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LINE DEVELOPER, STAR TREK RPG: ROSS A.

Isaacs

DEVELOPMENT: Ross A. Isaacs, Christian Moore, (

DESIGN: ROSS A. Isaacs, Christian Moore, Owen

ADDITIONAL DESIGN: Mathew Colville, Kenneth Hite,


Steven S. Long, Don Mappin

AUTHORS: Mathew Colville, Kenneth Hite, Steven


Don Mappin, Christian Moore, Owen Seyler

EDITING: Janice Sellers

CREATIVE DIRECTION: Christian Moore, Owen Seyler

PLAYTESTERS: Jeffrey Beeney, Heather Brightmen, [


Randy Burke, Eric Chen, Bruce Gann, Dan Moppir
Patrick T. Riley, Dan Stack, Patricia Stack, Loki

PRODUCT DEVELOPMENT, PARAMOUNT: John Van Citters

GRAPHIC DESIGN: George Vasilakos

LAYOUT &• TYPESETTING: Jeannie Glover and George Vasilakos

ART DIRECTION: George Vasilakos

ORIGINAL ART: Kieran Yanner

SPECIAL THANKS TO:


Ross Campbell, for insight and oversight; Marc Miller; Hyrum Savage for his contin-
ued friendship; Don Mappin for his tireless support and unwavering conviction; Rich
Dansky for being there at critical times; Warren Holland and Anthony Vittone for giv-
ing us the chance to do that which we love so much...again.

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.

Produced by Decipher Inc.


Decipher Inc.
P.O. Box 56
Norfolk, VA 23501-0056
INTRODUCTION

CHAPTER 1 THIRTY-FIVE YEARS OF


STAR TREK

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.

EXPERIENCE POINTS: A numerical measure of your


character's achievement. You receive experience
points during each episode based on your charac-
ter's actions and success.

EXTENDED ACTION: An action that requires all your


attention for a protracted period, such as repairing
the warp drive on your starship.
FLAW: A trait that hinders your character.
FREE ACTION: An action that requires little time or
effort, such as calling out for help or dropping your
weapon. It does not require the use of any of your
The following terms appear throughout the Star actions for the round.
Trek RPC. Even if you are familiar with roleplaying
games, or even this game, this glossary should help FULL-ROUND ACTION: An action that requires full atten-
you figure things out. tion, such as such as stabilizing an injured crew-
mate. It requires the use of all your actions for the
ACADEMIC TEST: A die roll involving a character's round.
knowledge, such as when the rainy season occurs
on Rigel VI, how a warp drive works, or knowing HEALTH: A measure of your character's health and fit-
the current chancellor of the Klingon Empire. ness. Your charcter's Health equals his Vitality plus
Academic modifiers may affect these tests. his Strength modifier. See "Wound Level" and
"Wound Points."
ACTION: When your character does something, that's
an action. Every character can take two actions per INITIATIVE TEST: A Quickness reaction test used to
round of game time. determine the order in which characters act in a
combat encounter.
ADVANCEMENT: Characters develop and improve as
they learn from their experiences—both good and M A I N CAST CHARACTERS: See Crew.
bad. When a character earns a certain number of
experience points, he advances, gaining the oppor- MODIFIER: A bonus or penalty applied to a test result.
tunity to improve attributes and skills or acquire MOVE ACTION: These actions allows you to move a cer-
new skills and abilities. tain distance depending on whether you run, walk,
crawl, climb, or swim.
ATTRIBUTE: One of six innate character qualities—
Strength (Str), Intellect (Int), Agility (Agl), Vitality NARRATOR: The player who portrays the supporting
(Vit), Presence (Prs), and Perception (Per). cast characters, makes up the episode for the game,
ATTRIBUTE TEST: A test of your character's innate quali- and serves as the referee.
ties, such as lifting a heavy object or jumping NON-PROFESSIONAL SKILL: A skill you may possess that
across slippery rocks. To make an attribute test, roll is unrelated to your profession.
2d6 and add your attribute modifier to the roll.
PENALTY: A negative modifier to a die roll or positive
BONUS: A positive modifier to a die roll or negative adjustment to a test target number (TN).
adjustment to a test target number (TN).
PHYSICAL TEST: A die roll testing a physical action, such
COURAGE: This represents your character's bravery, as shooting a phaser, repairing a tricorder, or scan-
ingenuity, and "right stuff." You use Courage to ning a nebula. Physical modifiers apply to these
improve test results, gaining a +3 bonus per tests.
Courage point spent.
PLAYER CHARACTER (PC): A character controlled by a
CREW OR CREWMEMBERS: Your group of player characters. player, one of the main protagonists of the episode
DIE ROLL: A roll of the dice, made whenever there is a or series. A member of the Crew.
chance your character will fail at an action. PROFESSION: Your character's career path or vocation-
al pursuit during the game—diplomat, merchant,
DIFFICULTY: The level of challenge associated with a
test, established by target number (TN)—Routine mystic, rogue, scientist, soldier, or starship officer.
(5), Standard (10), Difficult (15), Challenging (20), PROFESSIONAL ABILITY: A special talent or ability your
and Virtually Impossible (25+). character derives from his profession.
PROFESSIONAL SKILL: A skill you gain by virtue of your SPECIES: Your character's species—Bajoran, Betazoid,
profession. Cardassian, Ferengi, Human, Klingon, Ocampan,
Talaxian, Trill, or Vulcan.
QUICKNESS: A type of reaction that represents your
reflexes. Used to determine initiative, dodge STAMINA: A type of Reaction that represents your
attacks, or avoid surprise. toughness and hardiness. Used to resist some forms
of injury and to heal damage.
REACTION TEST: A roll made to avoid something, such
as dodging falling rocks, withstanding a Vulcan SUPPORTING CAST: Characters controlled not by other
mind-meld, or resisting the Psi 2000 virus. The players, but by the Narrator. Also called non-player
appropriate reaction modifier applies to these tests. characters (or NPCs).
REACTION: One of four character qualities—Stamina, TARGET NUMBER: The number that a player must meet
Quickness, Willpower, and Savvy—used for reac- or beat to succeed in a test.
tion tests.
TEST: A die roll made to determine if your character
RENOWN: A measure of a character's fame or infamy. succeeds or fails an action.
Used to determine whether others recognize the char-
acter, and to modify certain social tests. TEST RESULT: The sum total of the dice result after all
modifiers have been applied.
ROUND: A six-second measure of time during combat
or other encounters where timing is critical. TRAINED: Having at least one rank in a skill, such as
Energy Weapon 1 means the character is "trained"
SAVVY: A type of reaction that represents your com- in that skill.
mon sense and shrewdness. Used to resist attempts
to persuade or bluff you. TRAIT: An aspect of your character not measured by
attributes, reactions, skills, or professional abilities.
SCENE: A single encounter between characters or a Examples include keen eyesight, a vulnerability to
single event. This is similar to a scene in a television disease, or the ability to withstand more damage.
episode. Traits qualify as either edges or flaws.

