfleet sometimes equips phaser rifles
with targeting modules that use sensors and advanced CLOSE COMBAT WEAPONS
gyroscopic stabilization to improve a shooter's aim. The While Starfleet generally does not issue knives and
module resembles a wedge-shaped scope that attaches clubs to its personnel, many species, particularly the
to the top of the weapon. Klingons, maintain a tradition of armed melee combat.
RULES: It takes one action to acquire a specific tar- Some of the close combat weapons characters might
get and achieve target lock. The lock lasts until the tar- encounter include the Vulcan lirpa and Klingon bat'leth.
get moves behind an object that obstructs line of sight To use a close combat weapon effectively, a char-
(such as a wall, large boulder, or force field). While acter must possess the appropriate weapon skill listed
tracking remains active, the shooter gains a +2 bonus under the Armed Combat skill group. See Chapter 6:
to his Energy Weapon attack test. Skills, page 98, for more information.
DURATION/ENERGY: Each shot made using the target-
ing module costs +3 charges. Ahn-woon
RANGE: Equal to that of weapon SPECIFICATIONS: 2 meters long; 1 kg
DESCRIPTION: The ahn-woon is a single leather strip
22nd-cenrury Laser W e a p o n s weighted on both ends, which can be used as both
SPECIFICATIONS: Varies by type (see 23rd-century dis- whip or noose.
ruptors) PARRY MODIFIER: n/a—you cannot parry with this
DESCRIPTION: During the 22nd-century lasers were weapon.
state of the art in weapon technology. Typical laser DAMAGE: 1 d3 + grapple
weapons of the day took the form of pistols, rifles, and RULES: If you score a complete success or better you
heavy rifles, supported by internal power cells (except for manage to grab your opponent. Each round thereafter
the heavy laser rifle, which used an external power sup- you can use the weapon to hold your opponent
ply worn as a backpack). In appearance, these weapons defenseless, force him to the ground, and so on by suc-
resembled the early disruptors of the 23rd century. ceeding at an opposed Strength attribute test (you get
RULES: See Table 10.3 for weapon damage. +4 to your result). While held, the opponent is easier to
DURATION/ENERGY: Pistol (50 charges), rifle (100 hit; modify attack tests made to hit the opponent by +5.
charges), heavy rifle (1 50 charges). Laser weapons con-
sume 1 charge per shot. Bat'leth
RANGE: See Table 1 0.3 for weapon ranges. SPECIFICATIONS: 1 1 6 X 5 0 X 2 cm, 5.3 kg
DESCRIPTION: The bat'leth, or traditional Klingon
19th- through 21st-century Projectile "sword of honor," resembles a crescent-shaped blend of
Weapons a sword and a shortened quarterstaff. Descended from a
SPECIFICATIONS: Varies by type weapon wielded by Kahless himself, it features a blad-
DESCRIPTION: Prior to acquiring laser technology, ed forward edge, two sharp tines on either end, and a
most early civilizations employ chemically powered blunt rear edge. Made of baakonite, a metal similar to
slug-thrower projectile weapons, including pistols, tritanium, the bat'leth is a powerful, versatile weapon in
rifles, assault rifles, and submachine guns. While vary- the hands of a properly trained user (untrained users
ing somewhat in appearance and function depending usually just end up hurting themselves).
on the era and species of manufacture, these weapons PARRY MODIFIER: +2
all function similarly. DAMAGE: 3d6+2
RULES: See Table 10.3 for weapon damage. RULES: Upon scoring a complete success during a parry
DURATION/ENERGY: n/a; projectile weapons fire action, the user may perform a free attack action against
expendable ammunition (bullets/rounds). Typically, the same opponent. The free action must be performed
they store a number of rounds in clips: pistols (10), during the same round in which the parry was made.
rifles (1 5), assault rifles (1 5), submachine guns (30-50).
RANGE: See Table 1 0.3 for weapon ranges. Club
SPECIFICATIONS: 40-60 cm long, 0.5-1.5 kg
A r c h a i c Ranged W e a p o n s DESCRIPTION: Any moderate-sized blunt object—
SPECIFICATIONS: Varies by type from a carved stick of wood to bottles, stools, chair
DESCRIPTION: Prior to the advent of gunpowder, legs, and the like—can function as a club.
primitive civilizations rely on thrown and slung projec- PARRY MODIFIER: -2
tiles, including knives, spears, bows, and crossbows. DAMAGE: 1d6+1
^^m •• •
First commissioned in 2245 alter more than a decade of innovative development, the Constitution-class was the premiere vessel ot M e e t dur-
ing the mid-23rd century. The vessel was equipped with powerful Type VII phasers, Type I photon torpedoes, duotronic computers based on the innova-
tive work oi Dr. Richard Daystrom, and a state-of-the-art warp propulsion system designed by Dr. Lawrence Marvick. Over years of service the
Constitution-class demonstrated that it could travel farther and taster, and cope with a greater range of threats anil situations, than any ship built by the
Federation up to that time.
01 all the Constitutions fielded by M e e t , the most notable by far wes the U.S.S. Enterprise, IUCC-1701. Precedes! by Captain Robert April
(2245-2250) and Captain Christopher Pike (2251-2263), Captain James I Kirk gained command of the Enterprise in 2263 and became one of
M e e t ' s most renowned officers. During his famed live-year mission (2264-2269), the Enterprise and her crew (including Commander Spock, Dr.
Leonard "Bones" McCoy, Lieutenant Hikaru Suiu, Ensign Pavel Chekov, and Chief Engineer Mongomery Scott) participated in many remarkable adven-
tures. They saved many planets, and indeed the entire galaxy, from catastrophe on more than one occasion. In 2270, the Enterprise underwent substan-
tial upgrading and refitting with other Federation vessels, gaining many new and improved systems. Although Kirk destroyed the ship in 2285 to prevent
it from being captured by the Klingons, the Enterprise is among a lineage of ships with a record unmatched in the annals ol M e e t .
Compared to earlier ships, such as the Daedalus and Ranger classes, the Constitution-class was roomy and comfortable, with advanced food
processors, wide corridors, and several recreation areas. Still, most of its 430 crew members slept in barracks or multiple-bunk quarters and often
spent months in space without leaving the ship. Fortunately, the men and women who served aboard the Enterprise and her sister ships were a hardy
breed, ready and willing to tolerate the discomforts of shipboard life for the chance to see the galaxy and improve the Federation.
A century later the U.S.S. Enterprise NCG-1701-0, under the command of Captain Jean-Luc Picartf, established an equally remark-
able record lor the heroism and valor of her crew. The flagship of the Federation from 2363 to 2371, the Enterprise D was the second of
the Galaxy-class explorers built by Starfleet. The culmination of a design process begun in 2343, the Galaxy-class featured hundreds of tech-
nological innovations (many of which were developed specifically for it) and carried a crew ot 1,012. With its large Type X Phaser arrays,
Type II photon torpedoes, powerful sensors, and versatile navigational deflector, it served the Federation admirably during its eight-year
lission.
Designed primarily for purposes ot exploration and diplomacy, the Enterprises bone the same commander and chief officers for most
of its career, Notable crewmembers included Lieutenant Wort (the only Klingon ever to serve in Starfleet), Lieutenant Commander Geordi
La Forge (one of StarJet's most skilled engineers), and the sentient android Lieutenant Commander Data. With Captain Picard at the helm,
the Enterprise-D traversed the Alpha and Beta Quadrants, played a significant role in Klingon politics (including influencing the outcome of
the 2367-2368 civil war), and combated both the Romulans and the Borg. The Enterprise-D was destroyed in 2371 by the treacherous
attack of the Duras sisters.
Crewmembers on the Enterprise-D and other Galaxy-class explorers enjoy a standard of life not markedly different from most
Federation citizens. The ship is large, comfortable, and well appointed. Each crewmember has his own quarters, and in fact many families
live aboard the ship, creating a small "city in space," which the officers ol Kirk's day would find fascinating. Thanks to its replicators and
holodecks, crewmembers can participate in any sort of hobby or leisure activity they desire. Because postings on Galaxy-class explorers
are quite competitive, the crewmembers serving on them are the best Starfleet has to offer. Their display of competence, professionalism,
and courage give the entire ship an air of confidence and capability envied even by other Starfleet commanders.
WARP 6
ONE 1500 PLUS COCHRANE WARP
CORE FEEDING TWO NACELLES;
OWE IMPULSE SYSTEM IN STARDRIVE
SECTION, TWO IMPULSE SYSTEMS IN
SAUCER SECTION
LENGTH, 641 METERS
REAM, 467.1 METERS
HEIGHT, 137.5 METERS
DECKS: 42
1,012 OFFICERS AND CREW
4,500,000 METRIC TONS
ELEVEN TYPE X PHASERS
TWO PRIMARY/ONE SECONDARY
PHOTON TORPEDO LAUNCHERS
Long-range sensors work at a range of five light-
years (for high-resolution scans) or approximately
12-17 light-years (for medium- to low-resolution Some starships have the ability to separate a part of
scans). They cover a 45° arc forward of the ship. Long- themselves from the main body of the ship. On Starfleet
range sensors function at superluminal speed, propa- vessels, separation usually occurs between saucer and
gating at warp 9.9997 (slightly slower than subspace body. By disengaging a complex, redundant series of
radio). They can detect solid objects, gravimetric and locks, the crew can separate the saucer from the engi-
energy phenomena, subspace emissions, thermal neering hull. The crew remaining in the hull uses an
images, neutrino images, and variations or fluctuations auxiliary or "battle" bridge to control that part of the
within any occurrence. ship. The saucer uses its own impulse engines to move;
Lateral sensors are located along the sides of a ship but lacking a warp propulsion system, it does not have
in multiple "pallets." They detect objects in all direc- the power to travel at warp speeds or operate many
tions around a vessel, but only up to a range of approx- power-intensive systems, including shields.
imately one light-year. As such, they are of little use
when traveling at warp velocities. At impulse speeds,
lateral sensors facilitate scientific research; during Starships use tractor beams—superimposed sub-
combat situations, they allow the ship to locate and space/graviton force beams—to manipulate objects
track enemy vessels. The standard Starfleet lateral sen- outside of the ship (most commonly done to assist shut-
sor pallet includes EM scanners, subspace imagers, tlecraft landings). By creating and manipulating spatial
thermal sensors, and several other detectors. If needed, stress around an object, a tractor beam can pull it clos-
a crewmember can replace a standard pallet with a er, push it away, hold it in place, tow it along, or some-
more specialized version for a specific mission. times even tear it apart. The beam's effective range
Navigational sensors link with the navigational depends on the distance and mass of the target object.
computer and conn station to chart a starship's course Although normally considered an operations system, a
through space. Optimized to detect navigational mark- tractor beam has many combat applications, so the
ers such as chronometric relays, navigation beacons, Tactical Officer usually controls it during battle.
pulsars, quasars, and other objects programmed into
the ship's computer, nav sensors make it easy for the
Flight Control Officer to stay on course and monitor A ship's transporters allow the crew to "beam" per-
the ship's progress. sons or objects from place to place by converting their
matter to energy, then rematerializing them at the des-
tination point. A subspace carrier wave transmits the
PROBES energy stream and ensures the proper reassembly. The
Sometimes sensors malfunction or prove otherwise wave also carries a transporter ID trace, a computer log
incapable of fulfilling all of a ship's data requirements. of the entire process, in case anything goes wrong dur-
In these situations, ships can deploy probes-automated ing the process.
sensor platforms-to study an area or phenomena. Ships Transporting something takes about five seconds
often employ probes to perform standard surveys of using Federation technology or similar systems. A
planets and sectors, approach hazardous objects or ener- transporter cannot beam through deflector shields,
gy fields, or simply extend the ship's sensory capacity. cloaks, or high levels of matter or energy interference.
Probes fly and maneuver independently of the ship, Transporters come in three types: personnel, emer-
using microfusion reactor engines (for impulse speeds) gency, and cargo. Personnel transporters demonstrate a
or warp sustainer engines (to maintain a warp field if range of 40,000 kilometers and function at a quantum
the ship deploys them moving at warp speed). A ship can resolution, allowing them to transport living beings
control a probe remotely. Ships deploy probes using tor- safely. Emergency transporters have a range of 15,000
pedo launchers, so most probes resemble standard tor- kilometers and can only transport personnel from a
pedoes in size and shape (typically about 2 meters long, ship. Cargo transporters work at a molecular level and
.75 meters wide). cannot transport living beings. They have an effective
Starfleet uses nine standard classes of probe, and other range of 40,000 kilometers. The ranges for 23rd-centu-
species employ similar types. These include short-range ry transporters show greater limitations: 26,000,
EM scanning probes, planetary probes able to orbit a 13,000, and 26,000 kilometers, respectively.
body for up to three months, and warp-capable long- Regardless of its type, a transporter contains five
range probes. main subsystems in addition to the control station used
to operate and monitor the system. When the transport
begins, the molecular imaging scanners in the transport
pad analyze the transportee and tie in with the ship's
sensors to locate the destination or target. Next, the they depend on preprogrammed patterns, they cannot
energizing and transition coils dematerialize the trans- vary what they create; every plate of potatoes a food
portee and later reconstitute him at the destination replicator creates looks and tastes identical.
point, using an annular confinement beam (ACB) to Crewmembers can program new patterns if necessary.
create the spatial matrix for dematerialization. Other Replicators suffer from four other significant limita-
fields keep the transportee's energy pattern locked tions. Because of data capacity, they function only at
inside the ACB. the molecular level. This means they can't produce liv-
The transporter holds the transportee's energy pat- ing things, and single-bit reproduction errors some-
tern in the pattern buffer, a magnetic holding tank, times occur. Second, the replicator requires greater
until beam-out begins (microseconds after the Doppler amounts of energy to replicate large and complex
compensators adjust for relative motion between ship objects. Third, replicators possess safety interlocks pre-
and destination). A Federation transporter can hold a venting the creation of dangerous objects such as
pattern in the buffer for up to seven minutes before explosives (though in an emergency this feature can be
degradation (with resulting harm to the subject) occurs; overridden). Fourth, replicators cannot create certain
some other species' buffers reveal a shorter safety mar- objects, or cannot create them safely. The most promi-
gin. Degradation can range from transporter psychosis nent example of this occurrence involves latinum,
(a treatable condition causing hallucinations and delu- which explains why many civilizations use it as a
sions) to bodily harm to the subject. medium of exchange. Similarly, some medicines and
While the pattern is in the buffer, the transporter complex compounds defy replication; the single-bit
biofilters scan it for all known bacteriological and viral errors occurring at quantum levels render them inert or
agents and eliminate them from the pattern if detected. similarly useless.
Because the biofilters cannot detect unknown agents,
transporters cannot always prevent accidental contam-
ination of the ship. Other filters prevent the ship from Starships contain several systems designed to propel
transporting dangerous objects, such as primed explo- them through space at superluminal speed. These sys-
sives, aboard. Once the filters complete their task, the tems also generate the massive amounts of power need-
emitter and receiver arrays on the ship's hull complete ed to operate their drives and other shipboard systems.
the process by transmitting (or receiving) the energy Most ships include both warp and impulse drives.
stream.
Most transports represent routine affairs posing Warp Propulsion System
minimal danger to the subject (especially when beam- The main propulsion and power generation system
ing between two transporter pads). But interference, for most starships is called the warp propulsion system,
sabotage, and any number of other situations can risk or warp drive. The warp drive works by combining
malfunctions and jeopardize transport. Transporter matter and antimatter under controlled conditions,
mishaps can result in failure to rematerialize the sub- allowing the system to tap the annihilation reaction for
ject fully or properly, possibly killing the subject or energy. A warp drive includes three primary subsys-
destroying the cargo. Other errors include rematerial- tems: the matter/antimatter reaction assembly, the
izing at the wrong destination (possibly inside a solid power transfer conduits, and the warp nacelles.
object, also fatal to the subject), fusing transported The matter/antimatter reaction assembly, or warp
individuals or components, and creating temporal core, typically arranged as a column (or, in the 23rd cen-
and/or dimensional shifts. tury, a horizontal structure), uses reactant injectors to
inject matter (deuterium) in one end and antimatter (anti-
deuterium) in the other end. Magnetic suspension keeps
Closely related to transporters, replicators allow the the antimatter and matter from contacting each other
crew to instantly create food, spare parts, and other until the proper moment. Magnetic constriction segments
useful objects such as clothing and tools. Their tech- align the matter and antimatter streams, forcing them into
nology has revolutionized starship and colony life, the matter/antimatter reaction chamber (M/ARC).
allowing Starfleet to undertake longer and deeper mis- The M/ARC contains a crystal of dilithium, the only
sions without worrying about supply and logistical substance known to science which does not react with
problems. Most ships carry industrial replicators (small antimatter when exposed to a high-frequency electro-
and large) as well as food replicators, which are locat- magnetic field. In the 23rd century, dilithium crystals
ed throughout the ship. degraded with use, thus requiring periodic replace-
Replicators dematerialize a sterilized, organic par- ment. Scientists developed recrystalization techniques
ticulate suspension supplemented by recycled waste in 2286 and greatly extended the usable life of dilithi-
products and transform it into the desired food or um crystals.
object via established materialization patterns. Since
In 2366, following initial contact with the Borg, M e e t began designing its first "warship"—the first vessel created primarily with
military/defense missions in mind. Initial development stalled due to technical and political difficulties. But in 2371, when the Dominion threat arose, Ie
prototype ship, Ie U.S.S. Defiant, NX-74205, was assigned to Captain Benjamin Sisko and the crew of space station Deep Space 9.
The Defiant-class bears l i e resemblance to any other M e e t vessel. Its short, squat body lacks the traditional saucer-pylon-nacelle configura-
tion. Instead, the designers pulled the warp nacelles in right next to the main hull and installed the bridge in the center of Ie main hull tor greater pro-
tection. Many new tactical systems were installed, including powerful pulse phaser cannons, quantum torpedo launchers, and ablative armor. Compared
to even much larger ships such as the Galaxy-class, the Defiant-class packs a powerful offensive punch. The Defiant prototype also included a cloaking
device, on loan from the Romulan Star Empire, which gave it even more tactical options and power.
The U.S.S. Defiant performed remarkably well for M e e t after Chief Engineer Miles O'Brien overcame many of the ship's technical problems. It
fought in major battles of the Dominion War, including Operation Return and the first assault on Chin'toka, and accounted for dozens of enemy casualties.
The Defiant was destroyed by the Breen during the Chin'toka counteroffensive, but the U.S.S Sao Paulo was renamed Defiant to honor its predecessor's
valorous service history.
Given their military emphasis and special tactical systems, Defiant-class vessels lack some of the creature comforts common to most other 241-
ceiiry ships. Their quarters are spartan rooms shared by two crewmemhers, they have no holodecks or other recreation facilities to speak of, and
liieir corridors seem dark and cramped. Crewmembers on a Defiant serve military agendas, and they disregard such inconveniences with a singleness
of purpose.
Unfortunately, it also hecame ooe ol the major Ironts [hiring the Dominion War, a two near long conflict with a powerful race from the Gamma Quadrant.
With Captain Sisko ami the crew ol DS9 holding the trout line, Slarfleet ami its allies woo the war, hot at a terrible cost in ships anil personnel. With the war
concluded, the station once again stands poised to make Bajor the huh of the galaxy's most important trade routes.
Deep Space 9 reveals a carious mishmash af technologies. Built according to traditional Cardassian aesthetic and engineering principles, it consists ol a
central core, inner and outer rings, and three pairs ol inward curving docking pylons, resembling a large wheel in space. Some of its systems are of original
Cardassian design, while others evidence Starfleet and Bajoran innovation, and some a strange combination of the three.
Although considerably more comfortable than in the days of the Cardassian occupation, DS9 quarters are generally dark, cramped, and austere. Individual
accommodations tor its 7,000 permanent and transient residents range from stark to plush, depending on the amount of latinum in one's pocket. While legitimate
commerce is the station's lifeblood, many illegal transactions take place here as well. Starfleet officers stationed at DS9 find life markedly different from that
aboard an installation or ship owned and operated wholly by Starfleet.
Inside the crystal, matter and antimatter streams
collide and annihilate each other. The crystal chan- Impulse Drive
nels the resulting plasma, directing it into power Starships don't always need to travel at warp
transfer conduits (PTCs). The PTCs carry the plasma speeds. When conditions warrant—when passing
to the warp nacelles, where a plasma injector system through a solar system or engaging in combat, for
feeds it into the warp field coils. The coils create example—they use impulse drives. Impulse drives
nested subspace fields. By shifting the fields' fre- employ large fusion reactors to propel the ship for-
quencies, the nacelles generate propulsion at speeds ward. Like the warp drive, impulse drives can also sup-
faster than light. As of 2377, Starfleet vessels can ply power to the rest of the ship, but in lesser amounts.
achieve maximum speeds of Warp 9.982. Ships calculate impulse speeds as a percentage of c
Because the warp propulsion system is so crucial (the speed of light). Most impulse drives allow speeds
to the functioning of a starship and so potentially of .1 to .75 c, but the most advanced models can pro-
dangerous, it includes numerous safety features. The pel a ship at speeds up to .95 c. Starfleet refers to .25 c
engineering crew performs routine maintenance on as "full impulse," since faster rates usually warrant trav-
it every day and can shut it down for major repairs eling at warp speed instead. Only emergencies prompt
or to replace the dilithium crystal. An extensive net- captains to order higher impulse velocities.
work of access tubes and conduits honeycombs the
sections of the ship containing the warp propulsion A u x i l i a r y and Emergency Power
system, allowing the crew to reach any problem area Most ships maintain two backup power systems:
easily. In the event of a warp core breach, the engi- auxiliary and emergency power. The crew uses these
neers can eject the core and save the ship from systems to counteract losses of power from the warp
deadly radiation. and impulse engines, or to improve the performance of
Ships rarely engage in combat at warp speed. Not shields and other systems during combat. Additionally,
only is maneuvering at such high velocities dangerous, some systems, such as phasers and cloaking devices,
but only warp-propelled torpedoes function properly at rely on individual power supplies called batteries to
translight speeds. Instead, ships usually drop to provide enough power for short-term use in the event
impulse speeds when engaging in combat. of shipwide power failure.
Electroplasrna S y s t e m
An extensive network of microwave power trans-
ALTERNATE SUPERLUMIIUAL PROPULSION mission guides, called the electroplasma system (EPS),
While Starfleet and similar organizations rely on warp connects to the warp and impulse drives. The EPS taps
propulsion, other species have developed more advanced the engines for the power needed to run the rest of the
forms of faster-than-light travel. Some of the advanced ship; if it suffers damage or interference, some or all of
propulsion drives include the following: the ship's systems may lose power.
Life S u p p o r t
Most capital ships also carry missile weapons, Life support systems perform the crucial task of
called torpedoes. Starfleet and similar agencies nor- maintaining a habitable environment aboard ship. Life
mally employ two different types of torpedoes. The support functions stabilize not only pressure and atmos-
photon torpedo, which is the most common, creates a phere, but also temperature, humidity, and gravity. Ships
controlled matter/antimatter explosion to inflict have multiple redundant life support systems, including
tremendous damage to the target. The quantum torpe- emergency life support modules and shelters that allow
do, which is relatively new and much rarer, releases time for evacuation when all other systems fail.
energy from a zero-point vacuum domain to create an A ship carries large amounts of breathing gases
explosion roughly twice as powerful as that of a pho- needed for life support, replenishing them when it
ton torpedo. Several other types of torpedoes, such as docks. Additionally, atmospheric processors through-
the devastating plasma torpedo fielded by the out a vessel recycle waste gases (typically carbon diox-
Romulans, also exist in the Star Trek universe. ide) to supplement the supply of fresh oxygen. Parallel
All torpedoes have much longer ranges than beam atmospheric processors operating on 96-hour duty
weapons; and they cause more damage than most cycles ensure the system never breaks down.
ship-based beams. On the other hand, crews cannot On most Starfleet ships, life support systems main-
fire torpedoes with as much precision, and enemy tain an atmosphere similar to a Class M planet, with a
ships can evade or counteract them more easily than nitrogen-oxygen mix of gases. The crew can isolate a
energy beams. small percentage of quarters to support other environ-
ments, such as Classes H, K, or L Outside of their quar-
Deflector Shields ters, nonoxygen breathers must use personal life sup-
Deflector shields provide a ship's primary defense. port devices to keep from suffocating.
Every ship maintains four shields: forward, starboard, The life support systems also maintain gravity inside
aft, and port. When a crew activates a ship's shields, the ship via networks of graviton-emitting stators or emit-
the shield generators create fields of highly focused ter blocks. This system provides crewmembers with a
spatial distortion, which the external shield grid con- definable "up" and "down", regardless of the position of
forms to the hull. The field concentrates at points of the vessel relative to a planet or other large celestial body.
impact to repel damaging force. But even when a
shield functions properly, the impact of the blast may M e d i c a l Facilities ( S i c k b a y )
jolt the vessel and cause minor structural damage. Starfleet vessels equip and maintain one or more
When a shield deflects attacks of excessive force, it medical centers, often referred to as "sickbays." A typ-
eventually collapses and leaves the ship vulnerable to ical sickbay includes a medical clinic for routine exam-
further attack. inations and minor treatments, an intensive care unit,
In 2370, alter nearly a decade of design work, Starfleet launched one of its most sophisticated starships to date, the Intrepid-class light explorer.
Considerably smaller than previous explorers (with a crew of 150 and 15 decks), the Intrepid-class made up for its lack of size with powerful, innova-
tive systems. Equipped with a warp drive able to reach speeds of Warp 9.975, computers using bioneural circuitry, an Emergency Medical Hologram to
assist or substitute for a living doctor, and landing systems allowing it to enter atmospheres and make planetfall, Intrepid-class vessels can perform many
different types of missions. Their Type X phasers and Type II and VI photon torpedoes also enable them to deal with any threats they encounter.
0! all the Intrepids launched to date, the most famous by far is the l i . S l Voyager, MCC-74056. In 2371 a powerful being known as the "Caretaker"
propelled it, and a nearby Maquis ship, into the Delta Quadrant, 70,000 light-years from Earth. Realizing neither ship could make the dangerous journey
home alone, Captain Katliryn Janeway recruited the Maquis leader, Chakotay, to serve as her First Officer and integrated the Maquis personnel into her
own crew. After many harrowing adventures, including multiple confrontations with the Borg and equally as many wondrous encounters, Voyager final-
ly returned home in 2377 after a seven-year journey during which it acquired crewmembers of several Delta Quadrant species.
Although a typical Intrepid is as comfortable as a Galaxy-class ship, Voyager found herself on very different footing. Stranded in the Delta Quadrant,
thousands of light-years away from her normal sources of support and supply, she had to develop procedures for conserving food, replicator material,
energy, and other resources. The crew often had to cope without amenities common to most Starfleet ships, especially replicator use. Captain Janeway
and her crew devised many ingenious solutions to their difficulties, always finding ways to "do with or do without," such as using hits of Borg technolo-
gy to repair the ship after deadly encounters with enemies such as the Kazon and Hirogen.
and one or more research laboratories. The doctors and
nurses in sickbay can treat minor illnesses and injuries,
including broken bones, in just a few minutes using There's more to life than work, even aboard a star-
advanced medical technologies and treatments. More ship. Rest and recreation are essential for the crew to
serious injuries or ailments may require surgery, drug improve their efficiency and maintain high morale. But
or nanite therapy, or other sophisticated procedures. the crew of a starship can't go on shore leave every
A sickbay's ICU contains two or more biobeds, weekend, so starships provide many forms of recre-
beds equipped with sophisticated sensors allowing ation aboard ship, including lounges, rec halls, gym-
medical personnel to obtain up-to-the-second data on nasiums, and other facilities.
a patient's condition. Larger ICUs may also contain one
or more units doctors can seal off with force fields to Holodecks
create sterile environments. The most advanced recreation facility aboard
If a crewmember requires surgery, doctors can Starfleet vessels is the holodeck. These special cham-
attach a surgical support frame (SSF) to his biobed. An bers are equipped with holoemitters, special sensors,
SSF contains advanced medical and biological sensors, miniaturized tractor beams, and replicators to simulate
a bioregenerative field generator, and equipment able almost any environment, setting, or situation.
to assist the doctor with surgery. The SSF can perform Complicated scenarios require detailed holoprogram-
many routine procedures, such as administering drugs ming, but crewmembers can recreate basic situations
or anesthetics without supervision. It can also erect a by issuing verbal commands.
force field around the biobed to create a sterile surgi- With its tractor beams and replicators, a holodeck
cal environment. creates objects and people ("puppets") indistinguish-
able from the real thing. But because they are made of
Emergency Medical Holograms (£MHs) "holodeck matter," these simulacra disintegrate if
In recent years, Starfleet has begun equipping many removed from the confines of the holodeck. Creating a
of its longer-range vessels with Emergency Medical holographic representation of a specific person without
Holograms. An EMH is a sophisticated hologram pro- permission constitutes both a crime and a breach of
grammed with 50 million gigaquads of medical infor- ethics in most societies.
mation from 3,000 cultures (including 2,000 medical Users interact with a holodeck simulation at all lev-
texts, 47 physicians' personal experiences, and 5 mil- els—they see it, hear it, touch it. They can get in fights
lion possible treatments). It can perform virtually any with holodeck characters and end up bruised and bat-
medical procedure, often with greater precision than a tered, fall into a holographic sea and get wet, or
living doctor. However, the EMH lacks a sentient encounter holographic people so realistic they might
being's judgment and adaptability. For this reason it develop a passion for them. Though generally safe and
serves as a backup, not as the primary physician. reliable, holodecks occasionally malfunction. On at
least one occasion, a malfunction is known to have
created a sentient hologram, giving rise to various
moral, ethical, and technical quandaries.
Crewmembers use holodecks not only for recre-
ation but also for training, exercise, and many other
purposes. Thanks to the holodeck, a crewmember can
spend his shipboard free time learning to drive Altairan
dune-skimmers, recreating great battles of history, or
practicing Mok'hara against holographic opponents.
Safety overrides prevent a holodeck user from suffering
any real harm, but if the safety protocols are deactivat-
ed or damaged, a hologram can injure or kill.
Most species having sufficient technological
advancement employ holodeck technology. Romulan
ships have holodecks similar to those of Starfleet, while
Klingons prefer to use their 'decks mainly for combat
training and tactical simulations. The Ferengi make a
healthy profit by selling or leasing holonovels ranging
from intellectually stimulating to salaciously titillating.
Consequently, Klingon ships devote an unusually
high proportion of space to disruptors, tactical systems
Although most starships feature the same basic sys- (including cloaking devices), and other armament as
tems, each presents a different feel than the others. compared to Federation, Cardassian, or Romulan ves-
Serving on a refurbished Miranda-class cruiser isn't the sels. The Klingons think of their ships as weapons first
same as performing a tour of duty on a top-of-the-line and foremost and don't hesitate to take them into bat-
lntrepid-c\ass light explorer; each ship possesses its tle at the slightest provocation. To ensure that multiple
own rhythms, quirks, and atmosphere. Like its crew, bridge crew personnel are available for tactical duties
every starship is unique. at any given time, the Empire maintains the helm/nav-
igator separation of duties Starfleet abandoned
decades ago.
On a Klingon ship, the captain often has to fight to
Cardassian Ships maintain his position. Any crewmember who thinks he
Cardassian ships, such as the Gator-class battle could command the ship better can challenge the cap-
cruiser, demonstrate a strange dichotomy between tain's decisions and provoke a duel for command.
comfortable and utilitarian facilities. Whether a Similarly, fights often break out between crewmembers
crewmember occupies austere quarters or lavish over insults (real or perceived) or as a way to assert
dwellings depends on the individual's vesala (influence dominance.
within the Cardassians' castelike society). The typical
crewmember, who holds low rank and low vesala, Rornulan S h i p s
shares barracks with his fellows, or if he's lucky enjoys Compared to Cardassian and Klingon vessels,
small quarters to himself. The corridors and rooms in Romulan ships bear a strong similarity to Starfleet ves-
their sections of the ship are cramped and often have sels. Both governments possess roughly the same level
low ceilings (especially in small vessels). The rank and of technology and outfit their ships with the same sorts
file spend long hours on tedious duties but take com- of amenities (including holodecks, lounges, and other
fort in the fact that they serve the glorious Cardassian recreation facilities). Even for low-ranking crewmem-
state—something the "political observers" from the bers who live in barracks, duty aboard a Romulan ship
Obsidian Order constantly remind them of. is physically comfortable.
On the other hand, officers with high vesala live But Romulan service is not easy, especially social
much better shipboard lives. Their quarters and offices life. Romulan society is marked by incessant political
are roomy and comfortable, often approaching luxuri- maneuvering and partisan conspiracies. The state exer-
ous. Cardassian officers want for nothing; they enjoy cises a great deal of control and influence over the
the best food, kanar, women, and unrestricted access populace; and all of these things carry over to the ves-
to the ship's recreational facilities. They exemplify the sels of the Star Navy. Every crewmember knows the
promises of the Cardassian propaganda corps every Political Officer on board works for the feared Tal
day, and they know it. Shiar, but no one can ever be sure which of his fellows
Visitors to Cardassian ships find them hot and serves the spy corps covertly. Commanders must tread
humid. Cardassians enjoy high temperatures and moist warily to ensure the crew remains loyal without taking
air, so their ships' environmental systems toil to dispel actions that unnecessarily endanger the ship. They
the icy touch of space. must also avoid actions that might cause underlings to
file reports questioning their leadership with the High
Klingon Ships Command. These types of backbiting, favor-trading,
From the small B're/-class "birds-of-prey" to the enor- secrecy, and counter-punching make themselves felt
mous Negh'Var, flagship of the Empire, Klingon vessels every day.
seem dark, dank, and uncomfortable to most other Every Romulan vessel comes equipped with a pow-
species. Klingons install few creature comforts on their erful cloaking device to hide it from enemy sensors. To
ships—quarters are small, with flat metal shelves for ensure the actions of the crew don't accidentally reveal
beds; most corridors and rooms are lit with a garish red the location of the ship, the Star Navy uses many pro-
light that does little to alleviate the gloom; barren metal, tocols and guidelines to govern crew behavior during
girders, and conduits remain visible in most places; and "cloaked flight mode." Any crewmember deviating
recreation facilities are limited to combat practice rooms. from these regulations can expect harsh punishment,
The Klingons prefer these accommodations, though. even if his disobedience causes the ship no problems
They view creature comforts with disdain and don't need on its mission.
mattresses, holodecks, and lounges as other "soft"
species do; a true Klingon warrior not only endures the
hardships of shipboard life, he embraces them!
species, both Klingons and
Humans tend to thrive on action,
Your series will undoubtedly and Bajorans and Cardassians give
cover a broad range of stories over each other plenty of danger to
time. Some characters fit better into think about. The thing about dan-
some stories, and there's nothing ger, however, is that it doesn't
wrong with that. If you've rolled up come only to violent people. A
a Vulcan Starfleet biochemist, you peaceful Ocampan colony may
probably won't be the star of adven- have to fight off deadly Kazon
hese are your voy- tures involving interstellar piracy raids, or a Vulcan survey ship pro-
ages. Although your Narrator and Orion slave-trading. However, tect both a deadly alien creature
designs the specific adven- part of the Star Trek ethos is that any and a nervous atomic-level planet
tures you'll experience, character might be the one to save from each other!
including the story arcs and the day, the hero of the episode.
galactic events spanning Perhaps your Vulcan is the spitting
your entire series, without image of a Romulan pirate on the
character, nothing happens. fringes of Ferengi space, or Starfleet In these stories, players who
Star Trek Roleplaying Came is trying to contain a deadly con- like puzzles and figuring things
adventures revolve around tamination spread by Orion slave out will thrive, as will those who
your character and his ships. In short, don't dismiss any- enjoy learning or seeing cool stuff.
Crew. This gives you the thing out of hand. The following In a Star Trek series, Vulcans and
leverage to have the kind of entries present a few of the basic Humans seem to have the greatest
fun you want to have along story types you'll experience as well propensity for exploration for
with the responsibility to as the kinds of characters who might exploration's sake. In addition to
work with your Narrator flourish therein. characters posted to Starfleet (or
and fellow players to create similar organizations), pure scien-
the kinds of stories every- tists exist for just such concerns.
one enjoys. These are stories of immediate And don't forget sociologists,
conflict: war stories, pirate tales, anthropologists, archaeologists,
tense showdowns with criminal and historians—they all seek to
gangs, and fleet actions against the understand the unknown ele-
Borg. Any starship officer will be ments of alien societies and
called on to perform at his peak in strange new worlds. Merchants
such stories, although command also wind up making more than
and security types typically carry their share of new discoveries
the action. Rogues and soldiers while seeking new markets and
also figure in such stories. Among new trade goods.
a little thought, you can find all these stories in any
other background in the Star Trek universe, from Ferengi
Players with a zest for drama, emotional discovery, merchant adventures to Klingon political machinations
and personal change will enjoy these stories. Any charac- to Vulcan scientific surveys. Picking a setting doesn't
ter with a true love, parents, or a homeland he loves can mean closing the door to any story type.
become the center of emotional episodes or be affected It does, however, close off some paths to certain
by the trials of another character's life. Betazoids have the story types and cast similar stories in wildly divergent
edge in such tales, given their empathic natures; contexts. For example, both the original series episode
Talaxians, Bajorans, and Ocampans all have the strong "Obsession" and the movie Star Trek: First Contact
emotion that comes from a devastated, endangered draw heavily on Moby Dick for their story concept and
homeland. The Trill, of course, have three or four lifetimes characterization, but the two stories indisputably
of emotional developments to think back on—or to have maintain the "feel" of the original series and Star Trek:
suddenly recur in their new lives. Any character should the Next Generation, respectively. Likewise, an espi-
have some "hook" to a possible story of introspection and onage story portrayed as a single covert operation in a
emotion—even an emotionless Vulcan may have an aloof starship's five-year mission is going to feel different
parent or a bride back home awaiting Pon fan. from one unfolding slowly on a specific planet or
space-station where the action occurs over a period of
several months. In short, the "feel" and plot of your
These puzzles resemble exploration and discovery stories depend on the setting: Where you decide you
stories in their intellectual bases, but they can always put your characters in time and space has a pro-
take a deadly turn into action. Whether it's tracking down nounced effect on the type of series you play, even
Jack the Ripper or launching a disinformation operation though individual episodes may lead you and your fel-
against the Romulans, mystery and espionage stories sel- low crewmates to a variety of locations.
dom stay safely in the briefing room. Diplomat characters
flourish here, as do any characters with odd or unsavory
connections—rogues, merchants, and Ferengi. Each series has its own flavor, its own kind of story-
telling, and its own rhythm. You might want to tell your
Narrator which series you're most familiar with or
Some stories act as "thought experiments" about which one you most enjoyed watching. Even if she's
moral issues. A planet may present problems similar to planning to run a different series, she may try to add
those of our more familiar Earth or face an opportunity some of your favorite elements to the series she has on
Earth never had. The best such stories force the Crew the boil. Your character choices can help, as can your
into making hard choices, rather than smugly wading attitude toward the game. Toss a dash of original-series
in on the side of Decent Goodness. (If things are that Star Trek derring-do into the grim Dominion War era
obvious, it's just an action story with delusions of of Star Trek: Deep Space Nine, or put some of the iso-
grandeur.) Perhaps two moral principles (liberty and lation and psychological exploration of Voyager into
equality, for example) clash on a grand galactic scale, the civilized, scientific Starfleet of Star Trek: The Next
or a single crewman must decide between love and Generation.
duty. By thinking and reacting as your character would, A series can happen anywhere; you can tell gritty
rather than as a modern Earthling, you learn something stories of compromise and shadowplay in the corri-
about your character—which is why any player can dors of Starfleet Command on Earth just as easily as on
benefit from a well told moral message story. the dusty worlds of the Klingon frontier. A Ferengi
marauder can have swashbuckling adventures—no
reward without risk, after all—and an Imperial Klingon
ship on detached duty along the Romulan border
might find thought, diplomacy, and emotional truth
more useful than jumping for the disruptors. You can
It's important to note that any of these stories can mix and match eras in one game, perhaps by playing
take place anywhere. The Dominion War sounds like a a time-traveling extravaganza or a generational saga in
natural focal point of both action and espionage—but as which your characters' children and grandchildren
Deep Space Nine proves, war stories make great tales of become central characters in their own right and voy-
introspection and emotion, and great ways to explore age through space in their own stories and starships.
moral issues in message stories. Weapons research, Finally, of course, your 24th-century characters can
scouting missions through the Bajoran wormhole, and always climb into the holodeck for stories of any flavor
any number of other exploration and discovery stories they wish. Your character, in short, may be influenced
can easily fit within the Dominion War framework. With by his era, but he needn't be imprisoned by it.
The Next Generation
The parallel descriptor for Star Trek: The Next
Generation is "thoughtful." Although it presents its
share of tense dramas and fast-paced action stories, in
this series most problems are solved with discussion
rather than concussion. Last-minute alterations to the
ship's technology, powerful orations from its diplomat-
captain, and intensely felt attempts to understand
opponents save the day. The Enterprise-D holds chil-
dren and psychological counselors, and by a hundred
other little signs shows that the age of bold (even mani-
acal) risk and adventure has given way to a mature,
permanent, and above all civilized way of life. Some
other civilized options include:
as rapidly as possible. If the proper conditions exist, life necessary for the formation of humanoid life. They
will almost always gain a foothold and begin to evolve. express their intent—to give future intelligent life in the
One of the basic tenets of the Star Trek universe is that galaxy a common heritage from which peaceful rela-
the galaxy teems with life! tions naturally arise—by inserting a message to their
creations into this primordial DNA. This message was
8 B i l l i o n Years A g o : Creation of the finally decoded billions of years later when a multi-
Guardian of Forever ( C l a s s i f i e d ) species archaeological expedition led by Jean-Luc
Various advanced dating techniques estimate the Picard assembled the message fragments stored in the
Guardian of Forever was created 8 billion years ago. DNA of all humanoid life in the galaxy.
First encountered by the crew of the Enterprise under
the command of Captain James Kirk in 2267, the exact 2 2 M i l l i o n Years A g o : T h e Organians
circumstances surrounding the Guardian's creation E v o l v e into Pure Energy
remain a mystery. The Guardian is sapient, describing After shedding their corporeal bodies, the Organians
itself as "my own beginning and my own end." Since evolve into beings of tremendous power and influence.
the Guardian's purpose is to allow those who pass When, 22 million years later, the UFP and Klingon
though it to journey instantly through time and space, Empire enter into a dispute over an Organian world, the
it's possible the Guardian was sent into the past from a energy beings not only stop the skirmish over the plan-
future civilization. et, but force a peace treaty on both governments.
2245: U.S.S. Enterprise I70I Is Launched 2265: Axanar Admitted to the Federation
The Constitution-ciass U.S.S. Enterprise is launched In the wake of the disastrous Axanar Rebellion, the
under the command of Robert April. The flagship of Axanari abolish their old caste system and form a new
Starfleet, the Enterprise—in its various incarnations—is world government. This new government, after several
present at most of the important military and diplomat- years spent undoing the mistakes of the past, succeeds
ic events of the next 125 years. in gaining admittance to the Federation.
ROLEPLAYIIUG DURING THE COLO WAR 2267: Khan Revived
Your Narrator may opt to set her series during the Cold Captain James Kirk revives Khan Noonien Singh,
War period, during the original series of Star Trek, warlord and escaped genetic "superman", when the
shortly before. You may play a Starfleet officer, an Enterprise encounters the S.S. Botany Bay. Khan and
Orion pirate, or a Romulan senator—that's up to you his followers attempt to take over the Enterprise and
and your Narrator. But anyone taking on a role in this begin their conquest anew, but fail. Kirk strands Khan
time period should keep the spirit and conventions of and his followers on Ceti Alpha V.
this era in mind.
This is an age of heightened tension. Almost every 2267: Organian Peace Treaty Established
spacefaring race is ready to go to war at the smallest The Organians, beings of near-limitless power,
provocation. Even the Federation, with its devotion to impose the Organian Peace Treaty. The Klingons, now
peace and understanding, is willing to go to war if left
forcibly prohibited from conflict with the Humans,
no other option. While "tension" best describes the out-
begin to chafe at the confines of the Romulan treaty.
looks of the governments in this era, "swashbuckling"
best describes the individual. Kirk is not an aberration.
There are lots of Klingon captains out there ready to 2268: Polaric Test Ban Treaty Signed
throw a haymaker and plenty of well meaning Starfleet Though initial evidence suggests polaric ion energy
captains ready to contaminate a culture. might provide clean power on a planetwide scale,
Things look different in this era as well. Costumes are
research into the technology is halted when a Romulan
different and, let's face it, the budget for makeup goes
outpost is destroyed after discovering polaric ion ener-
quickly and buys little. Uniforms tend toward bright,
primary colors, unless worn by a female NPC, in which gy can cause widespread chain reactions in subspace.
case expect to see pastel nightgowns. Your Narrator The Romulans, Federation, and other races in the
paid for Technicolor and by god he's going to use it. Alpha and Beta Quadrants sign the Polaric Test Ban
In short, don't be afraid to shoot someone, punch Treaty to prevent further use of polaric energy as an
someone, or otherwise Get In Over Your Head. The
unstoppable, uncontrollable weapon.
repercussions of violence in this era are minor; you'll
usually get away with nothing more than a little blood
2 2 6 6 : First Contact with the T h o l i a n s
at the corner of your mouth. Although there is the off-
chance a race of beautiful alien women in thigh boots After gathering scant pieces of data from other cul-
will steal your brain. This can't be helped. tures on the enigmatic species, the Federation makes
first contact with the Tholian Assembly. The Tholians
prove aggressive and intractable. Their territory, per-
The El-Aurians, a long-lived humanoid species haps as a result of the manner in which they perceive
located on the edge of the Delta Quadrant, scatter space-time, is noncontiguous, resulting in several inad-
throughout the galaxy after the Borg smash their home- vertent incursions into their space. More than 100
world. Few El-Aurians escape. years pass before the Federation officially establishes
diplomatic relations with the Tholians.
2267: First Contact with the Qorn
Gorn warships destroy a Federation outpost on 2 2 6 8 : Federation S t e a l s C l o a k i n g
Cestus III. The Metrons, an advanced, apparently Technology ( C l a s s i f i e d )
humanoid species, prevent a large-scale war by forcing The Federation, fearing its use as a first-strike weapon,
the Gorn commander and Captain Kirk to resolve their steals cloaking technology from a Romulan battle cruis-
conflict in single combat. The combat results in a ces- er. Research indicates that, with its current technology,
sation of hostilities between the Federation and the the Federation cannot outfit its vessels with cloaks unless
Gorn, although years must pass before the two races the ships are heavy cruisers specifically designed for war.
establish a treaty. The Federation Council opts not to build such vessels,
instead relying on proven strategy and tactics to com-
2267: Rornulan-Klingon Alliance Formed pensate for the advantage cloaks give their opponents.
The expanding Second Klingon Empire, preparing
for conflicts with both the Romulan Star Empire and 2271: The Battle of Dumok'azen
the United Federation of Planets, signs a treaty with the Dumok'azen, a small, mineral-rich world on the
Romulans in order to avoid a two-front war. More a border of the Romulan and Klingon Empires, becomes
nonaggression pact than a workable alliance, both the site of a bloody battle between the two allied races.
sides initially benefit from the treaty, and the Klingons The Klingons claim glorious victory while the
prepare for war with the Federation. Romulans retreat, increase productivity of warp-capa-
ble ships, and bide their time as the Klingon Empire
stretches itself thinner.
Union and Klingon Empire eventually enter into a
truce, the Cardassians consider the agreement a
humiliating failure.
When the leaders of the live founding worlds met on Epsilon Eridani in
2161, they set about drafting a series of articles to define the structure ARTICLES SIX THROUGH FIFTEEN: Describe the function and
of their new Federation. These articles, once ratified, became the power ot the Federation Council and its legislative powers.
Constitution of tlieOFP. These ten articles form the meat of the Constitution, setting forth
The Constitution both establishes the power and function of the govern- voting powers of council members and establishing the different
permanent cabinets. Article Thirteen, for example, establishes
ment and guarantees the rights of the individual, as well as those of each
Earth as the seat of Federation government.
member world. The entire governmental structure of the Federation is
diagrammed in this document. There are twenty-seven original Articles: ARTICLES SIXTEEN THROOGH NINETEEN: ia
President of the Federation, as well as his bureaucratic under
cabinet, the Secretariat. The President serves as chief diplomat,
ICLES 01 AND TOO: Set forth the basic goals o! the establishes foreign policy, and functions as commander in-chief
Federation: to establish a coalition of worlds each relying upon of Starfleet. This necessarily requires thousands of man-hours
the other to further the peace, prosperity, and continued expan- of work every day. The offices of the Secretariat perform this
sion of knowledge of the whole. work, reporting directly to the President.
ARTICLE THREE Establishes l e rights of the individoal. As the ARTICLE TWENTY: Establishes Starfleet as the Federation's
Constitution explains, these rights do not come from the defense force and exploration fleet. This article names San
Constitution, they come from the simple fact of individual exis- Francisco as Starfleet Headquarters and establishes a subcabi-
tence. These rights cannot be given or taken away, but they can net of fleet admirals to serve as Starfleet Command, reporting
be oppressed or violated. The third article exists to ensure the directly to the President.
Federation does not have the right to take its citizen's rights
away. Article Three is similar in many ways to the United States ARTICLES TWENTY-ONE THROUGH TWENTY THREE: Set forth the
of America's Bill ol Rights. powers of the judiciary branch. Article Twenty-two, foi
instance, establishes the Federation Supreme Court as ultimate
ARTICLE FOUR Ensures the right of each world to govern itself. legal authority.
The greatest fear of many non-Federation cultures is that joining
the Federation means giving up the culture's current sovereign- ARTICLES TWENTY FOUR AND TWENTY FIVE: Set forth the
ty over itself, submitting, in essence, to the government of a for- rules for membership in the Federation, as detailed above.
eign power. While a certain degree of this is, by nature, neces-
sary, the Federation goes to great lengths to minimize this at all ARTICLE TWENTY SIX: Delineates the process by which a mem-
times. If a world meets the eligibility requirements and agrees ber world or some subgroup of its population can establish a
with the principles of the Constitution, it is free to employ any colony. The Colonial Rights article, as it is known, explains in
form of government it wants. Arguably, some forms of govern- great detail the limited authority the Federation has over its
ment are better suited to the principles of the Federation than colonies and the aid to which colonies have a right. It also states
others; so far no member worlds employ autocratic dictator- that colonies must undergo the same rigorous review period
ships, and most worlds use some form of democratic represen- and criteria established in the previous two articles if they wish
tation. Some planets, after analyzing the Federation Constitution, to become full members.
113459 adopt it as their own governmental form.
ARTICLE TWENTY-SEVEN: Explains the processes necessary to
ARTICLE FIVE: Permits all member worlds to petition le amend the Constitution. It explicitly forbids any alteration ol
Federation Council for arbitration in matters of dispute. These Articles Three and Four.
must occur between member worlds; internal legal matters
must be resolved by the governing world's own judiciary sys-
12335
tem. The Federation Council only makes recommendations; it has Influenced by several historic documents, including the Statutes of Alpha
no judiciary power over the member worlds. II either party in III and the concise Vulcan Theorems of Governance, the Federation
a dispute rejects the recommendations of the Council, it may Constitution shares many qualities with the Constitution of the United
appeal to the Federation Judiciary Board. Appeals to the Board States of America. Unlike the American Constitution, however, the
may ultimately result in review by the Federation Supreme Federation Constitution intentionally grants the greatest power to the
Court, the ultimate judiciary authority in the Federation.
Over 24 General Orders form M e e t ' s guiding principles. Below is The regular Orders are more general, governing the behavior ot most
an abbreviated list covering those orders of most interest to players. Starfleet officers.
GENERAL ORDER ONE: THE PRIME DIRECTIVE: Prohibits interference in ORDER 104.R: CHAIN OF COMMAND: This section describes Starfleet's
the normal development of any society and mandates that any M e e t rank structure, establishing the requirements of junior officers to
vessel or crew member is expendable to prevent violation ot this rule.
In most cases, this rule applies to civilizations that have not yet devel-
oped warp drive. Even learning of the existence of other life-forms can ORDER 104 C: FITNESS FOR DOTY: Section 1O4.C grants to the Chief
damage a developing culture, so great care must be taken io ensure Medical Officer the right to relieve the commander on duty if the CMO
first contact teams remain well hidden. can demonstrate the commanding officer is physically or mentally unfit.
The C i i must log in his medical records the test results that led to this
GENERAL ORDER TWO: PROTECT FEDERATION CITIZENS: One Of
StarJet's two mandates is the defense of the Federation. This order
allows Starfleet officers to violate orders or duty requirements in ORDER 118: MISSION PRIORITIES: Section 118 categorizes all mission
order to assist Federation citizens in need. For instance, the captain of types by priority, enabling commanding officers to determine which
a Starfleet vessel en route to a starbase for a regulation inspection mission requirements supercede other mission requirements. Order
invokes General Order Two to break off and assist a Federation colony 118 allows a commander to break off a routine mission (type D) to
under attack from the Tholians. Usually this order need not be refer- undertake an urgent mission (type B.) The four mission types are:
enced. Simply noting the incident in the captain's log is sufficient.
• CATEGORY A: VITAL MISSIONS: AEso known as a Priority One
GENERAL ORDER THREE: OESTRUCT SEQUENCE: Starships are unbe- command, a Category A mission supercedes all other mission
lievably potent and sophisticated devices, arguably the most sophisti- types and overrides all orders and regulations under General
cated machines man has ever built. The danger should a ship fall into Order Four. The fate of the Federation rests on this mission, and
the wrong hands is not merely that the enemy may gain vital technolo- all Starfleet lives are considered expendable for its completion.
gies to improve his own fleet, but that the enemy gains a new weapon
• CATEGORY 0: OflGENT MISSIONS: Urgent missions usually
of powerful destructive force. To prevent this, the third General Order involve rescuing or protecting the lives of thousands, if not mil-
permits the captain to enable the ship's destruct systems when capture lions, of Federation citizens. A ship carrying the cure for a
of the vessel appears imminent or the ship constitutes a danger to plague threatening to wipe out large populations undertakes an
Federation security. If the captain is dead or unable to evaluate the sit- urgent mission. Typically, only vital missions supercede these.
uation, the acting captain is authorized to do so.
CATEGORY C: STRATEGIC MISSIONS: These missions usually
GENERAL ORDER FOOR: NOTWITHSTANDING PROTOCOL: This order involve securing or defending resources or Starfleet outposts.
allows commanding officers to countermand Starfleet regulations in the Missions of high threat factor during peacetime, such as
event ol extreme threat to Federation security (though not General patrolling the Romulan Neutral Zone, are Category C missions
Orders). because of the high probability of danger, as are escort duties.
Defense
The second half of Starfleet's mission statement as
set forth in the Federation Constitution, defense mis-
sions fall into one of four basic categories:
PATROL M I S S I O N S : These form the bulk of all
nonexploration missions. Some areas of space contain
known threats, others contain recently discovered
species who may pose a threat. Patrol missions inten-
Diplomacy E m e r g e n c i e s and Natural D i s a s t e r s
As instruments of Federation policy, starships and Whenever a planet or system undergoes a cata-
their crews are often called upon to handle diplomatic clysmic upheaval—giant solar flares, geological or
affairs, from attending state ceremonies such as the meteorological disturbances, potential asteroid
inauguration of a new leader to representing the impacts, outbreaks of disease or famine—Starfleet is
Federation's position at an intergalactic conference, called in. These kinds of mission include:
from negotiating peace treaties to simply demonstrat- A I D AND R€U€F: This mission profile involves
ing the Federation's concern. In this capacity, every any of a number of related solutions to planetwide
starship serves as a floating embassy and every disaster, such as transporting critical medical sup-
crewmember represents Starfleet. plies to a world engulfed by plague, ferrying food to
F I R S T CONTACT: Starfleet officers, in their capaci- a world affected by famine, destroying approaching
ty as explorers, are often the first to establish contact asteroids, and relieving tectonic stress using the
with a previously unknown species. In the case of pre- ship's phasers.
warp societies, a first contact mission is meant to eval- EVACUATION: When a mission to provide relief fails
uate the culture secretly, so as not to contaminate the or nothing can be done to save a planet, starships are
society's natural evolution. While this may seem a facet called upon to evacuate as much of the population as
of exploration missions, because of the delicacy of possible. A flotilla of Starfleet's largest spaceships takes
such missions Starfleet considers it a matter of diplo- on hundreds or thousands of people and transports
macy. In the case of species already possessing warp them to the nearest starbase or refugee world.
drive capability, a first contact mission is intended to
reveal the existence of life on other planets and wel- Scientific
come them into the interstellar family of nations. Scientific missions are often considered as going
INT6RGALACT1C AFFAIRS: The bulk of diplomatic hand in hand with exploration missions. What good is
missions fall under this category—negotiating trade it to discover a new world if nothing is learned from its
agreements, arbitrating local disputes, participating in unique environment? What good is identifying a new
diplomatic conferences, and demonstrating the class of pulsar without performing a spectrographic
Federation's interest as a neutral observer. These mis- analysis? Scientific missions include:
sions involve tact, courtesy, and a fine understanding €:XP£RIM€NTATION: These missions involve testing
of interstellar politics. Starship crews are often the first new theories or new equipment. The starship and her
on the scene of emerging diplomatic situations and can crew host a visiting scientific team with the intention of
be dispatched much more quickly than a mission from putting their work to the test—trying a new warp field
Earth. Starship captains often have wide latitude to rep- geometry, observing the collapse of a red giant star.
resent the Federation's interests and are authorized to Alternatively, the starship pays a call on a research sta-
speak on behalf of the Federation. tion and serves as witness to a scientific experiment.
the Joint Chiefs are collectively responsible for setting
policy and guiding operations.
FLEET OPERATIONS: The office of the chief of
Fleet Operations manages the deployment and mission
rosters of all ships in the fleet. Other departments task
Fleet Operations with mission profiles, with Fleet
Operations selecting the best ships for the missions.
Starfleet organizes its ships into 27 separate fleets, with
each assigned to a particular region of space and with
its own numerical designation. The First Fleet, for
instance, stationed at and around Alpha Centauri, pro-
tects Earth, Vulcan, Andoria, and the rest of sector 001.
Each fleet is commanded by a fleet admiral, who over-
sees the ships under his command and serves as the
linchpin between the fleet and Fleet Operations. Fleet
Operations keeps track of the present locations of
every ship in the fleet and can quickly ascertain which
ship is available to respond to emergencies.
Departments under the Office of Fleet Operations
include Starbase Operations, the Judge Advocate
General's office, and the Corps of Engineers.
STRATEGIC O P E R A T I O N S : while Fleet Operations
manages the routine deployment of ships in large
INVESTIGATION: At any given time, the many labo- areas, Strategic Operations manages the planning of
ratories on board a starship engage in various inquiries strategic defense. One of the smallest divisions of
related to the phenomena they encounter over their Starfleet, Strategic Operations is nonetheless the most
operational lifetime. A starship, by virtue of its exten- vital in maintaining the defense of the Federation. This
sive travels, encounters a wide variety of specimens division draws up Starfleet's battle plans, conducts
(sometimes never before seen) and can gather a wealth threat assessments, and reviews the fleet's prepared-
of information across a broad spectrum, from a com- ness for defense. It monitors emerging threats and,
parative study of primitive cultures to a detailed inves- through the Strategic Planning Council, devises new
tigation into supernovae. tactics and strategies. Defense missions originate with
the Strategic Operations office. Departments under the
Divisions of Starfieef Office of Strategic Operations include the Strategic
Just as a starship, Starfleet Command is organized Planning Council and Starfleet Intelligence.
into various departments. Officers posted to a starship R E S E A R C H A N D EXPLORATION: One of the most
technically serve within the Department of Fleet important divisions within Starfleet Command, this
Operations. Some departments serve in a purely orga- office supervises and coordinates the fleet's exploration
nizational role, as with the Office of Fleet Operations, efforts—from surveying newly discovered planets to
while others oversee various operations, such as studying the effects of warp fields on chroniton parti-
Starfleet Intelligence and the Office of Planetary cles. Missions to explore a sector, survey a planet's sur-
Exploration. Often, a mission objective transmitted face, or study a black hole come from this department.
from Starfleet Command originates from one of these It collates incoming information, reviews various dis-
departments. A starship dispatched to escort the coveries, and prioritizes scientific endeavors.
Dolmen of Elas to a conference comes from the Departments under this office include Starfleet
Starfleet Diplomatic Corps, while a mission to defend Medical, Planetary Science Operations, and
a mining colony from possible Ferengi attack comes Astronomical Science Operations.
from the Office of Strategic Operations. INTERPLANETARY A F F A I R S : Responsible for coor-
TH€ J O I N T CHIEFS: With its far-flung operations dinating Starfleet's diplomatic efforts, the Office of
across vast distances of space, Starfleet is too large to be Interplanetary Affairs oversees first contact efforts, col-
overseen by one person. The Joint Chiefs—comprised onization programs, and interplanetary affairs. This
of the Chief-in-Command, Chief of Fleet Operations, office dispatches experts to attend diplomatic confer-
Chief of Research and Exploration, Chief of Strategic ences, evaluates species for possible contact, instructs
Operations, and Chief of Interplanetary Affairs—repre- starship captains in negotiating strategies, and coordi-
sent the five major departments in Starfleet Command. nates diplomatic responses with the Federation
Chosen from among Starfleet's most capable admirals, Council. Diplomatic missions ranging from establish-
ing contact with the Malcorians to ferrying diplomats
to Babel typically originate here. The office of Colonial Science
Affairs, First Contact Division, and Starfleet's From the science officer on the bridge to the lab
Diplomatic Corps fall under this division. technician belowdecks, Starfleet facilities are heavily
staffed with science personnel. Every ship maintains
T o u r s of D u t y : S e r v i n g in Starfleet several laboratories (and even the smallest vessel has at
The most sought-after posting in Starfleet is an least one multipurpose lab) where vital experiments and
assignment to a starship. What more glamorous image investigations take place. In orbit over a newly discov-
is there than traveling the galaxy (even in the smallest ered planet, for instance, plant surveys are handled by
class of starship), seeing what no one else has seen, the botany lab, weather studies are conducted by the
going where no one has gone before? Yet Starfleet is meteorology department, the chemistry lab conducts an
more than state-of-the art spacecraft, and includes analysis of everything from soil composition to atmos-
postings to starbases, Starfleet Command, scientific pheric gas composition, and so forth. Starships and star-
outposts, sensor arrays, and more. No matter where an bases include among their crews experts in the hard sci-
officer is destined, he selects a particular branch, ences (astronomers, chemists, geologists) and "soft" sci-
which loosely describes his duties. ences (like the ship's historian and A&A [archaeology
and anthropology] officer). The Chief Science Officer
Branches and D u t i e s supervises all scientific efforts on board, prioritizes
Starfleet divides its operations into three basic cate- tasks, and interprets data for the captain. Individual sci-
gories—command, operations, and science. Members entists are often called in to advise the command staff
of Starfleet enjoy some latitude when moving between on particular matters, as when an astrometrics officer
its branches. It is not unusual for an officer to transfer advises on a wormhole's potential threats. The medical
from the science division to command, or for a com- department, responsible for the health and well-being of
mand officer to move into operations. Starfleet in the the ship's crew, falls under the Chief Medical Officer,
23rd century identified these branches by a particular who holds equal rank with the Chief Science Officer.
service uniform color—yellow for command, red for Science personnel are trained in at least one science,
operations, and blue for science—though this changed sensor use, computers, and deductive reasoning.
sometime in the 24th century (switching the duty col-
ors between command and operations). Operations
Responsible for the daily operation of the starship
Command or starbase, members of the Ops branch repair and
Command personnel are responsible for the maintain equipment, provide security for ship and
smooth operation and administration of people under crew, and operate various critical systems. Operations
their command, from science labs to management of is a catch-all for a wide range of duties.
the entire crew. While starship captains and starbase ENGINEERS maintain the physical operation of ship or
commanders are the most apparent members of this starbase. From the environmental controls to the warp
branch, command officers can be found throughout a core itself, the engineering crew diagnoses, maintains,
facility's ranks. Officers involved in flight control and repairs every piece of equipment on board, making
(navigators, helmsmen) are also counted among the sure everything is ship-shape in Bristol fashion.
command ranks, because of their importance in guid- Engineering duties range from structural engineering
ing a starship, for example, while command officers (maintaining the integrity of the hull) and servo systems
in various departments coordinate activities and (maintaining the operation of the ship's moving parts,
supervise smaller teams. Junior command officers such as the doors) to propulsion engineering (monitor-
report to the First Officer on matters related to the ing and operating the ship's warp and impulse drives)
ship's smooth operation and coordinate with various and various systems engineering (transporter, phaser,
department heads. For example, a command officer computer, and sensor specialists). Each engineer is
might supervise repairs on the main deflector array, assigned to a team, related to his area of expertise, and
contributing his organizational talents and reporting teams either collectively tackle complex problems or
to both the First Officer and the Chief Engineer. make repair calls where needed. The Chief Engineer,
Command personnel are trained in crisis manage- who reports directly to the commanding officer, super-
ment, diplomacy, leadership, and tactics. Positions vises the engineering department.
include such well known areas as helm, navigation, SECURITY personnel guard the ship from threats both
flight control, first officer, and captain, along with internal and external. Internal security includes respond-
lesser-known jobs such as quartermaster, strategic ing to altercations on board, answering intruder alerts
operations, and shuttlecraft pilot. and boarding actions, beaming into potentially hostile
landing zones, protecting dignitaries, and guarding pris-
oners in the brig. Security officers charged with defend-
ing against external threats man the ship's tactical sys- RANKS IN STARFLEET
tems—the phasers, photon torpedo bays, and deflector Flag officers administer the larger operations of Starfleet.
grids. While this function is traditionally thought of as Their duties stretch beyond the running of a single ship.
the sole responsibility of the Chief Security Officer on Commodores, for instance, often work from starbases in areas
the bridge, tactical experts staff each phaser array and with large local contingents of Starfleet vessels, serving
deflector emitter, supervising and coordinating the ship's somewhat as regional commanders. Fleet captains, vice admi-
tactical response. The Chief Security Officer supervises rals, and admirals direct the various branches of Starfleet.
both types of security officer. Some direct the operations of entire fleets, usually doing so
Crew collectively known as OPERATIONS officers handle from the command chair of a given ship. Fleet admirals run
additional operation duties not included above. While an Starfleet itself from positions within Starfleet Command.
engineer keeps the transporters in tip-top working condi-
tion, transporter specialists actually operate the equip- FLAG OFFICERS
Fleet Admiral
ment. Each operations officer receives extensive training
Admiral
in one area of expertise, though they are capable of serv-
Vice Admiral
ing anywhere in a pinch. In the 24th century, an impor- Fleet Captain*
tant position was added to the bridge crew—the Commodore**
Operations Manager. This position is responsible for mon-
itoring a vessel's resources, as well as nominally oversee- Line officers carry out the orders of the flag officers.
ing all operations personnel on board. Positions general- They direct the daily operation of starships, starbases,
ly relate to specific systems, such as computer ops, envi- and other Starfleet facilities.
ronmental ops, and transporter ops.
LINE OFFICERS
Rank and Responsibility Captain
Commander
The chain of command establishes clear lines of
Lieutenant Commander
authority and responsibility. Each level in the chain of Lieutenant
command answers to the level above it. Because of the Lieutenant Junior Grade (J.G.)
unexpected situations a Starfleet crew may encounter, Ensign
Starfleet encourages flexibility in the chain of com-
mand. What does that mean? Ideas or solutions can *Sometimes referred to as Rear Admiral.
come from any quarter, and even the most junior offi- **Starfleet dropped this rank in the 24th century.
cer may find himself handling a vital assignment.
PULLING RANK
Any series set in a hierarchical organization, such as
Starfleet or the Klingon Defense Force, poses a challenge
to players—how to deal with players of higher and
lower rank. The ability to tell another character what to
do, with the in-game legal authority to make him to do
it, is a power to be used with caution. No one likes to
have a character ordered to his death, or bossed around
into sitting at the communications station all night.
Remember that you can communicate with the other
players in character and out of character. If a decision
needs to be made by a senior-ranking character, debate
the issue out of character, come to a decision as a group,
then have the senior officer give the order as though his
character had made the decision. Alternatively, especial-
ly in Starfleet, officers in Star Trek often come to a con-
sensus before acting. While "in character," have the
Commanding Officer group meet in a ready room or a hastily convened con-
On a starship, starbase, or other Starfleet installation, ference over a console and discuss various options. This
the commanding officer is the person in charge. This per- is a good way for a captain to gauge the mood of his
son often holds the rank of commander or higher, though crew and look for options he may not have thought of.
on smaller installations the commanding officer can rank In addition, as any real officer will say, the key to lead-
as low as lieutenant. On starships, no matter their size, ing others is getting them to follow. Those under your
the commanding officer is traditionally called Captain, command must believe in you, be willing to follow your
no matter his true rank. The commanding officer takes orders, must be on your side. Bossing the rest of the
responsibility for the operation of his starship or starbase group around leads to dissension in the ranks; remember
and the behavior and performance of his crew. to treat others as you would like to be treated.
First O f f i c e r
The First Officer, also known as the Executive A Day in the Life
Officer, is the commanding officer's right hand. When Life on board a starship or starbase involves routine.
the captain leaves the bridge, the First Officer takes Everyone, from the captain to the ensign on deck 34, has
over command in his absence. First Officers often a schedule outlining his duties for the day. Starfleet offi-
accompany the captain on important away missions, cers have tasks to accomplish according to a deadline, to
though to safeguard the captain they usually lead mis- keep things running in an orderly fashion. A look at the
sions off-ship. Typically responsible for routine opera- duty roster for Lieutenant Commander Alex Gonzalez,
tions such as maintaining duty rosters and supervising Chief Engineer on the U.S.S. Resolute, provides a good
the department heads, the XO maintains the most visi- idea of a day in the life of a Starfleet officer.
ble presence on board a starship or starbase. Many This is essentially a "to do" list for Alex Gonzalez,
crewmembers never see the captain in a given week, a list of things Alex must do on this particular stardate.
but often see their department heads conferring with The duty roster is regimented to manage his time effec-
the First Officer. First Officers usually hold the rank of tively and ensure that he gets to everything on his list.
commander, though there have been instances of cap- The language is a bit formal because each officer's
tains serving as executive officers to other captains. daily schedule is part of his daily report and the ship's
log. It is a combination of elements both personal and
Senior Officers professional, set by Alex and his superior officer.
Senior officers supervise various departments and For example, Lieutenant Commander Gonzalez's
include positions such as Chief Medical Officer, Chief day begins at 7:00 a.m., with breakfast scheduled for
Engineer, and Chief Science Officer. These officers 7:30. Although his schedule lists 7:00 a.m. as his time
oversee activities falling within their departments, to wake up, this is something Alex chooses for himself
determining things such as duty rosters and mission (it's not as though the first officer cares what time Alex
assignments. These department heads report directly to wakes up); this is the time he chooses to awaken, and
the commanding officer and first officer, and ensure when he likes breakfast. While his schedule says "0730
that orders are carried out efficiently. Breakfast", it's not a rule. He doesn't sit alone in his
•
quarters with a knife and fork waiting for a bell to ring
so he can start eating. He can eat and get ready in any DAILY SCHEDULE, STARDATE 51265
order; the entry simply denotes how he spent his time End Sleep Period
during that hour. Similarly, although his schedule lists Breakfast
2300 hours as his bed time, this is simply the time Alex Begin Duty—Alpha Watch
generally goes to bed. He also chooses to review sen- Daily Departmental Review
Scheduled Servicing:
sor performance logs in his off-duty time and schedules
Ablative Armor
dinner for himself with Lieutenant Commander Ivari.
Senior Staff Meeting:
His professional day is less about his personal choic- Warp Drive Maintenance Schedule
es and more about the responsibilities of his job. After Tactical Defense Division:
breakfast, Alex reports for his duty shift at 0800 hours. Review Phaser Enhancements
This is the time when he begins his work day, established Meal Break (Captain MacKenzie)
by the crew's duty roster. The duty roster is usually devel- Prepare Maintenance Schedule:
Stardate 5 1 2 6 6
oped by Alex's supervisor, the First Officer, who logs the
Supervise Shuttlecraft
report. Work on a starship is broken down into three
Maintenance: Ensigns
shifts, each eight hours long, referred to as Alpha, Beta, J. Vittetow and Z. Vittetow
and Gamma watches. During extended periods of criti- End Alpha Watch
cal performance, the shifts are usually shortened to four Review: Sensor Performance
six-hour shifts to relieve stress on the crew. Evening Meal (Lt. Cmdr. Ivari)
Alex begins his duty shift by spending an hour Begin Sleep Period
Crawl/Step
Walk
Jog
Run
Sprint
Swim
Jump
Climb
Drop Prone
Stand Up
*A test is required only if the character is engaged in combat or if the character attempts to move farther than normally allowed
by the action. If the moving character is involved in a combat situation, test TNs normally increase by +5.
merit actions. Full-round actions include any number of Although the accumulation of test penalties makes
deeds or feats the Narrator believes to be accomplish- succeeding at three additional actions Challenging
able within the span of 6 seconds, such as using a tri- (see Table A.5), the Narrator can forbid characters
corder to scan for life-forms or powering up a shuttle- from attempting more actions than twice their
craft for flight. See Table A.4 for sample full-round allowance per round.
actions. Generally, noncombat skill tests should be treat-
ed as full-round actions. Skill-based actions that require
several full rounds to complete should be conducted as
extended tests (see "Extended Tests", page 105).
Before you can explore the ancient alien ruins of Risa
or see the vast White Sands on Tellar, you need to get
Most characters can perform two actions per round there. Sometimes it's important to know how' long it
without suffering penalties for trying to do too much. takes your character to get somewhere. The Narrator
Full-round actions are the exception: each full-round determines whether to measure movement for a particu-
action consumes all of a character's action allowance for lar scene and how precisely. If the characters simply
the round. If a character tries to perform multiple actions wander through the streets of an alien city to "get a feel
in excess of his allowance, he suffers a test penalty to for the place," you probably won't need to track move-
any test equal to -5 times the number of actions attempt- ment too carefully. If they're racing a group of Nausicaan
ed in excess of the allowance. See Table A.5. thugs through a wasteland in an attempt to reach a
remote starport before their pursuers, the Narrator will
• EXAMPLE: If a Starfleet officer with an allowance of 2 need to track each group's movement carefully.
actions attempts to draw, aim, and fire his phaser in There are three types of movement:
a single round, the attack test for firing the phaser
(third action) incurs a -5 dice roll penalty ( - 5 x 1 , • TACTICAL: Tactical movement is measured in meters
for the first action beyond his allowance). If the offi- per action round and is always used for combat,
cer were to try to fire a second time in the same other forms of conflict, and when characters are
round, the second attack test w o u l d be at - 1 0 (-5 engaged or adjacent to other characters.
x 2, for the second action beyond his allowance).
1
CASUAL: Casual movement
is measured in meters per
minute and is used for com-
pleting tasks when every
Aim +1 or +3 to attack test second isn't critical (for
Dodge dodge incoming attack example, when negotiating
Draw draw weapon a treaty or exploring an
Armed Attack attack with melee weapon abandoned starship).
Ranged Attack attack with ranged weapon
1
Reload change ammunition/setting TRAVEL: Travel movement is
Recover pick up dropped weapon used for long journeys or
Unarmed Attack punch, kick, grapple marches and is measured in
Parry block incoming attack kilometers per hour.
First Aid
Repair Weapon
Deactivate Explosive
Disarm Alarm
Walk
Jog
Run
Sprint
A character can normally carry his Strength x 5 in Initiative determines the order in which characters act
kilograms without suffering any penalties or hin- during a round. Initiative must be determined at the start
drances. Thus, a character with Strength 6 could carry of a combat encounter, immediately prior to the first com-
30 kg as a normal load. A character can carry up to bat round. Narrators can use the initiative results to estab-
twice his normal load (Str x 6 to10 kg) as a heavy load, lish the action sequence for the entire combat, or permit
and up to three times his normal load (Str x 11 to 1 5 a new test at the beginning of each new action round.
kg) as a very heavy load. Characters suffer penalties to To determine initiative, every active participant
their movement rates when carrying heavy or very makes a Quickness reaction test. Characters act in
heavy loads. Heavier loads also fatigue characters order from highest to lowest test results. When it is your
more easily. Consult Table A.10 for specific fatigue character's turn to act, he performs a number of actions
modifiers. Both movement and fatigue modifiers are equal to his action allowance (see page 243), or more
cumulative with other game modifiers, such as obsta- with the imposition of multiple action penalties (see
cle penalties or injury effects. page 245). Thus, a character with two actions per
round performs both actions on his turn.
Normal (Sfr x 5)
Heavy (Str x 6-10)
Very Heavy (Strx 11-15) 247
ACTION ACTION COST TEST TYPE COMMON MODIFIERS
Aim none +1/+3
Armed Attack Armed Combat Close Combat
Armed/Unarmed Close Combat
Delay none none
Dodge Quickness reaction Close/Ranged Combat
Parry/Block Opposed Close Combat
Ranged Attack Ranged Combat Ranged Combat
Unarmed Attack Unarmed Combat Close Combat
Free Action see Table A.3 none
Full-round Action see Table A.4 for details; character must disengage from combat to rform
Movement see Table A.! for options, costs, tests, and modifiers as applicable
instead, simply calculate the maximum damage (12 on variable number of rounds. A character who succeeds
2d6, for example), and add the Strength modifier for at the test shakes off the worst of the effects and suffers
close combat attacks. dice test penalties similar to injury effects for the dura-
If a character scores an extraordinary success when tion of the stun effect.
using a weapon set to stun, kill, or disintegrate the tar-
get, the degree of success doesn't inflict additional Cover
damage, but imposes a +5 TN increase on the target's Your character can hide behind cover, such as a
reaction test to avoid or resist the damage. metal bulkhead or stone pillar, to deflect damage from
an attack. Cover offers differing degrees of protection
Stun, Kill, and Disintegration Gffects depending on the materials involved and attack type
Certain weapons can stun, kill and/or disintegrate (and/or weapon type) being deflected.
targets with a successful attack. When set to accom- Each time an attack inflicts damage to your charac-
plish these affects, the weapon does not inflict damage ter, his cover "absorbs" a number of points and
normally, but instead initiates a reaction test to deter- reduces the amount that gets passed on as injury by
mine the final outcome of the attack. Refer to Tables the same amount. Cover can absorb only so much
10.3 and 10.4 in Chapter TO: Equipment. damage before attacks destroy it, leaving your charac-
Characters can set many weapons in the Star Trek ter vulnerable to attack (unless there's more cover to
universe (phasers, disruptors, stunrods, and the like) to hide behind). See Table A.15: Cover Protection for
deliver nonlethal stun effects. Generally, these types of more information.
weapons possess variable power settings that amplify Of course, an attacker can try to shoot around
the potency of the attack at the expense of increased cover by aiming specifically for the parts of the target's
power consumption. body that remain exposed (you can use the modifiers
When struck by such weapons, characters must for target's size on Table A.13 to target specific parts of
make a Stamina reaction test at a TN based on the your opponent's body).
weapon's setting (see Table A.14: Stun Effects) to mini-
mize the stun effects. A character failing the test suffers
the full stun effect and is knocked unconscious for a
Thin wooden i
Wooden door
Thin metal door
Reinforced metal door; large rocks
Armored metal bulkhead
Heavily armored security door
Shooting Around Cover/Called Shots
EFFECT: Firing a gravimetric torpedo requires to prepare it just prior EFFECT: Calculate the penetration damage normally using the
to launch, which takes an Systems Engineering (Weapons Systems) test missile offense value, but reduce penetration by one unit for every
at TN 20, counting as a full round action. These warheads do the same range increment. When the shield strength is reduced by 2 or more
penetration damage as classical torpedoes, however shield threshold on a single attack using pulse wave torpedoes, the enemy ship suffers
does not apply. a –1 cumulative penalty for all System Operations tests, lasting 1D6
Only one such torpedo can be fired at a time, preventing the use rounds.
of maneuvers like Multifire or Spread.
DEFENSIVE SYSTEMS
Multikinetic Neutronic Mine
This fearsome weapon developed by the Borg has a yield of five
million isotons. It is able to affect an entire solar system, or scatter Borg Metaphasic Shields
nanoprobes over a five-light years radius sphere. Metaphasic shields were developed by Dr. Reyga, a Ferengi
PREREQUISITE: Borg ship; only one device on board at a given scientist. They stack several subspace fields one on top of another,
moment so that any incoming object of attack penetrates subspace partially,
EFFECT: The awesome yield of this weapon prevents it from being therefore minimizing the impact in our own reality.
focused on a single starship – it is recommended to treat it as a plot This is a very efficient, but very delicate system; therefore, it is
device, like the Species 8472 energy drain (Starships p.202). quite rare.
PREREQUISITE: Vulnerable System (Shields); Intricate System
Pulse Wave Torpedoes (Shields) x 2; minimum Size 6
SPACE COST: 35
These torpedoes are similar to classical photon torpedoes, but
PROTECTION RATING: 15
their explosive yield is a bit lower. Instead, they emit an energy pulse
THRESHOLD: 10
that might disrupt the enemy ship’s systems. They cannot be fired at
RELIABILITY: C
FTL speeds.
AVAILABILITY: 2370
PREREQUISITE: Mk 75 DF or greater torpedo launcher; available
EFFECT: The strength of those shields is equal to 20 for a starship
2358
and 30 for a starbase (use the classical shield tracks, adding points that
can be depleted without any adverse effect).
Sentient Computer
Some ships or stations have very advanced computers, to the
point that they are sentient entities. They often provide the computer
user with an artificial persona able to understand complex computer
problems and requests. Ships equipped with sentient computers are
usually fitted by ship-wide holographic emitters.
Various advantages stem from the AI rendered available by the
sentient computer – namely, assistance to shipboard operations. This
PREREQUISITE: Mk 95 DF or greater torpedo launcher; available also reduces the need for a numerous crew.
2380 In the case the computer has an holographic avatar, it can only
EFFECT: The isokinetic weapon can be fired only with the use of appear in one place at a time. However, the computer can be involved
the Fire maneuver, rolled at a -5 penalty. During the round at which in several conversations at the same time throughout the ship or station,
the cannon is fired, only Tier 1 Helm maneuvers can be used. When through standard interfaces.
the cannon has been fired, no warhead launcher can be operated PREREQUISITES: Available 2370; Operations system reliability E or
(including the cannon itself), for the next two rounds. better; size 5 or bigger.
The cannon cannot be fired in atmospheres (the projectile EFFECT: All Computer Use tests with a TN of 5 or less automatically
dissipates harmlessly). The penetration value is 8/8/8/0/0. succeed.
In combat, once each round, the command officer can ask the
sentient computer to reconfigure the ship’s maneuver modifiers: it may
Multispectral Shields inflict a penalty of -1 to any two modifiers, or -2 to any one, in order
Shield grids can be modified to operate in a wider range of add +2 to one modifier, or +1 to any two modifiers.
subspace bands; since shield energy operates on several levels, they When calculating the ship’s crew, consider it to be one Size
are easier to recharge and operate on. smaller.
PREREQUISITE: CIDSS-1 or better shield grid
EFFECT: The TN for all Systems Engineering (Shields) is reduced Silent Service
by 5.
The ship’s sensor signature is very low, either because of its hull
configuration, systems output, or special shield systems. Hence, it is
unusually difficult to detect.
STARBASE CLASSIFICATIONS
As for starships, several station classifications are available,
defining the role of the facility – from a static tactical platform to a vast
trading post home to thousands of civilians. Starbase classifications can
be found in Table 1.4. As for starships, starbases have minimum and
maximum space requirements. COMMUNICATIONS STATION: These are the other vital part
of every space-faring power; they boost subspace signals to allow
communication with the farthest planets with reasonable delays. Com
Space stations and starbases stations must have at least a Class 2 operation system and a Class S2
These are the most common stations, fit for a wide variety sensor system (see p.16).
of tasks, from trading to ship repairs. These stations usually have a FACTORY: These bases are dedicated to manufacturing wares,
numerous civilian population onboard, with the corresponding array of such as starship components, or transforming goods, like minerals.
shops, bars and leisure facilities. They must have at least a Class 2 power system (see p.14) and some
They must buy at least their Size in additional cargo space. kind of engineering facility (see p.16).
MEDICAL: These bases act just like giant-sized space-based
hospitals. Medical facilities must have at least a Class 3 life support
Tactical Facilities system.
On the other hand, these bases are designed for war – defense, OBSERVATORY: These stations are designed to scan the far
mostly. Tactical platforms are the smallest of these; usually automated, reaches of space, or to study unusual phenomena, such as wormholes
they make the bulk of perimeter defense grids. Defense stations can be or subspace rifts. They must have at least a Class S3 sensor system (see
automated or manned; they make a wide range of tactical operations p.16); they purchase sensor arrays at -1 space cost.
possible. RECREATION: These facilities have no other goal than offering
Strategic facilities must have an offensive value equal to at least fun and leisure to their guests. For instance, recreation stations can be
six times their size. Weapons arrays are bought at -1 space cost each. space casinos or holosuites complexes. These bases must buy as much
extra cargo units as half their Size.