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.

W O U N D POINTS: These measure how much physical


damage your character can withstand before drop-
ping to the next wound level.
At its core, Star Trek is about the
expansion of the human race to
other planets, both in partnership
and rivalry with other intelligent
Over the course of 79 televi- species. By the 23rd century, the
sion episodes and six feature films, Earth had recovered from its terri-
the original Star Trek series built a ble past of war and hatred. Unified
vision of the future as we all wish it and finally rid of prejudice and
to be: full of the rewards of peace poverty, humanity eagerly entered
and the excitement of the frontier, the wider galaxy. Along with other
in which humanity has overcome peaceful, expanding races like the
September 8, its demons and, united and confi- Andorians, Tellarites, and Vulcans,
1966, when the U.S.S. dent, faces the new challenges of Humans helped create an interstel-
Enterprise NCC-1701 first galactic exploration. Working lar Federation. To seek out knowl-
flew across America's tele- within legendarily tight budgets edge, the Federation depended on
vision screens, Star Trek has and even tighter schedules, the its "Starfleet," a scientific and
journeyed through four original series broke new ground exploratory service dedicated to
series (and their associated for television and science fiction. seeking out new life-forms and new
series of movies) in thirty During Captain Kirk's first five- civilizations. Space, the show's
years, while covering over year mission in command of the opening narration assured us, is the
150 years of galactic histo- Enterprise, the crew traveled to the final frontier, and much of the
ry. Each series, and the era edge of the galaxy twice, charted series has a "frontier" feel similar to
during which it was set, has any number of unknown planets, America's expansion into its own
its own central issues, major opened trade routes, protected Wild West.
developments, and exciting fledgling settlements, and even Everywhere Starfleet's bold
adventure possibilities. cracked the time barrier. While explorers turned, pushing back the
some of these missions were truly frontiers in all directions, they faced
exceptional—time travel remains a challenging puzzles and mysteries
drastic solution to only the gravest to resolve in the spirit of science
emergencies, and the edge of the and understanding. Even after two
galaxy is still thousands of light centuries of Human faster-than-light
years beyond Federation space a space exploration and expansion,
century later—all of them, even Starfleet and the Federation had
routine shipments of food or medi- barely charted one percent of the
cine, possessed a sense of mystery, galaxy. Exploration was hazardous,
of danger, of the unknown "over the however; early Starfleet ships van-
horizon" or beyond the next star. ished with appalling regularity. The
Although the advanced Metrons granted Cestus III to the
Federation, the Gorn remained an unknown threat in the
region. In 2268, the even more enigmatic Tholians
trapped and destroyed one Federation starship and near-
ly did the same to another. TheTholian Assembly claimed
an irregular patchwork of "territorial annexes" between
Earth and the edge of the galaxy, and sporadic conflicts
with them continued into the 24th century. Roughly mid-
way between the vague Tholian territories and the tense
Klingon border, the slave-trading, anarchic Orion pirates
terrorized the space lanes. Although the Federation drove
the pirates out of core Federation territories at the Battle
of Delta Doradus in 2166, Orion "merchants" continued
great starships that patrolled the space lanes, stretched trading on Federation colony worlds and then turned
thin to cover enormous volumes and meet ever-increas- pirate when Starfleet wasn't around. These and a host of
ing demands, must therefore be mighty warships as well other, smaller conflicts remained to be resolved by
as far-faring explorers. The Federation always had more Starfleet's intrepid explorers.
questions than answers, and its expansion strained even
the impressive resources of the 23rd century. The most
thoroughly explored space in the core of the Federation Although Captain Kirk and the crew of the
still contained mysterious nebulae, primitive planets, and Enterprise were front and center for many of the crucial
whole sectors barely delineated on Federation star charts. events of the time, the most important of these can
Starship commanders and crew were therefore the inspire your own adventures.
best of the best from a hundred worlds. Rigorously ROMULAN ATTACKS: The Romulans, penned behind
trained and ferociously competent in any situation from the Neutral Zone, began their resurgence during this era.
a barroom brawl to an archaeological dig on a dying In 2266, a Romulan bird-of-prey crossed the Neutral
planet, Starfleet officers had to know something about Zone to attack a series of Federation outposts and test
everything and know their own field better than anyone Human resolve. Although the Enterprise destroyed the
else. One sometimes feels that a Starfleet science officer Romulan ship, the Romulans began to defend the
could construct a temporal viewing device using noth- Neutral Zone more aggressively, entering it with impuni-
ing but stone knives and bearskins. Months or years ty. A Romulan strategic alliance with the Klingons gave
from home, days or weeks from resupply starbases (even them more punch in that contested boundary zone, and
by subspace radio), Starfleet personnel during the 23rd Captain Kirk led a covert mission in 2268 to steal a
century relied on themselves and their fellow officers for Romulan cloaking device and keep the balance of
everything from last-minute repairs to threats of "phaser power stable. Romulan ships and agents harassed the
diplomacy." Although the Prime Directive forbade Federation throughout this period, and some border
Starfleet from interfering with developing planets, out at raiders reached deeply into Federation space before
the sharp end, it (and all other Starfleet regulations) was being repulsed at Tau Ceti by Captain Kirk. Adventures
sometimes honored in the breach rather than the obser- set in this period might involve uncovering Romulan
vance. It was a dangerous galaxy out there. spies sizing up Federation defenses along the Neutral
The expansionist, totalitarian Klingon Empire contin- Zone, fending off a raid against a neutral world, encoun-
uously meddled in interstellar politics, stirring up anti- tering Romulan agents subverting an alien government,
Federation sentiments and intervening on neutral worlds. or discovering a new, powerful Romulan superweapon.
Although the Federation decisively defeated the Klingons
at Donatu V in 2242, the long struggle never really ended
(and would not until the Khitomer peace conference; see
page 12). Cautious and stealthy where the Klingons were
brash and aggressive, the Romulan Star Empire brooded
behind a Neutral Zone established after a four-year con-
flict against Earth in the 2150s. Left to their own devices,
the Romulans developed a revolutionary "cloaking
device" which made a starship invisible to sensors—per-
fect for their strategy of quiet espionage, sneak attacks,
and long-range manipulation of events. In 2267, the rep-
tilian Gorn attacked a Federation colony on the planet
Cestus III on the extreme borders of Federation space.
ORGANIAN ARMISTICE: The rivalry between the KHITOM6R ACCORDS: When Praxis, the moon of the
Federation and the Klingon Empire almost flared into Klingon homeworld Qo'noS, exploded in 2293, it dealt a
open warfare when the two powers clashed over the near-fatal blow to the overstretched Klingon Empire. The
seemingly primitive planet of Organia in 2267. The visionary Chancellor Gorkon saw his opportunity to
Organians proved to be highly evolved energy beings, make a sudden and final peace with the Federation,
and they enforced a treaty of armistice on both sides. believing that only through peace could the Empire sur-
The Organian Treaty granted disputed planets to the vive. Although hard-line elements in both the Federation
side which could develop them best, a loophole which and the Klingon Empire conspired to assassinate him, the
caused Klingons to increase the tech level of the plan- Klingons' greatest foe, Captain Kirk, uncovered the con-
et Neural artificially and to attempt to sabotage grain spiracy and saved the talks. Under Gorkon's daughter,
shipments to Sherman's Planet. The Klingons and Azetbur, the Khitomer Accords established peace and
Federation were forced to sublimate their struggle into eventually an alliance between the Klingon Empire and
a "cold war" of spies, destabilization, and subversion the Federation. Tackling the repercussions of the
of planetary governments. Adventures set in and Khitomer Accords could provide years worth of adven-
around the "Organia Incident" might involve holding ture—mediating further agreements between the
off Klingon (or Starfleet) advances before the Organians Federation and Klingon Empire, defending against attacks
imposed peace. You might struggle to prove your way by renegade Klingons (or perpetrating them), enforcing
of life better to develop worlds like Capella, Neural, the peace, or taking advantage of shifting political reali-
and Sherman's Planet (or attempt to sabotage these ties—as smugglers, opportunists, or rogues.
efforts by someone else).