RESEARCH / LABORATORY: When conducting secret projects,
Outposts or studying dangerous materials or life forms, it is safer to conduct the
Outposts are very similar to space stations in that they can serve scientific investigations from afar. A station provides just this much-
as base to a wide range of civilian and military operations. However, needed isolation. Such facilities must have at least a Class 3 operations
they are usually smaller and their accommodations lack the usual system, and they purchase operations systems at -1 space cost.
luxury of starbases. They are isolated havens on frontiers, or near HUB: Mostly built by very advanced civilizations, these
unexplored, desert space; this situation can be a dangerous one, yet specialized stations offer to smaller ships some means of traveling faster
this is ideal for people looking for adventure or, maybe, just to pass than light, generally propelling them on vast distances, faster than what
unnoticed for some time. the oboard drives would allow. Only these stations can be equipped
Outposts must have at least an offense value equal to twice their with ship propelling systems (see p.16).
size, and a class 2 or better power system. Defensive arrays cost 2
space less to outposts (1 space cost minimum).
Spacedocks
These facilities are a very special kind of support station. This is
Specialized were ships are primarily built, and where, later, they are repaired and
These bases are dedicated to some very precise tasks. upgraded.
ADMINISTRATIVE CENTER: These compose the nervous system Spacedocks must have at least one docking pylon / berth (see
of all star-faring powers; there, political matters – civilian or military p.15). The cost of their engineering facilities (see p.16) is reduced by
– are discussed, and orders dispatched. Administrative centers must 2 (minimum 1 space).
have a Class 3 or better operations system.
Crew Complement
Just like with starships (Narrator’s Guide, Table 9.3, p.137), a
TABLE 1.5: STARBASE CREW COMPLEMENT
range of multipliers is provided to estimate the crew complement of your TYPE OF STATION MULTIPLIER
installation (Table 1.5). Most starbases can accommodate a number of Space station / starbase 5-40
Tactical platform 0-5
passengers equal to 50 to 150 percent of the crew complement, and
Tactical facility 5-20
from 5 to 20 times the complement in moments of emergency.
Outpost 5-20
Administrative center, factory, medical,
15-50
recreation
SYSTEMS OVERVIEW Communications station, observatory,
0-10
Lots of systems are common to both starships and stations. research, laboratory, hub
To install these on your base, just follow the rules of the Narrator’s Spacedock 5-50
Guide and of Starships, using the systems herein.
These common starship systems that can be installed on a
starbase are: weapons, shields, operations, life support, cloaking, TABLE 1.6: INSTALLABLE STARSHIP SYSTEMS
sensors and life support systems. However, in most cases the choices STARSHIP SYSTEMS INSTALLABLE ON A STARBASE
are wider since a station is able to accommodate much larger systems; Life support
these will be detailed further on. Some starship systems cannot be Operations
installed on a station, though (atmospheric capability and propulsion Weapons
systems). Finally, some systems are reserved to starbases (Table 1.6). Shields and hull plating
Sensors
Cloaking and masking devices
STARBASE SYSTEMS Cargo units
STARSHIP SYSTEMS THAT CANNOT BE INSTALLED
Propulsion
Atmospheric capability
Power System STARBASE-ONLY SYSTEMS
The critical systems of a starbase differ a bit from a starship’s. Docking ports and pylons
Starbases usually do possess sensors, operations, life support, weapons Engineering facilities
and shields systems, but propulsion systems are very rare. They can Ship propelling facilities
but they can also be coupled to accommodate a bigger ship, inside the size 6) and 6 docking pylons / berths (6 x 6 = 36 space cost), allowing
station itself. Each docking pylon costs as much space as the station’s the docking of 36 space worth of ships (no bigger than size 12).
Size, and can accommodate half the station’s Size worth of ships. No
ship bigger than the station’s size may use a docking pylon / berth;
and no station can have more docking pylons / berths than half its Size Engineering Facilities
(rounded down). Starship repairs, upgrades and refits happen with the spacecraft
EXAMPLE: Deep Space Nine, formerly known as Terok Nor, is a docked at stations. They are especially equipped to conduct engineering
Size 12 station. It is equipped with 6 docking bays (12 space cost) operations on starships, thanks to the help of engineering facilities: they
allowing 12 size worth of ships; 12 docking ports (12 x 2 = 24 space provide the infrastructure needed for massive starship overhaul.
cost), allowing the docking of 24 space worth of ships (no bigger than Technically, only docking bays and docking pylons / berths can
be equipped with engineering facilities. That doesn’t mean engineering
Sensor Systems
Starships sensor arrays (Starships p.10, Table 1.7) can be installed
on starbases; but their position – and often, their roles of observatories
– allow them to have different kind of sensor arrays than starships,
focused for studying phenomena in detail at long ranges.
Choose either a classical starship sensor array, or a long-range
one (Table 1.14).
Modularity
Some stations are built with a modular structure. That means
they are designed to expand easily if needed; thanks to the adjonction
of modules, new systems can be installed quickly.
EFFECT: Additional space can be bought, as per the starship
experience rules, at the cost of 3 advancement picks for two additional
space.
Cargo Carriers
Cargo carriers are the other very common type of vehicles found Crew Complement
in star-faring civilizations. They provide transportation means for goods A vehicle does not require a lot of crew – depending on the
of all natures: food, cattle, minerals, manufactured products… As for size and function of the craft, a vehicle can be manned by one or two
transports, they can be either ground-based, or operate in low orbit. persons, and rarely needs more than four of five.
Engines
Life Support And Operations Systems
The engines of a vehicle allow it to move, but not only on the
ground – antigravity can be used, for example aboard hovercrafts. Vehicles do not always need life support, if they operate in
On the most primitive vehicles, the engines are organic – the an environment where the temperatures and atmosphere are within
craft can be pulled by beasts or even by people. And at the other end acceptable ranges for humanoid life (M class planets). However, big or
of the spectrum, we find the most advanced technology – antigravity closed vehicles, operating in high atmospheres or hostile environments
generators coupled with cold fusion thrusters. will need life support systems to accomodate their crew.
Engines are purchased according to the speed desired, and to the Operations systems are much more simple than on starships
altitude the vehicle can attain. The basic cost of the engines is attached or starbases, yet they still provide vital functions, like steering or
to the maximum speed of the vehicle, measured in factors. With the coordinating computer systems, when applicable, as on large barges.
reachable altitude (ground only, low or high atmosphere – see p.33
The cost of these systems can be found in Starships, Table 1.6 naked eye), planetary environments have a complexity that require
(p.10). If no life support systems are installed aboard a vehicle, it gains important energy and computer processing power.
two points of free space. That’s the reason why vehicle “cloaks” do not exist as such;
Operations systems can be skipped as well, gaining two other they are, really, based on holographic technology. That makes them
points of free space, but that limits the vehicle to speed factor 1. unavailable to civilizations who have not yet achieved this level
of development. Because of the nature of holograms, camouflaged
vehicles are also a lot easier to spot than cloaked starships. Medium-
Cargo Space, Transporters, Shuttlebays And intensity scans often suffice to pick hidden vehicles out.
Tractor Beams It is worth noting that the Federation can legally use camouflaged
These components are bought using the same rules as starships: vehicles – although they will most likely use them only when observing
refer to the Narrator’s Guide (p.138 and 139 respectively). There is one primitive cultures protected by the Prime Directive.
small difference though – vehicles do not come with “free” transporters Because of the power required, vehicles under camouflage
or tractor beams upon creation: they have to be bought. cannot use their tactical systems (weapons and shields). Camouflage
systems are listed in Table 1.31.
Camouflage Systems
Vehicle cloaks are often cumbersome to use; they require Sensor Systems
vast amounts of power in order to hide the craft in an ever-varying Vehicle sensors are far less powerful than starships’ or stations’,
environment. While in space, it’s quite easy to fool starship sensors but they basically provide the same information. Choose a sensor array
(after all, there is only the star field background to simulate for the from Table 1.7 in Starships (p.10), however know that the range scale
used in the case of vehicles is the same as for personal combat (vehicle
THE COST OF
SPACECRAFT
Starships, stations, vehicles are incredibly complex pieces of
machinery, which are terribly difficult to assemble: they require a vast
array of skills and personnel, as well as a wide variety of components,
rare alloys and materials. Therefore, the building of spacecraft is
usually reserved to major space powers such as Starfleet.
However, to some ends, for example if the characters of your
campaigns are pirates or civilians, you might need to estimate the price
of a starship or station. The guidelines provided allow you to do so –
however remember that they are very rough. The Narrator might want
to increase or decrease the price estimation depending on his campaign
or on the precise conditions the characters find themselves in.
engines components may be much rarer, or common, in some parts of For a vehicle, reduce the price by 1% per year, with a maximum
the galaxy; the price will reflect these local conditions. of 80% off (80 years of age).
Age
The older spacecraft is, the cheaper it gets. A great way to get
one’s hands on a starships is, of course, to buy it used.
As a rule of thumb, decrease a starship or station base price by
.5% for each year, with a maximum of 60% (meaning 120 years of
age).
TABLE 1.41: STARSHIP PRICE MODIFIERS TABLE 1.42: STATION PRICE MODIFIERS
STATION TYPE BASE ESTIMATION MODIFIER
SHIP TYPE BASE ESTIMATION MODIFIER
SPACE STATIONS / STARBASES
WARSHIPS
Light +45%
Battleship +45%
Medium +55%
Dreadnought +40%
Heavy +65%
Fast Attack +35%
TACTICAL FACILITIES
Fighter +30%
Tactical Platform +30%
EXPLORERS
Light Defense Station +35%
Explorer +45%
Medium Defense Station +50%
Heavy +65%
Heavy Defense Station +70%
Light +50%
OUTPOSTS
CRUISERS
Light +20%
Cruiser +40%
Medium +30%
Battle Cruiser +50%
Heavy +40%
Exploratory Cruiser +55%
SPECIALIZED
Heavy Cruiser +50%
Administrative Center +10%
Light Cruiser +30%
Communications Station +35%
DESTROYERS
Factory +35%
Destroyer +40%
Medical +20%
Heavy Destroyer +50%
Observatory +35%
ESCORTS
Research / Laboratory +35%
Escort +35%
Hub +50%
Destroyer Escort +45%
SPACEDOCKS
Heavy Escort +50%
Light -
Light Escort +30%
Medium +35%
FRIGATES
Heavy +70%
Frigate +15%
Fast Frigate +20%
Heavy Frigate +25% TABLE 1.43: VEHICLE PRICE MODIFIERS
Light Frigate +10% VEHICLE TYPE BASE ESTIMATION MODIFIER
SCOUTS RECONNAISSANCE
Scout +10% Light Scout +5%
Fast / Far Scout +15% Medium Scout +10%
Heavy Scout +15% Heavy Scout +15%
SPECIALIZED TRANSPORTS
Courier - Light -10%
Medical +5% Medium -
Surveyor - Heavy +10%
Deep Space Surveyor +5% CARGO CARRIERS
Research / Laboratory +5% Light -20%
SUPPORT / AUXILIARY
Medium -10%
Cargo Carrier -25% Heavy -
Runabout -10% SPECIALIZED
Shuttlecraft, Impulse -40% Construction +10%
Shuttlecraft, warp -20% Agricultural +5%
Tanker -25% Medical +5%
Tender -20% TACTICAL
Transport -20% Light +40%
Transport, Armored - Medium +50%
Tug -10% Heavy +60%
STELLAR PHENOMENA
CELESTIAL MECHANICS
ITINERARIES As far as celestial mechanics go, celestial bodies are
not static. Planets, asteroids, comets, even star systems and
Sometimes, a specific combat requires a ship to go from point nebulae move.
A to point B on a battlefield – think of the Operation Return, led by But over the course of starship combat or approach,
captain Sisko to take back Deep Space Nine from the Dominion: the these moves are not very important, and as such celestial
aim of the Federation forces was not to destroy the enemy, but to pass bodies can be considered immobile. If such a reasoning is
through their lines. impossible, ships can always be considered as immobile
This can be modeled using the one-dimensional range scale used relatively to celestial bodies (at least until they decide to move
in the Star Trek RPG. Just assume to destination point to be a fictive towards or away from them). It’s just a matter of simplifying
celestial body, or a target, and then decide how many range increments the representation of the battlefield.
Of course, you may sometimes need a celestial body
separate the ship from it at the beginning of the battle.
coming in and zooming out at great speeds; in this case, just
Enemy ships can position themselves between the traveling ships treat it as a moving ship set on a determined course.
and their destination (see the Intercede maneuver, p.52).
Ground Targets
Using the starbase construction rules, it is possible to set up
buildings or city blocks (see p.20). Buildings do not get any bonuses
or penalties when attacked from space or the atmosphere, other than
those generated by the conditions the attacker is in, of course.
Sirillium
Sirillium is a type of gas found in some nebulae. The energetic
properties of the gas allow a temporary boost of the shield generators.
Doing so requires to a nebula containing sirillium gas nearby
(Point Blank (1) range).
Feeding the sirillium into the shields requires an Systems
Engineering (Shields) test, TN 10. If the roll succeeds, one point of
damage to the shield system is restored for 1D6 rounds.
Reinforcing Beams
Just like shields can be reinforced, it’s possible to increase the
penetration of beam weapons for a short time. Boosting Emitters
To do so, apply one block of damage to any system. Then roll an This trick only works with beam weapons. The goal is to reroute
Systems Engineering (Weapon Systems) at TN 20 minus the weapon’s power from all emitters to only one of them, thus increasing its power.
system reliability modifier. For example, the phaser energy could be released as a compressed
If the test is a success, the ship gains the Enhanced System (Beam pulse wave, mimicking pulse phasers.
Weapon) edge for 10 minutes (15 minutes for a Superior Success and To do so, apply one block of damage to any system. Then roll an
20 for an Extraordinary Success), or until the weapon system suffers Systems Engineering (Weapon Systems) at TN 15 minus the weapon’s
damage. system reliability modifier.
In case of a failure, the damage point is still spent. If the test is a success, the penetration of one range category
receives -1, while another receives +1. This lasts for 10 minutes (the
process can be terminated before as a a free action), or until the
weapons systems suffers damage.
If the test fails, the damage point inflicted remains.
EXAMPLE: Ltn. Torres tries to increase the penetration of the USS
Voyager’s phaser arrays (6/5/5/0/0). The roll is a success; she decides to
reconfigure the phasers to penetration 7/5/4/0/0.
Beam Jacketing
It’s also possible to extend the range of classical beam weapons
(this is incompatible with pulsed weapons). To do so, the beam is
focused inside another one acting as carrier wave, therefore reducing
energy dispersion.
To do so, apply one block of damage to any system, as per
the “Transferring Power” rules, Narrator’s Guide p.99. Then roll an
Navigational Deflector As Phaser Systems Engineering (Weapon Systems) at TN 10 minus the weapon’s
If the weapons systems of a ship are knocked offline, a daring system reliability modifier.
commander may try to emit one last beam by channeling energy If the test is a success, the last positive penetration damage is
through the navigational deflector. This only works if the ship is swapped with the zero following it (the trick cannot be applied if the
equipped with at last one beam weapon and a functional navigational weapon’s range already reaches Extended range). This lasts until the
deflector, of course. process is terminated (as a free action), or until the weapons systems
suffers damage.
Phasers As Lighting
Beam weapons, with their highly focused energy, also give off
light that can be used in dark environments.
Reducing the penetration value of beam weapons to zero
(Starships p.20) also allows the beams to bounce on reflective
surfaces.
SYSTEMS COMPATIBILITY
Salvaged – or stolen – pieces of technology need sometimes be
installed on spacecraft hailing from
other species. That is not necessarily
difficult, if both species have a TABLE 2.6: TECHNOLOGY COMPATIBILITY TN’S (SPECIES)
relatively similar technology. BORG CARDASSIANS FEDERATION FERENGI KLINGONS ROMULANS
Installing a foreign piece of BORG –
technology aboard a starship requires CARDASSIANS 100 –
an extended Systems Engineering with FEDERATION 100 75 –
an interval of one hour; the TN‘s are FERENGI 100 75 125 –
listed in Table 2.6. Relevant specialties KLINGONS 100 75 75 125 –
apply. R OMULANS 100 75 100 125 100 –
A reliability test has to be done
every 6 hours to make sure the system doesn’t fail (consider it to have TABLE 2.7: TECHNOLOGY COMPATIBILITY TN’S (TIME)
C reliability). If it fails, it has to be installed all over again. TIME DIFFERENCE REL. TO SHIP TN MODIFIER
Older (or very modern) versions of systems can also be installed Every –100 Years Before That +75
on spacecraft – the TN increases depending on the time difference –300 Years +50
separating the system’s era of origin and the craft’s. See Table 2.7. –200 Years +35
–100 Years +20
–50 Years +10
SPACECRAFT UPGRADES 0 0
+50 Years +10
Over time starships and stations are improved, their systems +100 Years +25
replaced, upgraded. Spacecraft can even be completely remolded +200 Years +50
during refits, changing their architecture and, sometimes, role. +300 Years +80
Every +100 Years Beyond That +120
Upgrades
Ships can be upgraded with the allocation of advancement picks To refit a ship, remove all systems and flaws and use the basic
(see Starships p.33). However, apart from buying additional space space allocation for its Size – only the maneuver modifiers and edges
or maneuver modifiers (which comes as the vessel hones itself), this remain, at no cost. The main interest of a refit is that the ship (or base)
process also takes time. can see its Size increase by one unit. Then the basic space for the
Adding a new system, edge or removing a flaw takes a whole new Size is used; structure can be bought with space, as if the ship
week during which the ship has to be immobilized. was entirely new. Then, add all systems, spending the right amount of
If the work can be done at a station, it takes one day less; and space. If the Size increase allows for an additional maneuver modifier,
the number of days is further shortened by the modifier of any present add it if the classification allows.
engineering facilities. For example, a Class 3 facility (+3) would put the A refit takes 6 months at least, and do not require any expense
downtime at 3 days (7 days minus 3 + 1). of advancement picks from the players. This is something decided
by the Narrator, when the ship class needs to be wholly upgraded.
Advancement picks spent to install new systems and space are not
Refits
refunded.
Refits are lengthy processes during which the whole spacecraft
architecture is thought over again from scratch, like for the Constitution
or Excelsior classes, which underwent considerable upgrades during
their production cycle.
CHASES
Ships often try to chase one another. Chases rarely happen at
sublight speeds, because tractor beams can be locked on targets,
preventing them from escaping easily.
SUBLIGHT SPEEDS
Warp Pursuits
When at warp (or in quantum slipstream, at transwarp…), a ship
can try to outdistance its pursuer, while the chasing ship may try to
reach its target.
To do so, both helm officers roll an opposed test under System
Operations (Flight Control), and each add the warp factor at which they
are traveling (rounding down). This doesn’t count as a maneuver.
If the pursuer achieves a Complete Success, the range is decreased
by 1; by 2 for a Superior Success and by 3 for an Extraordinary Success
– it goes the other way round if the chased ship wins.
If the chased ship manages to reach Extended + 1 (6) range, it
escapes and is lost.
No classical Helm maneuver may be used while at warp.
Escaping
If combat is engaged and no ship managed to get close enough Warp Combat
to establish a tractor beam lock, a ship may wish to try to escape to Warp combat can only take place at Point Blank (1) range (use
warp. the first penetration value). All Tactical maneuvers may be achieved
Before being able to engage its FTL drive, the acting ship has then; however, only one might be executed per round. Since torpedoes
to leave the battlefield. That either requires to reach Extended + 1 (6) are equipped with micro-warp drives, they can be fired a FTL speeds;
range versus all ships targeting the acting ship or, much simpler, to as beam weapons travel slower than the speed of light, they may
Wormhole Travel
Pursuits and combat in wormholes happen a lot like in normal SECONDARY SYSTEMS
space. Follow the rules for sublight speeds combat and chases;
As system damage goes, not only the critical systems are hit
however, because of the tightness of wormhole space, only Tier 1
– secondary systems are too, and sometimes, these provide crucial
helm maneuvers, and no command ones, may be used while in a
functionality that can be direly needed at specific times.
wormhole.
If the Narrator wishes to add more detail to the damage received
by ships, he can, at the same time and every tume a critical system is
hit, roll 3D6 on Table 2.9 to determine what secondary systems fail
DAMAGE completely – they cannot be used until repaired.
These can be repaired individually using the normal rules. Power
can also be transferred to them using the classical rules. However,
when one point of damage is repaired on a critical system, the engineer
COLLISIONS can choose to restore freely a secondary system as well.
Collisions may occur – either as accidents or as intentional If the roll indicates a system that is not present on board, roll
moves (as per the Ramming Speed (H) maneuver, Narrator’s Guide again.
EFFECT: Choose a ship. If the maneuver succeeds, the acting EFFECT: Before using this maneuver, the acting ship must have
ship gains +8 Protection against the chosen ship; if it fails, it loses -8 successfully analyzed its target’s status (see Narrator’s Guide p.102).
Protection against it. The weakness is used as a “piece of information” given about the target
vessel – i.e., a Complete Success allows the sensors officer to find
about the weakness and nothing else, a Superior Success gives away
Evasion (Helm) the weakness and another piece of information, and so on.
The ship performs a series of sharp turns and dodges to shake Then, the ship can use the maneuver: the ship fires one of its
off attackers. weapon systems at the target, just like the Fire maneuver. However,
PREREQUISITES: None for the duration of the maneuver, the threshold of the ship’s defensive
DURATION: Instant systems is reduced by 1 in the case of a Complete Success made on
TN: 10 + 3 per attacker the attack roll, by 2 for a Superior Success and 3 for an Extraordinary
EFFECT: For each attacker the ship wants to shake off, the Success.
helmsman adds +3 to the TN of his System Ops (Helm) skill test. As an additional effect, it’s possible to try to beam personnel
The ships dodged lose Lock On. Those that didn’t have Lock On aboard the enemy ship by exploiting the weakness, if the maneuver
add +5 to the TN of their tactical skill tests to attack the ship the next is a success. This requires a System Operations (Transporters) test (TN
time they act. 20). In the case of a Failure, the beam-out fails and may be attempted
This maneuver is similar to Minimal Aspect, Come About and only at the next succeeded execution of the maneuver. For a Disastrous
Hard About in that it allows the break of attacker’s lock. However, Failure, all characters transported suffer a mis-rematerialization (p.38).
there is no modification to the range (as in Hard About), and it works A number of personnel up to the number of personnel transporters may
against a number of attackers, unlike Hard About and Come About. be transported in this manner.
It is harder to perform that Minimal Aspect, that also works A new sensor test analyzing the spacecraft’s status (with the TN
against a number of attackers, but it makes the ship harder to attack increasing accordingly) must be rolled for each new execution of this
as well. maneuver – the defensive array weakness is always erased by the ship’s
attack, as power is redistributed to sustain the impact, making a new
scan necessary to find another “blind spot”.
Exploit Weakness (Tactical)
The acting ship looks for a minute flaw in its primary target‘s
defensive systems, from a momentary weakness in the shields to a Feint (Tactical)
fluctuation in the power grid. The acting ship behaves as if it was attacking its target in a
PREREQUISITES: Lock On (T), a succeeded sensor test analyzing the particular manner, but changes its attack vector at the last moment,
ship’s status, which is used only to look for the weakness creating an effect of surprise and increasing the impact of its weapons
DURATION: Instant fire.
TN: Target’s protection+10
Cross-Fire (Tactical)
The tactical officer attempts to take its primary target under the
crossed fire of several of its weapon systems. FLEET COMBAT
PREREQUISITES: Two different weapon systems installed, primary The ship combat system is perfect for simulating small
target smaller than the station, at Point Blank (1) or Short (2) range engagements, pitting some ships against one another. However, for
DURATION: Instant. describing large scale battles such as the ones that happened in the
TN: Target’s protection + 5 Dominion War, the systems enters too much in detail for the Narrator
EFFECT: When applying this maneuver, choose two weapon to keep track separately of all ships and maneuvers. It’s better to move
systems such as torpedoes and phasers. If the maneuver succeeds, to a bigger scale: the rules described here intend to provide a way
apply both weapon penetrations at the targeted ship. to handle massive battles, in a hope to keep the rhythm fluid, and
interesting for the players.
Tier Three Maneuvers Starships or stations might compose wings. These are groups of
craft varying in number and type, that share a similar role or goal in the
battle. One could say they act a “super-starships” in that they act as one
Fire At Will (Command) following generic maneuver patterns, like individual ships.
The station unleashes all its destructive power on all passing
ships, trying to hit them all in a hail of weapons’ fire. THE UNIT TEMPLATE
PREREQUISITES: Targets at Point Blank (1) or Short (2) range, Lock
On (T) Units (or wings) all share common characteristics defining them,
DURATION: Instant that carry some similarities to the starship template. Wings can be
TN: 25 made up of different types of ships or stations; they remaining close
EFFECT: If successful, this maneuver allows the tactical officer to one another in combat, working as a functional unit. Thus, wings
to execute any two tactical maneuvers (provided he still can perform must be made up of craft remaining at Point Blank (1) range from one
actions) that do not count against the base’s maneuver allowance. another. That implies that ships constituting a wing with a station must
These two cannot be Fire At Will, and their TN’s are increased by +5. remain at Point Blank (1) range of it – and thus, not moving around the
battlefield (unless the wing divides itself; see below).
The characteristics of a unit are:
Inertial Transfer (Command) SIZE: This defines the overall number, and resilience, of the
As a ship passes closes to the station’s shields, these are re- unit. To calculate it, sum up all the unit’s structures. If the wing’s Size
modulated in an attempt to siphon some of the ship’s inertia and reaches 0, the wing is completely destroyed. Subtract 1 for each battle-
communicate it to the base’s orbital correctors. scarred ship.
PREREQUISITES: Target at Point Blank (1) range, shield system OFFENSE: As the name indicates, this represents the offensive
installed power of the unit. To calculate it, first take each ship separately and
DURATION: Instant do the average (rounded down) of all weapons penetration damage,
TN: Target’s protection + 5 separately for each range increment. Then sum up this number for all
EFFECT: If the maneuver is a Complete Success, the targeted ship the ships of the wing. The offense value is increased by 1 for each ship
suffers -1 to Helm maneuvers and the starbases loses -1 orbital decay. or station equipped with a multivector assault mode, rotary weapon
For a Superior Success, the targeted ship suffers -2 to Helm maneuvers systems or a multivector targeting system.
and the starbase loses -2 orbital decay, and -3/-3 for an Extraordinary PROTECTION: Average all the shield protections of the unit. Add
Success. 1 for each ship equipped with ablative armor or with an enhanced
Scatter (Helm)
In order to prevent important damage, the wing scatters, to the
detriment of coordination and mobility. This is the wing version of the
Evasion maneuver (p.51).
PREREQUISITES: Not after Full Stop (H)
DURATION: Until next round
TN: 10
EFFECT: If the maneuver is a Complete Success, the wing gains
+1 protection until next round; if it is a Superior Success, it gains +3
protection; for an Extraordinary Success, it gains +5 protection.
In any case, it loses -2 movement (minimum 0) until next
round.
used (modified with bonuses and penalties): however do not subtract
the speed factor to this roll but add it – this is the only time such a
calculation is made.
VEHICLE COMBAT As with personnel combat, surprise can apply. Personnel can
even surprise a vehicle, if they manage to avoid detection and if the
Although vehicles are simulated using the starships rules, combat craft passes within range.
mainly takes on the rules of personnel combat (see Narrator’s Guide,
p.87).
Damage applied at the starship scale is applied the same way to Actions
vehicles. When it’s the turn of the vehicle to act, it can perform several
actions depending on its crew’s decisions.
Action Rounds Typically, a vehicle can only perform two actions per round,
like ground personnel. It’s possible to take additional combat actions if
As with personnel combat, vehicle combat is divided in action needed, however each vehicle action suffers a cumulative -5 penalty,
rounds; the vehicle can perform actions depending on its crew skills. even if the character performing it still has individual actions to spare.
If the character is also performing actions beyond his normal round
Speed allowance, then the individual penalties and vehicle penalties do
stack.
However, contrary to personnel, vehicles can move at a wide
Table 3.11 presents the most common actions a vehicle can do
variety of speeds. This allows for a greater maneuverability. However,
in a round, with the action cost and the corresponding sample tests.
for combat, speeds must be adjusted; a hovercraft speeding at 15,000
Of course, use this table only as a guideline; vehicles can perform
kph cannot fight a battalion of foot soldiers.
other actions as needed – the Narrator stipulates what test must be
A vehicle on the move establishes its cruising speed following
undertaken.
the speed factors available to it (as determined by Table 1.30, p.23).
AIM: When a vehicle aims at a target, it positions itself so as
The pilot must subtract the speed factor at which the vehicle is going to
to ease the gunner’s job. It takes one action, does not require a roll,
his piloting rolls: a fast-moving craft is difficult to handle.
and adds a +2 bonus to the character manning the weapons’ roll. The
vehicle must fire just after having aimed, otherwise the bonuses are
Initiative lost.
ATTACKING: The vehicle fires its weapons at one target. The
Vehicles roll initiative differently than personnel. The person
character in charge of the tactical station takes the corresponding test,
steering the vehicle must take a piloting test according to the skill
System Operation (Tactical), which requires one action. If the attack
Ø ATMOSPHERIC SURFER: The officer is used to catching atmospheric When the character leads an intervention on a starship docked at
currents in order to level a starship entry. When a ship is about to a docking port, engineering facilities bonuses apply.
crash, the starting orbital decay in High Atmosphere is equal to 0
instead of 5.
Tier 2 Professional Abilities
Tier 2 Professional Abilities
Ø OPTIMIZED REPAIRS: The officer dispatches his repair crews and
uses his time efficiently. When repairing a critical system, two
Ø HIGH SPEED PILOTING: Some officers just love speed and try to attain secondary systems are repaired along instead of one. PREREQUISITE:
the highest ones possible. In combat situations, the vehicle can go Systems Engineering 6+ or Resourceful.
3 speed factors faster than what the combat would have allowed
– provided the engines can sustain that speed. PREREQUISITE: Ø POWER MANAGER: The character has an excellent feeling of power
Atmospheric Craft or Operate Vehicle 6+. flows and networks in a ship or station, allowing him to redistribute
resources efficiently. When transferring power, the officer adds +4
Ø PILOT WITH YOUR EYES CLOSED: The officer has an uncanny ability to the corresponding roll. PREREQUISITE: Do Your Best.
to fly, trustung more his feelings than the sensor readings. When
flying blind, the character gets only -4 to his piloting rolls instead
of -8. PREREQUISITE: Hot Hands or System Operation (Flight Control) Tier 3 Professional Abilities
6+.
Ø CALIBRATOR: The officer knows every property of every elemental
particle, and how to emit just the right quantity without burning
Tier 3 Professional Abilities
the equipment away. Add +4 to all Engineering (Navigational
Deflector) rolls. PREREQUISITE: Systems Engineering (Navigational
Ø FIGHTER ON WHEELS: The officer has proven excellent reaction times Deflector) 8+ or Power Manager.
when piloting a vehicle in combat situations. It can perform an
additional piloting action per round with no penalties (the officer
must still have individual actions to spare). PREREQUISITE: High OPERATIONS OFFICER
Speed Piloting.
SECURITY OFFICER
COUNSELOR
Ø I SEE WHAT YOU’RE THINKING: The character has developed Tier 1 Professional Abilities
an uncanny way of sensing what other people are thinking,
something that could almost border on psionics. During an Inquire Ø PSYCHOLOGY OF THE MASSES: A sociologist’s work differs from a
(Interview) test, the character can roll a Medicine (Psychology) test psychologist’s in the sheer number of individuals, however some
mimicking all the effects of Psionics (Telepathy). The character behaviours can be found at both scales. When rolling a Social
gets a -5 on this Medicine roll however. Only one such test can Sciences test, the character gains an affinity bonus equal to half his
be taken for each thirty minutes of interview. PREREQUISITE: We’re Medicine (Psychology) level, rounded up.
Among Friends.
Ø THINKING HARD: The science officers are often so much absorbed
into the complex problems they study that they almost forget
MEDICAL OFFICER totally about the outside world. When working on long Science
skill tests, they receive +4 to Stamina tests when rolling Fatigue.
+
0-
-3
21
To seek out new mation. For less-important systems, you’ll find it useful
worlds… to brush up on pertinent events and notable locales.
After all, just because one Starfleet captain on televi-
The very formation of Starfleet, and later the charter sion already solved the problem of the week doesn’t
of the Federation, paints the idealistic mission of its mean that the entire world packs up and goes away.
members: To search the stars for new worlds and new Your Crew could have to face the next challenge on
civilizations. Even before any Human starship carried Bersallis III, or Capella IV, or Nimbus III.
weapons or colonists, the first flights of fancy—starting
with Zefram Cochrane’s Phoenix—were leaps into the
unknown, just to see “what’s out there.” This book is Expanded World
“what’s out there.” Creation
Countless episodes of Star Trek show planet after
00 planet, world after world, and in many cases, they’re What’s better than seeking out strange new worlds?
not so different from ours. Sure, there are gas giants Inventing them, of course. This chapter expands on the
and deserts and icy deathtraps, but there are also Star System and Planetary Design sections on pages
jungles and oceans and Eden-like paradises. Every 168-176 of the Narrator’s Guide. Where those pages
world is a backdrop against which the adventure is concentrated on Class-M worlds, this chapter covers
set. Whether it’s important because it’s the source of all planetary classes, and adds more detail and data
travail (by being the homeworld of the Founders or the to the design process. Although the Planetary Profile
Romulans), or because the environment is a challenge (on page 172 of the Narrator’s Guide) covers all the
(with poison fruit or firestorms), or because conflict key points for a planet in an episode or series, some
looms over something on the planet (like dilithium Narrators may want to have more data available, and
crystals or ancient relics), an entire world lies at your prefer guidelines to simply making things up.
fingertips for just one thing: To give you a compelling With that in mind, these rules, charts, and tables
place to seed your story. After all, the Crew can’t spend are designed with four purposes in mind. First, they
all of their time on a ship. present and create worlds similar to those discovered
Of course, as a Narrator for a Star Trek game, you by Starfleet and other explorers in the Star Trek uni-
have a great advantage over the worlds of the shows: verse. Although any random generation system, if it
You don’t have a limit to your effects budget. Just as remains useful at all, will have a few blind corners,
you can afford to use truly unusual aliens and crea- virtually any planet shown in Star Trek can spring
tures, you can place your stories and adventures in the from these tables and charts. (And if you have a really
213+ most bizarre, hostile, or surreal worlds of the Galaxy. specific planetary design goal in mind, you probably
The alien (and not-so-alien) worlds of this manual don’t need the tables and charts, anyway.) Second,
provide templates for use in your stories, so that you where possible, they match the values, results, and
know what to expect from the important sites of the probabilities of real-world astrophysics and planetol-
Galaxy. After all, players will have an idea of what ogy, or get close enough for gaming. Keep in mind, of
- Vulcan should be like, as informed by its appearance course, that early 21st-century astrophysics will likely
in the shows; this guide tells you about the history and be as outmoded in two centuries as early 19th-century
geography of Vulcan, as well as pertinent stellar infor- astrophysics seems now. Even a decade ago, astrono-
worldS 958
21
B a sic S tellar D ata star; an A0 V star’s Yellow Zone begins at 5.5 AU and
Use Table 10.5A: Stellar Classification, on page extends out to 9.3 AU, where its Green Zone begins.
170 of the Narrator’s Guide, to determine the size and
+ type of the star (or stars) in the system. Based on this Orbital Zones
determination, consult Table 1.2: Basic Stellar Data Each star is surrounded by five concentric zones
to derive the rest of the star’s basic data. The bright- in which planets can orbit, out to a system boundary
ness and mass of the stars in Table 1.2 are given in where the star’s gravity is no longer strong enough to
0-
terms of Earth’s sun; a Type A0 V star is 50 times as hold planets. The boundary, and those zones, appear
bright and 2.7 times as massive as Earth’s sun. Orbital on Table 1.2, in AU. Going from the hottest, innermost
zone boundaries (see below) are given in AU from the zone outward, they are:
Red Zone: Here, the heat and gravity of the star
prevent any planets from forming at all.
-3
Table 1.1: Orbital Separation Yellow Zone: Planets can form, but not liquid
water or the components of carbon-based life. Tidally-
R oll (1 d 6) S eparation D istance (AU) locked planets (see page 12) in the Yellow Zone might,
1-3 Close 2d6 x 10 however, be cold enough on their “night” side to let
4-6 Distant 2d6 x 100 water, or even ice, exist.
21 Green Zone: Here, the temperature permits liquid
water, and hence, life as we know it. Also known as
AU the biozone, not all planets in this zone are Class-M:
The AU, or Astronomical Unit, is the average distance atmosphere, gravity, or other factors may still be inimi-
between the Earth and its sun. One AU is 150 million cal to humanoid life.
kilometers, or roughly 93 million miles. At full impulse Blue Zone: Planets in this zone are too cold for
(one-quarter light speed), a starship travels one AU in liquid water, but not for atmospheric ammonia or
a little over 33 minutes. Within star systems, AU are a methane. Life is unlikely here, unless a Class-J world
more convenient measure of distance than light-years. heats a moon by tidal heating or infrared radiation (see
There are 63,113 AU in a light-year. page 12).
00
Table 1.2: Basic Stellar Data
T ype B rightness (S) M ass (S) Y ellow G reen B lue B lack B oundary A ge ( years )
Main Sequence Dwarf Stars
B0 V 13,000 17.5 20 108 148 2,220 12,250 2d6 x 10 million
B5 V 830 8.2 5.5 27.4 37.4 555 2,690 1d6+2 x 100 million
A0 V 50 2.7 1.8 5.5 9.3 140 292 2d6 x 100 million
A5 V 10 1.8 0.8 2.5 4.2 60 130 1d6 x 500 million
F0 V 7 1.6 0.66 2.1 3.5 50 102 1d6 billion
F5 V 2.5 1.3 0.4 1.2 2.1 32 68 1d6 billion
G0 V 1 1 0.25 0.78 1.3 20 40 2d6 billion
G5 V 0.6 0.9 0.2 0.6 1 15 32.4 2d6 billion
K0 V 0.4 0.8 0.16 0.49 0.83 13 25.6 3d6 billion
K5 V 0.1 0.6 0.08 0.25 0.42 6 14.4 2d6 x 2 billion
M0 V 0.01 0.3 0.03 0.08 0.13 2 3.6 2d6 x 2 billion
M5 V 0.001 0.2 0 0.025 0.042 0.63 1.6 2d6 x 2 billion
White Dwarf Stars
D 0.1 0.8 0.08 0.25 0.42 6 25.6 2d6 billion*
Giants and Subgiants
213+ F II-IV 10-500 2-5 0.3 2.5-13 3-19 45-285 160-1,000 (1d6+2) x 10 million
A II-IV 100-1,500 3-6 0.4 4-20 6-30 90-450 360-1,440 1d6+3 million
B II-IV 200-8,000 4-10 4 180-250 270-375 440-8,000 640-2000 1d6 million
Type O (all) 10,000-20,000 10-12 13 630-790 950-1,190 14,000-17,000 4,000-5,760 2d6 x 100,000
Supergiant (Ia-Ib) 7,000-100,000 9-18 5 50-200 75-300 1,125-4,500 3,240-12,960 2d6 x 100,000
- M I-IV 4,000 2-10 5 60 67 1200 160-4,000 2d x 10 million**
* Planets orbiting a Type D star have normally been cooked or evaporated during its red giant phase.
** Red giants in the main sequence have often cooked or disintegrated their previous inner planets.
worldS 958
-3
-
000001
21
worldS 958
P lanetary C la ss
Starfleet classifies new worlds by letter grade (see Table 1.5A: Class-J Planetary Masses
box). For each world, roll 2d6 and consult Table 1.4: R oll (2 d 6) C lass -J subtype ; M ass (E arth = 1.0)
Planetary Class, by cross-referencing the result with its 2-5 Subjovian; 3d6+10
orbital zone (see page 6, above). 6-8 Jovian; 3d6 x 20
9-10 Superjovian; (2d6-1) x 300
P lanetary S ize 11-12 Brown Dwarf; 2d6 x 1,500; on a roll of 11 or
Planetary size comprises mass, density, and diame- 12, mass is 1d6+2 x 3,000
ter, which together determine gravity. Find the planet’s
class on Table 1.5: Planetary Masses and derive its
mass using the correct formula. The result is in terms
of Earth masses; Class-H worlds can range from 0.1 to
0.6 Earths in mass, for example. Table 1.5A gives spe-
cial values and subclassifications for gas giants, up to Table 1.6: Planetary Densities
the brown dwarf stage, which is the largest any planet C lass R oll (2 d 6)*
can get without becoming a star. D, F, H 1-7, silica; 8-10, Earth-like; 11+, metal-rich
G 1-7, ice, 8+, rock-ice
Density J 1-6, hydrogen, 7+, gas
A planet’s density depends on its composition, K 1-4, rock-ice**, 5-8, silica, 9-11, Earth-like, 12+,
which varies by planetary class. Find the planet’s metal-rich
class on Table 1.6: Planetary Densities and roll 2d6 to L, M 1-4, rock-ice; 5-6: silica; 7-11 Earth-like; 12+,
determine its density. In addition to the densities given metal-rich 3332
in Table 10.6A on page 174 of the Narrator’s Guide, Y 1-8, Earth-like, 9+, metal-rich
three new densities appear for non-Earthlike worlds. *Modifiers: Yellow Zone +1, Black Zone -1; Type A or B star, +1; Core or
Ice density worlds have a density of 0.2 and little or no spiral arm interior, +1; Type M star, -1; 10 billion years or older, -2.
111
rocky core at all; the planet is essentially an enormous **Only in Blue Zone; roll again for Class-K worlds in the Yellow Zone
+
snowball. Hydrogen and gas worlds are two types of
Class-J planets: hydrogen (density 0.2) worlds have
a highly-compressed metallic hydrogen core and an
21
immense atmosphere of pure hydrogen and helium; planets, this is the gravity at the top of the planetary
gas (density 0.3) worlds have a compressed-gas core atmosphere, since gas giants have no “surface” to
with their bulk being hydrogen, helium, ammonia, speak of. See the box for some hazards of various
+ and methane. gravities, and page 173 of the Narrator’s Guide for
gravity’s effect on settlement.
Diameter
From mass and density, we can calculate the M oons and R ings
0-
world’s diameter as the cube root of mass divided by Moons are, essentially, tiny planets, and can be
density. If you don’t have a calculator handy, Tables described using Starfleet’s planetary class system.