Captain Kirk and crew faced many bold adventures,


establishing the themes of the typical Star Trek story.
The original series era offers many possibilities for
exciting adventure. Some of them include:
N e w CIVILIZATIONS: The Enterprise crew fre-
quently encountered new civilizations, from planets
inhabited by aliens with godlike powers to societies
waging brutally efficient, computer-controlled wars,
from cultures modeled on ancient Rome to those imi-
tating Chicago's gangland culture or re-enacting the
American-Soviet conflict. Whether you play Klingon
soldiers intent on claiming a planet for the Empire,
Starfleet officers seeking peaceful cooperation, or
BABGL CONF6R6NC6: In 2267, the Enterprise enterprising merchants in search of exotic goods,
escorted ambassadors from the core Federation worlds many new civilizations await discovery.
to the neutral planetoid of Babel to discuss the admis- N e w LlFe-FoRMS: Denevan neural parasites, a
sion of the dilithium-rich, but deeply corrupt, planet of massive space amoeba, beings from the Andromeda
Coridan to the Federation. En route, Orion pirates galaxy, or those living at a different temporal pace—
attempted to destabilize the conference by infiltrating Captain Kirk and crew encountered many strange,
an assassin into the Andorian delegation and attacking alien life-forms. No matter what you play—an intrepid
the Enterprise with a suicide ship. Orion pirate and starship officer seeking the undiscovered, colonists
smuggling interests indeed lost a great deal of profit building a better life for themselves, scientists explor-
and opportunity when the Federation eventually
accepted Coridan, but more importantly, the Babel
Conference began to knit the Federation together as a
cohesive unit rather than a loose alliance of members.
You could be involved in events leading up to the con-
ference—thwarting earlier Orion sabotage attempts,
negotiating with Coridan, or shuttling between skittish
Federation members. Afterward, you might deal with
the conference's repercussions, including opening talks
with other strategic planets like Coridan, opposing fur-
ther Orion attempts to protect their profits (or working
for them), or striving to prevent members from with-
drawing from the Federation.
ing a dying world—bizarre, potentially dangerous, and combined into a single officer—flight control. In place
usually enigmatic entities await. of the navigator, an operations manager supervised crit-
TECHNOLOGICAL T E R R O R S : The Enterprise crew ical ship's systems and allocated ship resources. A ship's
often confronted technology run amok—androids counselor was on hand to help counsel the crew on the
intent on galactic conquest, the murderous M-5 com- rigors of space travel and assist the captain in his inter-
puter, intergalactic planet-destroying weapons, and actions with alien species. New species joined crew
probes bent on sterilizing the galaxy. The next planet ranks, from the telepathic Betazoids to the eager
you visit might hold a forgotten doomsday device, an Bolians, from sympathetic El-Aurians to an old enemy—
ancient, mad computer, a society dominated by ruth- a Klingon. Uniforms changed as well—command wore
less machine logic, or hyperintelligent nanomachines red, and security officers wore yellow. But one thing
intent on galactic domination. remained the same—Starfleet officers were the best,
MERCHANTS AND FRCS TRADERS: In the origi- most competent people the Federation had to offer.
nal series era, merchants plied a rough-and-tumble Starfleet's primary goal of exploration found greater
galaxy with unusual wares. You can offer Spican flame expression in the new class of starships. The operational
gems and wives to lonely dilithium miners, hawk trib- life of starships increased; no longer were ships con-
bles and Antarian glow water to the occupants of a fined to "five-year missions," but were expected to oper-
remote space station, or sell exclusive rights to a ate farther into space for longer periods of time. These
Vulcan fuel synthesizer to the Denebians. You might new ships accommodated entire families, to help offi-
belong to an Orion trade guild, running Starfleet block- cers endure the rigors of deep-space exploration, and
ades with shipments of Romulan ale (and perhaps extended tours of duty, adding something new to ship-
more?), raiding poorly patrolled trade routes, or sabo- board life—children. The Enterprise-D and her sister
taging the latest Federation scheme. ships increased in size far beyond the old Constitution-
class, carrying over 1,000 occupants; starships had
become veritable cities in space. Familiar technologies,
such as transporters, communicators, hand phasers, and
tricorders underwent extensive improvements. New
technologies improved the lives and jobs of those on
board. The replicator allowed crewmembers to instant-
ly create food and objects, while the holodeck provided
unlimited recreation opportunities in an endless series
of programmable "virtual environments." Starfleet ships
could now travel at routine speeds far in excess of the
highest velocities attainable by ships of Kirk's era,
reducing travel times and bringing diverse species clos-
er together.
The galaxy of Star Trek: The Next Generation differed
significantly from that of the original series. Although
more of the galaxy had been explored, expanding the
boundaries of Federation space, Starfleet's presence was
Set a century after the five-year mission of the first more reliable. No longer were starships weeks or
Enterprise, Star Trek: The Next Generation built on months from home, nor crews isolated. Help was no
Star Trek's solid foundation while transforming famil- longer weeks away. It was not years between visits, but
iar notions. In the 24th century, Starfleet still patrolled months. Starships could participate more fully in events