1.7 and 1.7A give calculated values in Earth diam- Different classes of planet attract different classes of
eters, from which you can interpolate. Class-D worlds moon; find the planet’s class on Table 1.10: Moons and
are trivially small; rather than going to the bother of determine the number of moons by class available. For
-3
calculating diameters, simply roll 2d6 and multiply the example, for a Class-K world the mass of Earth, if the
result by 10 kilometers. first roll is a 4 and the second a 5, the planet has one
Class-D moon and no Class-F moons. If you wish, find
Gravity the moon’s vital statistics (density, gravity, etc.) just as
Multiply diameter (in Earth diameters) by density to you would a planet of the same class, although no
21 get surface gravity in Earth gravities, or G. For Class-J moon can mass more than half its planet’s mass. Then
213+
-
10
worldS 958
Hazards of Gravity
Operating under gravity different from your home G can be difficult, whether the gravity is relatively higher or lower than
what you are used to. Even low gravity can cause mistakes or miscalculations with some physical tests, as the relationship -3
between inertia and weight appears different to someone with differing G-reflexes.
High Gravity
From a rules perspective, high gravity in many ways is the opposite of low gravity. Falling does more damage, jumps are 200001
shorter, encumbrance is higher, and so forth. Physical tests in high gravity also suffer from test modifiers (see Table 1.8:
Physical Test Gravity Modifiers). Working in high gravity is also very tiring; treat exertion levels as the increment shown
on Table 1.9: High Gravity Fatigue. Under Vulcan's 1.4 G, a Human treats Standard exertion as Demanding, and Demanding
exertion as Extreme.
As the table indicates, at still higher gravities, damage may occur each time a fatigue test comes up. You can resist damage
from gravity fatigue with a Stamina reaction test of the same TN as the associated fatigue test. So, if you're trying to resist
fatigue with a Stamina test (TN 10), you also resist taking any damage with a Stamina test (TN 10).
11
21
Planets and determine the amount of heat received by ures and apply the result to Table 1.11A: Temperature
the moon in question by adding tidal heating to the IR Driven Moon Classes, and continue to build the moon
column that matches the planet’s subclass. Now add according to its new class. Note that temperatures
+ the background heat for the planet’s orbital zone: 350 taken from Table 1.11 may not equal the final surface
Centigrade in the Yellow Zone, 10 Centigrade in the temperature of the moon; without an atmosphere,
Green Zone, -100 Centigrade in the Blue Zone, and received heat bleeds away rapidly. Jupiter’s Class-K
-200 Centigrade in the Black Zone. Total the two fig- moon Io has a molten interior, with frequent volcanic
0-
gouts of liquid sulfuric lava—but its surface tempera-
Table 1.10: Moons ture hovers around -110 degrees Centigrade. Jupiter’s
Class-G moon Europa, meanwhile, has a surface
P lanet M oons by C lass * temperature of -160 degrees Centigrade all across its
F, H D, 1d6-3; F, 1d6-5 smooth ice surface—but underneath, it has an enor-
-3
G D, 1d6-4; G, 1d6-5 mous ocean of liquid water.
J D, 2d6-3; F, 1d6-5; G, 1d6-5**; K, 1d6-5
K, Y D, 1d6-3; F, 1d6-5 P lanetary C limate
L, M D, 1d6-2; F, 1d6-5; G, 1d6-5; L, 1d6-5 As indicated on page 174 of the Narrator’s Guide,
*Modifiers: Planetary mass under 0.2, -1; planetary mass 1.5-10, +1; the final climate of a planet comes out of mutually-
21 planetary mass 10.1-100, +2; planetary mass 100.1-500, +3; planetary reinforcing interactions between the world’s atmo-
mass over 500, +5; more than 12 planets in the system, +1; treat any sphere, hydrosphere, and basic temperature. In addi-
result less than 1 as a result of “no moons of that type.” tion, other factors such as the planet’s rotation, sea-
** Only in Blue or Black Zone orbits; for Class-J worlds in Yellow or sonal variation due to axial tilt (see page 13), magnetic
Green Zone, re-roll as Class-F. field thickness (which affects the upper atmosphere
and electrical storm activity), and so forth can wildly
alter the weather both day to day and over millen-
nia. The natural processes of glaciation, solar activity,
Table 1.11: Moon Distance and planetary aging also change weather patterns. In
short, although you can use the following categories
R oll (1 d 6)* O rbit T ype (D istance ) to establish some broad guidelines, the weather any-
0-2 Close orbit (1d6 planetary radii) where on a given planet can be pretty much whatever
3-4 Medium orbit (3d6 planetary radii) you want as Narrator.
00 5+ Distant orbit (1d6+1 x 10 planetary radii)
*Modifiers: Class-K moon -1, Class-G moon +1 Planetary Rotation
Roll on Table 1.13: Planetary Rotation to deter-
mine the planet’s day length, which depends on the
speed with which a planet revolves. This speed also
Table 1.11A: Temperature Driven Moon Classes affects the planet’s weather and climate. In general,
the faster the rotation, the worse the weather—storms,
D egrees C entigrade M oon C lass hurricanes, and other extreme phenomena are more
750+ Y frequent and more powerful.
100 to 749 K Tides, from both moons and the planet’s star, can
-10 to 99 Roll 1d6; 1-3, H; 4-5, L; 6, M slow its rotation. Planets with distant large moons
-100 to -11 Roll 1d6; 1, K; 2-3, H; 4, F; 5-6, G* (those massing over 1% of the planet mass) add 1d6
colder than -101 Roll 1d6; 1-3, F; 4-6, G* hours to their day, large moons in medium orbit add
* This may represent a Class-F world covered in a sheet of ice, rather 2d6 hours, and large close moons add 3d6 hours to
than a true Class-G moon, at the Narratorʼs discretion. the planetary day. Planets within 0.5 AU of their star
multiply their day length by 1d6; worlds within 0.4
further multiply their day length by 10. Worlds within
12
worldS 958
137
21
Table 1.15A: Atmospheric Thickness oxygen; other species have similar ranges. Pressure
also varies by altitude; divide 1000 meters by the local
A tmosphere D ensity W orlds : R oll (1 d 6)* gravity to find the 10% pressure gradient. (On Earth,
None 0% D, F pressure drops by 10% for every 1000 meters of alti-
Trace 2d6% G, H: 1-3 tude; on Vulcan, with 1.4 G, it drops by 10% at every
00 Thin 5d6+50% G, H: 4-5; K, L: 1; M: 1-2 714 meters.) On some large planets with unbreathably
Standard (1d6+6 x 10)% G, H: 6+; K: 2; L: 2-4; M: 3-5 thick atmospheres, Humans might be able to colonize
Thick 5d6+120% K: 3-4; L: 5+; M: 6+ high mountaintops!
Dense 3d6 x 50% K: 5
Superdense 2d6 x 100% J, Y; K: 6+ Planet Temperature
*Modifiers: Gravity below 0.5 G, -2; Gravity 0.5-0.8 G, -1; Gravity over To determine a world’s basic temperature (see page
1.2 G, +1; Red giant star, -2, Type A star, +1; Type K star, -1; Black 174 of the Narrator’s Guide), begin with the back-
Zone, +1, Tidally locked, -2. ground heat for the planet’s orbital zone: 350 degrees
Centigrade in the Yellow Zone, 10 in the Green Zone,
-100 in the Blue Zone, and -200 in the Black Zone.
Table 1.15B: Trace Atmospheric Components Thicker atmospheres reflect more light, and thus cool
the planet: standard atmospheres reduce temperature
R oll (2 d 6) C omponent F orbidden by 5 degrees, and dense ones by 20 degrees. However,
2-3 Nitrous oxide – thicker atmospheres can also trap heat, if they contain
4 Chlorine Class-L, Class-M enough greenhouse gases: standard atmospheres raise
5 Fluorine Class-L, Class-M temperature by a number of degrees equal to twice the
6 Ammonia Yellow Zone, Class-M percentage of carbon dioxide in the atmosphere, dense
7 Water vapor Blue or Black Zone, Type B stars ones by 10 degrees for each percentage point of CO2.
8 Carbon dioxide – Worlds with days longer than 10 Earth standard days can
213+ 9 Sulfur dioxide Class-L, Class-M get amazingly hot on the day side; add 1d6 x 10 degrees
10 Methane Yellow Zone, Class-L, Class-M to the temperature. For tidally locked worlds, double the
11 Argon – temperature on the day side and halve it on the night
12 Neon – side. If the planet is too hot, it has a runaway greenhouse
effect going on; oceans steam and boil, pumping the
- air full of water vapor and adding 1d6 x 100 degrees
to temperature. The atmosphere becomes superdense.
(Tidally-locked worlds do not get runaway greenhouse
14
worldS 958
Hazards of Climate
Exposed to Vulcan's searing deserts, a Human quickly dehydrates and tires. On Andoria, the freezing snows bring frostbite.
Humanoids can often survive in a wide range of climes, but very few species can survive in all conditions.
Typically, characters in very hot or very cold climes suffer fatigue more rapidly than normal. Heat leads to exhaustion,
heat stroke, prostration, loss of body fluids, and eventually to delirium and death. Cold causes freezing of flesh, muscular
coordination problems, desiccation of soft tissues and eventually unconsciousness and death.
Most humanoid species have a comfortable “temperature window” and can function normally within certain ranges. It's not
generally necessary to calculate an exact temperature; all that's necessary is for the Narrator to determine where the tem-
perature window lies for a given character. (In temperate-zone Humans, the comfort zone runs between roughly 15 and 30
degrees Centigrade, although warm or well-insulated clothing can extend the comfort zone considerably.) Characters exposed
to higher or lower temperatures can suffer from accelerated fatigue and even injury, as shown on the accompanying table.
The average Human temperature gradient is about 10 degrees Centigrade: an unprotected temperate-zone Human begins
suffering “cool” effects at 5 “cold” effects at -5, and so forth. Many factors can affect these numbers: use the 10-degree
increment as a first rule of thumb.
As the table shows, a character in very hot or very cold weather suffers from accelerated fatigue as well as the possibility
of damage. In scorching or frigid climes, a character can quickly be incapacitated by the frequent fatigue rolls and accompany- 3332
ing damage. Increases in exertion level make fatigue tests more frequent and difficult—in cool or warm weather, Relaxed
exertion becomes Standard instead (see pages 95-96 of the Narrator's Guide). Damage occurs each time a fatigue test comes
up, if the temperature so indicates. You can resist damage from temperature with a Stamina reaction test of the same TN
111
as the associated fatigue test. So, if you're trying to resist fatigue with a Stamina test (TN 10), you also resist the damage
+
with a Stamina test (TN 10). A successful Stamina test to resist this damage cuts it in half, rounded down, so you'll still
eventually succumb to very high temperatures.
15
21
temperature exhaustion. This can either count as hav- and other problems. Add two levels to all exertions, and
ing specific, precise “equipment” for the job, or in you don’t recover fatigue levels at all with rest. Once
some cases might reduce all temperature penalties by you collapse from loss of fatigue, you take 1d6 damage
+ one category for four to eight hours. at each successive fatigue roll, and even resting isn’t
Atmospheric Pressure: High- or low-pressure enough to stave off further rolls. No Class-M world has
atmospheres can cause difficulty in breathing, “bends” very high or low air pressure to any humanoid; worlds
or total system failure. On low-pressure worlds, char- with damaging pressure are considered Class-K or
0-
acters have problems breathing because the atmo- Class-H. Superdense atmospheres do one full Wound
sphere’s simply too thin. By contrast, high-pressure Level per round (no resistance possible) until the char-
worlds put a strain on circulatory and respiratory sys- acter dies, is rescued, or enters a safe environment.
tems because the gases strain the limits of the body. In Surviving in and medically treating pressure dif-
either case, discomfort and death can result. ferences is a lot harder than dealing with temperature
-3
Variations in pressure can quickly render charac- extremes. The most that you can really do is try to pace
ters unable to function. There’s no real need to go into yourself and hope that an injection of tri-ox or a simi-
the specifics of atmospheric pressure values; it’s suf- lar compound can make up for respiration difficulties.
ficient to determine that a planet is high- or low-pres- No Survival test is possible to negate the penalties for
sure compared to a given character’s homeworld. (This extreme atmospheric pressure. Special compounds from
21 is especially true because pressure tolerance tends to the 23rd and later centuries may mitigate pressure prob-
vary widely from individual to individual.) lems for four to eight hours, at the Narrator’s discretion
In slightly high or low pressure, you tend to (also, see the Starfleet Operations Manual for an extend-
become winded more easily, and recover more slowly. ed list of medications, some of which may be helpful).
Characters from worlds with standard atmospheres Obviously, a character with an artificial environ-
suffer these effects on worlds with thin or thick atmo- ment regulator (like an EVA suit) doesn’t need to worry
spheres; characters from thin or thick atmospheres about the problems of temperature and pressure as
(who must evolve stronger rib and lung muscles in the long as the environment remains controlled.
first place) suffer them only in thick or thin air, respec-
tively (see page 14 for atmospheric thickness details). Planet Hydrosphere
A Human suffers these effects on thin-aired Vulcan or Consult Table 1.17: Hydrosphere to determine the
thick-atmosphere Ferenginar, for example, but Vulcans percentage of the world covered with liquid—water,
would only suffer on Ferenginar and not on Earth. Add in the case of Class-M and Class-L worlds. Remember
00 one level to all exertions (Relaxed becomes Standard), that no world with a temperature above 100 degrees
and it takes twice as long to recover fatigue levels. Centigrade can have any liquid water at all.
In very high or low pressure (trace or dense atmo-
spheres, see page 14), you not only suffer from extreme P lanetary G eology
fatigue, but you eventually suffer from hemorrhaging Part scenery, part hazard, part story hook, the geol-
ogy of a world will affect its look and its usefulness.
16
worldS 958
-3
-
000001
17
21
Exotic Life
Starfleet’s bold explorers have discovered worlds
bearing life forms with radically different chemistry
+ from Class M worlds’ water-carbon life. As a kind
of intermediate stage between organic and non-
organic life, there exist carbon-based life forms that
breathe chlorine or even cyanide! Still other creatures,
0-
although not organic beings per se, still require organ-
ic matter for sustenance—the dikironium cloud crea-
ture that attacked the U.S.S. Farragut in 2257 drained
hemoglobin. However, some chemistries have no
connection whatever with conventional water-carbon
-3
ecologies. Most exotic life forms depend on a relative-
ly narrow range of temperatures, atmospheres, and
other conditions. Although Class M planets are rela-
tively rare, successful life on other types of worlds is
rarer yet. In general, life forms with exotic chemistries
21 and living conditions make poor player characters,
but can provide interesting scientific, diplomatic, and
even military challenges as encountered life forms. All
temperature and atmosphere ranges deal only with
the environment in which the being evolves—a tech-
nological ammonia-breather might be able to live and
travel in any environment with the proper suit and
breathing apparatus, just as Humans can now live and
work in the vacuum of interstellar space.
Fluorine-Silicon: Organisms such as the
Table 1.19: Planetary Life Forms Excalbians, with a complex body chemistry based
on fluorosilicone compounds can evolve on hot
R oll (1 d 6) N ature of L ife E volved * Class-K (or even Class-Y) planets with fluorine and
00 1-3 None carbon dioxide atmospheres. (Plentiful fluorine-sili-
4-6 Seeded by ancient species: 1, Unicellular life; 2-3, con life removes all the carbon dioxide from the
Plants; 4-6, Roll on Table 1.19B atmosphere, which might reduce the temperature to
* See Table 1.19A the point where fluorocarbon-sulfur life takes over.)
They require a temperature range of 400 to 500
degrees Centigrade. The Horta is a fluorine-silicon
Table 1.19A: Evolved Life Forms species that probably evolved near the molten core
of its planet, Janus VI—it now ingests radioactives to
P lanetary A ge ( years ) L ife F orms provide heat. Similar creatures might evolve on any
1 billion Prebiotic molecules metal-rich world.
2 billion Unicellular life Fluorocarbon-Sulfur: Class-K planets with liq-
3 billion Lichen, mosses, algae uid sulfur (requiring a temperature range of 150 to 400
4 billion+ Roll on Table 1.19B degrees Centigrade) and oxygen-poor, fluorine-rich
atmospheres, can produce life forms based on fluoro-
carbons and sulfur. Given enough time, these organ-
Table 1.19B: Advanced Life Forms isms may create Human-tolerable atmospheres, as
they break oxygen out of carbon dioxide to make com-
R oll (2 d 6)* L ife F orm plex fluorocarbon molecules. The bacteria with which
0-4 Worms, snails, slime devils, fungi Starfleet has seeded Venus match this description.
213+ 5-6 Insects, molluscs, trilobites (Intellect 1+), ferns Hydrogen-Sulfur: Under extreme pressures and
7 Fishes, colony beings in temperatures over 400 Centigrade (present only on
8 Amphibians, balloon creatures, walking plants Class-Y worlds), creatures can evolve in platinum-
9 Reptiles (Intellect 2+) cyanogen matrices to metabolize hydrogen in a sulfate
10 Mammals (Intellect 3+), flowering plants solvent. Such evolution is almost always sparked by
- 11 Dinosaurs, birds, metamorphs spaceborne proteins seeking stable niches, and tradi-
12+ Energy beings, psionic creatures tionally adapts itself to match its environment rather
*Modifiers: Seeded ecology +4; Thick Oort cloud -2 than altering the environment around it. The dichro-
18
worldS 958
mate mimetic creatures encountered by the U.S.S. require organic hosts for molecular cohesion. Others,
Voyager exemplify this biology. such as the two separate emotion-draining species that
Carbon-Ammonia: On frigid (-80 to -30 degrees attacked the U.S.S. Enterprise at Argelius and Beta XII-A
Centigrade) planets with plentiful liquid ammonia, simply feed off sentient life in any form. On the other -3
carbon-based life forms can evolve using ammonia side of the equation, some corporeal beings (such as the
as a solvent rather than water. These beings require Devidians) feed off pure energy (in the Devidians’ case,
a methane-ammonia atmosphere, and can evolve on neural energy).
-
large Class-G worlds or the Class-G moons of Class-J If energy beings are not simply the hyperevolved
worlds, in the upper atmosphere of Class-J worlds, consciousness of material beings, they may spring from
or on cold Class-K worlds. Ammonia-based life will extremely high-temperature environments with strong
break down carbon dioxide and release oxygen, magnetic fields. The photonic entities encountered in
which will break down methane into frozen water the corona of a protostar in the Delta Quadrant would
000001
and nitrogen. fit this model. Class-F or Class-K worlds close to stars,
Carbon-Methane: On still colder worlds (-180 to especially with thin argon-rich atmospheres, are other
-160 degrees Centigrade) with liquid methane, carbon- likely locations for energy life to evolve. Energy beings
based life forms using a methane solvent can evolve. can also evolve as distributed consciousnesses in a
Carbon-methane life depends on an atmosphere high crystal (often quartz or silicate) matrix; the Crystalline
in methane and hydrogen; it can evolve on the same Entity that destroyed the Omicron Theta colony and 200001
classes of world as carbon-ammonia life. the water-based electricity-metabolizing microbrains
Carbon-Hydrogen: At still colder temperatures of Velara III are two examples of such life.
(-250 to -260 degrees Centigrade), or at higher tem-
peratures under extreme pressure (such as the lower P lanetary R esources
atmosphere of a Class-J world), hydrogen can behave To determine the useful resources, if any, of the
as a solvent for carbon-based life. Such hydrogen-sus- world, use the rules and guidelines for Class-M (and
pension life does not alter its environment because its Class-L) planet resources on pages 175-176 of the
molecular chains are too delicate to withstand sunlight Narrator’s Guide as a starting point. Some possible
or other energetic radiation. The Lothra of Opax XIV resources for various world classes (or moon-based or
are the best-known sentient hydrogen-breathers. orbital facilities around them) appear in Table 1.18:
Liquid Helium: Far from any sun, in the heart of Potential Resource Types.
deepest space, where rogue planets feel only the trace
trickles of heat from the Big Bang, helium can exist as
a superconductive liquid, at temperatures approach-
ing absolute zero (-270 Centigrade). Organisms based
on liquid helium are very alien, and do not cause or Table 1.20: Potential Resource Types
even use chemical reactions at all. Since helium is an D, F Metals and minerals; derelict space junk; artifacts; danger-
inert gas, helium-based life does not alter the plan- ous, hazardous, or explosive material manufacturing
etary environment. G Exotic biological species (medicines, spices, poisons, dyes);
Energy Beings and Noncorporeal Entities: water; computer equipment or services
Xenobiologists speculatively draw lines between non- H Artifacts; metals and minerals; raw industrial goods; mer-
corporeal entities (those without a physical form) and cenaries; “used” equipment
energy beings (those composed of, or metabolizing, J Helium-3 for fusion plants; elemental hydrogen; gravity-
pure energy rather than chemical energy). Almost all charged devices or gravitics; antimatter; spaceframes and
energy beings are noncorporeal, but not all noncor- systems
poreal entities are energy beings. There is reason to K Chemicals; exotic biological species (mostly toxic); prisons
suspect that most noncorporeal and energy beings or other remote facilities
somehow evolve from corporeal ones. The Organians, L Artifacts; exotic minerals and allotropes; industrial goods;
Metrons, and Q have all implied that Humanity (and personnel
by extension other species) will some day join them M Agricultural goods; industrial goods; biological species;
in their immaterial state. Species such as the Melkots, medicines; personnel and services; art
Medusans, Travelers, and so forth may be intermediate Y Exotic metals or chemicals 3332
stages on such an evolutionary journey. On the other
hand, energy beings could evolve from more primitive
energy beings just as material species do. However,
111
there do seem to be repeated points of contact between
+
such beings and their material neighbors—rather more,
in fact, than between organic species and many
other inorganic, though material, species. Some energy
beings, such as the anaphasic entity of Caldos Colony,
19
STARSHIP RECORD SHEET Expanded Spacecraft Operations
Full strength
Panel shorts:
STA TN 10 or stun 1D6 rds
-1 Shield Protection
-1 Shield Threshold
Panel explodes:
QCK TN 10 or stun 1D6 wds
Critical system hit
Shields down!
A SYSTEM OFFLINE: Shields down
WEAPONS RELIABILITY HIT ON
F Immediately lose Lock On
E -1 to Tactical maneuvers
D -1 Penetration all arrays
C No Tier 2 Tactical maneuvers
B -2 to Tactical maneuvers OFFENSIVE DATA
A SYSTEM OFFLINE
BEAM WEAPONS PENETRATION SPACE
PROPULSION RELIABILITY HIT ON
MISSILE WEAPONS PENETRATION SPACE
F -1 to Initiative
E -1 to Helm maneuvers
D -1 to Initiative PROPULSION DATA
C -2 to Helm maneuvers SUBLIGHT DRIVE SPACE
B -2 to Initiative FTL DRIVE SPACE
A SYSTEM OFFLINE: Critical reactor overload ROLL REACTOR STATUS EFFECTS
LIFE SUPPORT RELIABILITY HIT ON (OK) NOMINAL If system hit: add 2D6+remaining blocks’reliability, TN 10, to avoid overload
F Emergency lighting: -1 to all Physical tests 1-2-3 MINOR OVERLOAD 6D6 damage to personnel in Engineering, or 10% crew casualties (all wounded)
E Panel shorts: Stamina test (TN 10) or stun 1D6 rounds 4-5 MAJOR OVERLOAD 2D6 EXT’D TEST TN FOR CONTAINMENT (1 test/round)
RDS.
LEFT
D Panel explodes: Quickness test (TN 10) or 1D6 wounds 6 CRITICAL OVERLOAD 1D6+2 45+DAMAGE/5 -RELIAB. MOD.
C Gravity failing: -2 to all Physical tests
B Thin atmosphere: Stamina test (TN 10) or stun 1D6 rounds
A SYSTEM OFFLINE: 2D6 rounds to abandon ship SECONDARY SYSTEMS STATUS
SENSORS RELIABILITY HIT ON 3 ESCAPE PODS 11 CARGO HOLDS & REPLICATOR NETWORK
F -1 to Helm maneuvers 4 MEDICAL FACILITIES 12 TRANSPORTERS
E -1 to all maneuvers 5 NAVIGATIONAL DEFLECTOR 13 TRACTOR BEAMS AND MAGNETIC GRAPPLERS
D -1 to Initiative 6 AUTODESTRUCT SYSTEM 14 AUXILIARY SCIENCE SYSTEMS
C -2 to Tactical maneuvers 7 SEPARATION SYSTEM 15 INERTIAL DAMPENING FIELDS & SHIELD MODULATORS
B Cannot execute Lock On 8 PERSONNEL INTRASHIP TRANSPORTATION 16 COMMUNICATIONS SYSTEM
A SYSTEM OFFLINE: Vessel blind 9 SHUTTLEBAYS & SHUTTLECRAFT 17 INTERNAL SECURITY SYS. & EMERGENCY FORCEFIELDS
10 HOLOGRAPHIC & RECREATION SYSTEMS 18 FIRE SUPPRESSION SYSTEM
OPERATIONS RELIABILITY HIT ON
F -1 to Initiative
E -1 to Command maneuvers OPERATIONAL DATA
D -1 to Computer Use tests OPERATIONS SYS. SPACE LIFE SUPPORT SYS. SPACE
C -2 to Initiative CARGO UNITS SPACE ATMOS. CAPABLE SPACE
B -2 to all maneuvers TRACTOR BEAMS SPACE SHUTTLEBAYS SPACE
A SYSTEM OFFLINE: Cloaking device offline SENSORS SPACE
TRANSPORTERS SPACE
SEPARATION SYS. SPACE
CREW DATA CLOAKING DEVICE SPACE
COMPLEMENT ON DUTY PENALTY SHUTTLECRAFT
PASSENGERS WOUNDED REM. IN SICKBAY
DAMAGE REPORT % CASUALTIES AS WOUNDED AS DEATHS
PRIMARY SYSTEM HIT 10% 90% 10%
SMALL BREACH 5% 70% 30%* EDGES SPACE
HULL BREACH 10% 50% 50%*
MINOR REACTOR OVERLOAD 10% 100% FLAWS SPACE
* If emergency forcefields (Secondary sys. 17) online; otherwise, 100% deaths
STATION RECORD SHEET Expanded Spacecraft Operations
Panel shorts:
STA TN 10 or stun 1D6 rds
-1 Shield Protection
+1 Orbital decay
-1 Shield Threshold
+1 Orbital decay
-2 to Orbital maneuvers
Panel explodes:
QCK TN 10 or stun 1D6 wds
-1 Shield Protection
+2 Orbital decay
Shields down!
A SYSTEM OFFLINE: Shields down
WEAPONS RELIABILITY HIT ON
F Immediately lose Lock On
E -1 to Tactical maneuvers
D -1 Penetration all arrays
C No Tier 2 Tactical maneuvers ORBITAL CORRECT. SPACE
B -2 to Tactical maneuvers ORBITAL DECAY 0 1 2 3 4 5 6 7 8 9 10
A SYSTEM OFFLINE
POWER RELIABILITY HIT ON
F -3 to Engineering Facilities bonuses (minimum 0)
OFFENSIVE DATA
E +5 TN to transferring power tests BEAM WEAPONS PENETRATION SPACE
D -2 to Helm maneuvers and orbital corrections MISSILE WEAPONS PENETRATION SPACE
C -1 to Tactical maneuvers
B -1 to Command maneuvers POWER DATA
A SYSTEM OFFLINE: Critical reactor overload
LIFE SUPPORT RELIABILITY HIT ON POWER SYSTEM SPACE
F Emergency lighting: -1 to all Physical tests ROLL REACTOR STATUS EFFECTS
E Panel shorts: Stamina test (TN 10) or stun 1D6 rounds (OK) NOMINAL If system hit: add 2D6+remaining blocks’reliability, TN 10, to avoid overload
D Panel explodes: Quickness test (TN 10) or 1D6 wounds 1-2-3 MINOR OVERLOAD 6D6 damage to personnel in Engineering, or 10% crew casualties (all wounded)
C Gravity failing: -2 to all Physical tests 4-5 MAJOR OVERLOAD 2D6 EXT’D TEST TN FOR CONTAINMENT (1 test/round)
RDS.
LEFT
B Thin atmosphere: Stamina test (TN 10) or stun 1D6 rounds 6 CRITICAL OVERLOAD 1D6+2 45+DAMAGE/5 -RELIAB. MOD.
A SYSTEM OFFLINE: 2D6 rounds to abandon ship
SENSORS RELIABILITY HIT ON SECONDARY SYSTEMS STATUS
F -1 to Helm maneuvers 3 ESCAPE PODS 11 CARGO HOLDS & REPLICATOR NETWORK
E -1 to all maneuvers 4 MEDICAL FACILITIES 12 TRANSPORTERS
D -1 to Initiative 5 ORBITAL CORRECTORS AND SUBLIGHT DRIVE 13 TRACTOR BEAMS AND MAGNETIC GRAPPLERS
C -2 to Tactical maneuvers 6 AUTODESTRUCT SYSTEM 14 AUXILIARY SCIENCE SYSTEMS
B Cannot execute Lock On 7 ENGINEERING FACILITIES 15 INERTIAL DAMPENING FIELDS & SHIELD MODULATORS
A SYSTEM OFFLINE: Vessel blind 8 PERSONNEL INTRASHIP TRANSPORTATION 16 COMMUNICATIONS SYSTEM
OPERATIONS RELIABILITY HIT ON 9 DOCKING FACILITIES & DOCKED SHIPS 17 INTERNAL SECURITY SYS. & EMERGENCY FORCEFIELDS
F -1 to Initiative 10 HOLOGRAPHIC & RECREATION SYSTEMS 18 FIRE SUPPRESSION SYSTEM
E -1 to Command maneuvers
D -1 to Computer Use tests OPERATIONAL DATA
C -2 to Initiative OPERATIONS SYS. SPACE LIFE SUPPORT SYS. SPACE
B -2 to all maneuvers CARGO UNITS SPACE TRACTOR BEAMS SPACE
A SYSTEM OFFLINE: Cloaking device offline SENSORS SPACE
TRANSPORTERS SPACE
CREW DATA SEPARATION SYS. SPACE
CLOAKING DEVICE SPACE
COMPLEMENT ON DUTY PENALTY SUBLIGHT DRIVE SPACE
PASSENGERS WOUNDED REM. IN SICKBAY DOCKING BAYS SIZE WORTH / MAX. SPACE
DAMAGE REPORT % CASUALTIES AS WOUNDED AS DEATHS DOCKING PORTS SIZE WORTH / MAX. SPACE
PRIMARY SYSTEM HIT 10% 90% 10% PYLONS / BERTHS SIZE WORTH / MAX. SPACE
SMALL BREACH 5% 70% 30%* EDGES SPACE
HULL BREACH 10% 50% 50%*
MINOR REACTOR OVERLOAD 10% 100% FLAWS SPACE
* If emergency forcefields (Secondary sys. 17) online; otherwise, 100% deaths
VEHICLE RECORD SHEET Expanded Spacecraft Operations
Full Strength
-1 Shield Protection
Panel shorts:
STA TN 10 or stun 1D6 rds
-1 Shield Threshold
Shields down
E -1 Shield Strength
D -1 Shield Threshold
C -1 Shield Strength
B -2 Shield Protection
A SYSTEM OFFLINE: Shields down
WEAPONS RELIABILITY HIT ON
F Immediately lose Lock On OFFENSIVE DATA
E -1 to Tactical modifier BEAM WEAPONS PENETRATION SPACE
D -1 Penetration all cannons
C Only basic fire allowed MISSILE WEAPONS PENETRATION SPACE
B -2 to Tactical modifier
A SYSTEM OFFLINE ENGINE DATA
ENGINE RELIABILITY HIT ON POWERED BY ALTITUDE CONTROL SPACE
F Cannot charge SPEED FACTORS RELIABILITY SPACE
E -1 to Initiative
D -1 to Maneuverability modifier
C -1 to Initiative OPERATIONAL DATA
B -1 to Maneuverability modifier OPERATIONS SYS. SPACE LIFE SUPPORT SYS. SPACE
A SYSTEM OFFLINE: Vehicle immobilized CARGO UNITS SPACE TRACTOR BEAMS SPACE
LIFE SUPPORT RELIABILITY HIT ON SENSORS SPACE
TRANSPORTERS SPACE
F Emergency lighting: -1 to all Physical tests CAMOUFLAGE SYS. SPACE
E Panel shorts: Stamina test (TN 10) or stun 1D6 rounds
D Panel explodes: Quickness test (TN 10) or 1D6 wounds SHUTTLEBAYS SIZE WORTH / MAX. SPACE
C Depressurization: -2 to all Physical tests EDGES SPACE
B Thin atmosphere: Stamina test (TN 10) or stun 1D6 rounds
A SYSTEM OFFLINE: 1D6 rounds to abandon vehicle FLAWS SPACE
SENSORS RELIABILITY HIT ON
F +5 TN to System Operation (Sensors) tests
E -1 to Initiative PROFILE
D -1 to Maneuverability modifier
C -1 to Tactical modifier
B Cannot execute Lock On
A SYSTEM OFFLINE: Vessel limited to Speed factor 1
OPERATIONS RELIABILITY HIT ON
F +5 TN to Computer Use tests
E -1 to Initiative
D -1 to Maneuverability modifier
C -1 to Tactical modifier
B -2 to Maneuverability modifier
A SYSTEM OFFLINE: Camouflage offline, no steering
STARSHIP
CONSTRUCTION
MANUAL
Star Trek is a trademark /copyright of Paramount Pictures Corporation. No infringement intended. SCM Version 1.0
CONTENTS
This document is for TITLE
designing Federation AUTHOR
starships for use in the FASA
Star Trek Starship Tactical Starship Construction Guide
Combat Simulator Game. FASA
Presented in this document
is the statistics and game
data for the warp engines,
impulse engines, ship’s
Starship Construction Guide: Supplemental
computer, shields, hull, and
Bryan Jecko
the superstructure
requirements for the
Federation starships of the
Star Trek universe. All
information compiled from Starship Types
various editions of the Ship William Colley
Construction Manual from
FASA and other FASA game
materials.
Cover:
Constellation Class Heavy
Cruiser. Constellation is a
copyright/trademark of
Paramount Pictures
Corporation.
STARSHIP CONSTRUCTION GUIDE
This document is for designing starships for use in the COMBAT EFFICIENCY (CE)
FASA Star Trek Starship Tactical Combat Simulator This number rates a ship’s performance in
Game. Presented in this document is the statistics combat; the higher the number, the more effective the
and game data for the warp engines, impulse engines, ship in a head-to-head conflict. It is a measure of how
ship’s computer, shields, hulls, and the superstructure the ship uses the power produced by its engines, the
requirements for the starships of the Star Trek strength of its superstructure and deflector shielding,
universe. All information compiled from various and the overall potency of its weapons. The Combat
editions of the Ship Construction Manual from FASA, Efficiency (CE) of a ship may be expressed by the
and other FASA game materials. No copyright following formula:
infringement intended.
Combat Efficiency (CE) = Defense Factor (D) X Weapon Damage Factor (WDF) / 100
Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 1
DEFENSE FACTOR (D) weapon range is given in hexes, with each hex equal
This number is a measure of the ship’s to 10,000 km.
superstructure strength, of the ship’s shield strength,
and of the efficiency deflector shielding. The higher MAXIMUM SHIELD POWER
this number, the more effective the ship is in defense. This number is the greatest number of
shielding points that the ship’s generators can produce.
DISPLACEMENT It is directly related to the amount of power put into the
This number tells how much any piece of generators. The larger the ship, the less effective any
equipment or ship weighs. When dealing with ships, particular shield generator will be in protecting it,
there is a direct relationship between a ship’s mass because the protection will be spread over a greater
and its class (see class). When dealing with surface area. Thus, in general, the higher the ship
equipment, the displacement is one of the factors that class, the less the Maximum Shield Power for any
help control ship design. Because of the mass limits, given generator.
it is impossible to put an enormous warp engine and all
the phasers in the world on a warpshuttle. The mass MOVEMENT POINT RATIO (MPR)
of all pieces of equipment and superstructure must be This fraction represents the number of power
less than the maximum mass allowed for a particular units required to give one movement point. If the
ship class. fraction is greater than 1, such as 4/1, the engine is
using power relatively inefficiently; the greater the
FIRING ARC fraction, the less efficient the engine’s use of power for
The firing arc is the various directions, given movement. If the fraction is equal to or less than 1,
relative to the ship’s nose and tail, the ship’s weaponry such as 1/1 or ½, then the engine is converting power
can fire. There are four arcs, somewhat overlapping: into movement very efficiently; normally, this is
forward (fwd), aft, port, and starboard (stbd). possible only with very light ships. All engines on a
ship must have the same movement point ratio, or the
FIRING CHART stresses produced will tear the ship apart.
This is the column in the table that is to be
used in determining the To-Hit Number for any POWER EFFICIENCY (PE)
weapon. This is given as a letter, with column Y for This number. part of the calculation of a ship’s
the most effective. Combat Efficiency, is a measure of the ship’s use of
power for movement and shielding. The higher this
IMPULSE ENGINE MOVEMENT EFFIENCY RATING number, the more efficient the ship in combat. It is
(IER) determined from the ship’s engine efficiencies,
This number rates an impulse engine’s ability Damage Penetration Coefficient, and Shield Efficiency
to produce power usable for combat maneuver. The Rating.
greater this number, the more efficient the engine.
The more effectively the engine produces its power POWER TO ARM
(indicated by a lower movement point ratio), the higher This number tells how many power units are
the IER will be. The more power an engine produces, required to arm a missile weapon, such as a photon
the higher the IER will be. The IER is added to the torpedo; unlike the power used to arm beam weapons,
Warp Engine Movement Efficiency Ratings (WER) this has no effect on the damage done by the missile.
and the Damage Penetration Coefficient (DPC) to help More efficient the missile weapon systems require only
determine the ship’s Power Efficiency (PE). 1 power unit to arm them, whereas the less efficient
require a Power To Arm of 2.
MAXIMUM BEAM POWER
This is the maximum power that may be put POWER UNITS AVAILABLE
into the beam weapon, and, thus, the unmodified This number tells how much power an engine
damage the weapon will do. The higher this number, produces that may be used for combat, either in
the more devastating the weapon, and, thus, the movement, in shielding, or in weaponry. This is only
higher the Weapon Damage Factor. part of the total power produced by the engine, but
Combat Efficiency is not concerned with the power
MAXIMUM WEAPON RANGE used in the life support systems, the computer control
This number tells the maximum distance that systems, the turbolifts and transporters, and so on.
a weapon may fire. The more powerful the weapon The power units available for the ship is the sum of the
system, the greater the range and the greater the power units available from each engine. As could be
Weapon Damage Factor. At some ranges, a beam expected, most warp engines produce far more power
weapon may give damage greater than the power than most impulse engines, even if they are idling at
used to arm it. These ranges are indicated in sub-light speeds.
parenthesis for each damage modifier. The maximum
Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 2
SHIELD EFFICIENCY RATING (SER) ship’s Combat Efficiency. Obviously, the stronger the
This number tells the relative efficiency of a superstructure, the more efficient the ship in combat,
shield generator; it is the reciprocal of the shield point because the more damage it will withstand. One point
ratio. The more efficiently the shield generator of SS is equivalent to internal bracing that displaces
converts power into the shielding, the higher the SER. 1,500 metric tons.
This number is used directly in the calculating Combat
Efficiency. WARP ENGINE MOVEMENT EFFICIENCY RATING
(WER)
SHIELD POINT RATIO (SPR) This number rates an warp engine’s ability to
This fraction tells how many shield points a produce power usable for combat maneuver. The
generator may produce from 1 power unit. This greater this number, the more efficient the engine.
number is determined by the generator type, and it The more effectively the engine produces its power
does not vary from ship to ship. If the shield point (indicated by a lower Movement Point Ratio), the
ratio is equal or greater than 1, such as 1/1 or 3/2, the higher the WER will be. The WER is added to the
generator uses power very inefficiently. If the shield Impulse Engine Movement Efficiency Rating (IER) and
point ratio is less than 1, such as 1/2 or 1/4, the the Damage Penetration Coefficient (DPC) to help
generator uses power more efficiently. The smaller determine the Power Efficiency of a ship’s engines.
the ratio, the greater the generator’s efficiency, and the
greater the shielding that it will produce from 1 power WEAPON DAMAGE FACTOR (WDF)
unit. This number is a measure of the relative
destructive power of a weapon. It takes into account
STRESS COLUMN the weapon’s maximum range, its ability to hit
These letters indicate the likelihood of stress throughout this range, and the maximum damage it
to the superstructure and warp engines from can do. The greater the range of a weapon, the
emergency heading changes. The first letter, to the greater the WDF; the greater the chance to hit at any
left of the slash (/), indicates the column on the range, the greater the WDF; and the greater the
Heading Change Stress Chart for the superstructure. maximum damage, the greater the WDF. For missile
The second letter, to the right of the slash, indicates weapons, the smaller the Power To Arm, the greater
the column for the warp engines. The column used the WDF. The WDF is the most important factor in
depends on the engine and the ship class. In general, determining Combat Efficiency.
column A indicates that damage is unlikely except at
very high warp speeds, and column R indicates that
damage is likely at speeds low as Warp 2.
SUPERSTRUCTURE REQUIREMENT
The engine and power systems, weapon
systems, computer control systems, and shield
generator systems require internal bracing to be
effective. The amount of this bracing is the
Superstructure Requirement of the system. In
general, the larger, more complex the system, the
larger the Superstructure Requirement. The total of Akyazi Class Perimeter Action Ship
the Superstructure Requirements must be less than
the Superstructure Strength (SS) of the ship. Because CONSTRUCTING
each point of Superstructure Strength displaces 1,500
mt, the Superstructure Requirement is one of the three
factors controlling ship design. NARROW THE FIELD
Because the choices available in ship
SUPERSTRUCTURE STRENGHT (SS) construction are so many, designing a ship for combat
This number tells how much damage a ship’s will be a trial-and-error process, which will become
superstructure can withstand. Damage to the easier with practice. At first, until you become familiar
superstructure is subtracted from this number, and so with the tables (not included with this guide) and the
the greater the Superstructure Strength, the more way the engines, shields, superstructure, computers,
damage a ship can withstand, either from weapons fire and weapons work together, it will be merely a matter
or from stress. Engines, shield generators, control of making variations on designs already published.
computers, and the like may require a minimum These variations should be tested in combat to see
Superstructure Strength, which must be taken into what the effects are of altering the published stats, and
account when the ship is constructed. The SS is only experience with the ship construction process will
added to the Power Efficiency when calculating a
Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 3
make the effects of any one design decision easier to determined. The final step is to calculate the ship’s
predict beforehand. CE.
Because the choices are so many, it
necessary to narrow the field somewhat, if only to keep MAKE LIMITING DECISIONS
your sanity. This requires some decision about the Decide Ship Class
general characteristics of the ship that will be played. Decide on the class of ship to be built. No
Will it be fast and very maneuverable, or will it be progress may be made until this is known, and so go
large and heavily gunned? This initial choice will give back to Step 1. Continue using the tables, making no
a general range of ship classes to choose from. The firm decisions or calculations until you can complete
listing of Ship Types may be a value in this step. this step with confidence.