the galaxy, and still sought out new life-forms and "back home" and respond to emergencies more quickly.
new civilizations. But the UFP had both expanded, Starfleet was not an organization of "cowboy captains,"
encountering many new alien species, and consoli- each commanding his own ship while maintaining rela-
dated, as Starfleet regularly patrolled once-remote tively tenuous contact with Starfleet Command. While
regions of Federation space. The Klingons had allied Captain Kirk could get away with adapting unique solu-
with the Federation, and enemies both old—the tions, Captain Picard and crew found solutions within
Romulans—and new—the Borg—challenged the the boundaries of Starfleet regulations.
ideals and skills of Starfleet officers. The series por- Exploration remained the core of Star Trek: The Next
trayed an organization and a galaxy more thoroughly Generation but involved matters ranging from the
realized and more nuanced. responsibilities of power to thorny moral issues. Whether
In the time since Captain Kirk and crew, Starfleet dealing with the repatriation of Bajoran refugees or the
had changed. New starship positions replaced old. political ramifications of Klingon succession, the evacu-
Gone were the helm and navigator positions, to be ation of a primitive society or combating terrorism,
Starfleet faced complicated problems and brought with died in a blood feud, and now attempted a new chal-
it the hard-won knowledge of centuries of progress. The lenge. When Captain Picard frustrated this plan, Cowron
Enterprise was as likely to confront the issues facing a assumed leadership of the council, and House Duras and
mature, intergalactic government—negotiating trade its allies made a bid to unseat him. The Empire descend-
terms between two species, defusing a potential war, ed into civil war. Adventures surrounding this event
securing the release of hostages—as discover a new life- might include, as Klingons, your support for one faction
form. Diplomacy shared equal importance as explo- or another as you battle for the Empire's heart and soul;
ration, and Captain Picard was an accomplished diplo- as Starfleet officers, struggling to remain neutral in the
mat as well as a bold explorer. conflict or negate the Romulan threat; or as merchants
Perhaps the biggest change in TNC involved the and rogues, working as Romulan agitators.
Federation's most implacable foes. Whereas James Kirk R O M U L A N ResURGeNCC: After some 70 years of
and his contemporaries considered the Klingons bitter isolation, the Romulans returned in bold fashion to
enemies, in the 24th-century the Federation and Klingon challenge the Federation throughout the quadrant. In
Empire had become allies, emphasizing that old rivalries the year 2367, the Romulans attempted to destabilize
could be peacefully resolved and former enemies could the Klingon-Federation alliance by manufacturing evi-
become, if not friends, then partners. But the more things dence of Federation meddling in Klingon internal
had changed, the more they stayed the same. Threats affairs and sought to frame a Starfleet officer for the
continued to jeopardize the Federation's security. The assassination of a prominent Klingon official. Soon
Romulans returned with a vengeance, attempting an afterward, operatives attempted to overthrow the
invasion of Vulcan and seeking to destabilize the Klingon government by supporting House Duras in its
Federation-Klingon alliance. The Ferengi, a diminutive, bid for the chancellor's throne. The following year, they
sharp-toothed, umber-skinned race of greedy merchants, attempted an abortive invasion of Vulcan in the name
bargainers, and thieves, represented the antithesis of of "reunification." What other plots might you uncover
many Federation values. The omnipotent Q, with their during these events? Romulan spies inside the
godlike powers, appeared to challenge the capability of Federation's heart? Illicit contacts with the Breen or
the Human race. And the Borg, their bodies an amalgam Ferengi? Or some conspiracy so Machiavellian that
of flesh and technology, sought to assimilate all life- even the merest hints can only be guessed at?
forms in the pursuit of biological and technological "per- T H E BORG: Perhaps the greatest threat to
fection." Peace was no easier to maintain in The Next Federation security, and that of all sentients in the
Generation than it had been in Captain Kirk's day. quadrant, resided within the Borg. A powerful civiliza-
tion of enhanced humanoids "assimilated" into a col-
lective consciousness, armed with technology far
Captain Picard and the crew of the U.S.S. beyond Starfleet's capabilities, and bent on "improv-
Enterprise-D encountered many strange beings and ing" the lives of others by assimilating them, the Borg
participated in many momentous events. The nature, invaded in 2367 and again in 2373. Beforehand, sev-
outcome, and impact of those events provide an excel- eral Borg incursions along the Romulan Neutral Zone
lent background in which to set the adventures of your may have provided them with critical information.
own crew. These events might include adventures ranging from,
KUNGON CIVIL WAR: In 2367, Cowron, ascending as scientists and Starfleet officers, planning defensive
to the position of Chancellor of the High Council, strategies, to struggling to rebuild after the Battle of
requested Starfleet aid to thwart a plot to prevent his Wolf 359. You might search for signs of earlier Borg
installation. The House of Duras had contended for the activities or for some clue to Borg technology, or hunt
position earlier, but lost their claim when their candidate them as part of a scientific research mission. Or there
might be additional Borg assimilation attempts.

Besides adventures set during the events described


above, the TNC era offers many possibilities for excit-
ing stories. Some of them include:
DIPLOMACY: From mediating a dispute between the
Anticans and Selayans to negotiating with Ansata terror-
ists, from first contact with the Tamarians to bargaining
for the Barzan wormhole, the Enterprise crew often han-
dled complicated diplomatic situations. You could play a
freelance diplomat, like Mediator Riva, traveling from
world to world offering peaceful solutions. As a Starfleet
officer, you might frequently be called upon to settle Nine distinguished itself from its predecessors by stand-
disputes, enforce treaties, and represent the Federation. ing traditional Star Trek concepts on their heads.
On the other hand, you might play a merchant trying to While previous Star Trek series featured starships
capitalize on the state of affairs, a rogue working to dis- journeying from one place to another, DS9 took a dif-
rupt the negotiations, or the starship officer of some ferent approach. Its crew worked on a space station
other species representing another point of view. that remained in one place. Instead of going out to find
EXPLORATION: Strange technologies from a bygone adventure, the adventure came to them. Based at one
age and giant space-born life-forms, sentient energy end of a stable wormhole that allowed passage to the
beings and those from other dimensions, deadly astro- other side of the galaxy, Ferengi free traders, Klingon
nomical phenomena and unusual alien maladies—the freighters, Cardassian warships, Federation starships,
Enterprise-D had its share of strange, and potentially and many others made their way to Deep Space 9. By
deadly, encounters. You might play a traditional TNC- staying in one place, Captain Sisko and crew witnessed
style series, as a Starfleet officer boldly going where no circumstances evolving over time, faced recurrent
one has gone before. Or you could approach these challenges, and dealt with familiar characters. Even
issues from another perspective—that of a Klingon with access to a starship of their own—the U.S.S.
warrior, Ferengi merchant, or Cardassian spy. Defiant—the crew frequently remained close to home.
P6RSONAL DeveLOPWieNT: Data's pursuit to Complicating matters, Deep Space 9 wasn't a
become more human, Worf's grappling with his Starfleet installation. Captain Sisko administered it on
Klingon heritage, Wesley Crusher's journey into adult- behalf of the Bajorans, a peaceful people recently freed
hood, Geordi La Forge's sporadic search for love—the from a long military occupation. Many Bajorans did not
crew of the Enterprise often confronted the challenges welcome what they saw as an intrusion, their former
arising from their own identities. No matter whether Cardassian occupiers didn't want Federation interfer-
you play a Trill diplomat, a Cardassian entertainer, or a ence, and others saw Starfleet as bringing with it a new,
Vulcan mystic, some of the adventures you face may meddlesome way of life. Here was a situation where
arise from your own character concept. Do you have a Starfleet officers were one component of a melting pot
former lover who visits from time to time? Must you of cultures and beliefs. They shared the station with
confront the challenges of your own culture—Pon farr, Ferengi merchants, Cardassian tailors, Bajoran clerics,
the Rite of Ascension, or prejudice? Do you have some and Lurian workers. Everywhere they turned, Starfleet's
weakness you must overcome? Any adventure you officers faced thorny questions while struggling to main-
have can be enriched by a personal development. tain their ideals at the edge of Federation space.
At its heart, Deep Space Nine is about complicat-
ed issues—moral, social, and political questions.
Within the Federation, many worlds had recovered
from their terrible pasts, eliminated poverty and greed,
and united in a brotherhood dedicated to peace,
knowledge, and mutual cooperation. But on the fron-
tier, people still struggled with their past, clung to old-
fashioned ways, and succumbed to cultural preju-
dices. Bajor struggled between its traditional culture
and the lure of modernization and development. The
Cardassians confronted their militaristic past while
laboring to emerge from their totalitarian regime. The
Ferengi scorned Federation values. And in the middle,
Starfleet's officers tried to set an example and inter-
vene where there were no easy fixes. Whereas in Star
Trek and The Next Generation Starfleet's principles
provided a moral compass for the crew, the people of
Picking up where The Next Generation left off, Star Deep Space 9 dealt with moral ambiguities and ethi-
Trek: Deep Space Nine chronicled the triumphs, cal quandaries.
tragedies, and difficulties of a part-Starfleet, part-civilian Nowhere was this more evident than in the con-
multispecies crew on board space station Deep Space flicts faced by Captain Sisko, his crew, and the inhabi-
9. Rather than range across the galaxy to find adventure, tants of Deep Space 9. In the early years, Maquis ter-
Captain Sisko and his crew became involved in a spe- rorists—former Federation citizens who found them-
cific region, allowing them to delve extensively into selves under Cardassian rule because of the
Bajoran, Cardassian, and Ferengi cultures. Although it Federation-Cardassian treaty—presented a continued
portrayed the same time frame as TNC, Deep Space threat to peace and stability. Although they were even-
tually dispersed, many within the Federation and DOMINION W A R : With its vast armies of geneti-
Starfleet supported the Maquis, dividing loyalties and cally bred, drug-controlled supersoldiers—the
severing friendships. The Cardassians, nominally at Jem'Hadar—and fleets dwarfing those of the Federation
peace with the Federation after the Federation- alliance, the Dominion represented the greatest threat
Cardassian War, continued to meddle in regional to Federation security since the Borg. Worlds fell, fleets
affairs and periodically challenge Starfleet. A new were smashed, and millions died. Adventures set dur-
threat, however—the Founders and Jem'Hadar of the ing the Dominion War could involve events far from the
Dominion—tested the Federation as never before. front lines—the defense of Federation core worlds, old
Existing on the other side of the Bajoran wormhole, the enemies seizing an opportunity—or might place you
Dominion at first objected to incursions by Alpha squarely in the middle of the war. Alternatively, you
Quadrant ships, but later revealed its true intentions— might create your own DS9-style setting, near the Borg