Once this range has been decided upon (its Once the ship class has been decided, record
exact limits need not be determined at this time), the the class at the top of the class column on the Ship
tables must be inspected. This will give a basic Construction Form. Next, record the maximum mass
familiarity with the equipment that may be used on the allowable for this class; the ship classes chart will help
ship for each of the classes in the range. One or two you determine this.
classes likely will be obviously preferable, which will
narrow the choice even more. Choose Control Computer Type
Deciding on the type of Control Computer a
THE SHIP CONSTRUCTION FORM ship will have makes many of the other design choices
In selecting the engines, shield generators, much easier, because some engines, shields, and
and weapons that the ship will carry, two things must weapons may be controlled by computers of a given
be kept in mind. The first is that all the equipment be type. The decision really puts an upper limit on how
suitable for the ship class chosen, and the secound is powerful the ship will be. In general, the more
that the equipment be suitable for the control computer powerful the ship in terms of Total Power Units
type chosen. In addition to these two considerations, Available from the engines, the maneuverability, the
the designer must keep a record of the Superstructure strength of shielding, and the range and destructive
Requirements for each piece of equipment added to ability of the weapons, the more complex the computer
the ship, and the total mass of that equipment. necessary to do the job.
The Ship Construction Form has been Making this decision requires you to compare
designed to help do this. There are five columns on several different tables. Not all ship classes are
the form: one each for equipment, class, suitable for every computer type, and so it will be
Superstructure Strength, and Combat Efficiency. The necessary to use the Computer Types Table to
three left-handed columns are for the stats on all the determine which computers may be used with which
equipment added to the ship, the mass of this ship classes.
equipment, and the value of the SS necessary to have Once a control computer type has been
the equipment on the ship at all; once the design is chosen, record this in the equipment column of the
finished, these columns may be used to fill in the most Ship Construction Form. Record mass in the class
important data on the Ship Data Sheet and the Master column, SS Requirement in the SS column, and
Control Panel. The large center section is used for all Maximum WDF Allowed in the CE column.
of the necessary calculations; the results of these
calculations usually are put into one of the other
columns. The column on the right is used to record
the special equipment efficiency stats used in
determining the ship’s Combat Efficiency.
K'teremny Class Destroyer
The form is separated into several parts, one
for each major piece of equipment. Each part contains
CHOOSE WARP ENGINE TYPE
all of the steps needed for any calculations.
Select Engine Type and MPR
CONSTRUCTION STEPS The choice of warp engine type and the
Construction begins with some limiting number of engines the ship will carry is made by using
choices: picking a ship class and a control computer the Movement Point Ratio Table and the Warp Engine
type. Next, the ship’s warp engine type and Types Table. The Movement Point Ratio Table will
tell which warp engines may be used on ships of the
Movement Point Ratio are chosen. Once this has
been determined, the choices available for the impulse chosen class, either singly or in tandem. The Warp
engine are much easier, and follow immediately. The Engine Types Table will tell the minimum required
engine choices are followed by the choice of the ship’s Control Computer Type.
shield generator type and the Maximum Shield Power. To use the Movement Point Ratio Table, find
Then, the ship’s beam and missile weapons are the ship class in the column at the right. In the boxes
chosen, and the ship’s Superstructure Strength is along this row are listed the various warp engines that
may be used at various Movement Point Ratios.
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Use the Warp Engine Types Table to select a CHOOSE SHIELD GENERATOR TYPE
warp engine type and Movement Point Ratio. To use Select Generator
this table, find the engine type. Then, find the part of The Shield Generator Type Table and Shield
the table that gives the details on using the number of Point Ratio Table are used in selecting the generator
warp engines chosen, single for one engine and type. The Shield Generator Types Table will give the
tandem for two. Next, find the row or rows that contain minimum Control Computer required for a particular
the chosen ship class in the Ship Classes Powered shield generator. Any generator may be chosen that
column. The Movement Point Ratio column will tell can be controlled by a computer less powerful than the
the various ratios available. type chosen to run the warp and impulse engines.
From this data on the choices available, select The Shield Point Ratio Table compares the
a warp engine type and Movement Point Ratio. various shields on ships of a given class. To use this
table, find the ship class in the left-hand column and
Record Engine Stats the shield generator type, the Shield Point Ratio, and
Record the warp engine type chosen and the the SER across the top. Cross-index the ship class
Movement Point Ratio in the equipment column of the and the shield type to read the Maximum Shield Power
Ship Construction Form. Record the number of these (top number). The greater The Maximum Shield
engines that will be used. Power, the more protection that a shield generator will
The remaining engine stats are read from the afford, and the smaller the Shield Point Ratio, the less
Warp Engine Types Table. In the equipment column, power this will take.
record the values given for the Power Units Available, By comparing the shield stats, choose a shield
the Stress Columns, the Maximum Safe Cruising generator type.
Speed, and Emergency Speed. Record the mass in
the class column, the SS requirement in the SS Record Shield Stats
column, and the WER in the CE column. Record the shield generator type, the Shield
Point Ratio, and the Maximum Shield Power in the
CHOOSE IMPULSE ENGINE TYPE equipment column. Record the DPC, which is the
Select Engine Type number below the Maximum Shield Power, in the CE
In a similar way, the Movement Point Ratio column.
Table may be used to pick the impulse engine type, Use the Shield Generator Types Table to find
though this is much easier because the Movement the rest of the shield stats. Find the generator type in
Point Ratio is already known. Use the Movement Point the left-hand column, and read the stats in that same
Ratio Table by cross-indexing the ship class with the row. Record the mass in the class column, the SS
Movement Point Ratio chosen. This gives a list of requirement in the SS column, and the SER in the CE
impulse engines types that may be used. Make sure column.
the impulse engine is compatible with the Control
Computer; check the Impulse Engine Type Table for Calculate Power Efficiency
compatibility. Any engine is suitable if it may be Copy the total WER, the IER, the DPC, and
controlled by a computer as powerful or less powerful the SER into the appropriate spaces in the calculations
than the one chosen to control the warp engine(s). column. Total the WER, IER, and DPC, as indicated,
Then, use the Impulse Engine Type Table to and multiply the sum by the SER. Record the Power
choose a specific impulse engine type by comparing Efficiency (PE) in the CE column.
the stats of each engine available. Find the engine
type in bold print and use the Movement Point Ratio CHOOSE WEAPON TYPES
column to find the appropriate row. Match the Ship Select Weapons
Classes Powered with the ship class chosen, and the Use the Beam Weapon Types Table in
Control Computer with the type chosen, just to be sure selecting the ship’s beam weaponry. The table will tell
that the engine can be used. the total WDF that may be controlled by the computer
type chosen. Any weapon type and number may be
Record Engine Stats chosen as long as the computer supports the total
Record the engine type and Power Units WDF. Generally there will be no more than two
Available in the equipment column, the mass in the different beam weapons on a ship, but sometimes
class column, the SS Requirement in the SS column, there will be three and rarely four. A ship with missile
and the IER in the CE column. weapons will only have one missile weapon type.
The Beam Weapon Types Table gives the
Calculate Total Power Available stats for each beam weapon. Particularly important is
Copy the power units available for all engines the Maximum Beam Power, the Firing Chart, and the
into the spaces provided in the calculations column. mass. To use this table, find the beam weapon type in
Total these values, as indicated, and record the Total the left-hand column, and read the stats in that row.
Power Units Available in the equipment column. Comparing one weapon with another, choose the
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ship’s beam weapon type(s) and numbers. For each Combat Efficiency Value it will end up with. Record
weapon or weapon bank, select the Firing Arc. the additional SS in the SS column, and add this to the
The Missile Weapon Types Table gives the Total SS Requirement. Record the Superstructure
stats for each missile weapon. The important stats for Strength in the SS column.
choosing missile weapons are the Firing Chart, the
mass, the Power to Arm, and the Damage. Calculate SS Mass
Comparing one weapon with another, choose the Multiply the Superstructure Strength by 1500
ship’s missile weapon type (on some rare occasions, to find the mass of the superstructure. Record this SS
ships have more than one type) and number. For Mass in the class column.
each weapon, select either the forward or aft firing arc.
CHECK TOTAL MASS
Record Weapon Stats Calculate Total Mass
Record each beam weapon type, number, Copy the total mass for the warp engines, the
Damage Modifiers, Firing Chart, and Firing Arcs in the impulse engines, the shield generator's, and the
equipment column. Record the mass, SS weapons into the spaces provided in the calculations
requirement, WDF, and number of each type in the column. Total the mass, and record the total ship's
calculations column. mass in the class column.
Record the missile weapon type, number,
Damage Modifiers, Firing Chart, and Firing Arcs in the Compare Mass
equipment column. Record the mass, SS Compare this sum to the maximum mass
requirement, WDF, and number of each type in the allowed for the ship class chosen. If the sum is less
calculations column. than the maximum mass allowed for the ship class
chosen, and greater than the minimum mass allowed
Calculate Total Weapon Mass for that class, the design process is complete.
Multiply the mass of each beam weapon by
the number of that weapon type, and multiply the mass Adjust Mass
of each missile weapon by the number of missile If the sum is less than the minimum mass
weapons, as indicated in the calculations column. allowed, increase the mass until it is greater than the
Total these values, and record the Total Weapon Mass minimum. If the sum is greater than the maximum
in the class column. mass allowed, the mass must be decreased.
The easiest place to decrease mass is by
Calculate Weapon Superstructure Strength altering the superstructure strength. Remove as much
Multiply the number of each beam weapon of the additional superstructure strength as necessary
type by the SS Requirement for each weapon of that to bring the total mass below the maximum mass.
type, and multiply the number of missile weapons by If this does not work, or if it is undesirable to
the SS Requirement for each weapon. Total these reduce the superstructure strength, adjust the
numbers, and record the Weapon SS Requirement in weapons. This may be done either by decreasing their
the SS column. number (easy) or by decreasing the weapon size
(harder). Recalculate the Total Weapon Mass, and
Calculate Total WDF adjust other stats accordingly.
Multiply the number of each beam weapon
type by the WDF for one weapon of that type, and CALCULATE COMBAT EFFICIENCY
multiply the number of missile weapons by the WDF Calculate Defense Factor
for one missile weapon of that type. Total these Copy the Power Efficiency and Superstructure
values, and copy the Total WDF in the CE column. Strength values into the calculations column. Multiply
the SS by 1.43 and add the Power Efficiency to get the
DETERMINE SUPERSTRUCTURE STRENGTH Defense Factor (D). Record this in the CE column.
Calculate Total SS Requirement
Copy the SS Requirement for the warp Calculate CE
engines, impulse engine, shields, and weapons into Copy the Total WDF and the Defense Factor
the spaces provided in the calculations column. Total into the calculations column. Multiply the two and
these requirements (rounding up), and record the Total record the CE in the CE column. This completes the
SS Requirement in the SS column. design process.
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STARSHIP CONSTRUCTION GUIDE: SUPPLEMENTAL
NEW DATA ability to larger vessels, but does have drawbacks. If a
single core is damaged, the second (and third) cores
still retain their WDF restrictions. This requires some
Over the years, a number of new data sources forethought and practice on the ship captains’ part.
have come to light, bringing new depth to the much Since ships usually have WDF totals equal to only one
vaunted world of Star Trek. Many official sources of the computer cores, there is often no change. If the
have expanded on the starting data provided for the core total is lower, though, the ship can not fire all it’s
world of Star Trek and created new aspects for both weapons. Only weapons equaling the new WDF of the
starship combat and the role-playing aspects of Star remaining cores can be used. A captain may only arm
Trek. In an attempt to provide more detail, we have weapons equal to the new WDF. If a captain tries to
included the following data systems to give a starship arm more weapons in a single turn than the WDF will
designer a better ability to flesh out his or her ship allow, the second (and third, if applicable) cores are
design. damaged.
Damaged cores also require twice the number
MULTIPLE COMPUTER CORES of skill roles to repair, and take twice as long to repair.
This can prove very dangerous to a ship during
Some ship classes allow for the use of several prolonged combat. A ship captain should pre-plan
computers simultaneously. Initially, multiple computer what weapon systems he or she will keep on line
cores provide extended WDF capabilities, but have should one or more of their computer cores be
several restrictions. No vessel under class XI can use damaged.
more than one computer core. Each individual core
used requires a 20% superstructure increase and a Duration
10% weight increase. This accounts for the bracing
and communication equipment to allow the various
Although not new, the standard duration of a
cores to function together. Also, each core looses
ship has been incorporated into these rule
20% of its initial WDF. Only three (3) cores may be
supplements. Most starships of class III or larger have
used on a single vessel. Use a separate sheet of
a minimum duration of 1 year. Klingon and Romulan
paper to figure the total weight, superstructure, and
vessels have duration less than standard, since their
WDF scores for the cores combined. Then fill in the
military policies rely on scavenging during times of
totals on the construction sheet.
conflict. Federation policy states that a military vessel
have a duration of three to four years, while science
Example: vessels have a duration of 5 to 8 years. Some special
The Nebula Class of Heavy Cruiser requires designs have different varying duration's according to
two M-9 computer cores. Each core weighs 13,000 their mission specifications. In a crisis situation, a
mt, requires 3.6 superstructure, and has a WDF of starship can extend it’s operating life by a factor of 3
260. If used in tandem, the total equipment for both years per year of duration.
cores would have a weight of 28,600mt (13,000 - 10%
x 2 = 28,600 mt), require 8.6 ss (3.6 - 20% x 2 = 8.6),
and would have a WDF of 416 (260 - 20% x 2 = 416). Standard Duration: 5 years
Although this is quite adequate for our needs, a single Emergency Duration: 15 years.
M-9a would weigh 52% less, require 55% less
superstructure, and would only loose 25% of the WDF.
A much more efficient bargain. Choosing a duration effects the total amount
of SCU necessary for the vessel to function. See
Cargo/SCU for more details.
MULTIPLE CORES IN COMBAT
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Cardassians also seem to have minimums for their crewmembers must be added to the crew total, and
starships. Use the following table. appropriate supplies accounted for.
These numbers also account for a standard
three shift crew rotation. For example, a Federation
Cruisers: 8 to 10 labs ship weighing 178,000 would require 336 per
Heavy Cruisers: 11-16 labs personnel to monitor and maintain the ship during a
Frigates: 2 to 6 labs standard cruise. Each shift would require 112 persons
Escorts: Minimum 1, usually 2 on duty. This number is significantly reduced through
Destroyers: 4 to 6 labs the automation of onboard systems. This is not
Scouts: 4 to 20 depending on mission standard procedure on front line vessels, although
Freighter (non-civilian) 4 to 8 labs most Dominion vessels are highly automated. For
Battleship Minimum of 3, usually 8 each 30 points of WDF a computer has, a reduction of
Other * 10% of the overall crew can be made. Any starship
that is automated must reduce the crew casualty track
*- Star Fleet maintains that all Star Fleet registered vessels class IV or by the number (percentage) of crew that the computer
greater must have at least one fully capable research labs. is compensating for. For example, a 178000 mt
vessel that uses a 90 WDF computer could reduce the
number of crew by 30%. This would mean that the
Each lab requires a total of 8 persons to man standard crew of 336 is reduced to 235, but the
and maintain the lab during a standard cruise. Since Casualty Track would automatically be reduced by
most Star Fleet vessels are front line craft, there is 30% as well.
rarely a time when even the minimum amount of Current Federation ratios state that enlisted to
research on stellar phenomenon is not occurring officers is a 1 to 5 ratio. Romulans have a 1 to 10
aboard even the most remote vessels on patrol. ratio, Klingons a 1 to 4 ratio. The Dominion maintain a
Labs are included for both role-playing aspects single leader per combat unit (ground force, ships crew
and crew total aspects. etc.) The Gorn have a ratio of 1 officer per 25 crew,
while the Ferengi have no set standard, although a
ratio of 1 to 3 seems standard on most mauraders.
Crew
The Orions and Tholians do not maintain an officer
core, while the Cardassians have a 1 to 4 ratio.
The total crew aboard a starship has varied
from official publication to publication. In an attempt
create the most accurate data possible, a number of Doctors/ Nurses/ Sickbays
sources were consulted. While we did not wish to
change what was originally done, it was found that Starfleet maintains that all starships with a
varying numbers, and a system to create them was crew of 4 or more personnel must have a fully trained
necessary. surgeon on board during standard cruises. The
Our first objective was to create a system to number of surgeons is directly related to the number of
provide more accurate numbers on crew and sickbays on board. All Class III or larger must
personnel. Use the following chart as a guideline for maintain a single sickbay facility for medical
crew compliment: emergencies. Standard doctrine states that for each
90,000 mt of ship, there is a sickbay. For each
sickbay on a ship of 90,000 mt or larger is manned by
Federation 1 per 560 mt 2 medical doctors. Each doctor has a support staff of
Klingon 1 per 680 mt 4 nurses, who also double as trauma specialists and
Romulan 1 per 690 mt research personnel. Use the following formulas to
Cardassian 1 per 550 mt figure medical personnel.
Ferengi 1 per 850 mt
Orion 1 per 1150 mt
Tholian 1 per 2450 mt Number of Sickbays: Ships Weight / 90,000 (min 1)
Gorn 1 per 480 mt Number of Doctors: 2 per sickbay
Dominion 1 per 8,000 mt Number of Nurses: 4 per doctor
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Currently, the Romulan Empire maintains a Replicators
single doctor and two support personnel per 100 crew.
Romulan vessels have a single large medical facility
for ships up to class VII, and two medical centers for This number, which does not include the food
ships of class VIII or larger. It is believed that the replicators, is the number of large scale replicators
Warbird (class XX) has four medical bays, but this is onboard for the production of repair and supply
not confirmed. materials used during the course of a mission. It is
Klingon doctrine is also based on crew, with a equal to 1 replicator per 45 SCU. These replicators,
minimum of one EMT per 200 crew members. which are capable of reproducing large crystalline
Because of the large troop compliments carried on structures and hull material for ships repair. Because
board most Klingon capital ships, a Surgeon is only they are so energy intensive, most ships carry a large
required on vessels with 300 or more crew members. supply of pre-fabricated supplies. This number is
Each Surgeon has a support staff of 2 nurses. Klingon useful for large campaign oriented games or as data
vessels have only a single medical bay. for the Role Playing Game.
Both the Ferengi and Cardassians, like the
Federation, have one surgeon per 100,000 mt, and 3 Transporters
nurses per doctor.
The Tholians and Dominion do not carry The number of transporters onboard a starship
medical staff to speak of, while the Gorn have a doctor is proportioned to the number of crew on board. All
per 75 crew members with no nurses. starships maintain one escape transporter and most
The Orion Navy currently uses the same vessels of class III or larger have at least a single 6
requirements at the Federation, while Orion pirates person transporter. See the list below for transporter
usually hire on a doctor as needed or pro-bono. ratios:
Brigs
Standard 6 person: 1 per 124 crew
Since the Federation is charged with the 20 person Combat: 1 per 20 troops
protection of citizens and the sanctity of life within it Emergency 22 person: 1 per 85 crew
boarders, starships are equipped with Holding cells to Large Cargo: 1 per 10,000 mt/cargo
house dissidents and prisoners for various crimes. Medium Cargo: 1 per 8,000 mt/cargo
The central location where the detention cells are Small Cargo: 1 per 5,000 mt/cargo
housed is known collectively as the Brig, and is usually 3 person: 1 per 250 crew
located on a single secure deck. The actual number of
cells, each capable of holding between 1 and 3
persons, is related to the following ratios: Most major powers maintain similar ratios.
The Romulans use 7 person transporters, 18 man
emergency transporters and 23 man combat
Federation: 1 cell per 12,500 mt transporters. The Klingons use 8 man standard
Klingon 1 cell per 10 crew transporters, 5 man command transporters, 30 man
Romulan 1 cell per 30,000 mt combat transporters and 20 man emergency
Orion none transporters.
Gorn 1 cell per 22,000 mt
Cardassian 1 cell per 9,500 mt Cargo / SCU
Dominion none
Tholian none Cargo from the original system seemed to
Ferengi 1 cell per 14,500 mt have little effect on the operation of the ship. We
decided to create and incorporate a system that
directly effects the operating capacity of a starship.
Since security personnel are included in the
standard crew compliment, no additional crew For each regular crew member, a total of 5.5
members are figured for the number of cells. mt of cargo is used per standard year. 6.5 mt of cargo
Contrary to popular belief, the Armory is rarely is necessary for troops and 4.5 mt of cargo is used for
directly connected to the Brig, although it may be passengers.
located on the same deck for security reasons. Brig
cells are often located on more than one deck aboard
larger ships. Crew 5.5 mt per year
Troops 6.5 mt per year
Passengers 4.5 mt per year
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For military vessels, an extra 5,000 mt of supplies Optimum Speed (equal to 65% of maximum
(minimum) is included for upkeep of hardware and safe cruising speed) was the overall warp speed that
support staff. For science vessels, an extra 2,000 to the ship could cruiser at with no damage or wear and
10,000 mt of supplies is included as expendables. tear on the drive systems, shielding systems and other
Some vessels include more cargo capacity, depending effective components. This speed is the most
on mission parameters. Most governments to date optimum speed for a ship during non crisis situations.
have been found to be using nearly identical standards Maximum Safe Cruising speed is the fastest
(although the Dominion currently have very low cargo the ship will travel without significant losses to internal
capacity for their vessels.) Ships who have more than drive components. This speed is the same as the old
2 warp nacelles require an extra 1500 mt of cargo per warp speeds originally published. This speed may be
engine. maintained for the entire operational standard life of
the vessel. Although some wear and tear results from
New Warp Speeds continuous use of the warp drive at this speed, most of
this damage can be repaired, even while at warp
speed.
When the Warp Speed Graph was re- Emergency speed is established as the
calculated for Star Trek the Next Generation, many of maximum speed the warp drive can maintain for 24
the old speeds were incorporated as new technology, hours before significant damage occurs to the drive
applicable to the construction of new ships. The first system, forcing the vessel to power down for repairs to
thing we took into account was the new warp scale. the warp drive. This speed results in extreme damage
Since this placed warp 10 at infinite power that can not be repaired while at warp and often uses
requirement, speeds of warp 14 and warp 15 needed most of the ships emergency component supply to
to be included. As more data was published, it was repair. Powering down before the 24 hour optimum
established that these tremendous speeds were period reduces this damage, but over extension can
incorporated into the new warp scale, with Warp 9.6 cause wormholes, power spikes and in most cases can
roughly equivalent to the old Warp 14. This meant cause an uncontrollable M/AM reaction which can
that transwarp speeds (or their equivalent) were now destroy the ship. This speed can also produce
easily maintained by starships. It was also massive energy buildups in the nacelles, forcing them
established, though, that the Trans-warp project was a to be jettisoned.
failure, and that the USS Excelsior was refit with Maximum Speed is the maximum speed the
conventional drives. Further details, mostly form the ship can travel before the warp engine explode from
“Next Generation Guide” established that the warp power and gravitational effects. This speed is rarely
drive on the Galaxy class was a fourth generation used as it permanently damages the warp drive so
drive. We attempted to include as much of this data badly that only a complete replacement of the
as is possible when we calculated new equipment Nacelles and much of the power system will allow the
while still retaining the base design ideas established vessel to travel at warp speed again. This speed can
by FASA while publishing their earlier material. only be maintained for 12 hours before the vessels
Our first decision was to have the second engines catastrophically explode, almost guaranteeing
generation of warp drives established as the Warp the total loss of the ship with all hands.
dynamics seen in the first 6 movies. This allowed us To figure the new warp maximums use the
to also improve these drives as a third generation. By following formula:
establishing that new construction techniques and
materials were used, a whole new class of drive was 1
established. (These can be seen in the first update to A = ------------------------------------------
the construction manual). These drives increased the Maximum Class Weight
--------------------------------
first and second generation capabilities to match those Ships actual Weight
of the fourth generation. Although some minor
changes were made and a few new engines added, Emergency Speed = (Maximum Safe Cr. Speed x 1.1) x A
most of the third generation data matched previously Maximum Speed = (Maximum Safe Cr. Speed x 1.22) x A
published materials, simply increasing the overall warp
speed of the earlier drives. By the time the fourth
generation material was established, new drives had These formulas account for the
been completed and the system seemed to flow nicely. maneuverability and speed of lighter ships while still
To allow for the variance within a ship design, though, keeping a standard speed calculation for all vessels.
a formula was needed that took into account the ships
overall weight. In an attempt to emmulate the original warp
Two new categories were established. table, a large (and complex) spreadsheet was used.
Optimum speed and Maximum Speed. These This table does comply with the Next Generation data
additions allowed for more accurate data to be provided in the Technical Manual. As little liberty as
established. possible was taken to ensure an accurate estimate.
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STAR TREK : THE NEXT GENERATION
Warp Speed Conversion Chart
Light Year Parsec Sector
New Warp Old Warp Years Days Hours Years Days Hours Years Days Hours
1 1.00 1.00 365.25 8766.00 3.26 1189.98 28559.63 20.00 7305.00 175320.00
2 2.16 0.10 36.24 869.70 0.32 118.06 2833.47 1.98 724.75 17393.95
3 3.39 9.38 225.11 0.08 30.56 733.41 0.51 187.59 4502.23
4 4.67 3.60 86.28 11.71 281.12 0.20 71.90 1725.70
5 5.98 1.71 41.01 5.57 133.61 0.09 34.18 820.22
6 7.32 22.33 3.03 72.76 0.05 18.61 446.68
7 8.69 13.36 1.81 43.53 11.13 267.20
8 10.08 8.56 1.16 27.89 7.13 171.21
9 11.49 5.78 18.83 4.82 115.62
9.1 11.65 5.54 18.06 4.62 110.85
9.2 11.81 5.32 17.32 4.43 106.31
9.3 11.96 5.12 16.69 4.27 102.43
9.4 12.11 4.94 16.08 4.11 98.73
9.5 12.26 4.76 15.51 3.97 95.19
9.6 12.41 4.59 14.96 3.83 91.82
9.7 13.55 3.53 11.49 2.94 70.54
9.8 14.80 2.71 8.81 2.25 54.10
9.9 16.18 2.07 6.75 1.73 41.43
9.905 16.31 2.02 6.58 1.68 40.40
9.91 16.45 1.97 6.42 1.64 39.41
9.915 16.58 1.92 6.26 1.60 38.44
9.92 16.72 1.87 6.11 1.56 37.49
9.925 16.86 1.83 5.96 1.52 36.56
9.93 17.00 1.78 5.81 1.49 35.66
9.935 17.15 1.74 5.67 1.45 34.78
9.94 17.29 1.70 5.53 1.41 33.92
9.945 17.43 1.65 5.39 1.38 33.08
9.95 17.58 1.61 5.26 1.34 32.27
9.955 17.73 1.57 5.13 1.31 31.47
9.96 17.88 1.53 5.00 1.28 30.69
9.965 18.03 1.50 4.88 1.25 29.93
9.97 18.18 1.46 4.75 1.22 29.19
9.975 18.19 1.46 4.75 1.21 29.13
9.98 18.75 1.33 4.33 1.11 26.59
9.985 19.33 1.21 3.95 1.01 24.27
9.99 19.93 1.11 3.61 22.16
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STARSHIP TYPES
CHOOSING A SHIP TYPE DESTROYERS
Destroyer Escort Fast Destroyer
Heavy Destroyer Interceptor
This document was designed to help you Light Destroyer Missile Destroyer
choose a starship design buy providing fairly accurate Super Destroyer
listing of known starship types. By no means does this
list contains all known types, but it should give you a SCOUTS
general idea of the possibilities. Battlescout Exploration Scout
Because the choices are so many, it Fast Scout Heavy Scout
necessary to narrow the field somewhat, if only to keep Research Scout Scout Cruiser
your sanity. This requires some decision about the Super Scout
general characteristics and the mission of the starship
that you are designing. Will it be fast and very TROOP SHIPS
maneuverable, or will it be large and heavily gunned? Assault Landing Ship Assault Ship
This initial choice will give a general range of ship Drop Ship Landing Ship
classes to choose from. This listing of Ship Types Troop Carrier Troop Transport
may be a value in this step.
This list is broken down into two categories: OTHER COMBAT SHIPS
Military and Civilian & Support Starships. The Military Command Ship Clipper
Starships Types listing provides a listing of capital Corsair Corvette
ships (battleships, cruisers, frigates, and destroyers) Cutter Escort
and other combat support vessels. Civilian & Support Gunboat Heavy Corvette
Starships Types listing provides a listing of civilian, Heavy Gunboat Light Corvette
commercial, and other non-combat support vessels. Light Cutter Light Gunboat
This list may also include military support vessels that Missile Boat Mine Warfare Ship
are not normally involved in combat. Monitor Perimeter Action Ship
Reconnaissance Ship Rescue Corvette
MILITARY STARSHIP TYPES Space Control Ship
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2330
Version 4.0
CC00004.02
Construction Division
Department of Information Bryan Jecko
Starship Construction Group William Colley
STCSDC
FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM
XII FWD-2 FWL-1 FWD-1 FWG-1 FWE-1 FWL-1 FWF-2 FWL-1 FWF-2 FWL-2 FWF-2 FWL-2 FWG-3 FWM-2
13 14.5 7 15 4 9.5 14 8.5 12.5 9 11 8 11 10
4/6 12/13 6/7 7/9 5/6 10/12 6/7 9/11 5/7 10/11 5/6 9/11 6/7 10/12
FWE-2 FWE-1 FWG-3 FWF-2 FWL-2 FWG-3 FWL-2 FWG-3 FWM-1 FWG-3 FWM-1 FWJ-1
9 4.5 22 16.5 12 15.5 10.5 14 11.5 12.5 10.5 11
6/8 6/7 8/10 6/8 11/13 7/9 11/12 7/8 11/12 6/8 10/12 10/12
FWF-1 FWE-2 FWL-1 FWG-3 FWM-1 FWJ-1 FWM-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-2
14 7.5 11.5 18.5 15.5 15.5 13.5 14 12.5 12.5 11 12.5
6/8 6/7 11/13 8/9 12/13 12/13 11/13 11/13 11/13 11/12 11/12 10/12
FWG-1 FWF-1 FWL-2 FWJ-1 FWM-2 FWJ-2 FWM-2 FWJ-2 FWJ-2 FWK-1
18.5 11.5 14.5 18.5 16.5 17.5 14 15.5 13.5 10.5
8/10 5/7 12/13 12/14 12/14 12/13 12/13 11/13 11/12 9/11
FWG-2 FWF-2 FWM-1 FWK-1 FWK-1 FWK-1 FWK-1 FWM-1
15.5 19.5 18.5 17.5 15 13 11.5 9.5
8/9 7/8 12/14 12/14 12/13 11/13 10/12 10/11
XIII FWD-2 FWD-2 FWG-3 FWD-1 FWK-1 FWF-2 FWL-1 FWF-2 FWL-2 FWF-2 FWL-2 FWG-3 FWM-2
13 10 22 5.5 17.5 14 8.5 12.5 9 11 8 11 10
4/6 4/5 8/10 5/6 12/14 6/7 9/11 5/7 10/11 5/6 9/11 6/7 10/12
FWE-2 FWL-1 FWE-1 FWL-1 FWG-3 FWL-2 FWG-3 FWM-1 FWG-3 FWM-1 FWJ-1
7.5 11.5 4 9.5 15.5 10.5 14 11.5 12.5 10.5 11
6/7 11/13 5/6 10/12 7/9 11/12 7/8 11/12 6/8 10/12 10/12
FWF-1 FWL-2 FWF-2 FWL-2 FWJ-1 FWM-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-2
11.5 14.5 16.5 12 15.5 13.5 14 12.5 12.5 11 12.5
5/7 12/13 6/8 11/13 12/13 11/13 11/13 11/13 11/12 11/12 10/12
FWG-1 FWG-3 FWM-1 FWJ-2 FWM-2 FWJ-2 FWJ-2 FWK-1
15 18.5 15.5 17.5 14 15.5 13.5 10.5
7/9 8/9 12/13 12/13 12/13 11/13 11/12 9/11
FWG-2 FWJ-1 FWK-1 FWK-1 FWK-1 FWM-1
12.5 18.5 15 13 11.5 9.5
7/8 12/14 12/13 11/13 10/12 10/11
XIV FWD-2 FWD-1 FWJ-1 FWF-2 FWL-2 FWF-2 FWM-1 FWF-2 FWM-1 FWG-3
10 5.5 18.5 14 10.5 12.5 11.5 11 10.5 11
4/5 5/6 12/14 6/7 11/12 5/7 11/12 5/6 10/12 6/7
FWE-2 FWD-2 FWK-1 FWG-3 FWM-1 FWG-3 FWM-2 FWG-3 FWM-2 FWJ-1
7.5 8.5 17.5 15.5 13.5 14 12.5 12.5 11 11
6/7 3/4 12/14 7/9 11/13 7/8 11/13 6/8 11/12 10/12
FWF-1 FWE-1 FWL-1 FWJ-1 FWM-2 FWJ-1 FWJ-1 FWJ-2
11.5 4 9.5 15.5 14 14 12.5 12.5
5/7 5/6 10/12 12/13 12/13 11/13 11/12 10/12
FWG-1 FWE-2 FWL-2 FWJ-2 FWJ-2 FWJ-2 FWK-1
15 6 12 17.5 15.5 13.5 10.5
7/9 5/6 11/13 12/13 11/13 11/12 9/11
FWG-2 FWF-2 FWM-1 FWK-1 FWK-1 FWK-1 FWM-1
12.5 16.5 15.5 15 13 11.5 9.5
7/8 6/8 12/13 12/13 11/13 10/12 10/11
FWL-1 FWG-3 FWL-1 FWL-2 FWL-2 FWM-2
11.5 18.5 8.5 9 8 10
11/13 8/9 9/11 10/11 9/11 10/12
XV FWG-2 FWD-1 FWG-3 FWD-2 FWJ-2 FWF-2 FWL-2 FWF-2 FWL-2 FWG-3 FWM-2
12.5 5.5 18.5 7.5 17.5 12.5 9 11 8 11 10
7/8 5/6 8/9 2/3 12/13 10/11 10/11 9/11 9/11 6/7 10/12
FWD-2 FWJ-1 FWE-1 FWK-1 FWG-3 FWM-1 FWG-3 FWM-1 FWJ-1
8.5 18.5 3 15 14 11.5 12.5 10.5 11
3/4 12/14 4/5 12/13 7/8 11/12 6/8 10/12 10/12
FWE-2 FWK-1 FWF-2 FWL-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-2
6 17.5 14 8.5 14 12.5 12.5 11 12.5
5/6 12/14 11/12 9/11 11/13 11/13 11/12 11/12 10/12
FWF-1 FWL-1 FWG-3 FWL-2 FWJ-2 FWJ-2 FWK-1
9.5 9.5 15.5 10.5 15.5 13.5 10.5
5/6 10/12 7/9 11/12 11/13 11/12 9/11
FWG-1 FWL-2 FWJ-1 FWM-1 FWK-1 FWK-1 FWM-1
12 12 15.5 13.5 13 11.5 9.5
6/8 11/13 12/13 11/13 11/13 10/12 10/11
XVI FWG-2 FWE-2 FWD-2 FWJ-1 FWF-2 FWL-2 FWF-2 FWL-2 FWG-3 FWM-2
12.5 6 7.5 15.5 12.5 9 11 8 11 10
7/8 5/6 2/3 12/13 5/7 10/11 5/6 9/11 6/7 10/12
FWF-1 FWE-1 FWK-1 FWG-3 FWM-1 FWG-3 FWM-1 FWJ-1
9.5 3 15 14 11.5 12.5 10.5 11
5/6 4/5 12/13 7/8 11/12 6/8 10/12 10/12
FWG-1 FWF-2 FWL-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-2
12 14 8.5 14 12.5 12.5 11 12.5
6/8 6/7 9/11 11/13 11/13 11/12 11/12 10/12
FWJ-1 FWG-1 FWL-2 FWJ-2 FWJ-2 FWK-1
18.5 10.5 10.5 15.5 13.5 10.5
12/14 5/7 11/12 11/13 11/12 9/11
FWL-1 FWG-3 FWM-1 FWK-1 FWK-1 FWM-1
9.5 15.5 13.5 13 11.5 9.5
10/12 7/9 11/13 11/13 10/12 10/11
XVII FWG-2 FWD-2 FWJ-1 FWF-2 FWK-1 FWF-2 FWK-1 FWG-3 FWM-1
10.5 7.5 15.5 12.5 13 11 11.5 11 9.5
6/7 2/3 12/13 5/7 11/13 5/6 10/12 6/7 10/11
FWE-1 FWK-1 FWG-3 FWL-2 FWG-3 FWL-2 FWJ-1 FWM-2
3 15 14 9 12.5 8 11 10
4/5 12/13 7/8 10/11 6/8 9/11 10/12 10/12
FWE-2 FWL-1 FWJ-1 FWM-1 FWJ-1 FWM-1 FWJ-2
5 8.5 14 11.5 12.5 10.5 12.5
4/5 9/11 11/13 11/12 11/12 10/12 10/12
FWG-1 FWL-2 FWJ-2 FWM-2 FWJ-2 FWM-2 FWK-1
10.5 10.5 15.5 12.5 13.5 11 10.5
5/7 11/12 11/13 11/13 11/12 11/12 9/11
XVIII FWG-2 FWE-2 FWJ-1 FWF-2 FWK-1 FWG-3 FWM-1
10.5 5 14 11 11.5 11 9.5
6/7 4/5 11/13 9/11 10/12 6/7 10/11
FWJ-2 FWG-3 FWM-1 FWJ-1 FWM-2
15.5 12.5 10.5 11 10
11/13 6/8 10/12 10/12 10/12
FWK-1 FWJ-1 FWM-2 FWJ-2
13 12.5 11 12.5
11/13 11/12 11/12 10/12
FWM-2 FWJ-2 FWK-1
12.5 13.5 10.5
11/13 11/12 9/11
XIX FWG-2 FWE-2 FWJ-1 FWG-3 FWK-1 FWG-3 FWK-1
10.5 5 14 12.5 11.5 11 10.5
6/7 4/5 11/13 6/8 10/12 6/7 9/11
FWK-1 FWJ-1 FWM-1 FWJ-1 FWM-1
13 12.5 10.5 11 9.5
11/13 11/12 10/12 10/12 10/11
FWJ-2 FWM-2 FWJ-2 FWM-2
13.5 11 12.5 10
11/12 11/12 10/12 10/12
XX FWG-2 FWE-2 FWJ-1 FWJ-1 FWM-2
10.5 5 12.5 11 10