an invasion of the Alpha Quadrant to impose its brand frontier or an altogether new region of your own
of order on the inhabitants. Over the course of the design, with its own, unique conflicts.
Dominion War, the Klingons once again became ene- FAT6 OF B A J O R : Freed from Cardassian slavery,
mies, then friends; the Romulans allied with the but not from the bitterness and hatred it engendered,
Federation; the Cardassians joined the Dominion, then the Bajorans found themselves confronting new prob-
switched sides; and the enigmatic Breen revealed lems from a new perspective. Should they join the
themselves as powerful enemies. Deep Space 9 was Federation, or make their own way? Return to the tra-
the focal point for much of the war, giving the proof to ditional, peaceful, but restrictive, orthodox society they
the old saying, "Beware interesting times." once had, or continue with the progressive moderniza-
tion forced on them by the Cardassians? Use the worm-
hole to become a prosperous center of trade, or close
The inhabitants of Deep Space 9 undertook many it to preserve their cultural identity? Your adventures
adventures together during Benjamin Sisko's tenure as might explore these questions from the Bajoran per-
station commander. Many of DS9's events can provide spective, as you play Bajoran clerics, former resistance
rich fodder for your own campaigns and provide a fighters, and merchants. Or you could delve into simi-
blueprint for other, similar settings. These include: lar questions, exploring a single world in great detail,
THE MAQUIS: At the end of the Federation- with an alien society of your own design.
Cardassian War, the two powers established a
Demilitarized Zone between them, resulting in the
exchange of some territories. With the stroke of a pen, Deep Space Mne-style games can draw on many
several former Federation colonies found themselves different themes and story types to create adventure-
part of the Cardassian Union. After repeated protests to filled episodes. Some of the possibilities include:
the Federation went unheeded, they began to strike C R I M E A N D PUNISHMENT: The frontier, with its
back against Cardassian oppression and cruelty. seemingly boundless opportunities and questionable
Calling themselves the Maquis, terrorists attacked authority, frequently attracts those who make their own
Cardassian ships, planets, and officials. Many Starfleet rules. Far from the Federation, at the meeting point with
officers, sympathizing with the rebels, either left alien cultures, merchants, rogues, and ne'er-do-wells are
Starfleet to join them or provided covert aid. Your own common. As law-enforcement officers, you might have to
adventures might focus on fighting alongside the dispense a little "frontier justice" or track down notorious
Maquis as mercenaries, freedom fighters, and former criminals. Or you might play the criminals, simply mak-
Starfleet officers. You could work to neutralize them as ing your way across the galaxy as best you know how.
Starfleet Intelligence agents or Cardassian soldiers. As SHADOWS AND LIGHT: Operating at the edge
merchants, you might secretly supply them. between the Federation and "elsewhere," issues of
WORMHOLE DISCOVERY: The discovery of a stable black and white frequently blended into gray. Often on
wormhole leading to another region of space created DS9, situations lacked a clear-cut answer, and some-
an entirely new political landscape. Formerly unimpor- times doing the right thing involved questionable tac-
tant planets gained in stature, while others sought to tics or led to unintended consequences. What would
control its utility. Alliances were made and broken over you do to encourage the Romulans to enter the
the Bajoran wormhole. Your own adventures might Dominion War? How would you have confronted the
focus on exploring and contacting the region beyond Maquis? Would you accept yesterday's enemy as
the wormhole, struggling to control it on behalf of your today's ally? No matter what character you play, you
own government, or confronting the new political may face challenges to your principles.
dynamic it created. On the other hand, what other, sim- CULTURAL CONTACT: More than any other ele-
ilar discovery might alter the balance of power and pro- ment, the crew of Deep Space 9 interacted closely with
vide the catalyst for your own adventures? the Bajoran people. From questions of religion to mat-
ters of tradition, from the resettlement of refugees to and unusual species—and even a few old enemies. This
subduing militant isolationists, Captain Sisko and crew was further complicated by the inclusion of Maquis
became intimately involved in Bajoran matters. As a rebels into Voyager's own crew. Captain Janeway turned
Starfleet officer, you might become similarly involved to her opposing commander, Chakotay, and resolved to
in the society of a different planet. Or you could play put away their differences and unite into one crew,
the merchants, mystics, rogues, and politicians of appointing him as her executive officer.
Bajor—or some other world—and confront the ques- Captain Janeway held herself and the crew of Voyager
tions posed by Federation involvement. to the highest standards of Starfleet. While it would have
TRAD6: Economic issues provide a backdrop or been tempting to turn a blind eye to those in need in
inspiration for many DS9 episodes. You might play a order to return home faster, Captain Janeway showed us
merchant doing your best to make a healthy profit at that it was the journey that defined us as beings, not the
minimal risk, or a rogue scheming to part people from end result. To sacrifice the ideals that Starfleet held dear
their latinum. As a mercenary, you might offer your would have been the greatest mistake of all.
skills as a tailor sells his suits, or you could play a shop- Perhaps the most significant change in Voyager
keeper marketing your wares to the traveling throngs. from previous Star Trek shows was the unfamiliar fron-
tier that Voyager showed us every week. The Kazon
and Vidiians were key opponents as Voyager began
her journey home, but as the years passed, so did her
adversaries. As Voyager turned closer to home we
were afforded the opportunity to experience new
adversaries never before seen in Star Trek—the Krenim
with their poerful temporal weapons; Species 8472,
invaders from fluidic space combining organic tech-
nology and ferocious determination; the Hirogen, a
nomadic spacefaring race with a culture centered
around "the hunt" (and hunt they did); and finally, the
return of the Borg, as sinister and unrelenting as
before, but this time in even greater numbers and led
by their Queen.