6/7 4/5 11/12 10/12 10/12
FWJ-2
12.5
10/12
2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1
2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1
2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1
XVI FWC-1 FWC-1 FWG-2 FWC-1 FWG-1 FWC-2 FWL-1 FWF-2 FWM-1 FWF-2 FWG-3
10 8.5 14.5 7.5 14 9.5 9.5 14.5 13.5 13 13.5
6/8 6/7 7/9 5/7 7/9 4/6 7/8 6/7 8/9 5/7 7/8
FWD-1 FWC-2 FWH-2 FWC-2 FWG-2 FWD-2 FWL-2 FWG-1 FWM-2 FWG-3 FWJ-2
7 12 7 10.5 13 8.5 12 11 14.5 15 15
6/7 5/7 4/6 5/6 7/8 4/6 7/9 6/8 8/9 7/9 8/9
FWE-1 FWD-1 FWL-1 FWD-1 FWH-2 FWF-2 FWM-1 FWG-3 FWJ-1 FWK-1
6.5 6 12 5.5 6.5 16 15 16 15 13
6/7 5/7 8/9 5/6 4/5 6/8 8/10 8/9 8/9 7/9
FWE-2 FWD-2 FWD-2 FWL-1 FWG-1 FWM-2 FWJ-1 FWJ-2
8.5 11 9.5 10.5 12.5 16 16 16
6/7 5/7 5/6 7/9 7/8 8/10 8/10 8/10
FWF-1 FWE-1 FWE-1 FWL-2 FWG-2 FWJ-2 FWK-1
14 5.5 4.5 13.5 11.5 18 14
6/7 5/7 5/6 8/9 6/8 9/10 8/9
FWE-2 FWE-2 FWM-1 FWH-2 FWK-1 FWM-2
7 6.5 17 5.5 15.5 13
5/7 5/6 9/10 3/5 8/10 7/9
FWF-1 FWF-1 FWJ-1 FWL-2
12 10.5 18 10.5
5/7 5/6 9/10 7/8
XVII FWC-1 FWC-1 FWG-2 FWC-1 FWF-1 FWC-1 FWG-1 FWC-1 FWK-1 FWC-1 FWM-1 FWC-1
10 8.5 14.5 7.5 10.5 6.5 12.5 6 15.5 5.5 12.5 5
6/8 6/7 7/9 5/7 5/6 5/6 7/8 4/6 8/10 4/5 7/9 3/5
FWE-1 FWD-1 FWL-1 FWC-2 FWG-1 FWC-2 FWG-2 FWC-2 FWL-2 FWF-2 FWM-2 FWG-3
6.5 6 12 10.5 14 9.5 11.5 8.5 10.5 13 13 13.5
6/7 5/7 8/9 5/6 7/9 4/6 6/8 4/5 7/8 5/7 7/9 7/8
FWE-2 FWD-2 FWD-1 FWG-2 FWD-1 FWL-1 FWF-2 FWM-1 FWG-3 FWJ-1
8.5 11 5.5 13 4.5 9.5 14.5 13.5 15 13.5
6/7 5/7 5/6 7/8 4/6 7/8 6/7 8/9 7/9 7/9
FWE-1 FWD-2 FWL-1 FWD-2 FWL-2 FWG-1 FWM-2 FWJ-1 FWJ-2
5.5 9.5 10.5 8.5 12 11 14.5 15 15
5/7 5/6 7/9 4/6 7/9 6/8 8/9 8/9 8/9
FWE-2 FWE-1 FWL-2 FWF-1 FWM-1 FWG-3 FWJ-2 FWK-1
7 4.5 13.5 9.5 15 16 16 13
5/7 5/6 8/9 4/6 8/10 8/9 8/10 7/9
FWF-1 FWE-2 FWF-2 FWM-2 FWJ-1 FWK-1
12 6.5 16 16 16 14
5/7 5/6 6/8 8/10 8/10 8/9
XVIII FWE-2 FWC-1 FWC-1 FWF-1 FWC-1 FWG-1 FWC-2 FWG-3 FWF-2 FWM-2 FWF-2
8.5 8.5 7.5 10.5 6.5 12.5 8.5 16 13 13 12
6/7 6/7 5/7 5/6 5/6 7/8 4/5 8/9 5/7 7/9 5/6
FWE-1 FWC-2 FWG-1 FWC-2 FWG-2 FWD-1 FWJ-1 FWG-3 FWG-3
5.5 10.5 14 9.5 11.5 4 16 15 13.5
5/7 5/6 7/9 4/6 6/8 4/5 8/10 7/9 7/8
FWE-2 FWD-1 FWG-2 FWD-1 FWL-1 FWD-2 FWK-1 FWJ-1 FWJ-1
7 5.5 13 4.5 9.5 7.5 15.5 15 13.5
5/7 5/6 7/8 4/6 7/8 4/5 8/10 8/9 7/9
FWF-1 FWD-2 FWL-1 FWD-2 FWL-2 FWF-2 FWL-2 FWJ-2 FWJ-2
12 9.5 10.5 8.5 12 14.5 10.5 16 15
5/7 5/6 7/9 4/6 7/9 6/7 7/8 8/10 8/9
FWL-1 FWE-1 FWL-2 FWE-1 FWM-1 FWG-1 FWM-1 FWK-1 FWK-1
12 4.5 13.5 4 15 11 13.5 14 13
8/9 5/6 8/9 4/6 8/10 6/8 8/9 8/9 7/9
FWE-2 FWF-1 FWG-2 FWM-2 FWM-1 FWM-2
6.5 9.5 10 14.5 12.5 12
5/6 4/6 6/7 8/9 7/9 7/8
2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1
3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1 13/1 14/1
3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1 13/1 14/1
XV FWC-1 FWC-1 FWH-2 FWC-1 FWE-2 FWB-2 FWG-2 FWB-2 FWL-1 FWB-2 FWF-2 FWF-2 FWM-1 FWG-3 FWG-3
16 13 11.5 11.5 10 9 17 8 12.5 7.5 17.5 16 15 16 14
7/9 7/8 5/7 6/8 6/7 6/7 8/9 5/7 8/9 5/6 7/8 6/8 8/9 8/9 7/9
FWD-1 FWD-1 FWC-2 FWF-1 FWC-2 FWH-2 FWC-2 FWL-2 FWG-1 FWK-1 FWG-3 FWJ-1 FWJ-1
11.5 9.5 16 16 14 8.5 12.5 16 15 18.5 18 16 14
7/8 6/8 6/8 6/8 6/7 4/6 5/7 8/10 7/9 9/10 8/10 8/10 8/9
FWE-1 FWD-2 FWD-1 FWH-2 FWD-2 FWL-1 FWF-1 FWG-2 FWL-2 FWJ-1
10 17 8 10 13 14 12.5 13.5 13 18
6/8 6/8 6/7 5/6 5/7 8/10 5/7 7/8 7/9 9/10
FWE-2 FWE-1 FWD-2 FWL-1 FWF-1 FWL-2 FWG-1 FWL-2 FWM-1 FWK-1
13.5 8.5 14.5 16 14 18 16.5 14 16.5 17
7/8 6/7 6/7 9/10 6/7 9/10 8/9 8/9 8/10 8/10
FWE-2 FWE-1 FWG-1 FWG-2 FWM-1 FWL-2
11.5 7 18.5 15 18 12
6/8 5/7 8/10 7/9 9/10 7/8
XVI FWD-1 FWC-1 FWH-2 FWC-1 FWE-1 FWC-1 FWG-2 FWC-2 FWG-2 FWF-1 FWL-2 FWF-2 FWM-1 FWF-2 FWL-2 FWG-3 FWG-3
11.5 13 11.5 11.5 7 10 17 12.5 15 11.5 14 17.5 16.5 16 12 16 14
7/8 7/8 5/7 6/8 5/7 6/7 8/9 5/7 7/9 5/6 8/9 7/8 8/10 6/8 7/8 8/9 7/9
FWE-1 FWD-1 FWC-2 FWE-2 FWC-2 FWH-2 FWD-2 FWL-1 FWG-1 FWM-1 FWG-1 FWM-2 FWG-3 FWM-1 FWJ-1 FWJ-1
10 9.5 16 10 14 8.5 11.5 12.5 15 18 13.5 17.5 18 15 16 14
6/8 6/8 6/8 6/7 6/7 4/6 5/6 8/9 7/9 9/10 7/8 9/10 8/10 8/9 8/10 8/9
FWE-2 FWE-1 FWD-1 FWH-2 FWD-2 FWL-1 FWF-1 FWL-2 FWG-2 FWK-1 FWJ-1 FWM-2 FWJ-2 FWJ-2
13.5 8.5 8 10 13 14 12.5 16 13.5 18.5 18 16 18.5 17
7/8 6/7 6/7 5/6 5/7 8/10 5/7 8/10 7/8 9/10 9/10 8/10 9/10 8/10
FWE-2 FWD-2 FWF-1 FWL-2 FWG-1 FWL-1 FWL-2 FWK-1
11.5 14.5 14 18 16.5 11.5 13 17
6/8 6/7 6/7 9/10 8/9 7/9 7/9 8/10
XVII FWD-1 FWC-1 FWH-2 FWC-1 FWE-2 FWC-1 FWE-2 FWC-2 FWG-2 FWC-2 FWL-1 FWF-2 FWL-2 FWF-2 FWM-1 FWG-3 FWG-3
11.5 13 11.5 11.5 10 10 8.5 12.5 15 11.5 11.5 17.5 13 16 15 16 14
7/8 7/8 5/7 6/8 6/7 6/7 5/7 5/7 7/9 5/6 7/9 7/8 7/9 6/8 8/9 8/9 7/9
FWD-1 FWD-1 FWH-2 FWC-2 FWF-1 FWD-2 FWL-1 FWF-1 FWL-2 FWG-1 FWM-1 FWG-3 FWM-2 FWJ-1 FWJ-1
9.5 8 10 14 14 11.5 12.5 11.5 14 13.5 16.5 18 16 16 14
6/8 6/7 5/6 6/7 6/7 5/6 8/9 5/6 8/9 7/8 8/10 8/10 8/10 8/10 8/9
FWE-1 FWD-2 FWD-2 FWH-2 FWF-1 FWL-2 FWG-1 FWM-1 FWG-2 FWM-2 FWK-1 FWJ-2 FWJ-2
8.5 14.5 13 8.5 12.5 16 15 18 12.5 17.5 17 18.5 17
6/7 6/7 5/7 4/6 5/7 8/10 7/9 9/10 6/8 9/10 8/10 9/10 8/10
FWE-2 FWE-1 FWE-1 FWL-1 FWG-1 FWG-2 FWK-1 FWL-2
11.5 7 6.5 14 16.5 13.5 18.5 12
6/8 5/7 5/6 8/10 8/9 7/8 9/10 7/8
XVIII FWC-1 FWC-1 FWC-1 FWE-2 FWC-2 FWH-2 FWC-2 FWL-1 FWG-1 FWF-2 FWG-3 FWG-3
13 11.5 10 8.5 12.5 7.5 11.5 11.5 13.5 16 16 14
7/8 6/8 6/7 5/7 5/7 4/5 5/6 7/9 7/8 6/8 8/9 7/9
FWD-1 FWD-1 FWC-2 FWF-1 FWD-2 FWL-1 FWD-2 FWL-2 FWG-2 FWK-1 FWJ-1 FWJ-1
9.5 8 14 14 11.5 12.5 10 14 12.5 17 16 14
6/8 6/7 6/7 6/7 5/6 8/9 4/6 8/9 6/8 8/10 8/10 8/9
FWE-1 FWE-1 FWD-1 FWH-2 FWF-1 FWL-2 FWF-1 FWL-2 FWL-2 FWJ-2 FWJ-2
8.5 7 7 8.5 12.5 16 11.5 13 12 18.5 17
6/7 5/7 5/7 4/6 5/7 8/10 5/6 7/9 7/8 9/10 8/10
FWE-2 FWE-2 FWD-2 FWL-1 FWG-1 FWG-1 FWM-1 FWM-1
11.5 10 13 14 16.5 15 16.5 15
6/8 6/7 5/7 8/10 8/9 7/9 8/10 8/9
FWH-2 FWE-1 FWG-2 FWG-2 FWM-2 FWM-2
10 6.5 15 13.5 17.5 16
5/6 5/6 7/9 7/8 9/10 8/10
XIX FWD-1 FWC-1 FWC-1 FWE-1 FWC-1 FWF-1 FWC-2 FWG-2 FWF-1 FWL-2 FWF-2 FWM-1 FWG-3 FWG-3
9.5 11.5 10 6.5 9 12.5 11.5 13.5 10.5 13 16 15 16 14
6/8 6/8 6/7 5/6 5/7 5/7 5/6 7/8 4/6 7/9 6/8 8/9 8/9 7/9
FWE-2 FWD-1 FWC-2 FWE-2 FWC-2 FWG-2 FWD-2 FWL-1 FWG-1 FWM-1 FWG-1 FWM-2 FWJ-1
11.5 8 14 8.5 12.5 15 10 11.5 13.5 16.5 12.5 16 14
6/8 6/7 6/7 5/7 5/7 7/9 4/6 7/9 7/8 8/10 6/8 8/10 8/9
FWE-1 FWD-1 FWD-2 FWL-1 FWF-1 FWL-2 FWG-2 FWK-1 FWJ-2
7 7 11.5 12.5 11.5 14 12.5 17 17
5/7 5/7 5/6 8/9 5/6 8/9 6/8 8/10 8/10
FWE-2 FWD-2 FWE-1 FWL-2 FWG-1 FWL-1 FWL-2
10 13 5.5 16 15 10.5 12
6/7 5/7 4/6 8/10 7/9 7/8 7/8
XX FWD-1 FWC-1 FWC-1 FWC-1 FWE-2 FWC-2 FWG-2 FWC-2 FWG-2 FWF-2 FWM-1 FWG-3 FWG-3
9.5 11.5 10 9 7.5 11.5 13.5 10.5 12.5 16 15 16 14
6/8 6/8 6/7 5/7 5/6 5/6 7/8 4/6 6/8 6/8 8/9 8/9 7/9
FWD-1 FWD-1 FWC-2 FWF-1 FWD-2 FWL-1 FWD-2 FWL-1 FWG-1 FWM-2 FWJ-1
8 7 12.5 12.5 10 11.5 9.5 10.5 12.5 16 14
6/7 5/7 5/7 5/7 4/6 7/9 4/5 7/8 6/8 8/10 8/9
FWE-1 FWE-1 FWD-2 FWL-1 FWF-1 FWL-2 FWF-1 FWL-2 FWG-2 FWJ-2
7 6.5 11.5 12.5 11.5 14 10.5 13 11.5 17
5/7 5/6 5/6 8/9 5/6 8/9 4/6 7/9 6/7 8/10
FWE-2 FWE-2 FWE-1 FWG-1 FWG-1 FWM-1 FWK-1
10 8.5 5.5 15 13.5 16.5 17
6/7 5/7 4/6 7/9 7/8 8/10 8/10
1/4 1/3 1/2 1/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1 13/1 14/1
6 3 1
FIA-3
FMIA
FIA-3
1.5 3 2 1.5 1
1 2 1
FIC-1 FIB-3
1 2
1 3 3 2 2 1.5 1
2 1.5 1 1
3 1.5 1.5 1 2
4 3 3 2 1
2 2 1 1
FIB-2 FIE-1 FIB-3 FIE-1 FIB-3 FIE-1 FIC-2 FIE-2 FID-2 FIE-2
VIII
3 3 3 2 2 1.5 1 2 1 1.5
FIB-3 FIE-2 FIC-2 FIE-2 FIC-2 FIE-2 FIC-3 FIF-1 FIE-2 FIF-1
2 8.5 3 6 2 4 1 3
4 1 7.5 1.5 1
IMPULSE ENGINES
1SZIQIRX4SMRX6EXMSW
Ship 1/4 1/3 1/2 1/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1 13/1 14/1
Class
FIC-2 FIB-3 FIE-2 FIB-3 FIE-2 FIC-2 FIF-1 FID-2 FID-2
IX
2 3 4 2 3 1 3.5 1 0.5
4 1.5 6 1 4 2 4.5 2
6 3 7.5 2 6 1 3
8.5 2 1.5 2
FIC-3 FIC-3 FIF-1 FIC-3 FIF-1 FIC-3 FIF-1 FID-2 FIF-2 FID-2 FID-2
X
4 3 6 2 4 2 3.5 1 4 0.5 0.5
FID-2 FIF-2 FID-2 FIF-2 FID-2 FIF-2 FIG-2 FIG-1 FIG-1 FIG-1
4 13.5 3 8.5 2 7 3
FIC-3 FIF-1 FIC-3 FIF-1 FIC-3 FIF-1 FID-2 FIF-2 FID-3 FID-3
XI
3 6 2 4 2 3.5 1 4 1.5 1
FID-2 FIF-2 FID-2 FIF-2 FID-2 FIF-2 FIE-2 FIG-1 FIE-3 FIE-3
4 13.5 3 7 2 6 4 5 4
FID-2 FIF-2 FID-2 FIF-2 FID-2 FIF-2 FID-3 FIF-2 FID-3 FID-3 FID-3
XII
2 7.5 1.5 6 1 4.5 2 4 1.5 1 .5
FID-3 FIG-1 FID-3 FIF-3 FID-3 FIF-3 FIE-2 FIG-1 FIE-3 FIE-3 FIE-3
4 13.5 3 7 2 6 2 6 3 2.5 2
FIE-2 FIG-2 FIE-2 FIG-1 FIE-2 FIG-1 FIE-3 FIG-2 FIG-1 FIG-1 FIG-1
FID-1 FIG-2 FID-1 FIG-1 FID-3 FIG-1 FID-3 FIG-2 FIE-3 FIH-1 FIG-1 FIG-2 FIG-2
XIII
4 15 3 8.5 2 7 2 7.5 3 5.5 5 5 4.5
FIE-3 FIE-3 FIG-2 FIE-3 FIG-2 FIE-3 FIH-1 FIF-2 FIG-2 FIF-3
7.5 6 4.5 8 4 5 5
FID-3 FID-3 FIG-2 FID-3 FIG-2 FID-3 FIG-3 FIF-2 FIH-1 FIG-2 FIG-2 FIG-2 FIF-3
XIV
4 3 13.5 2 9 2 9.5 3 5.5 5.5 5 4.5 1.5
FIE-3 FIE-3 FIE-3 FIG-3 FIE-3 FIH-1 FIG-1 FIH-2 FIH-1 FIH-1 FIF-3
FID-3 FID-3 FID-3 FID-3 FIH-2 FIF-2 FIH-3 FIF-2 FIE-3 FIE-3 FIE-3 FIF-3 FIF-3 FIF-3
XV
4 3 2 2 8.5 3 9 2 1 0.5 0.5 1 0.5 0.5
8 7 7.5 8
IMPULSE ENGINES
1SZIQIRX4SMRX6EXMSW
Ship 1/4 1/3 1/2 1/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1 13/1 14/1
Class
FIF-3 FID-3 FIH-3 FIE-3 FIE-3 FIE-3 FIE-3 FIF-3 FIF-3 FIF-3
XVI
5 2 9 2 1 0.5 0.5 1 0.5 0.5
7 3 3 2.5 2 1.5
8.5 4 5 5.5 5
FIH-2 FIH-3
7.5 8
FIG-3 FID-3 FIH-3 FIE-3 FIE-3 FIE-3 FIE-3 FIF-3 FIF-3 FIF-3
XVII
9.5 2 9 2 1 0.5 0.5 1 0.5 0.5
7 3 3 2.5 2 1.5
4 5 5.5 5
FIH-2 FIH-3
7.5 8
3 3 2.5 2 1.5
4 6.5 5.5 5
7.5 8 7 6.5
FIH-3
4 3 2.5 2 1.5
9 8 7 6.5
6.5 5.5 5
8 7 6.5
SHIELD GENERATORS
Shield Control
Generator Mass (MT) Computer DPC Superstructure Availability Cost (MCr) Year
Type Type
FSA 110 L-12 1 0.2 LRL/92 3 2239
FSB 140 L-13 2 0.9 LRL/72 6 2246
FSC 160 L-12 1 0.2 LRL/90 4 2243
FSD 175 L-14 2 1 LRL/71 8 2246
FSE 230 L-13 1 0.5 LRL/86 5 2244
FSF 235 M-1 2 1.8 LRL/69 10 2247
FSG 265 L-13 1 0.6 LRL/84 6 2245
FSH 305 M-1 2 1.9 LRL/64 12 2246
FSI 510 M-3 3 1 LRL/50 18 2248
FSJ 300 L-14 1 1.1 LRL/79 7 2252
FSK 380 M-2 2 2.8 LRL/62 14 2252
FSL 575 M-3 3 1.8 LRL/48 21 2253
FSM 330 L-14 1 1 LRL/77 8 2255
FSN 415 M-2 2 2.9 LRL/60 16 2255
FSO 615 M-4 3 3.1 LRL/46 24 2255
FSP 845 M-6 4 2.1 LRL/43 32 2269
FSQ 1245 M-7A 4 4.5 RRR/31 36 2292
FSR 1875 M-8 3 4.8 RRR/12 38 2296
FSS 1060 M-6 4 2.5 RRR/26 36 2284
P® 7XEVWLMT8EGXMGEP'SQFEX7MQYPEXSV 02:08:01:02
FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM
Megaphaser can only cover only one special firing arc shown in the figure below. The reason for this unusual firing arc is
do to the design of the weapon system. Megaphaser's require large amounts of power that is feed to it by an energy
conduit equal in size to those feeding the Warp Drive Nacelles from the Warp Engine Core/Intermix Shaft. At the end of
the energy conduit lies the energy chamber which is linked to two emission nozzles. One nozzle faces forward and the
other aft. This allows the weapon to have a large firing arc as shown below in the Megaphaser Firing Arc (mcfa) diagram.
Note: Due to the immense energies involved and the possible overload of the energy chamber, this weapon is always
mounted away from the hull on a pylon, which can be jettisoned in an emergency.
Construction Division
Department of Information Bryan Jecko
Base Construction Group Jeff Willoughby
STCSDC William Colley
FEDERATION STATION CONSTRUCTION STCS DESIGN CONSORTIUM
POWER GENERATORS
MATTER / ANTI-MATTER
Power Computer
Power Units MPR Per Power Efficiency
Generator Mass (MT) Control Superstructure Cost Year
Available Generator Rating
Type Required
FMAPG-1 700,000 98 M-1 15/1 15 9.5 1050 2261
FMAPG-1t 230,300 98 M-1 15/1 25 9.5 1525 2263
FMAPG-2 1,000,000 155 M-3 30/1 25 7.5 1670 2268
FMAPG-2t 364,250 155 M-7 25/1 39 9 2421 2268
FMAPG-3 1,500,000 180 M-6 40/1 45 6.5 1940 2271
FMAPG-3t 423,000 180 M-8 40/1 46 6.5 2813 2272
FMAPG-4 3,150,000 236 M-7 50/1 85 7 2540 2276
FMAPG-5 50,000 35 L-12 10/1 6 5 380 2276
FMAPG-6 150,000 45 L-14 10/1 10 6.5 480 2279
FMAPG-X1 750,000 250 MX-1 50/1 10 7.5 3900 2269
IMPULSE MPR
Engine Type 10/1 15/1 20/1 25/1 30/1 35/1 40/1 50/1
FIPG-1a 2.5 1.5 1 1 1 0.5 0.5 0.5
FIPG-1b 2.5 1.5 1 1 1 0.5 0.5 0.5
FIPG-2a 3.5 2.5 2 1.5 1 1 1 0.5
FIPG-2b 3.5 2.5 2 1.5 1 1 1 0.5
FIPG-3 - 3 2.5 2 1.5 1.5 1 1
FIPG-4 - - 3 2.5 2 1.5 1.5 1
FIPG-5 - - 3.5 3 2.5 2 1.5 1.5
FIPG-6 - - - 3.5 3 2.5 2 1.5
FIPG-7 - - - - 3 2.5 2 1.5
FIPG-8 - - - - 3.5 3 2.5 2
FIPG-X1 7 5 3.5 3 2.5 2 1.5 1.5
SHIELD GENERATORS
Shield Control Maximum
Cost
Generator Mass (MT) Computer DPC SPR SER Superst. Shield Year
(MCr)
Type Type Power
OFSA 1330 M-1 2 1/2 11.5 5.6 16 21 2252
OFSA-2 1550 L-14 2 1/2 11.5 4.2 16 23 2252
OFSB 1420 M-2 2 1/2 15 7.7 21 28 2268
OFSC 980 M-1 1 1/1 30 5.6 21 22 2268
OFSD 3525 M-1 2 1/2 14 8 20 26 2268
OFSE 1690 M-1 1 1/1 31 6.5 22 29 2270
OFSF 5705 M-3 2 1/2 16 10.4 23 30 2273
OFSG 2795 M-2 1 1/2 17 6.8 24 32 2274
OFSH 5915 M-4 2 1/2 17 10.7 24 42 2275
OFSI 7530 M-6 3 1/3 11.5 8 24 56 2276
OFSJ 3900 M-2 1 1/1 35 8.3 25 33 2276
OFSK 1140 M-4 2 1/2 18 13.4 25 50 2276
OFSL 1725 M-6 3 1/3 12.5 10.4 26 60 2277
OFSM 990 M-4 1 1/1 40 8 28 37 2278
OFSN 1245 M-6 2 1/2 20.5 13.7 28 56 2280
OFSO 3845 M-6a 3 1/3 14 14.3 30 68 2286
OFSP 9455 M-7 4 1/4 12 11.3 34 88 2288
OFSQ 23735 M-7A 4 1/4 16 18.5 45 115 2290
OFSR 45625 M-8 3 1/3 28.5 19.4 60 138 2291
OFSS 19180 M-8 4 1/4 10.5 12.5 30 76 2298
FDSG-1 2625 M-X1 2 1/2 25 12.5 35 46 2271
ECM DEVICES
To use the ECMs during the game play, you use them during the firing phase. When you role to see if you can hit your adversary you
need to add it on to the die role you made.
Example:
Captain Nog is going to fire on Captain Jakes ship. Nog must role to see if he can hit that ship with the weapon he chooses. Nog roles
a 4. Nog asks if Jakes ship has an ECM. Jake replies yes I do. Then Jake tells Nog his ECM modifier is a +3. Nog must add
the +3 on to the role he made and then Nog consults the firing chart. He needs a 1-8 to hit Jakes ship. Nog has a total
of 7 (4 for the die role + 3 for the ECM = 7) Nog is able to hit the ship. Jake decides to return fire. He roles the die and gets a 6. He then
asks Nog if his vessel has an ECM, Nog replies Yep, and the die modifier is a +3. Jake then adds the +3 on to his die role and
consults the firing chart. Jake needs a 1-7 to hit Nogs ship. Jake has a total of 9. Jakes shot had missed the ship. (6 for the die role + 3
for the ECM = 9).
CLOAKING DEVICES
To find out what the power to energize is, you first take the total power of the Vessel and subtract the shield power.
You then consult the cloaking device chart and Find the proper cloaking device. You go across the chart until
you are over the Cloaking Efficiency. This number shows how efficient the cloaking device is. You subtract this
number and it leaves the total power to energize the cloaking field. (See equation below)
Example:
Geordi is making a ship with a cloaking device. Geordis ship is a Class XV, and is using a Federation
Cloaking device. He has an M-8A computer on his ship. He knows his ships Total Power is 100, and his shield
power is 16. He then subtracts the 16 from 100 and gets 84. He then consults the Cloaking Device chart. Geordi finds
the right cloaking device he wants to use and goes across the row to make sure it is in the Appropriate Ship Class.
If not then he must find one that does. Say he chooses the FCF. He then realizes The Class XV vessel is at the
end, and then the vessel will not cloak but became stealthy. Since he wants it to cloak he chooses the FCG. He goes
across the row until he comes across the Cloaking Efficiency. He takes this number and subtracts it form the 84 to
get 79. He now knows he needs 79 points of power to cloak his ship. (See Equation for clarity)
You use the cloaking device during the sensor phase of the game play. You must role the die and consult the cloaking chart to see if
you can detect a cloaked vessel.
Example:
Captain Miles is going to try and find Captain Julian. Julian has a vessel that has a cloaking device. At the start of the turn Julian has
his vessel cloak. During the sensor phase Miles tries to find Julian. Miles points to the cloaked game piece on the board and says, Im
going to try to find this ship. Miles roles the die and then consults the Cloaking chart (see below)
Miles roles a 3 on the die. He then found Julians ship. Julian must turn over the game peace and to let everyone know that Miles
found his ship. Miles may fire on the ship during the firing phase of the game. If Miles had role the die and had gotten a 6 then
he did not detect Julians ship. During the Firing phase of the game if Julian has his cloaking field up, then he can fire any weapon he
chooses as long as he has the power to do so. He can decloak and fire his weapons if he chooses. After the firing phase Julian
can have his vessel cloak or decloak. Then its on to the movement phase of the game. If his vessel is cloaked then Miles will have to
go through the process again. Phase Cloaking devices go through the same procedure as the regular cloaking devices. The only
difference is the Phase Cloaking device can make a ship go through other objects.
One vessel may detect more than one ship. Miles has two ships called A and B. Julian has two ships called 1 and 2. Miles is going to
try to detect Julians ships. Miles has ship A try to detect ship 1. He roles the die and consults the table. He roles a 3. He
then detected the ship. Miles then has ship A try to detect Julians ship 2. He roles a 5, he did not detect the ship. Miles then has ship B
Try to detect Julians second ship. Because Miles does not need to find the first one is his ships are in communication with each other
and A has relayed the information on ship 1 to ship B. Ship B tries to find Ship 2, Miles role a 2. He now has detected both of Julians
ships. If Miles had rolled an 8 then he did not detect the ship. Since he did detect the ship both Miles ships know where both of
Julians ships are. They then can proceed on to the Firing phase of the game.
ADVANCED RULES MODULEII:
ABLATIVE ARMOR
Ablative armor is a new material that is designed to protect a ship if in the advent the shields are down. It is a protective skin that is
designed to vaporize under weapons fire, thereby dissipating energy and protecting the ships systems inside. It has been in
development for many years. There are various reasons it has not been in wide production. It is due to the materials availability,
instabilities, Phaser and Torpedoes resistance and a long fabrication time. It works when the shields are down and the material is hit, it
then reacts to the incoming fire. When it is hit it gets vaporized and in the process it lessens the blow to the ship on the inside. It is
similar to the Reactive Armor in the late 20th Century, which they use on tanks. Here recently there is another form of ablative armor
called Regenerative Ablative Armor, similar to the Regenerative shields. The shields and the Regenerative Ablative Armor can both be
raised at the same time on the same turn. Below are the charts for the Ablative Armor and the Regenerative Ablative Armor.
Type
The first column lists the different levels of ablative armor. AA is referring to Ablative Armor. RA refers to the Regenerative Ablative
Armor.
Class Range
This is the range of the ship classes that can have the ablative armor.
Mass
The mass is in a ratio; this is to show how much the ablative armor will weigh on the ship. The ratio uses the SS Mass. For an example
if the SS mass of a ship is 42,000 mt and the ship is a class XI. Now if we wanted to use the regular ablative armor we find the AA-2 will
work for the ship. The AA-1 will not work because our ship does not fall within the Class Range. We find the mass ratio to be 80/1. This
means for every 80 tons of SS mass there is 1 ton for ablative armor. We find that the ablative armor will weight 525 mt (42,000 SS
mass / 80 mass ratio = 525 mt of the ablative armor). Then we add it after we add the SS mass and the component mass. If the
component mass is 119,008mt and the SS mass is 42,000 mt, then the total is 161,008 mt. Then you add the ablative armor and get
161,533 mt (119,008 component mass + 42,000 SS mass + 525 mass of the ablative armor = 161,533 mt total).
Damage Ratio
Since the ablative armor can not protect the vessel fully some of the damage is transferred to the ship itself. This fraction tells how
much protection the ablative armor can do while in combat. In this case the higher the fraction the more protection the ablative armor
can do for the ship. If we take a look at the AA-3 we see the damage ratio is 6/1, this means for every 6 points of damage there is 1
point of damage done on the SS.
# of Hits
This tells us how many times the ablative armor can be used before it is all gone. This is per hex side. For instance if we look at the
AA-3 it can be used 7 times before the ablative armor is all gone. After 7 times the armor is gone and has to be replaced at a starbase
facility. With the armor gone you treat the vessel as if it did not have the ablative armor. For the Regenerative Ablative Armor, it is
treated the same with this exception; once the armor is gone it begins to regenerate. The entire Regenerative Ablative Armor has to be
down on all sides for it to start to regenerate. It will take one full turn before the armor is fully regenerated and the armor can come back
up at full strength.
PTA
For the Regenerative Ablative Armor it is treated the same way as Ablative Armor with the exception that the armor has to be powered
up. On the chart you will see the PTA, this refers to the Power To Arm the armor. To power the armor it must be done before the firing
phase of each turn.
Accounting for Next Generation Ship Weights v 1.0
This paper extends the concept as originally posted at the group to take account of
the suggestions made by George Recker Jr and Terry Shannon, I’d like to thank
them for their useful ideas, as well as the others who have contributed to this
interesting debate so far.
This shows my overall suggestions for who to deal with the mass of Next Generation
ships. My basic desire is to provide suggestions that allow to make use of the canon
displacement figures.
The paper details my suggestions, and shows the effect that each has in absorbing
some of the mass of the Galaxy Class Design. I’m describing the construction rule
concepts I’m suggesting, and demonstrating them by constructing a Galaxy class
ship using those concepts.
In simple terms these ideas add additional non combat related mass to the original
FASA displacement, as a result we end up with three distinct classifications of
displacement:
• STANDARD - Traditional FASA weight (including new systems for SIF and
Docking)
• UNLADEN - STANDARD mass with the addition of non combat equipment
(i.e. Crew facilities and Science/Sensors facilties)
• LADEN - UNLADEN mass with the addition of cargo and fuel
Standard would correspond to the idea of a fighting mass as suggested at the group.
This approach will also allow existing FASA vessels to be easily adapted, as will be
shown later.
I’ve fudged a quick system that puts the GCS in Class 33, that has been used in all
displacement calculations
New Equipment
The SIF/EF concept is one solution for such a system could work in the game, and
more importantly, what it could cost in terms of SS and mass.
The cost is 1 SS per size class, but also 500mt per SS, so it basically adds a 33% to
SS weight.
I’ve also extended the idea to include emergency shielding for hull breaches, as that
would otherwise require a separate system.
Standard Power
SIF/EF Classes Used Full Power Used Mass SS
500 per 1 per
SIFA 1-3 2 4 SS class
500 per 1 per
SIFB 4-8 4 8 SS class
500 per 1 per
SIFC 9-14 6 12 SS class
500 per 1 per
SIFD 15-20 8 16 SS class
500 per 1 per
SIFE 21-25 10 20 SS class
500 per 1 per
SIFF 26-30 12 24 SS class
500 per 1 per
SIFG 31-35 14 28 SS class
I’m assuming that the SIF/EF system would give the following benefits when used in
different power modes:
There may also be scope to add a further modifier to the Ships PE and D as a result
of this system being fitted.
The hull separation mechanism would be fitted to all vessels with a hull that can be
separated, but crucially is capable of being reconnected without dockyard support.
Older vessels such as the Consitution class or D7 would not require this mechanism
as they are not capable of having their command hulls reattached without dockyard
assistance, ships such as the Galaxy class are capable of routine reattachment
without external support.
Ships such as the Prometheus class would be fitted with multiple sets of this
equipment connecting each pair of sections.
The mass cost for a ship with two hull sections would be:
A ship with three hull sections would have double this cost, and would require 4
points of power to separate or reconnect as two pairs of docking mechanisms are
required
Much of the equipment on the Galaxy Class has had to be created specially for this
example, but WER, IER, DPC, SER and WDF figures are correct, to ensure D and
WDF are both correct.
The mass of the warp drive may seem high at 600,000mt, but this is only 13% of the
LADEN displacement of the Galaxy class, while the 100,000mt FWG-1 represents
some 55% of the FASA Enterprise class LADEN displacement.
The basic construction of the Combined Galaxy class ship in this example is as
follows:
Crew/Science Facilities
Instead of creating lots of tables for Crew facilties, sensors and science equipment
(ie all non combat stuff) I’ve gone for a simpler approach. The crew facilities and
science/sensors are basically percentage modifiers to the maximum class weight of
the ship.
Modifiers range from 0% to +30% depending on the ship and era. I see the baseline
being the TOS era ships at 0%, the Enterprise D is 25% for both.
This does not mean that TOS era ships did not have crew or science facilities, but
rather the facilities aboard those early ships are the baseline which later ones are
measured by
Crew Facilities
Science/Sensor Facilities
Tonnage
Modifier Sample Use Details
A 0 Enterprise Basic TOS Science Package
Enterprise -
B 5% A Sensors for logging gaseous anomalies
C 10% Defiant Basic TNG science package
Enterprise - TNG era military role ship science package/small
D 15% E science ship
E 20% Intrepid Specialist Small Explorer Science Package
Enterprise -
F 25% D Specialist Large Explorer Science Package
G 30% TNG Oberth Science ship package
Cargo
The cargo weights we have previously used were based on TOS levels of crew
luxury and personal space. The more voluminous quarters aboard TNG era ships will
allow more personal possessions, and we also need to allow for raw material carried
for replicators for crew members.
The description of the mission of the explorer in the TNG technical manual also
suggests that Explorers carry off loadable fuel and cargo to support remote stations,
such cargo will also be need to allowed for.
Fuel
Figures provided by George Recker Jr suggest that the following amount of fuel is
required for the ships own use:
Summary
By using these methods the end result is a Galaxy Class ship with a LADEN
displacement that is accurate to canon, that includes non combat systems and cargo.
This additional displacement is added simply to the STANDARD (FASA)
displacement by the addition of Non combat systems as a percentage relative to
maximum class weight to find the UNLADEN displacement, and by including cargo to
find the LADEN displacement.
The suggested hull separation mechanism is a simple solution to the issue, and can
also be applied to vessels such as Prometheus with its multi vector assault mode,
and Ptolemy as the way the cargo pods are attached.
The SIF/EF concept needs refinement, but does again give a simple way to add this
aspect to the game without over complicating construction or gameplay.
This is only one solution to the issue, but it does serve to address the main concerns
raised:
• How can we build TNG era ships that are not excessive in terms of SS and
CE
• How can we modify the system to allow for systems that FASA excluded
TOS era ships are unaffected by these changes, and can be played as normal.
Players may wish to add a laden displacement figure which includes the cargo. For
the majority of FASA ships this will not affect the class they are in, as most FASA
ships are at the low end of their mass range for their class. For ships such as the
FASA Enterprise and Constitution classes, adoption of a laden displacement goes
some way to addressing the disparity between the FASA displacements and more
commonly quoted figures
Steve Bacon
25 April 2004
Thanks to George Recker and Terry Shannon for ideas that have added to the
original concept.
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INTRODUCTION include regulation of pay grades for merchant
Trade and commerce are two inseparable pillars of spacehands in UFP space and the coordination of
civilization. Every intelligent civilization encountered by testing and certification for interstellar merchants. The
the Federation has had trade and commerce integral to organization also maintains a large number of training
its past, currently practiced, and intertwined in its future. academies and apprentice programs and offers
The UFP is no exception. With the borders of the UFP placement, guidance, and informational services to its
expanding by the day, new needs and new millions of members across the Federation and the
opportunities continually open to those able to access known galaxy. Membership is open to any being who
and develop them. The common tool for modern trade serves aboard a merchant vessel in space, or in any
and commerce in the interstellar community are the profession or position affiliated with the interstellar
freighters, transports, couriers and other trading vessels merchant trade. There are several benefits to
that ply the spacelanes. becoming a member. The reader is urged to consult
his local UFP/ITA office or field liaison for additional
SCOPE OF THIS MANUAL information.
This manual describes the major vessels of private
commerce that operate within or from UFP space. IMPORTANT REGULATIONS CONCERNING
Although included in this manual is a brief section on PRIVATE STARFARING CRAFT
private trade operations and regulation, it is intended to Two major regulations concerning private commerce
be a quick reference for the ships involved in trade. For vessels are included in this manual because they
additional information on trade operations, the reader is directly affect ships and their crews. The first is the
directed to Trader Captains and Merchant Princes and regulation of weaponry aboard private vessels. The
the periodical Spacelanes. second is the adherence to the Prime Directive.
It is important to note that the vessels used in the
commerce machinery of the Federation are extremely WEAPONRY ALLOWANCES
varied. Even sister ships of the same class in service In general, private merchant vessels are only
with a major corporation are rarely alike. The models allowed to possess ship-mounted weapons for use
and variants included in this manual are those that best against spaceborne targets if application for such
represent the particular vessel type. weaponry is approved by a Star Fleet Merchant Marine
Command review board. Weaponry permits are only
REGULATION OF THE INDUSTRY granted for ships that travel unescorted in areas
Two major entities help manage and regulate considered hazardous, such as the Triangle, along the
merchant commerce within the UFP. The first is the frontier of unexplored space, or in areas of potential
Star Fleet Merchant Marine Command, which ensures hostilities. If allowed, a permit is required for weapon
the implementation and enforcement of governmental ownership.
regulations imposed on the industry. The standard by which all weaponry mounts are
The second is the private, non-profit trade approved or disapproved is based upon the weapon
association called the United Federation of Planets/ damage range. In general, a weapon may only have a
Independent Traders Association. It performs maximum damage factor of 30 million joules of energy
contractual duties in agreement with the Merchant (GM's Note: maximum power of 3). The number of
Marine Command and provides a voice for the private weapons is also considered, with the general layout
merchant in Federation policy and politics. required to conform to a defensive posture.
It is important to note that the mounting of weaponry
STARFLEET MERCHANT MARINE COMMAND is decided on a case by case basis. In addition, some
The Merchant Marine Command, in addition to its spacefaring races have been "grandfathered" into the
other duties, enforces Federation criminal laws, regulations, one such example being the Tellarites.
revenue and navigation laws and rules of the The Tellarites maintained a large trade network before
spaceways. It also enforces security, including traffic the founding of the UFP and as such were allowed to
and pollution control. It staffs custom offices, enforces keep their traditional trading regulations and practices
customs regulations and coordinates with local regarding weaponry. The reader is urged to remember
planetary and freeport custom officials. It also plays a this fact while using this reference work.
role in enforcing quarantines and immigration.
The Bureau of Space Safety is a part of this PRIVATE CITIZENS AND THE PRIME DIRECTIVE
command which operates life-saving stations and The Prime Directive is the major tenant of the United
rescue craft, provides emergency medical aid and Federation of Planets. As such, the spirit of the
placement and maintenance of navigational aids Directive is upheld and enforced within the private
(including buoys, beacons, and communication sector. However, the Federation government does
stations). This bureau is responsible for overseeing the allow more leniencies towards unintentional violations.
safety regulations for constructing and operating private This statement in no way is to lessen or imply to lessen
merchant craft, for passenger liners and for private the severity of a violation of the Prime Directive. The
yachts and other non-commercial vessels. reader is referred to a paper entitled "Interstellar Law
and the Private Spacefaring Citizen", authored by
UFP/ITA Johann Kleptra of the Federation Department of
The United Federation of Planets/Independent Justice, Attorney General's Office, for more analysis.
Traders Association is the private and independent With warp-capable ships at the disposal of qualified
trade association licensed by the Starfleet Merchant private citizens, a major concern is the contact between
Marine Command and the Federation Trade Authority these citizens and worlds protected under the Prime
to perform several contractual functions for private and Directive. Several steps have been instigated to
independent traders, including corporations that ensure the upholding of the Directive.
manage interstellar trading operations. These functions All merchants and owners of private vessels are
informed and educated about the Directive.
COURIER WARPSHUTTLE
This vessel is designed for interstellar shuttle use, These are essentially warp engines with the capability
traveling from one known point to another. It is small to move cargo and people about. They are a favorite of
and built for speed. Some, designed for VIP use, have the Federation Interstellar Postal Service (FIPS) and
luxurious passenger facilities. Outdated couriers the Universal Parcel Service.
frequently are refitted as private yachts or commercial
freighters. YACHT
These pleasure and luxury craft are the private sector's
FREIGHTER* (non-commercial) equivalent of the courier. They are
Freighters are used to carry freight inside their hull. for sell or rent to citizens for personal use.
Their speed and maneuver characteristics depend on
the load that they are carrying at any moment. Usually *Note: the terms freighter and transport are used
mounting engines that can move exceedingly heavy interchangeably in everyday usage in the spacefaring
loads, these vessels are among the largest, slowest industry to describe either freighters or transports.
and least maneuverable starfaring vessels. Usually, any ship which carries passengers in addition
to its cargo is called a transport, but even this varies.
The technical terms are given above.
Usage Classification
They are classified by their usage into 5 groups. These classifications cut across the weight classes, as some
vehicles can be in multiple classes, but still be within the same weight class. They are as follows:
Class 4: these vessels are almost exclusively thruster powered, and are usually utility
vehicles of some sort. They are usually powered by sarium krellide power cells
or something similar.
Class 3: these vessels are capable of sublight travel only, and are designed for both trips
between the ship and a nearby target, and for limited travel within a solar
system.
Class 2: these vessels have limited warp capability, optional weapons systems, are
designed for short duration interstellar travel, and trips of no longer than a day or
two. They usually have a single deck with minimal interior separation. (Any
vessel of this class with a gross volume of greater than 70,000 cubic meters will
be of Weight Class 1 and can be constructed using standard formulas.)
Class 1: these vessels are the largest vessels carried by capital vessels, and some can be
considered small starships in their own right. They have a powerful warp drive,
come standard with various weapons, and are often large enough to have
partially or fully compartmentalized interiors. They are limited to a maximum of
2 decks. (Any vessel of this class with a gross volume of greater than 6,500
cubic meters will be of Weight Class 1 and can be constructed using standard
formulas.)
Class 0: these vessels are the largest of the subclass vessels, or the smallest of the
standard starships, depending on the chosen point-of-view. They are
constructed using the standard formulas. (Any vessel of this class with a gross
volume of greater than 27,000 cubic meters will be of Weight Class 1 and can be
constructed using standard formulas.)
Hex Sizes
The size of a standard hex is 10,000 kilometers. In the case of subclass vessels, their weaponry is
proportionately less powerful than their larger capital vessel counterparts. Their transporters also have a lesser
range, by roughly a factor of 10. This will require the shrinking of the hex by a factor of ten to allow the use of
the existing To-Hit tables for those ranges that would otherwise be nonexistent. The hex type would be
designated as a reduced hex, and any weapon requiring this hex would have some indication that its range
measurements are in reduced hexes.
Vessel Maneuverability
Because these vessels are so small, they have to expend less energy to undertake the same maneuvers that
the larger vessels do. The Movement Point Ratio (MPR) is less than or equal to 1, and this is dictated, as with
the larger vessels, by the Weight Class. For subclass vessels, the delineation is as follows:
By using these new MPR ratings, the subclass vessels can be given not only increased maneuverability over
their capital ship counterparts, but also can convert their energy to a usable form (movement, weapons,
shielding, etc.) more efficiently. This also allows for the smooth transition into the standard construction
formulas and components. This dictates what other subsystems that each vessel can use, so that a smaller vessel
is made impossible to construct because its using the wrong components for its Weight Class. This can also
allow for the creation of custom vessels that are more powerful than the original vessel was, such as the
modified vessels used by the Maquis.
Superstructure
This is the skeletal framework that everything is attached to. Unfortunately, a point of standard
superstructure has a mass of 1500 metric tons. Obviously, this cannot be used for such small vessels. In the case
of subclass vessels, it becomes necessary to use something called proportional superstructure. As the name
implies, this behaves just like standard superstructure, and still performs the same function as standard
superstructure. So its behavior when it comes to damage, when combined with both the SIF and IDF these
vessels carry, is still the same, but has only a portion of the mass. This is more suitable for constructing subclass
vessels. It drops by a factor of ten for each MPR below one. This can be seen in the following chart:
MPR Mass Range (mt) Miniat. Coding Mass Divisor SS Point Mass
1/5 0.1-1 D 10,000 150 kilograms
1/4 1-10 C 1,000 1.5 mt
1/3 10-100 B 100 15 mt
1/2 100-1000 A 10 150 mt
1 1000-5000 N/A 1 1500 mt
Of course, this also means that as vessels are constructed of smaller rated superstructure, the chances of their
being destroyed goes up. This gives them an automatic repair difficulty, which increases as smaller vessels are
built. It allows for the use of existing components, although scaled down in mass and superstructure. This
simplifies matters; otherwise it would be necessary to scale down damage to a point that it wouldnt have any
effect. By miniaturizing existing components, it allows for the reuse of the existing components data wherever
feasible. The coding after the component indicates the degree of miniaturization. For example, an FH-1 phaser
miniaturized for subclass use would be written as an FH-1A, FH-1B, FH-1C, or FH-1D, depending on the
vessel using it. It also mirrors what happens in the course of actual construction. A new component is built large
enough to demonstrate the feasibility of the concept, and then is inevitably reduced in size and mass without
losing any of the original abilities, and quite possibly gaining new ones.
Power Supplies
These vessels are too small to utilize full-size versions of the warp core and the impulse drive, so they must
use miniature versions of them, or something comparable. What they use is as follows:
Sarium krellide cells have been in use since the 22nd Century. One of the first technologies introduced to
Humans by the Vulcans, they can store vast amounts of energy, comparable to deuterium fusion cells, but at the
penalty of requiring more mass. They are non-polluting, and are also rechargeable, unlike fuel cells, which must
have their reactants replaced. They can hold 1 PU within a mass of 102 kilograms. These are usually used on
Usage Class 4 vessels for propulsion, since they rarely need the vast amounts of power over extended periods
that deuterium fusion cells supply. They are also used for low-power, long-period applications, such as in beam
weapons, tricorders, communicators, PADDs, and other similar devices.
The deuterium fusion cell is usually the choice for primary, non-warp power on a vessel for this reason, as
well as for the auxiliary power generators, although at a lesser power output. Discovered on Earth in the 21st
Century, it has been improved over the centuries, with each new model putting out the same amount of power in
a smaller mass. They are used to supply power to residential and industrial locations on Earth, in orbit, and on
colonies, being matched to the required energy needs. They can function for years in the residential sectors
because of the lower power needs.
It can also take a vessel to warp, and was, in an earlier and less efficient form, the same type of technology
that Zefram Cochrane used on the Phoenix. It puts out 1 PU, with a mass of 57.6 kilograms. It is optimized for
generating the energy the warp drive requires, but can be used for onboard power as well.
The Mark I DFC was used on intrasystem vessels for sublight propulsion and power generation on Earth and
its solar system colonies. They were in use from their introduction, around 2018, until World War III in 2053,
when most of them were destroyed or rendered inert by the EMP bursts from the nuclear airbursts. They are
now obsolete, and have been replaced over time as the newer models came online. Since they are not optimized
for warp propulsion, they are not included here.
The Mark II DFC was introduced by the Vulcans to the newly contacted Humans. Since Humans had already
discovered this technology, they saw no reason not to show them how to create a new version that gave off the
same amount of power at half of the previous mass. This helped to supply the shattered fragments of Earths
remaining population with power to help bring themselves out of the nuclear ashes and begin to rebuild their
civilization. They were also shown how to optimize them for warp propulsion. This would allow them to create
their own warp-capable vessels, and begin their own exploration. These would be in use from the time of First
Contact in 2063 until the birth of the Federation in 2161.
DFC Max.Warp Velocity Deut. Storage Radius Height Overall Max. Explosive Year
Designation For 12 (x c) Mass Vol. (cm) (cm) Mass Power Yield Introduced
Hours (kg) (cm^3) (kg) Output
(OCS) (PU)
FDFC-1 1 1 2063
FDFC-2 1.5 3.375 2075
FDFC-3 2 8 2143
FDFC-4 2.5 15.625 2144
FDFC-5 3 27 2145
FDFC-6 3.5 42.875 2146
FDFC-7 4 64 2148
FDFC-8 4.5 91.125 2150
The antimatter fuel cell is just what the name implies: it introduces minute quantities of matter and
antimatter together into a microscopic reaction chamber at a given rate, emitting vast amounts of power. This is
the standard choice on the smaller vessels for their warp power, because they are not large enough to carry a
warp core. Of course, like their name implies, they have a limited amount of reactants to start with, and once
these are exhausted, the cell is useless until the reactants are replaced. Additional cells can be used to power the
vessel separately from the warp drive, but at the cost of other equipment.
There are 6 AMFC models in use. Their data are as follows:
AMFC Max. Warp AM Storage Radius Height Overall Max. Power Explosive
Designation For 12 hours Mass(kg) Vol.(cm^3) (cm) (cm) Mass(kg) Output Yield
(PU) (MT)
Each of these AMFC models has a standard 12-hour limit as listed above. With programming alterations, a
vessel can go faster or slower than this period. But, for each half-point of warp above the 12-hour rating, the
vessel takes a half-point of damage, due to the EPS conduits taking more energy than they are normally rated
for. Considering that these vessels have minimal superstructure ratings to begin with, this can add up quickly.
Therefore, the vessels usually try not to exceed their maximum warp rating for more than a very short period.
The following chart gives a comparison of each AMFC as it relates to travel times at different warp factors:
The mini-core is a miniature warp core, and allows the larger of the small vessels to maintain higher warp
speeds for longer periods, and also supplies greater levels of power for the onboard systems. This can help
reduce recharge time on shields and weapons, which is a great advantage.
The mini-impulse is a miniature impulse drive, and behaves in an identical manner to its full-sized
counterparts. It can be used for propulsion, and also for power generation. It is used on vessels with an MPR of
½ or higher. It puts out 3.75 PU, and has a mass of 648 kilograms.
Each weight class has a maximum recommended warp power output linked with it. This is due to the
limitations of the power sources they use, which is linked to their size. The smaller vessels cant support the
mini-core, while the larger vessels would be grossly underpowered if forced to use an AMFC.
The maximum power output also limits the maximum velocity that the vessel can attain, and how long it can
sustain this velocity for. The values for this are as follows:
Any vessels with an MPR greater than or equal to ½ require the use of a warp core, while those with an MPR
below ½ can use the AMFC. Also, any vessels with a maximum warp rating of 7 or higher will require a warp
core, even if it is a mini-core, as mentioned above.
(The rest of this section is still under construction. The velocity scale in use is the MCS scale, also known as
the TNG scale.)
Warp Nacelles
They still follow the same power and mass trends as the nacelles used on the larger vessels. They also follow
the trend that each nacelle is roughly 1/8 the mass of the entire vessel, but this can vary by up to 20%.
(Section of determining WER is incomplete due to lack of data)
Impulse Drives
Impulse drives allow a vessel to accelerate and decelerate without the use of retrorockets. The rates of
acceleration can vary from 1 g to thousands of gees. The smaller the vessel, the slower the acceleration it is
capable of. The main difference is how long they can maintain this acceleration for. The smaller vessels have
smaller reactant stores, so they can only maintain them for a short period, while the larger vessels have
proportionally greater reactant stores, so they can maintain them for longer periods, approaching hours in the
largest vessels.
Whether they are full-size or are miniature, both types of impulse drives can not only be used for propulsion,
but also for power generation. This is a matter of engaging or disengaging components within the drive itself.
The statistics for these drives is as follows:
The required impulse power is determined by multiplying the MPR by 7.5, which is the number of hexes per
second covered by a vessel at full impulse. (Section on determining IER is incomplete due to lack of data)
Computers
Because of their size, they do not use full-sized computer cores; they use either miniature versions with
lesser capacities, or they use a series of banks tied together to act as a core. Not surprisingly, these computers
arent as capable of handling as many systems as their larger counterparts are. This requires the operator to
allocate the vessels computer resources manually more often than a larger, more automated system would. This
also means that damage to the computer is more critical, and can cause greater problems than a larger one
would. This is due to the higher degree of redundancy that having the more capable system would give.
This technology has existed since before spaceflight. There has been a mainframe computer, with the
capacity to add auxiliary computers as needed. This has been emulated as more advanced systems were created.
Of course, adding these auxiliary computer modules, or ACMs, has its limitations. The addition of each
module requires a portion of the cores resources to fully integrate it into the system. As a result, each core can
only work with a limited number of these ACMs attached. As the number of modules increases, it makes more
sense to add another core. Because of the degree of integration required for multiple cores, the ACMs cannot
be used with multiple cores. Each ACM is designed to work with a specific core model, so using them with a
core they are not designed for will diminish their effectiveness.
For the larger subclass vessels, these ACMs have enough capacity, when linked together, to give enough
WDF to allow these vessels to carry their own weapons and other components, giving these vessels abilities that
would normally require a starship to undertake.
By using miniaturized versions of these ACMs, even the smallest of the subclass vessels can carry
equipment theyd need. Of course, by miniaturizing them, they lose a portion of their WDF capacity, but since
these smaller vessels dont need much anyway, this balances out.
All vessels since 2323 have carried isolinear circuitry of one sort or another. This circuitry allows for more
computing power to be carried in a smaller space than the previous system, duotronic circuitry, did. Most
vessels, except for the very lightest Class 4 vessels, have at least one isolinear bank of 16 isolinear chips aboard.
By having multiple banks, the onboard tasks can be more easily redistributed in case of damage, proportionally
increasing survivability.
Vessels of weight class 1/4 are the minimum class required to receive command preprocessors. They make
some of the minor decisions for the vessel, freeing up the rest of the computer system for other work. They
determine what data the pilot needs to see, and what the computer can control more effectively. This not only
frees up computer resources, but also the pilots.
Vessels of weight class 1/3 are the minimum vessels that start to receive computer cores. By this point, they
have enough isolinear banks that it makes sense to consolidate some of them into a computer core area. Of
course, they are usually only a single layer of a larger model core, but this is often more than sufficient. This
allows for future expansion of capacity if necessary, as well as freeing up internal volume for the inclusion of
other systems should the need arise.
Vessels of weight class 1/2 receive the full mini-core systems, of which the previously mentioned core layers
were part. They usually receive a single core with multiple layers, or multiple cores with multiple layers. This
allows them to have multitasking abilities that are usually reserved for larger, full-scale vessels. It also allows
them greater control over more systems than the smaller vessels have, as well as the number of these systems
that a vessel carries. This can allow a single vessel to serve a greater variety of functions than would normally
be expected from such a vessel.
Vessels of weight class 1 or greater receive a subscale version of a standard computer core. This usually
entails a computer core of 1 or more stories in height, with a substantially increased storage capacity, and the
ability to expose the core to a nonpropulsive subspace field, allowing for an increased rate of operation. The
smaller vessels lack the volume to incorporate this technology, so their operation rate is slower in comparison.
(Rest of section incomplete due to lack of data on systems)
Shielding
Because the subclass shield generators are miniature versions of the larger shield generators, they have less
shielding capacity, and also require a longer recharge time. There are two version of this system under
consideration. They vary only in what the maximum shield point capacity is. One version has the MSP capacity
equal to half the weight class times 5, while the other has an MSP capacity of 5 times the weight class, which
gives even the smallest vessel some degree of shielding. Their SER is equal to the MSP value. This number is
also the shield generator capacity, which is the number of layers of shield energy the generator can create. Since
they are so small, they only have room for one or two shield generators onboard, depending on the version of
the system, but this still gives them coverage in all hexes. The generator capacity also gives them the ability to
overpower them by 33%, but only for a short period. The generators themselves have identical statistics to their
larger capital versions, with the masses being reduced and the superstructure given in proportional
superstructure points for the second version. The first version divides the masses in half, and then divides them
by 1000 again. The proportional superstructure is also smaller. The shield DPC for these generators follows the
same pattern as the larger ones, so there is no need to alter it. Because the shielding is encasing a much smaller
volume, the DPC will be very small.
Because these vessels have such low power shields in comparison to the larger capital vessels, there is the
capacity for these shield generators to have multiple function capabilities in addition to shielding. One
capability that these subclass shield generators have as a standard feature that the larger versions dont have is
the ability to merge their shield energy among multiple vessels. This is done through the use of a shield
resonance array, or SRA, which allows the shielding energy from one vessel to be merged with that of other
vessels, allowing them to generate more shielding in one shield face than could be generated by one vessel
alone. This is done by phasing the energy of the generator to one shield face more often than the others,
allowing the vessel to shunt the total equivalent output of the shield generator(s) to that face. There must be at
least one other vessel in close proximity to it for it to be engaged, and there can be no more than 6. This can also
allow vessels to be added to the periphery of such flights, allowing the flight to become proportionally more
powerful with each vessel added. It is also a short-range ability, so the vessels must stay within a restricted
range while it is engaged. If they stray outside of this range, the SRA automatically disengages, and the
remaining vessels redistribute their energy proportionally. This allows a flight of subclass vessels to have the
equivalent shielding of the larger vessels. It also allows a more powerful vessel in the center of the flight of
vessels to turn its shielding off completely, since it is surrounded by other vessels. The energy saved by doing
this can be sent, via the SRA, to the escorting vessels, giving them either greater shield capacity, up to their
generators maximum capacity, or a more rapid shield recharge rate. Of course, the SRA can only be used for a
short period before it is burned out, but that may be enough to allow the vessels to complete their mission.
Energy Weapons
Because of their limited size, their EPS conduits are also smaller, and as a result, they can only mount light
weapons. These weapons have less range, are less powerful, and some even have no WDF to speak of, even
though the rest do. The Federation vessels are limited to Type 4 and 5 phasers, and other races are limited to
weapons of similar capabilities. The vessels with 1/5 and 1/4 MPR use the Type 4 phasers, while the vessels
with 1/3 and 1/2 use Type 5 phasers. The smaller vessels usually have limited firing arcs, typically forward and
aft, but due to their enhanced maneuverability, this is often sufficient.
They can be mounted in banks or even in arrays similar to those found on the larger vessels. They can also
fire in standard and pulse mode, with the pulse mode doing slightly more damage, but at the cost of a decreased
firing rate in comparison to the standard mode.
Projectile Weapons
Again, because of their limited size, their choice in projectile weaponry must also be of a limited size. In this
case, they use a microtorpedo. This is a weapon small enough to be carried in the hand, but by exchanging the
warhead, can be made to use chemical, fusion, and even antimatter ordnance. They use a microfusion cell for an
engine, limiting their range. (Exact range values unavailable due to lack of data. WDF values also unavailable
for same reason.) Their small size also limits the amount of antimatter they can carry, limiting their individual
yield to less than one point of damage. The standard microtorpedo, with a photon warhead, does 0.2 points of
damage. If they are fired en masse, their combined damage can be extreme. This level of damage is acceptable
when compared to the damage the subclass vessels can take based on their levels of shielding and proportional
superstructure. It is comparable in scale to the larger weapons being used against the capital vessels.
The larger of the subclass vessels can carry standard photon torpedoes, but they must be mounted on external
launch rails for firing. This can allow even a small vessel to carry enough ordnance to deal a larger vessel
serious damage. As the photon torpedo is usually launched via a magnetic pulse from a launch tube, this means
that it will take the torpedo slightly longer to strike the target. It will also reduce its range because its using its
onboard fuel for propulsion instead of having to rely on the initial burst of velocity usually provided by the
launcher. The largest of the subclass vessels can be modified to carry the photons internally, and then launch
them, but because of their size, their store of photons becomes limited to only a few shots.
Other
Depending on the vessel being constructed, when the construction process is complete, there may be pss left
over. This can be used to reinforce the vessel with more pss, making it more difficult to damage or destroy. This
can also allow it to carry cargo in excess of its normal capacity. It could also allow for external hardpoints to be
attached, allowing for the carry of photon torpedoes, external fuel tanks, or even ECM equipment.
If the internal spaces are not used for equipment, such as removing weapons, then the space saved can be
used for other purposes, such as increased cargo capacity. This is often the case with shuttlecraft. It could also
be used for increased fuel storage, allowing for longer voyages than the standard vessel could undertake.
Cargo capacity, as on the larger vessels, is limited by the size of the vessel. In this case, it is limited to a
maximum of 10% of the vessels overall displacement. It can be less than this value, but cant be exceeded for
extended periods without reducing its maneuverability.
This is a list of the external ordnance types presently used by Federation subclass vessels. This is by no
means a complete list, as Starfleet R & D is constantly creating and designing new types, and is improving the
existing types. This ordnance is attached to the vessels, so they are not included in the construction process.
They can, however, alter a vessels Combat Efficiency based on which ordnance they presently carry. They can
give a vessel sufficient offensive capability to hold their own against larger vessels, up to and including capital
vessels and space stations, even if it is for only a few shots. This not only covers ordnance, but also other
equipment that the vessel might need. This includes, but is not limited to, cargo pods, electronic
countermeasures pods, fuel pods for extended voyages, and even the standard probes that starships carry, albeit
in limited quantities. (The other races have similar devices for their own subclass vessels, as well as their own
unique technologies, but the data on them is presently limited, and will be covered in another document.)
For some of the ordnance, there is also a maximum effective range consideration. There are four ranges for
these items. They are as follows:
Swivel Mount
This allows any pod attached to it to pivot up to 15 degrees off its centerline, both vertically and
horizontally. Since most of the ordnance is predominantly forward firing, to strike a target that is off the firing
axis would then require physically rotating the vessel to line it up again. This can allow for more optimal
maneuvering, while still maintaining a lock on the target. The vessels onboard computer automatically limits
the pivoting of the mount if the field of fire of the weapon will intersect the vessels structure.
Cargo Pod
This uses the photon torpedo casing also, but is used as an external cargo carrier, often when the onboard
cargo capacity is near its limit. It can also be used to carry cargo that is dangerous, and would need to be ejected
as rapidly as possible. Individually, they dont carry a lot, but when used in quantity, they can allow for
surprising amounts of cargo to be moved. It has the following specifications:
(There is another version of this weapon that uses Type 5 emitters, but these are limited to use by capital
vessels, space stations, and ground installations, because of the size of the EPS conduits required. It is
mentioned here for completeness.)
Cluster Torpedo *
This is used when an alternative to the Gatling microtorpedo pod is desired. This torpedo is designed to
deliver large numbers of microtorpedoes at once to a target. It is modular, and is divided into three sections. The
forward section, roughly 18 centimeters in length, contains the targeting sensors and guidance systems for the
torpedo. The final section, also roughly 18 centimeters in length, contains either the warp field sustainer, which
can sustain 35 seconds of powered flight, or a fusion thruster. These two sections are fixed in length, and are
mounted only one per torpedo. The central section is the payload compartment containing the weapons payload,
a maximum of 18 microtorpedoes, surrounding the torpedos central hexagonal fuel chamber. There are five
models of this torpedo, with each consecutive one carrying an extra payload section. The largest model carries 5
of these sections, with an overall yield nearly equal to a photon torpedo. They are carried in 3-by-2 racks on the
hardpoints.
In operation, the cluster torpedo can either be fired as a single warhead, or the microtorpedoes can be ejected
sequentially, or in any size groupings. When approaching the target, the casing surrounding the payload section,
which has been specifically structured to do so, is fragmented away from the torpedo via breakaway panels,
exposing the payload. When used against a single target, the microtorpedoes can be set to either target a specific
area(s), or to swarm a target, detonating on all sides to overwhelm a shield system. It has the following
specifications:
Model No. Length (cm) Mass (kg) No. of Sections No. Microtorps Yield
Mark I 54 120 3 18 3.6
Mark II 72 135 4 36 7.2
Mark III 90 150 5 54 10.8
Mark IV 108 165 6 72 14.4
Mark V 126 180 7 90 18
Mass: 385 kg
Dimensions: 0.3 meters in diameter by 2.56 meters long
Range: Short
Mass: 310 kg
Dimensions: 0.5 meters in diameter by 2.7 meters long
Range: Short
The pod has a sustained rate of fire of 3000 rounds per minute, or 50 rounds per second. The shells are stored
in modular cases, 1 layer deep with 300 shells stored in a hexagonal grid structure. This allows more
ammunition to be added if the situation requires it. The shells are fed to the firing mechanism, located in the
center of each case. This allows for the firing mechanism to be extended back in a modular format. It has a total
firing time of 6 seconds per case before exhaustion of ammunition. It uses a rotary breech, similar in form to
those found on 20th Century Terran attack helicopters. There is a DMFC mounted on the back end to power the
pod and its associated equipment.
Against a standard shielded target, this weapon would have little effect. But if used against an unshielded
target, this weapon could be quite devastating. It would allow for penetration of a hardened target, and would
even work in an environment that stopped standard energy weapons from functioning. Even if the target had a
minimal force field, this weapon could wear down the field by striking it rapidly with enough force that it
wouldnt be able to refresh the energy quickly enough to compensate. Because these weapons have a physical
recoil when they fire, they are usually mounted in pairs. If mounted singly, it is usually along the vessels
centerline. If they must be mounted off-center, then the vessel usually has to fire RCS thrusters to compensate.
(Because of increased air resistance at higher velocities, the effective range of this weapon when used within an
atmosphere is roughly 1/10 of its range when used in space.)
This weapon has the following statistics:
Because of the higher yield, this weapon would be effective against even minimally shielded vessels. It is
also powerful enough to function as a primary weapon on its own, whereas the others, in general, would be
considered secondary or tertiary weapons because of their low yields. As a result, it is often found on vessels
belonging to races that are only a generation or so behind the present level of Federation weapons technology.
It can fire 1 pulse every 5 seconds, giving a firing rate of 12 shots per minute. The pod carries enough
deuterium for 60 full strength shots, or 600 minimum strength shots. This is roughly 6 kilograms worth of
deuterium. A minimum strength shot uses 0.1 kilograms, giving it a yield of roughly 3.6 TJ per bolt, a range of
500 meters in the air, and 5 kilometers in space. A full strength shot uses 1 kilogram, giving it a yield of 36 TJ
per shot, a range of 5 kilometers in the air, and 50 kilometers in space. The barrel is 50 centimeters in diameter,
roughly half of the pods diameter. The pod is powered by a DMFC. Because of its increased yield, it also has
increased recoil when firing, so it usually preferred to give enough warning to allow the onboard systems to
compensate.
Usage Class 4
These are virtually all thruster-powered vessels, using sarium krellide power cells or something comparable.
Workbee: This is the utility vessel seen in ST:TMP, ST2, and the opening of DS9 in the
later seasons.
Travel Pod: This is the vessel carrying Scotty and Kirk to the Enterprise in ST:TMP, and
the bridge crew to the Enterprise-A in ST4.
Sphinx Workpod: This is in the TNG Manual in the section on shuttlecraft. It has a dome
on the front with two manipulator arms flanking it.
Usage Class 3
These are sublight vessels, limited to intrasystem travel only, usually going from a vessel to a planet, or from
planet to planet.
Personnel Shuttle: Also known as the Air Tram, this is the shuttle that brings Kirk to
Starfleet Headquarters at the beginning of ST:TMP.
Type 2 Shuttle: This is the shuttle that delivers Spock to the Enterprise in ST:TMP, and
not the warp sled it was attached to. There are variants of this vessel
listed in another file, Federation Movie Era Shuttlecraft.
Shutug: This is the vessel in front of the travel pod carrying Kirk and his crew to the
Enterprise-A at the end of ST4.
Suborbital Hopper: This is a non-canonical vessel created by others online that would
serve the function of a utility truck or helicopter on colony worlds. It
moves from point to point by suborbital transfers. It can be found at
the Ex Astris Scientia site.
Trainer: This is the vessel Wesley Crusher was flying when he and Nova Squadron
attempted a Kolvoord Starburst in the TNG episode The First Duty. As the
name implies, it is a generic vessel used to train cadets in flying small vessels.
Galaxy Yacht: This is the elliptical vessel mounted to the underside of the Galaxy-class
saucer. It is used as a diplomatic vessel by the captain. Pictures of it can be
found in the TNG Manual. It is also known as the Captains Yacht. The
Enterprise-Ds was named Calypso.
Type 15 Pod: This is the angular shuttlepod seen in the early seasons of TNG. The 15A is
a faster variant with the same dimensions, and the 16 is a stretched version
of the 15.
Nova Waverider: This is the Captains Yacht for the Nova-class vessel. It is capable of
atmospheric flight. It is found on the underside of the saucer section. It
is wedge-shaped with minimal wings. It resembles the VentureStar
vessel that was going to replace the Space Shuttle, but was canceled.
Type 18 Pod: This is the latest version of shuttlepod, and was tested out on the Defiant-
class starship. It will replace all previous versions eventually. It can be
seen in the DS9 manual.
Usage Class 2
These are vessels with a low warp capability, low-power weapons, and a limited interstellar capability. They
usually have a single deck with minimal interior separation.
Type 1 Shuttle: This is the shuttle seen in the episodes of TOS. In spite of what has been
said about it, it is warp-capable.
Type 3 Shuttle: This is the shuttle used in ST5.
Peregrine Type 1: This is the vessel seen being flown by the Maquis. It is roughly the size
of a modern day F-14, and would probably be used for comparable
missions. It saw widespread use during the Dominion War episodes of
DS9. This is one of the vessels that would be placed on starships
functioning as a carrier. It has a flight crew of 2.
Type 6 Shuttle: This is the rounded shuttle seen in the later episodes of TNG. It
resembles a chopped and modified version of the Type 3. One of them
was given to Scotty at the end of the episode Relics.
Type 17 Warp Pod: This is a warp-capable pod designed by Rick Sternbach that was
posted online, but never made it to air.
Type 8 Shuttle: This is an updated shuttle, with a slight resemblance to the Type 6, but
slightly more streamlined.. It was seen in early episodes of VOY.
Type 9 Shuttle: This is the vessel seen in later episodes of VOY. It is also known as the
speedboat, due to its more radical streamlining.
Type 10 Shuttle: This is the shuttle seen launching from the belly of the Defiant in later
episodes of DS9. Its nacelles resemble those of the Defiant.
Hammerhead Mk II: This is a warp-capable version of the above vessel. It could be used
in concert with the Peregrines and the next entry. It would serve the
same functions as the above, but with a limited interstellar range.
Valkyrie: This is a non-canonical vessel created for the PlayStation game, Star
Trek: Invasion. They gave it a variety of weapons that were completely beyond
its capabilities, but then again, it needed them for the game. For use by the
Simulator, the systems would be made more reasonable.
Usage Class 1
These vessels are the largest ones to be carried by capital vessels, and the larger ones can be considered to be
starships on their own. They have powerful warp drives, defensive weapons, and have partially or fully
compartmentalized interiors. They are limited to 2 decks.
Karekh: This is a FASA vessel, created by the Vulcans as an exploration vessel.
CLaih: This is a FASA vessel, created by the Caitians as a long-range shuttle.
Scorpio: This is the FASA vessel, used like a Coast Guard cutter.
Peregrine Type 2: This is an enlarged version of the above vessel. It dimensions are
double those of the Type 1 in all 3 dimensions. This is the larger vessel
used by the Maquis in the TNG and DS9 episodes. It could probably
carry up to a dozen people, or a decent amount of cargo.
Raider Type I: This is the smaller version of the vessel used by the Maquis. It is roughly
the size of the Type 2 Peregrine. It was used by Lt. Ro in her final episode
of TNG.
Danube Runabout: This is the vessel seen on TNG and on DS9. It is the largest vessel
likely to be carried by a starship, and probably no more than a few at
that. They are used mostly on space stations, and as courier vessels.
Type 9A: This is the cargo shuttle seen in the TNG manual.
Type 7 Shuttle: This is the large rounded vessel seen in the early episodes of TNG.
Intrepid Aeroshuttle: This is the Intrepid-class Captains Yacht. It is mounted on the
underside of the saucer, and would resemble a winged version of
the Danube-class. It was never seen on screen, but was published in
a canonical book called Starship Spotter.
Sovereign Yacht: This is the Captains Yacht for the Sovereign-class starship. It is seen
in the movie ST: Insurrection. It is normally stored in a specially made
cavity below the saucer torpedo launcher.
Type 11 Shuttle: This is the shuttle used in the above movie by Picard and Worf to
recapture Data.
Talon: This is the shuttle used by Data in the above movie.
Delta Flyer: This is the vessel seen on VOY.
Argo: This is the shuttle used by Picard in ST:Nemesis.
Usage Class 0
These are similar vessels to the above entries, but much larger. They have 3 or more decks. The smaller ones
are often used as merchant vessels, using the extra decks for cargo storage. The larger ones used warp cores for
main power. They are also used as initial survey vessels for new systems, with the capital vessels doing a
follow-up as a prelude to colonization.
Chameleon: This is a FASA vessel that acts as a courier and scout.
Sawyer: This is a FASA vessel that acts as a long-range non-combat scout.
Argon: This is a FASA vessel that acts as a commercial freighter.
Mission: This is a FASA vessel that acts as a courier and scout.
Tavares: This is a FASA vessel used as a commercial freighter.
Silverstrike: This is a FASA vessel used as a mining scout and prospecting vessel.
Greyhound: This is the FASA vessel found in the Federation Recognition Manual.
Pulsar: This is also found in the above manual.
Charles: This is a FASA vessel used as a merchant vessel and as a Marine dropship.
Berena: This is a FASA vessel used as a merchant vessel.
JuDay Raider: This is the larger version of the vessel used by the Maquis. It was used by
Chakotay and his crew in the VOY pilot.
Aerie Surveyor: This is the vessel used by the Hansens to find the Borg on VOY in the
episode Dark Frontier.
SUBCLASS CHECKLIST
7)1-(6)%(239+,84SGOIX
&%880)7,-47 (VIEHRSYKLX
The Semi-Dreadnought, also known as the Pocket
Dreadnought, is an amalgama of varied projected uses combined in a
-2863(9'8-3283 single medium to heavy combat platform, used to conduct a
combination of ground assault and fighter support on a smaller scale
&%880)7,-47(6)%(239+,87 than the Assault Frigate or Assault Ship. The Semi-Dreadnought is
more independent than most front line assault vessels, able to conduct
The battleship class of vessels consists of several large, Heavy Cruiser military operations with the added capability of using
combat oriented starships used for frontline military combat and two the three fighter wings during it primary mission. Most missions
defense. As is standard Federation Policy, all Federation Battleships assigned to the Semi-Dreadnought are of an independent nature,
and Dreadnoughts have science capability as well as other standard freeing up escorts and other cruisers to conduct more detailed
Starship requirements. Because of the massive investment associated operations. Most Semi-Dreadnought had a very small science
with their construction, many other governments also include some department, no research capability, and limited first contact ability.
basic form of multi mission capability. Battleships are the largest front None the less, the Semi-Dreadnought can conduct some exploratory
line starship in most fleets. operation while maintaining the ability to operate as a Dreadnought
when the need arises. During their military missions, Semi-
Dreadnought are often used to assault small outposts.
(6)%(239+,8
Dreadnoughts are classified as a mission specific, multiple
target engagement platform, designed to attack a specific group of
78%2(%6(&%880)7,-4
targets and provide support for military actions both within and outside Standard Battleships, simply referred to as Battleships, are
established boarders. The most notable aspect of recent the largest and most powerful combat ship in most naval arsenals.
dreadnoughts has been the addition of a third warp nacelle. The Designed to move into a hostile area and engage multiple enemy
controversial decision to add a third nacelle does give the Dreadnought targets, a Battleship is a perfect example of Multi-Vector Point
a tremendous advantage in combat. Because driver coils can be Defense. While stationary, a Battleship can bring dozens of weapons
phased in and out of the warp field, even at high speeds, Dreadnought to bear on a number of targets during combat. Battleships often mount
can use lighter engines and still maintain power levels equivalent to a the largest and most powerful engines, multiple weapons systems with
Heavy Cruiser or Battleship. Dreadnoughts can reach higher top multiple redundancy capabilities, and a host of other military systems,
speeds than other starships and can often maintain these speeds including large fighter wings, specialized intelligence gathering probes
longer than other high-speed vessels. Dreadnoughts are designed for and shuttles, multiple sensor systems and command-and-control
quadrant defense, with weapons grouped to protect specific quadrants systems that allow a Battleship to act as a fleet command vessel.
of the combat area while still maintaining a powerful striking ability Battleships also have excellent emergency recovery systems, long-
against a single target. range communication equipment and a large contingent of repair and
The Dreadnoughts unique design does produce a reduced tender systems, allowing Battleships to act as a centralized mobile
effectiveness for multi-mission roles. Dreadnoughts have even less command post.
space devoted to first contact and exploration missions, making them But the power and flexibility of the Battleship does come at a
ineffective for exploration. The space disadvantage inherent in price. Many Battleship designs are prohibitive in both material and
Dreadnoughts also extends to the engineering spaces. Most cost, owing to the low number of classes and hulls built. Battleships
Dreadnoughts have very limited space for crew comfort due to the are often underequiped to deal with exploration and first contact
enlarged engineering and extra support systems needed to maintain missions and spend a great deal of time on long-range patrols near
the third warp engine. Balance problems with tri-engine designs have hostile boarders. This coupled with the intense resource requirements
plagued Dreadnoughts since first launched. Even modern to even maintain a Battleship does reduce the ability to produce new
Dreadnoughts require larger crews to monitor and maintain the multi- ships.
engine designs. Dreadnoughts are often more expensive than
conventional Battleships but are easier to maintain in the field.
Dreadnoughts also have a significant Command-and-Control system
allowing them to act as the centerpiece of a large fleet. Dreadnoughts,
despite their weight and size, are surprisingly maneuverable, and have
proved their ability time and again.
43'/)8&%880)7,-47
The term ‘Pocket Battleship’ refers to smaller battleships
found along several boarders near non-hostile areas where pirates and
raiders are common. Unlike their larger cousins, Pocket Battleships do
not have the overall size and power associated with heavy combat.
Pocket Battleships have greater speed and agility, allowing them to
pursue light raiding craft or engage a large contingent of shuttlecraft.
Pocket Battleships are used in concert with Escort Cruisers to help
defend convoys near unsecured trade routs. Pocket Battleships are
often mistaken for Heavy Cruisers or light to medium Dreadnoughts.
They are less resource intensive, requiring a smaller crew and less fuel
for a standard cruise. Pocket Battleships also have lighter weapons,
albeit in greater numbers, to help cope with it’s primary mission
designation. Pocket Battleship are capable of engaging heavy combat
vessels, and are used as combat support cruisers during times of war.
Pocket Battleships do not have the expanded command-and-control
ability associated with other heavy combat craft.
(-4031%8-''69-7)6 ,)%:='69-7)6
Perhaps the strangest of all cruiser designs, the Diplomatic A Heavy Cruiser is perhaps one of the most popular
Cruiser is a cross between Heavy Cruiser, Survey Cruiser and command assignments within most space faring navies. Heavy
Command Cruisers. More than any other vessel, Diplomatic Cruisers Cruisers are designed to maintain their exploration and research
have a very wide variety of crew specialties, including cultural analysis, capabilities well beyond the boarders of known space. Heavy Cruiser
8-1)70-4'69-7)6
Timeslip Cruisers are a very recent addition, with the only
know version belonging to Star Fleet. Time Slip Cruisers use specially
designed engines to travel back in time and observe historical events.
Few of these highly specialized cruisers are able to travel more than
100 years into the past or future with-out gravitational assistance.
Service on-board these vessels is very difficult, with a number of
special computer protocols hard-wired into the ship, owing to the
extremely dangerous aspects associated with time travel. Even ship
captains can not change or tamper with the onboard security protocols
without setting off a chain reaction that will utterly destroy the entire
vessel and everything in it. Computer systems on-board Time Slip
Cruisers do not contain equipment specifications, historical documents
or technical data on combat or starship operations. Crew members
serving on-board such cruiser must be totally self-sufficient in repairs
and construction of on-board systems; and can not keep detailed logs
or personal items, should the vessel be damaged or captured. Time
Slip Cruisers are often only outfitted with sufficient supplies for very
short duration missions, and do not have sufficient on-board resource
to conduct lengthy patrols and operations. Computer systems are very
delicate and will automatically erase their core should anything tamper
with the memory systems. Several vessels have lost their entire
computer core to simple “static” discharges associated with operation.
Only onboard crew members know the precise formulas and
calculations necessary for time travel.
86%274368'69-7)6
Rarely used, Transport Cruisers are designed to load and
off-load large strategic cargos and move them quickly from non-
combat to combat zones in a secure fashion. Unlike freighters,
Transport Cruisers can provide a much wider range of storage and
security for moderately sized cargos. Transport Cruisers also provide
direct laboratory and engineering access to the cargo-bays, allowing
connection of special equipment or storage systems that would
otherwise be to large for a standard Cruiser. This gives the Transport
Cruiser a unique niche when large research projects are conducted.
Transport Cruisers are often slower or less maneuverable than other
cruisers, but are significantly better armed than freighter or escorts.
1)(-'%0*6-+%8)
A Medical Frigate is designed to provide field hospital
facilities on a large scale during combat. Most Medical Frigates have
dozens of individual sickbays and surgical wards, large scale
evacuation abilities and specialized medical research facilities.
Medical Frigates are also more heavily armed than other medical
vessels, allowing them to conduct operation in hostile areas or as part
of a moving combat force. Like other medical vessels, Medical
Frigates keep a large supply of specialized medicines and emergency
ground systems that allow other vessels to concentrate on more
military oriented objectives. Medical Frigates have a full range of
support systems for the construction and maintenance of ground
hospitals, and can conduct recovery operations if necessary.
786%8)+-'*6-+%8)
Strategic Frigates have a significantly smaller troop
compliment of 50 to 75 troops, often carrying only a single platoon of
Special Forces personnel for combat operations. Strategic Frigates
are designed to provide space engagement capability for Frigate units
conducting other operations. Most Strategic Frigates are more
maneuverable than standard Frigates and have a moderate weapons
package. Strategic Frigates also have a larger support network, often
equipped to supplement any single aspect of a larger frigate, should
the need be required. Strategic Frigates are designed to conduct
Multi-Vectored attack and defense, freeing other ships to conduct their
primary mission. Strategic Frigates are designed to operate with fast
moving units, often being employed as pirate hunters.
8%'8-'%0*6-+%8)
Tactical Frigates, like Tactical Cruisers are designed to
coordinate a multi-pronged attack against enemy ships and outposts.
Tactical Frigates can also co-ordinate the use of multiple Special
Operations teams from various vessels, without compromising
efficiency or security. Tactical Frigate’s weapon systems are designed
to fend off vectored attacks from multiple targets and provide defense
for assault teams. Tactical Frigates do not have the large scale
equipment transporters found on Attack and Assault frigates, and are
rarely used for ground operations unless absolutely necessary. None
the less, Tactical Frigates do have excellent speed and
maneuverability, allowing them to operate with fast response forces.
Tactical Frigates usually have a Platoon or less of highly trained
specialists who have a full range of on-board special equipment not
normally found on front line vessels.
8364)(3*6-+%8)
Torpedo Frigates are often thought to be high firepower
torpedo vessels, but in fact are designed to use medium to light
torpedoes to support offensive space and ground operations. Most
Torpedo Frigates do have more torpedo tubes than standard frigates,
but often use lighter launch systems that require less computer power.
This gives the Torpedo Frigate the ability to be more precise in the use
of their torpedoes. Like other Torpedo oriented vessels, Torpedo
frigates have the ability to launch large numbers of sensor drones and
probes, which extend the tactical ability of most front line units.
488364)(3()7863=)6
Since the early days of ocean going combat vessels, nearly
every navy in known space has put into use some form of Torpedo or
Missile firing surface and sub-surface ship. Most military planners
realize the inherent strategy associated with high firepower Photon
Torpedo combat vessels. Like the Missile Cruiser, the PT Destroyers
uses large torpedo bays, and independent fire control systems to
deliver a massive volley of fully armed photon torpedoes against a
single or multiple targets. This ability to blanket an area with torpedoes
has also given the popular destroyers a surprising niche in the science
field, where they can launch dozens of specialized probes and sensor
drones, while still maintaining contact with each independently.
Because each bay (and often, each launch tube) has an independent
fire control room, space aboard PT Destroyers is as cramped as on
other specialized starship. With the added need for Torpedo casing
storage, many PT Destroyers are compared to Cutters in regards to
internal space. Despite this drawback, their impressive firepower
continues to make PT Destroyers a viable weapon.
;%6()7863=)6
The War Destroyer designation has become extremely
popular within the Klingon Empire, and has begun to see expanded
construction with the Klingon and Gorn navies. War Destroyers are
used extensively during lengthy campaigns, with the Klingons fielding
War Destroyers on extended patrols. War Destroyers are designed to
operate for lengthy periods of time independently or in small groups
with little or no support. Unlike War Cruisers, War Destroyers
exclusively conduct military operations, and are rarely used in a non-
attack role.
Most War Destroyers have extensive redundancy built into
their onboard systems, as well as an extended ability to repair their on-
board systems. War Destroyers rely mostly on heavier torpedoes for
their extra punch, and are know for using less sophisticated sensor
system to allow for the inclusion of large cargo bays and a full
replicator sub-system. War Destroyers firepower is often compared to
a heavy cruiser or other large combat vessel. Most firepower is
directed to the Port and Starboard sides of the vessel, with torpedoes
concentrated fore and aft. Gorn War Destroyers are known for heavy
aft firepower to counter the superior Romulan Cloaking Devices they
often encounter.