Star Trek: Voyager introduced many unusual situa-


tions never before seen by Starfleet—or the viewer.
A mere handful of years since the end of The Next Another vessel lost in the Delta Quadrant could run
Generation and within the same contemporary time- across these same adversaries, or, even more disturb-
frame as Deep Space Nine, Star Trek: Voyager was ing, have them find their way into the Alpha Quadrant
positioned to take the reigns of Star Trek and boldly and your series.
explore the final frontier. TH6 C A R € T A K € R : During a mission in 2371 to
When the concept of Star Trek was first developed, capture the Maquis, Voyager encountered a powerful
the idea was for a show that would be a "wagon train displacement wave that engulfed the starship, trans-
to the stars." Star Trek: Voyager returned to this grand porting it some 70,000 light-years into the Delta
form of storytelling, where the crew of the starship Quadrant. Captain Janeway was forced to destroy the
Voyager were thrust into unusual circumstances, far Caretaker Array to prevent the technology from falling
from Earth and Starfleet, left with only their morality into the hands of the Kazon, thus protecting the
and sense of duty to guide them. Responsible for see- Ocampans. This stranded Voyager in the Delta
ing the crew of the Voyager through this difficult jour- Quadrant and marked the beginning of her epic trek
ney would be Captain Kathryn Janeway, an officer of home. Who knows what other ships may have been
determination and drive who would serve to remind us pulled into the Delta Quadrant by the Caretaker? Your
that no obstacle was too large to overcome. ship could be thrust in the same situation, or perhaps
The dilemma of morality was a key concept behind you'll find yourself on the starship Voyager, experi-
Voyager, where a lone Federation starship, trapped encing many of the same situations seen on screen
some 70,000 light-years from home, had to resolve con- from a different perspective. What of a non-Starfleet
flicts, internal and external, on their own without aid or crew, such as the Maquis, Klingons, or free mer-
assistance from Starfleet and the familiar confines of the chants? What other stellar anomaly might fling your
Alpha Quadrant. Instead the crew found themselves in Crew into the Delta Quadrant or another dimension,
the Delta Quadrant, surrounded by all manners of new or through time?
The adventures that a crew encounters in the spirit
of a Voyager-themed campaign are similar to those
found in The Next Generation, with the addition of the
overall larger goal of the journey. Sometimes these two
ideas may be in conflict, while other times the adven-
ture may overlap with the goal of returning home.
These include:
MY OWN GNGMY: On board Voyager not every-
thing ran as a finely tuned Starfleet crew. The inclusion
of Maquis personnel introduced a potentially unstable
element into the mix. On another vessel things might
not have gone so smoothly. Dissidents unhappy with
T H E B O R G & Species 84-72: Hundred of worlds the captain's decisions plot to capture the ship to return
and thousands of cubes blocked Voyager's path home, home sooner. Starfleet and Maquis crew forced to work
and a confrontation with the Borg could not be avoided. side by side might become resentful of each other,
Then, a second, more dangerous enemy, Species 8472, causing friction. A crewmember might commit a mur-
emerged. Species 8472 began a war of their own against der during a jealous rage; how does the captain dis-
the Borg and seemed unstoppable. After the Borg were pense justice? In the Delta Quadrant there are no
defeated Captain Janeway wondered where Species Starfleet penal colonies to drop off unwanted
8472 would stop—if at all. Seeing an opportunity to ini- crewmembers. After several years does the crew still
tiate a dialog with the Borg, Captain Janeway entered believe so strongly in the ideals and principles of
negotiations to stop Species 8472. Ultimately the Starfleet that a minor infraction is still not permissible,
Borg/Voyager alliance was able to deter the threat posed even if it shaves twenty years off the trip?
by Species 8472, but the Borg were unwilling to fulfill AMBASSADORS OF PGACG: Sometimes, in the
their part of the bargain and turned against Voyager. Thus vastness of the Delta Quadrant, Voyager had no cur-
would begin the first of many encounters with the Borg rency beyond its reputation of goodwill and friendship.
and their enigmatic Queen. Refueled with hatred by the Fortunately, Captain Janeway, with the help of Neelix,
"imperfect" humans, the Queen could launch a new was able to make overtures of friendship with a num-
assault on Sector 001, with your characters caught in the ber of species. As a Starfleet officer, regardless of your
middle. Equally harrowing would be the return of vessel's current location, you have a duty to seek out
Species 8472, no longer satisfied with fluidic space and new life forms and strange civilizations, boldly going
seeking permanent expansion into relativistic space. where no one has gone before. In a similar situation,
Perhaps the Queen might enlist the aid of the intrepid will you be able to enlist the aid of others, or even help
Federation again in order to defeat this mutual ally. How another species in need if it takes you from your course
would you respond to two of the galaxy's most danger- in order to further the principles of the Federation? Star
ous foes knocking on your doorstep? Trek speaks of an officer's "duty"—in Star Trek: Voyager
THe HlROGGN: A fierce adversary Voyager first that duty is put to the test in every adventure.
encountered when using a Hirogen communications THE H E R O ' S JOURNEY: One's journey is not
network, they were a nomadic species renowned for a measured only in where he has been and where he is
culture based on the principle of "the hunt." The going, but in the inner journey, as well—the inward
Hirogen, through Captain Janeway's assistance, took to development resulting from the hero's experiences. The
hunting holograms instead of real prey in an effort to crew of Voyager encountered many tests along the way,
maintain their species' cultural identity. In due course and although they ultimately succeeded in returning
the Hirogen may find their way to a new area of the home, it was the journey itself that defined them as
galaxy and begin hunting anew in earnest. No longer people. Seven of Nine, for example, underwent her
satisfied with hunting holograms, especially intelligent own journey from collective drone to whole individ-
ones that fight back, the Hirogen might return to bio- ual. Can you take solace in the growth and opportuni-
logical prey. How would your characters handle such ties presented by the journey, even though the end
a situation? Can another recourse be found? If not, do result was not what you had hoped for? Can you pre-
you have the right to exterminate a species simply serve your morals and uphold your ideals while far
because its culture is built on a different foundation? from home?
In order to play the Star Trek Roleplaying Game you need a character. The following chapters provide you with all the information yoo'll
need to create characters—the species, professions, and equipment of the Star Trek universe. After reading them, come back to this
section and follow the steps to create a character. You can create a beginning character from scratch, or you can use the fast-track
method to start playing more quickly.