,)%:='%66-)6 7944368'%66-)6
Heavy Carriers are the cruiser classed carriers designed to An unusual designation, the Support Carrier is designed for
function as support for several specialized shuttle and fighter large civilian companies who require extensive shuttle support vessels
squadrons. Unlike combat Carriers, Heavy Carriers have extensive for both colonial and mining operations. Support Carriers feature
research facilities as well as shuttle support systems. Heavy Carriers surprisingly luxurious rooms for operations specialists who are required
have combat abilities equivalent to large destroyer or medium cruisers, “on site” for various jobs. Support Carriers also have large internal
with enough of a science base to be classified as a light cruiser. spaces that can be used as cargo transfer and processing areas, as
Heavy Carriers often sacrifice some maneuverability to allow for the well as interchangeable internal configurations that allow for quick
necessary internal space for shuttle operations. installation of specialized cargo processing modules. Most support
carriers are used between systems to upload ore or raw materials that
can not be moved easily by transports. Support carriers then escort
0-+,8'%66-)6 the cargo transports and help quickly off-load the same material at a
The Light Carrier is considered a fast response multi- destination port. Currently, there are very few Support Carrier designs.
purpose carrier, designed to operate freely away from a home port. Surprisingly, most Support Carriers are highly modified by their owning
Most light carriers have only a few squadrons on board, but do have companies.
extensive support facilities for it embarked craft. Light Carriers are
also used as long range scouts, able to co-ordinate data gathering
from all of it’s normal shuttle compliment, extending the “eyes” of a 8%'8-'%0'%66-)6
fleet. Light carriers are considered to have ample firepower to engage Tactical Carriers, like other Tactical classified vessels, are
enemy destroyers, and with it’s full complement of combat craft in the designed to co-ordinate both shuttle squadrons and other starship in a
air, can engage enemy cruisers. co-ordinate large scale attack against several targets. Tactical
Carriers, like command cruisers, have large CIC centers and can take
command of a fleet should a command vessel be lost. Tactical
6)7'9)'%66-)6 Carriers replace their standard sensors with wide area flight command
Specifically designed for emergency operations, Rescue sensors, allowing Tactical Carriers to act as a “control tower” for nearly
Carriers employ not only Shuttles, but mass transporters, energy any ship situation. Tactical Carriers are most often employed
transfer systems, and extendable shield systems that allow Rescue independently with one or more squadrons of Destroyers or other
Carriers to lend assistance to nearly any size or type of vessel. combat craft, to engage enemy facilities and raid shipping during times
Rescue Carriers, like other emergency starships, have extensive of war. Tactical Carriers are also employed when emergency
medical facilities, with many onboard facilities able to transform into Command and Control is necessary for disasters that would otherwise
mass trauma bays at a moments notice. Rescue carriers have overwhelm a standard carrier or command cruiser. Tactical Carrier’s
extended research bays, isolation science centers and other ability to co-ordinate the more minute operations of front line shuttle
specialized science systems, as well as onboard systems to convert operations make them ideal for micro-management use in large fleets
entire decks of the vessel to “other atmospheric” conditions. Rescue with multiple shuttle based craft. Tactical Carriers do have sufficient
Carriers also have a number of specialized transports that allow firepower to act as a Heavy Cruiser, but lack the maneuverability of a
shuttles to drop off evacuees or injured persons without needing to Cruiser, being akin to a Dreadnought or Battleship. Despite their
physically dock with the Carrier. Rescue Carriers are rarely armed, but sluggish maneuverability, Tactical Carriers are faster than standard
do maintain a minimum defensive capability. carriers.
7,9880)'%66-)6 8,639+,()'/'%66-)6
The second largest of the carriers, the Shuttle Carrier is Through-Deck Carriers, unlike other carrier vessels, are
designed primarily to provide logistic support for a great number of designed to rapidly re-arm and launch shuttle and fighters on a
shuttles. Although combat capable, shuttle carriers are most often massive scale. Very slow when compared to even freighters, most
employed in rescue operations or transporting of colonists and Through-Deck Carriers require a greater number of defensive escort
equipment from large colonial transports to planetary locations. ships, but can support twice the number of shuttle employed by a
Shuttle Carriers are well adapted to operate as non-combat command Through-Deck Cruisers. Through-Deck Carriers are able to rapidly
vessels for scores of shuttles. Shuttle carriers have extensive repair modify a large number of shuttles for special air operations when
and modification equipment and are capable of building, from the necessary, and have the ability to support mass evacuation operation
ground up, nearly any type of shuttle or fighter. Shuttle Carriers are at any time with little or no warning. Through Deck Carriers employ
often slow and unmaneuverable, being designed as a “refueling” stop many of the same safely features installed on other Carrier vessels.
rather than a front line combat vessel. Although not designed as
rescue vessels, many shuttle carriers are capable of acting as a resting
stop during evacuations, allowing other carriers and vessels to take on
more critical supplies or wounded in times of crisis.
794)6'%66-)6
The largest of all carriers, the Super Carrier is capable of
launching, supporting and recovering over 100 shuttles simultaneously.
7/-**
Skiffs are considered part of the overall Escort classification,
but are know for their larger size and focused combat capabilities. The
term skiff refers to the most simplified and primitive of the combat
capable ships. Most skiffs are short range vessels, requiring a support
command vessel for extended patrols or combat operations. Skiffs use
the most inexpensive systems, often equipped with only the most basic
of navigational sub-systems, crew accommodations and computer
capability. Skiffs, and their associated sub-class – Battle Skiff, are
most associated with the Klingon Empire, who maintain several unique
designs in their inventory. Skiff have very limited computer capability,
requiring other vessels to link to database networks. Skiffs also rare
have extensive repair capability or medical facilities. Skiffs are
described most often as “an engine and a gun”, referring to their
extremely simplistic nature. Despite their simple design, skiffs require
very few crew members and can be built in surprising numbers very
quickly. Skiffs are also well know for their extensive weapons
capability, often equaling vessels twice their size. Skiffs are usually
used to overwhelm a single enemy target or protect military cargos on
established cargo runs, where crew and vessels can be rescued if
necessary.
74)'-%07)6:-'):)77)07
57LMTW
Special Service Vessels, more commonly referred to by their
Terran designation of Q-Ships, are used as anti-commerce raider/anti-
piracy vessels. The quintessential 'wolves in sheep's clothing', Q-Ships
are standard freighters/transports that have been modified to carry
medium to heavy weapons and are often re-fitted with more powerful
engines to provide for the increased heavier weapons suites. Many are
structurally reinforced to enhance their combat survivability, and most
examples of this vessel type, weapons are mounted in such a way as
to conceal them from casual scans and even physical view. This helps
to maintain the appearance of a standard commercial version upon
which the ship is based. Special Service Vessel operations are
considered hazardous, yet successful. Most pirate and commerce
raiding vessels prey upon lone commercial vessels and lightly or
undefended convoys. Special Service Vessels poses as a standard
trading vessel hoping to lure in such hostiles. Once hostile vessels
commit to the attacking, the Q-Ship unveils it's weapons and turns the
tables on the attacker.
In many cases, the knowledge that Q-Ships have been
deployed in an area experiencing pirate or commerce raider attacks is
enough to cause significant reduction in pirate activity. Special Service
Vessels still retain some cargo-carrying capacity. They normally can
carry approximately 50% of their normal cargo load and are used as
armed freighters for small, when not engaged in their primary mission.
Q-Ships are normally considered Auxiliaries of the space navies in
which they are registered. As such, they are considered military
vessels and are operated by qualified military crews. Special Service
Vessels are significantly more expensive to build and maintain than
other escort vessels. Due to their highly specialized weapon systems
and other onboard equipment, refit times for many Q-Ships are
extensive.
%77%908'311%2(:)77)0 0%2(-2+7,-4
Assault Command Vessels operate as a command post for Considered one of the most vulnerable and specialized
extended ground operations, coordinating medical, support and assault vessels, Landing Ships provide field commanders with the ability to
functions for an entire Expeditionary force. Assault Command Vessels load troops, equipment, support systems and secondary systems in
can also coordinate air support, and even close-in space defense space, then physically land these resources on planets where
around a ground assault force. ACV’s are most likened to other transporters or other transport mechanisms are ineffective. Landing
command vessels, often internally laid out in a similar fashion. Many Ships are known for their massive repulsor lifts, often able to lift two to
ACV’s are indeed converted Command Cruisers with systems three times their standard weight. Many are specially equipped with
specialized for ground units rather than space units. systems that allow landing, take offs and transfer of men and material
while under fire. Most landing ships are able to load and transfer
hundreds of men at a time, including all light craft, air support vehicles,
%77%9087,-4 construction vehicles, and ground instillation construction systems in
Assault Ships are the most specific troop movement vessels one fell swoop.
assigned to most space navies. Assault Ships are designed to quickly But the Landing Ships’ unique abilities come at a cost.
load men and marterial for moderately extended operations, transport Landing ships do not have the support facilities associated with other
said troops to a planet and support landing and operations planet side troop ships, and can not maintain troops onboard for extended periods.
for months at a time. Most Assault Ships are moderately armed, able Most can only support troops for short duration flights, often less than a
to aggressively defend them selves and support defending escorts week. Landing Ships also do not have long range space weapon
from hostile space born combat platforms. Most Assault Ships are systems, opting for large numbers of short range weapons that can be
able to support over 1000 troops in ground operations. Many Assault employed accurately while in-atmosphere.
Ships have moderate medical facilities, cargo replication ability, some Landing ships are also extremely slow when compared to even the
research capability and minor command and control ability. Assault largest of starships. Although able to operate within an atmosphere
Ships have a wide range of specialized defense system to keep troops even after several of it’s repulsor systems are damaged, most Landing
safe during transport and in the initial stages of an assault. Many Ships are sluggish at the best of times. Even at top speed, achieving
Assault Ships also support fighter wings to help protect the vessel and orbit when fully loaded can take vulnerable minutes, during which
conduct ground attacks. Assault Ships are usually faster than Troop
1%6-2)0%2()6
Unlike the lumbering and vulnerable Landing Ship, the
Marine Lander is considered a high speed, heavy assault ground
support vessel designed to drop large numbers of troops and their
equipment into hostile territory, and cover their deployment while under
fire. Marine Landers can often transport about 1/3 the total number of
troops as a Landing Ship, but can maintain their shield cover and
support firepower, even against orbiting starships. Most Marine
Lander expense is dedicated to the shield systems, which require
numerous back-ups, redundant crossovers and other specialized
equipment to allow the troops to disembark in relative safety. Marine
Landers can project their shields to help support other landing craft
while engineers set up ground based shield systems and other
buildings during combat. Marine Landers maintain enough shuttles
and escape pods for every crew member and soldier, as well as
combat and emergency transporters for each person. The entire
complement of troops and equipment can be transporter in less than 2
minutes, allowing the Marine Lander to rededicate it’s power to shields
and weapons. Marine Landers must maintain extremely precise short
range sensors, as well as large power reserve systems. (Most
Federation Marine Landers can operate for in excess of 20 minutes
from batter power alone, with full shields, transporters and other
combat systems.) Life other specialized landing vessels, Marine
Landers are not built to maintain troops on long journeys, and must
rely on troop transports and assault ships to move troops over great
distances. One on location, though, most Marine Landers can move
entire platoons from orbit to ground positions in less than 10 minutes.
8633486%274368
Troop Transports are primarily used to move very large
groups of troops too and from the battlefield, relying on other vessels
to transport ground systems and vehicles. Troops Transports are
specifically used to move men, rather than material, and can often
move thousands of men quickly and safely. Troop Transports primarily
use transporters to move troops to other vessels or to safe ground
positions before operations commence. Unlike an Assault Ship, a
Troop Transport has little room for transporting ground vehicles,
building material and other planetary resources. Among some naval
power (specifically the Klingon Empire) Troop Transports have support
facilities for only the onboard crew, relying on other vessels to support
disembarked troops. Troop Transports are almost always used in
conjunction with Assault Support Vessels, who provide the required
support systems. Troop Transports are expensive to maintain, but
simple and easy to build.
7'-)2')7'398
The most sought after scout assignment, the Science Scout
is perhaps the most common image of scouting vessels among most
navies. Science Scouts trade weapons for labs, often having more
actual on-board laboratories than vessels twice their size. Science
Scouts have extremely precise sensors to make extensive studies of
both space-born and ground phenomenon. Science Scouts bring to
bear all the science and research capabilities of a Heavy Cruiser in a
platform often one quarter of the size. Science Scouts can conduct
experiments and research on up to 10 or more projects
simultaneously, and are credited with more discoveries than any other
single class of vessel.
Science Scouts are none the less vulnerable. Because of
their reduced internal volume, many are only lightly armed and
moderately shielded. Most Science Scouts are assigned to relatively
“safe” areas of study, having a military escort when operating near
dangerous areas. Science Scouts are usually quite easy to detect,
despite their small size. Their active sensor systems make them easy
to spot great distances away. Truly non-military vessels, Science
Scouts have large Passenger Facilities and recreation capability.
Although armed, most Science Scouts would quickly run when faced
with an adversary. Although not deigned for it, most Science Scouts
can conduct first contact missions when necessary. Many in Star Fleet
seek at least a single tour aboard a Science Scout, as do many
Romulans.
-2863(9'8-32834%8630'6%*8 *0))8132-836
Patrol Craft designations cover a large assortment of light, Fleet Monitors
short to mid-range vessels, use by both military and civilian personnel.
Patrol Craft include Corvettes, Cutters, Gunboats, Clippers, Sloops,
Corsairs and Monitors. Although all are group as Patrol Craft, each is +92&3%8
unique in their design and abilities Gunboats are designed to patrol in large numbers near
established shipping and transport lanes, attacking enemy forces and
pirate raiders. Gunboats, similar to Cutters, are built for speed rather
'0-44)6 than maneuverability, and are armed with longer range weapons,
Used for mostly civilian vessels, a Clipper is an extremely balancing ease of construction with combat ability. Most do not have
fast vessel, capable of tremendous speed, moderate maneuverability as sensitive a sensor system as Corvettes or Cutters, but have
and often built with comfort in mind. Many civilian Clippers are armed stronger shield and higher speed. Most Gunboats also have larger
with light weapons, often employed by corporate concerns as courier cargo facilities, allowing longer patrols. Like Corvettes, Gunboats are
and pleasure craft. Star Fleet does maintain a small fleet of Clippers, designed to swarm a single target, overwhelming it targeting ability and
used as high speed transport vessels and high speed escort. Although delivering multiple hits on all sides.
capable of deep space operations, most Clippers are designed to
cruise from one port to another, often taking in any sights along the
way. Star Fleet Clippers do have a large internal bay used to load ,)%:='36:)88)
special sensors or other science equipment for short periods of time, Sometimes referred to as Pseudo-fighters, heavy corvettes
as well as moderate weapons that allow them to act as Escort vessels are designed as patrol craft for use in known hostile areas and as
for high speed convoys. Civilian Clippers often have a small but highly attack craft within fleets. Like the standard corvette, these vessels
specialized cargo bay used to transport unique and rare cargos from have high maneuverability but have moderate to good speed. They are
through space. Although similar in size to Blockade Runners, Clippers generally built with small numbers of heavy weapons and their
are rarely used in illegal activities, due to their often unique hull design. superstructures are reinforced to increase their combat survivability. As
patrol craft, they are deployed either as leaders for standard corvettes
or in groups consisting solely of heavy corvettes. Their better combat
'367%-6 survivability over standard corvettes are a plus in areas where hostile
Corsairs are small, extremely fast luxury ships, used by action is the norm and heavier vessel types are unavailable for patrol
dignitaries, military leaders and corporate heads as personal duty. Primarily used by the Imperial Klingon Navy in fleet actions,
transports. Significantly smaller than other luxury vessels, Corsairs are groups of 3 or 6 of these vessels take advantage of their superior
used mostly near the interior of secure space. Corsairs are primarily maneuverability to exploit weaknesses in the enemy defenses. The
used by Star Fleet as large personnel transport vessels, bringing crew larger vessels in the fleet seek to pin down and engage the enemy's
and dignitary personnel to and from front line vessels and bases. Most large vessels while the heavy corvettes jockey for position to deliver
Corsairs are well know for their speed, and are lightly armed, often their weapons load through a lightly or unshielded side or swoop in to
having little more than the most basic defensive weapons. deliver more fire through downed shields. When traveling with a fleet or
task force, this vessel type is dependent upon tenders that are
specifically designed to re-supply and repair them due to their limited
shipboard resources. The Klingons also utilize these vessels as
'36:)88)7 raiders. Like the battle scout, these vessels serve this dual roll well
Modern corvettes are designed to conduct patrols in and
near established Star Bases and Outposts. They are built for extreme
maneuverability, often sacrificing speed for maneuverability. Most 0-+,8'36:)88)
Corvettes are armed for short to mid-range battle, with either a small Light Corvettes are essentially a larger version or a Long
number of heavy firepower weapons, or a larger number of light Range Shuttle or Courier. Most operate in larger squadrons than
weapons. Corvettes are designed primarily to work in teams or three standard Corvettes, and often use similar tactics to fighters and armed
or more vessels, patrolling in and around the immediate air space of a shuttles. Light Corvettes do have extremely sensitive sensor
space station or outpost. Corvettes are not designed for deep space equipment in keeping with their mission parameters. Most remain on
patrols, having very limited supplies. They are equipped with sensitive patrol no longer than a few weeks, even during times of conflict.
sensor equipment, equal to most cruisers and escorts. They are also Because of their small crew compliment and ease of construction,
equipped with excellent crew amenities, due to the tedium of their Light Corvettes can be mass produced on a huge scale, with nearly
missions. Corvettes are very inexpensive to build and maintain. every Star base in the Federation having one or more squadrons of
Light Corvettes.
'988)6
Cutters, like Gunboats, are designed to operate in 132-836
squadrons of 3 to 5 vessels, in and around an established outpost or Monitors are considered one of the most basic of all in-
base. They act as customs vessels, inspecting incoming transports, system patrol craft in use today. Monitors primary function is to patrol
freighters and other ships. They have only moderate sensor systems, a given star system, monitoring all in-bound and out-bound space
but often have a small boarding party or Marine or Ground Forces traffic, continually update navigational records, scan and monitor
personnel. Most Cutters are built for only short range, remaining on planets and asteroids and provide in-system defense from pirate or
patrol for no more than a month. Cutters are also used in-system to other hostile activity. Monitors are considered by many to be sub-light
scan local planets, re-supply in-system listening posts and research “police” vessels, and indeed many monitors do not have Warp drives.
facilities, conduct sensor sweeps of asteroid fields and escort Monitors are usually larger than Cutters and Gunboats, and are also
vulnerable incoming vessels. When faced with a large cruiser or small more heavily armed, relying on large numbers of short range weapons
squadron, Cutters swarm a target, attempting to overwhelm it’s attack to overwhelm and disable enemy targets. Monitors have extremely
capability. Cutters almost exclusively employ short range weapons, extensive sensors, often rivaling most cruisers in the area. Monitors
70334
Nearly identical to a Cutter, a Sloop is a civilian version of
the useful frontline cutter craft. Most Sloops are larger than a standard
Cutter and are employed by large corporations and smaller
governments as a patrol craft near sensitive instillations. Many sloops
are surprisingly comfortable, with extensive recreation and
communication equipment. Sloops are even more popular as luxury
craft than clippers, being both larger and roomier. Sloops are used by
Star Fleet as dignitary transports and moderate speed Couriers.
Sloops are also used by Star Fleet to transport small specialized
cargo’s between deep space stations and patrol ships.
'3032-%086%274368
The largest civilian personnel transports, the Colonial
86%274368 Transport is designed to transport thousands of civilians and their gear
to new frontier planets and outposts for colonization. Colonial
Transports have an extensive transporter and shuttle systems,
4%77)2+)60-2)6
Passenger liners describe vessels that make very regular =%',8
cruiser runs between planets and colonies. Passenger liners are The term Yacht is used in a broad spectrum of civilian and
designed to provide both short and long term comfort for passengers of personal star craft, designed as both living establishment, transport,
all races. Many passenger liners are unarmed, and will only ply well pleasure cruiser and courier. Yachts come in a wide range of sizes,
established space lanes. Passenger Liners do have some cargo although most encountered are small to medium craft, often having a
carrying capability, although this is limited when compared to crew of 5 or less. Yachts are considered the most luxurious of the
Transports. None the less, Passenger Liners are cheaper for civilian craft, with individual state rooms often rivaling the great Luxury
passengers who do not have appreciable cargo to transport. During Lines. Yachts are also one of the hardest classifications to generalize,
times of conflict, passenger lines may be used (for appreciable due to their stupendous variation. Yachts are the most modified of all
compensation) as troop transports or hospital ships. Passenger liners know ships, with many yards specializing in personal luxuries and
do not conduct pleasure cruises, although they will stop for special specialty on-board systems at exorbitant costs. Yachts are most well
areas of interest along their established routes. known for their speed, with most choosing to out run danger, rather
than fight. None the less, many Yacht class vessels are armed,
*%'-0-8= arrays have large scale antennas that allow them to pick up and
amplify signals that are often too faint even for starships.
Communication Arrays are an exclusively deep space facility, and are
much less expensive than full Communication Stations.
78%8-327
Nearly every space faring government supports a large
variety of space born and orbital platforms used to support both
'31192-'%8-3278%8-32
Communication Stations are designed to provide an analysis
planetary and space operations throughout their respective space. of communication from both known and unknown sources.
Stations include a wide variety of support facilities tied directly to deep Communication Stations can monitor dozens of satellites and other
space exploration, transport and defense, including administration, specialized systems to provide both intelligence and first contact data
recreation, repair and military defense. Stations and outposts can concerning local and even distant subjects. Most Communication
range from small 2 man listening outposts, through large scale Stations double as probe manufacturing facilities as well as repair
automated science platforms to the massive space docks and fleet station for damaged communication equipment. Communication
support bases. Most stations have the ability to act as a space born Stations also provide a hub location for communication networks.
city, with medical facilities, communication facilities and storage Communication Stations are manned by both civilians and government
centers. Stations often act as political power bases along most workers, including intelligence personnel from various organizations.
frontiers. Single stations can monitor and direct operation across
dozens of parsecs. Most military stations have and extensive sensor
net that allows a single orbital platform to monitor several enemy
strongpoints, while acting as a strongpoint themselves. Other stations
())474%')3&7)6:%8-32
have the ability to re-supply entire fleets, or act as a medical station,
taking on hundreds of refugees and wounded. Most larger station are
78%8-32
Often referred to as Spy Stations, DSOS’s are used to
extremely well armed and well defended. Military outposts can often gather and analyze data on enemy ship movements and activity
drive off several opposing battleships, and with support from other beyond the traditional capabilities of Communication Stations. Most
starships, can extend their strength well beyond their local area. DSOS’s work in conjunction with other Intelligence gathering facilities
Even the smallest station has a surprising advantage over to provide up to date material. DSOS’s also provide decryption
mobile starships. Unlike a starship, who must mount massive warp facilities, military operation facilities and some fleet command
coils and power systems to allow FTL speeds, stations and outposts capabilities, making them highly valuable resources. Despite their
mount only a power generating system that can be fed directly into the military nature, many DSOS’s have only a limited military escort
station sub-systems. Practically speaking, this allows for much capability, relying on stealth to function. None the less, the hazardous
stronger shield systems, weapons, sensors and other onboard nature of Intelligence operations warrants surprising armament aboard
systems that must share power with a starships warp drive. Stations these stations.
can link to satellite and probe systems throughout space, allowing for
communication with distant units and other sections of a government.
Most stations act as amplification systems for communications passing
near their location, and are also the hub for extensive commerce and
()*)27)3984378
Defense Outposts are smaller, lighter versions of Defense
trade. Most larger stations are considered as valuable as a ground Stations, designer as the “links” in a chain between larger Military
base or city, often able to perform the same functions. This has given Outposts and Defense Stations. Defense Outposts often have
the support facility as a whole, a unique, much loved and practical sufficient firepower to engage a single large squadron or small fleet,
position in popular culture. and can quickly call in support in less than an hour should the need
arise. With a cost nearly 1/10th that of a Military Outpost or Defense
Station, Defense Outposts have the ability to give aid and conduct
%(1-2-786%8-3278%8-32 basic repair and construction to damaged starships. Defense Outposts
These unique stations are designed to provide both military also act as listening posts with a more active posture, using active
and civilian authorities with detailed administrative support facilities, sensors to scan their local surroundings. Most Defense Outposts have
including communication, record keeping, monetary record, library either assigned Military Squadrons or cutter and gunboat patrols. Both
facilities, massive data storage and transfer, as well as other Deep Space and In-System station are know to operate along hostile
information storage and retrieval capabilities. Most Administration boarders and in defendable systems requiring moderate firepower.
Stations have the ability to dock with capital ships and freighters, but Defense Outposts have the unique advantage of being small enough
more commonly use shuttles and light transport craft for personnel to be moved, often by a single vessel.
transportation. Most stations are extremely comfortable, with meeting
rooms and research bays that allow for lengthy duty shifts. Most
Admin Stations are used to co-ordinate shipping operations, mining
operations, construction dry docks and banking transactions. Admin
()*)27)78%8-327
Defense Stations are designed to be anchors for sectors and
Stations are not equipped for re-supply missions or extensive combat boarders that require heavy firepower to support other operations in
operations, but do have surprisingly effective security facilities. Admin their sector. Defense Stations are considered the most powerful single
Stations are owned by both government and private corporations. On- military station, and are often incorrectly referred to as Star Bases.
board spaces are often rented to local businesses aboard larger Admin Defense Stations are able to fend off entire fleets with little support,
Stations. Most Admin Stations are found in orbit, near ship yards or and are used as secondary command posts for entire fleets. Defense
production facilities, or located with other station facilities in deep Stations are very busy locations, with assigned cutters and gunboats,
space along established trade routes. as well as local Dreadnought patrols all passing near Defense
Stations. Most Defense Stations are part of a larger network of
stations designed to fend off enemy attacks and protect vulnerable
'31192-'%8-32%66%= locations, including star bases, production facilities and home worlds.
Unlike a Communication Satellite, Communication Arrays Defense Stations also serve as repair yards, intelligence operation
are larger and have extensive computer systems that can store and centers, recreation facilities, medical bases and a plethora of other
amplify transmissions throughout space. Communication Arrays are
Star Trek ® Starship Tactical Combat Simulator 01:01:01:29
78%67,-4()7'6-48-327 78'7(IWMKR'SRWSVXMYQ
capabilities. In most fleet, Defense Station commanders can make have very large stores of rare medicines that require specialized
wide swept decision for ships operating near their location, with most storage or can only be produced in small quantities under normal
Defense Stations considered fall back points for Star Bases that may conditions. Most Medical Facilities are associated with other Star
fall due to military operations. Attacking Defense Stations is Bases or established home worlds where defense is rarely an issue.
considered nearly as foolhardy as attacking a Star Base it self. None Medical Facilities are never armed, but can support an extensive array
the less, Defense Stations are often forced to defend them selves, with of shuttles, including military fighters if necessary. Most Medical
their static nature making them vulnerable. Facilities also serve as teaching hospitals for their respective worlds,
with medical teams often brought in from local ground medical facilities
during times of extreme need or military conflict. Although most
(6=(3'/ Medical Facilities are designed to service a limited number of wounded
Unlike a standard station, a Dry-dock is used to secure personnel, many and quickly expand their capability by a factor of as
starships, construction equipment and construction materials in a much as 10 or more when necessary. Like Outposts and other
single location to facilitate the creation of space facilities and starships. specialized facilities, most Medical Facilities rely on other facilities to
Most Dry-docks can moor a single large hull or several small hulls and keep stocks of supplies as current as possible. Because of their
allow for movement of both personnel and material around the unique capabilities, most Medical Facilities are often more expensive
construction area. Most Dry-docks are found in larger groups near than bases twice their size, but their capabilities can often not be
established production facilities. Each dock is equipped with a duplicated under other conditions.
rudimentary computer systems and basic orbital control system as well
as extensive tractor beam emplacements. Dry-docks provide tool
storage, lighting, personnel monitoring and in some cases, minor 1-0-8%6=34)6%8-32
production capability. Most have no crew compartments, keeping the
docking facility simple and effective. Large naval yards often have '311%2(4378
dozens of Dry-docks controlled from one or more central office or As with Defense Stations, Military Command Posts are large
administration facilities. Some Dry-docks do have on-board facilities, Star Base sized stations used as both Defense Outpost and
with design meeting rooms and other on-board facilities for crew Administration station for dozens of squadrons and ships. Most
comfort. Several Romulan designs are known to have entire crew MOCP’s are commanded by an Admiral, with wide sweeping Military
quarters on-board, allowing engineers and other workers to live and decision-making ability. Most MOCP’s are more powerful that
work right at the ship construction location. Most Dry-docks can moor standard Defense Outposts, with dozens of subsystems dedicated to
several other facilities to their main hull structure, including factory military operations, including starship production, medical and
facilities, administration modules, crew support modules and even intelligence operations as well as re-supply and recreation activities.
defensive systems when necessary. Most Dry-docks are dedicated to MOCP’s are most often used along Neutral Zones and politically active
the construction of a single hull during the year, with fitting out and boarders where standard Star Bases and Outposts would be
other internal systems completed during shake down cruises. considered vulnerable. As with most station, MOCP’s also serve as
communication posts and many do allow civilian traffic near their area
of operation.
0-78)2-2+4378
Another of the Intelligence stations, Listening Posts are used
to gather data on opposing ship activity, military communication and 3&7)6:%836=
other activities that would be deemed “covert”. Within the Federation, Observatories are specially designed deep space station
Listening Posts are also used to record activity on planets that will used to gather and interpret data concerning stars, nebulas, black
soon be candidates for first contact. For most other governments, holes and other space phenomenon. Both manned and unmanned
Listening Posts constitute an intelligence gathering position that Observatories are in use by many governments. Observatories are
gathers covert data from distant ships and probes. Most Listening most often used while investigating unusual phenomenon, recording
Posts have extremely sophisticated sensor and communication data from a lengthy list of specialized sensors and installable special
equipment that allow them to gather data that is not normally sent equipment bays. Observatories are almost never armed, and are
directly to the post due to security concerns. Listening Posts are able rarely targets for any type of military target. Observatories are
to conduct initial analysis of incoming transmissions and activities, with surprisingly expensive for their size due to the high number of
the post commander having the discretionary authority to reveal the specialized equipment found on board.
posts location should it be deemed necessary. Unlike other
intelligence stations, Listening Posts do not have the extensive ability
for long term data analysis and correlations. Most Listening Posts 3984378
gather the data, evaluate it’s military significance and secret it off to Unlike traditional space stations, Outposts are often located
other locations. Listening posts can be found in system, usually built on small planets or asteroids, or near space phenomenon that might
on a small planetoid or in an asteroid belt. Listening Posts are re- require observation. Most Outposts are small, with transient crews and
supplied very rarely, often by covert means. Post duty is often regular check-ins with patrolling starships. Most Outposts are
monotonous, as the listening posts can not actively transmit established to monitor enemy activity, conduct specific research or as
communications to other vessels or star bases. None the less, a base of operation for colony development. Outposts are known for
Listening Post duty is a sought after posting across known space. their barren appearance, with few luxury afforded to crew and visitors.
Most Outposts do have all the necessary facilities to support Starships
and other in-system activities, but must rely on supply runs and visits
1)(-'%0*%'-0-8= from other vessels to keep the outpost fully functioning. Outposts are
Although traditional Star Base facilities do provide for often less expensive than other facilities to build and maintain.
extensive medical care and even research, specially designed Medical
Stations can often be found through space, providing a unique
capability to most space faring races. Medical Facilities are designed 4)2%0-278-00%8-32
for both long and short term care, with an array or both standard and These specialized stations are used to house criminals and
exotic surgery suites, rehab facilities and other medical capabilities that other prisoners. Most Penal Installations are well armed for short
often dwarf even the largest star base. Medical Facilities also function range battle, with patrol cutters and armed shuttles used for
as research station for unique and on-going medical studies, with protections. Penal Facilities also house treatment facilities for
isolation wards, research labs and specialized research equipment that psychological conditions. Conditions vary widely through-out the
is not normally found aboard other stations. And finally, Medical various governments concerning Penal Installations. Penal
Station function as production facilities for zero-g medicines and other Installations have the ability for both long and short term
exotic treatments needed through out space. Many Medical Facilities incarcerations, and are also used to house prisoners of military
6)7)%6',40%8*361 86%(-2+78%8-32
Research Platforms are used for long term scientific Trading stations provide a large environment for the
research and study of phenomenon. Research Platforms have exchange and storage of transient goods throughout a sector. Most
extensive library systems, research labs and other facilities that allow Trading Stations provide a modicum of administration ability, recreation
for the examination of one or more subjects or research objectives. facilities, medical capability and repair as well as storage and security
Most Research Platforms are owned by private companies or of cargo’s. Most Trading Stations are co-owned by private and
individuals conducting research on lengthy projects. Research government agencies, and are known to many freight captains as safe
Platforms are often visited by patrolling vessels, who exchange sensor havens. Trading Stations keep open door policies, sometime in
data, luxury goods and repair items that may be needed. Like most conflict with local laws, that allow anyone to conduct business.
stations, Research Platforms come in a variety of sizes and
capabilities.
74%')3**-')'3140)<
Unlike Administration Stations, Space Office Complexes are
used exclusively by contracted companies and private offices. Almost
always a part of a space born complex, SOC’s are used by
shipbuilders, transport companies and mining operations as the
primary location of record keeping and transfer. SOC’s have a lesser
ability to issue orders and transfer materials, and have fewer meeting
rooms and onboard crew quarters. SOC’s have a much larger record
keeping and analysis ability that even star bases twice their size.
SOC’s are also less expensive to build and maintain that
Administration Stations.
74%')(3'/*%'-0-8=
Spacedock is a Federation term used for the largest space
station currently used by Star Fleet. Spacedock is used as both a full
independent star base, trading station, communication station and
fitting center used after the completion of starship construction.
Spacedock provides full construction capability as well as research and
medical capabilities. Spacedock facilities are now being constructed at
all major starship construction centers and in orbit around many star
'328%-2)67
-2863'(9'8-3283'328%-2)6
Container refers to a large (often cylindrical) specially built
non-propulsive transport containers that come in a variety of uses.
Many containers are little more than hollow cargo holds that can be
connected together like ancient railway “box cars”. Each container is
completely self contained for its mission, having internal gravity
generation, lighting, atmospheric capability and other specialized
equipment as needed. Many transport or freight containers have
onboard transporters and special cargo handling equipment. Other
personnel carrying containers will have full computer systems, crew
quarters, medical facilities or other on-board systems. Specialized
freight containers, designed for liquid, bulk or even vacuum cargos,
can be left at a single location, loaded, and prepared for transport.
Containers are transported to and from their location by specially
equipped Cargo Transport Tugs, designed to push or pull several
containers linked together. Containers are the most common form of
shipment, with military, government and private containers used by
various companies.
Some containers are purchased by small freight companies
and are designed to allow a vast number of smaller cargoes to be
transported on set cargo runs. Indistinguishable from standard
containers, these specialized units are sometimes purchased by
several different companies, with internal space divided up per
company.
&03'/%()6922)6 -2*-086%836
The most basic of all Pirate Vessels, Blockade Runners are The Infiltrator class of pirate vessel is though to be used as a
designed to be fast, nimble, lightly armed pursuit craft. Blockade scout type vessel by larger pirate cartels. Infiltrators, often no larger
Runners usually operate alone or in small groups, dictating unique than a Prowler or Blockade Runner, are one of the most expensive
tactics. Blockade Runners primary mission is to attack light craft, investment undertaken by a pirate group, and signal a massive
disabling them and either using transporters or boarding actions to commitment by a group to a particular area. Infiltrators bristle with
steal cargo. Nearly all Blockade Runners are designed to capture only sophisticated sensor and detection equipment, as well as extensive
a small portion of a targets cargo, usually less than 100 SCU worth of communication and intelligence gathering sub-systems, often rivaling
valuables. This gives Blockade Runners a tight margin of operation. the major Governments. Infiltrators will rarely participate in combat or
When faced with larger prey, Blockade Runners are used in a
Star Trek ® Starship Tactical Combat Simulator 01:01:01:34
78%67,-4()7'6-48-327 78'7(IWMKR'SRWSVXMYQ
raiding operations directly, observing operations from a-far. Although Often and “inside man” or men must also be used, further reducing
able to act as a Command vessel, Infiltrators are rarely used in this profits and increasing danger. While the loss of some cargo to pirates
capacity and in fact rarely communicate with other vessels, using will often be accepted by most captains as a hazard of the job, the loss
highly localized and specialized communication protocols to keep of a full cargo and the ship itself often brings a dangerous response
hidden. Like other pirate vessels, Infiltrators are designed for short from captains and crews who are targeted. Armed response is
range operations, only able to remain in the field for 6 months or less. common, as is a fanatical defense against the pirate incursion. Pirate
Infiltrator command, while prestigious, is somewhat dull for the average Frigates must be able to down an enemy shields without damaging the
Pirate captain. Infiltrators are used almost exclusively by the Ferengi, ship or drive, and must also be able to maintain pursuit of the intended
although several versions are know to be fielded by the Orion cartels. target even at warp speeds. Troops must quickly be transported to
several key locations with enough support to capture the areas without
damaging the vital equipment. Although cargo is rarely transported
1%23;%6 from the target vessel, Pirate Frigates must maintain expensive
By far the largest and most dangerous of all Pirate vessels, specialized transporter system to support their troops. Large troop
the Man-O-War is likened to a heavy cruiser or even a battleship, and compliments further reduce profits, and force the targeting of larger
is one of the most targeted pirate vessels encountered. Only a few freighters and even passenger liners, many of which are escorted.
classes of Man-O-War are fielded by the Orion Pirate Cartels, and Although most Pirate Captains will refrain from killing target crew for
construction of these massive vessels can bankrupt a family who does fear of creating a suicide mentality among freighter crews, some will go
not know how to use such a resource. Most Man-O-War vessels are to extremely violent measures to insure compliance, further increasing
designed not for cargo raiding, but for operations against Government tensions. To insure some modicum of compliance, Pirate Frigates
warships, ground instillations and even combat squadrons. The Man- must often allow escape pods and even shuttles to escape un-
O-War is usually heavily armed, and is an equal match to most molested, many of which can easily call for help.
Cruisers. Man-O-Wars are extremely difficult to field, as their Despite the setbacks, Pirate Frigates can often capture
construction can not easily be hidden. Once a ships is know to be significantly more valuable ships and cargoes than most pirate vessels.
operating as a Man-O-War, they become the target of large scale Although several attempts must often be abandoned, a single
operations by anti-pirate forces. On the few occasions that the Man-O- successful capture can net handsome profits. Pirate Frigates are often
War is employed for raiding operations, it is usually used to board re-armed military craft purchased from various sources. Many must
multiple vessels in a convoy, capture them and then escort them, even undergo extensive modifications to fulfill their mission profile. When
under fire, to a staging area or Pirate base. Unlike other pirate newly built, Pirate Frigates are easier to build, but no less expensive.
vessels, Man-O-War will stand and fight against enemy vessels, With recent advances in transport technology, and the use of special
forcing a heavy toll for the re-capture of taken freighters. Man-O-War interference systems on some freighters, Pirate Frigates are becoming
vessels are almost always mission specific, unable to operate longer more popular, allowing troops to use transporter enhancing buffers and
than a month away from support facilities. Man-O-War vessels are other systems to insure capture of the best cargoes. Special booby-
also much less stealthy, making operations even more difficult. traps and system damage are also used to insure that responding
Freighter crews who are unable to escape from a Man-O-War are escorts and rescue vessels must render aid before perusing the pirate
advised to abandon their vessels as Man-O-War captains will often vessels, allowing escape.
maroon or kill a ships crew after capturing the vessel.
46-:%8))6
1%6%9()6 Roughly destroyer sized, the Privateer is the second most
Marauders, primarily a Ferengi operated class of vessel, are common pirate vessel. More heavily armed than the Blockade Runner,
cruiser sized long range pirate and commerce vessels. Like Blockade the Privateer is also designed for raiding of single cargo vessels and
Runners, Marauders conduct both legitimate and pirate operations. small, unprotected fleets. Privateers are more often converted vessels
Unlike most other pirate vessels, Marauders are designed for deep from other major governments, designed to quickly overpower a fleeing
space operation well away from home ports and bases. Although an cargo vessel, board or use transporters to capture cargo, then flee
expensive initial investment, once fielded, Marauders quickly pay for quickly before reinforcements arrive. Unlike Blockade Runners,
them selves in both legitimate operations and secretive operations. Privateers have much larger cargo capacity and can easily capture an
Marauders are easily able to overpower single freighters and defend entire cargo hold of valuables.
against larger escorts and combat vessels. Unfortunately, Marauders When used in other roles, the Privateer conducts operations
can rarely pay for their operations by capturing a single freighter. similar to Escorts and Destroyers, defending larger vessels, captured
Constant raids or legitimate trade are required to keep the Marauder prizes and bases during combat operations. Unlike Blockade Runners,
viable. Like the Blockade Runner, Marauders are more subtle in their Privateers are less subtle in their attacks, and will often significantly
combat operations, drawing less attention to them selves by allowing damage a target vessel to quickly gain its cargo. Privateers, like
ships and crews to go on their way after surrendering their cargos. Marauders, are longer ranged than other Pirate vessels, and can
Unlike Blockade Runner, Marauders can quickly bring heavy firepower operate independently for months and even years. Despite being
to bear when necessary. purchased from other governments, Privateers are often extremely
Marauders are equal in firepower to most medium cruisers expensive to re-arm and upgrade, but can be fielded much faster than
and even some heavy cruisers. Unlike other pirate vessels, Marauders keel built Blockade Runners.
are very luxurious, often the pride of both crew and captain.
Marauders have large cargo facilities and surprising communication
systems that allow for a multitude of operations. Ferengi versions of 6%-()6
Marauders are know to be the backbone of the Ferengi fleet, serving Raiders are the third most common class of Pirate vessel
as both cargo vessels and military combat vessels. encountered. Most Raiders are the size of a Corvette or Gunboat, and
are similarly armed. Raiders are almost always used in concert with
other Raiders and larger vessels against both Military targets and large
4-6%8)*6-+%8) convoys. Squadrons of Raiders can quickly cripple a target vessel,
Although a seemingly standard class of pirate vessel, Pirate then move off to provide harassment support against other targets.
Frigates are not a popular choice for most pirate operations, and yet Raiders are extremely inexpensive to construct and maintain, and have
can be used to yield tremendous gains. Pirate Frigates are designed gained popularity in recent years. Most Raiders can conduct
to overtake a target, transport troops aboard and capture the vessel in atmospheric operations, making them a popular alternative to the
tact. Captured vessels are later sold or converted to pirate use, and space-bound Blockade Runner. Raiders can also conduct operations
even scrapped for spare parts to help support pirate activities. Such from a command vessel or small base located in deep space or in-
operations are surprisingly complex and difficult to maintain. Targets system. This gives raiders a unique flexibility not seen in other Pirate
must almost always be pre-chosen and researched to insure success. vessels.