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 PROFESSION: Your character's


profession defines what he can do, includ-
ing skills with which he is prnficient and
special profession abilities. The seven
professions are diplomat, merchant, mys-
tic, rogue, scieotist, soldier, and starship
officer. See Chapter 3: Professions.

GENERATE ATTRIBUTES: Attributes rep-


resent yoor character's innate abilities.
Roll randomly or select your character's
starting attributes. Modify them for your
species (see Table 2.1). Record the
attribute modifiers found in Table 4.1.
The six attributes are Agility, Strength,
Intellect, Perception, Presence, and
Vitality. See Chapter 4: Attributes.

CALCULATE REACTION SCORES:


Characters must frequently react to
changing circumstances, as represented
by their reactions. See Chapter 8:
Characteristics for rules on assigning
reaction scores. The four reactions are
Stamina, Quickness, Savvy, and
Willpower.

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.

CALCULATE HEALTH: Characters may


sustain injuries over the course of their
lives. A character can sustain an amount
of damage in each wound level equal to
his Health rating. See Chapter 8:
Characteristics, page 146, to determine
your character's Health.

RECORD COURAGE: Heroes can draw on


innate reserves to accomplish difficult
tasks, as represented by a character's
Courage score. All characters start the
game with Courage 3, modified by
species and profession abilities. See
Chapter 8: Characteristics, page 147,
for rules governing Courage.

RECORD RENOWN: As the center of a


Star Trek series, characters partici-
pate in important events and influence
the course of history. Renown meas-
ures a character's fame (or inlamy)
throughout the galaxy. All characters
start the game with Renown 0. See
Chapter 8: Characteristics, page 148,
for rules governing Renown.

FAST-TRACK CHARACTER CREATION


The fastest way to start playing the Star Trek Roleplaying Game is to select an archetype. An archetype offers a ready-made character that comes
complete with species, profession, attributes, skills, abilities, traits and a brief description. Personalize it a bit with 5 skill picks. Then give your char-
acter a name and you're ready to face whatever the Narrator throws your way. Archetypes can be found on pages 22-27.
modifiers to common tests, to pow-
ers like Mind-meld, to extra
Courage points. Some abilities rep-
Every species description resent innate physical qualities
includes a section listing attribute (such as Klingon brak'lul), while
adjustments for that species. For others represent common personal-
example, Vulcans receive +1 ity traits, social abilities, or the like.
Intellect, +2 Strength, and -3 Some provide game benefits; others
Presence. This reflects their physi- constitute hindrances and flaws.
I he first step in creat- cal hardiness and their strong The attribute adjustments and
ing a Star Trek Roleplaying minds, but also their difficulty relat- special abilities for each species
Came character is to pick ing to many other species. Some balance each other as closely as
your character's species. species, such as Humans and possible, to make each species
Hundreds of species inhabit Bajorans, have no attribute adjust- roughly as good as any other in
the galaxy of Star Trek, ments; they serve as the "baseline" game terms. However, since the
ranging from versatile from which other species vary. primary consideration is to simu-
Humans to logical Vulcans, (These modifications are summa- late the reality of Star Trek—what
from belligerent Klingons to rized in Table 2.1: Species Attribute you see when you watch the
such oddities as the Adjustments.) show—some species have more
shapeshifting Founders of Additionally, each species has abilities and benefits than others
the Gamma Quadrant. Each one or more special abilities listed, and may prove more capable in
one possesses certain note- with game effects. These range from certain situations.
worthy characteristics and
qualities, comes from a
unique and fascinating cul-
ture, and can add a great
deal to your series.
SPECIES SKILLS
Members of every species learn about their native cul-
Each species description includes the following ture, history, and homeworld, along with how to speak,
information: read, and write their native language (if any).
Characters receive Int x 2 skill picks to use on the appro-
priate Knowledge and Language skills (see Chapter 5:
PERSONALITY: The general personality traits Development and Chapter 6: Skills for more information
evinced by typical members of the species. Keep in on acquiring skills and skill descriptions).
mind that each character is unique. You can ignore
these suggestions if you prefer and create an atypical
member of the species. After all, even the most detailed
summary of a species' psyche amounts to an oversim-
plification.

PHYSICAL D E S C R I P T I O N : The species' average


height, build, and other distinguishing physical charac-
teristics.

HOMEWORLD: The name and a brief description of


the world the species comes from (or is most closely
associated with).

CULTURE: The nature of the society and civilization


created by the species—its themes and moods, history,
religion and art, and approach to other species.

LANGUAGE: The language(s) learned by all mem-


bers of the species.

COMMON NAMES: A list of possible character names MIXED SPECIES


and notes on naming practices within the species. 1. Determine the combination of species from which
your character's parents originated, such as Human-
FAVORED PROFESSION: The profession most Vulcan or Bajoran-Klingon. Appoint one of these as the
closely associated with the species in the universe of dominant species. The other species is considered sub-
Star Trek, including some additional notes on adven- sidiary.
turing careers often pursued by members of the 2. Generate two sets of attributes as normal (see
species. Some species list "any" as a favored profes- Chapter 4: Attributes), one for each species. Apply one
sion, indicating they're equally good at any job. species' attribute adjustments to the first set of attrib-
utes, and the other species' adjustments to the second.
SPECIES A D J U S T M E N T S : Attribute score adjust- 3. Select four attributes from the dominant list and the
ments for the species. other two from the subsidiary list to provide your char-
acter with all six attributes.
SPECIES ABILITIES: Any special abilities, powers, 4. One or both species may possess abilities, such as
or skills members of the species possess. psionic powers or redundant vital organs. A mixed
species character acquires all but one of the dominant
Last but not least, each species description species' abilities, and one ability from the subsidiary
includes a sidebar discussing several renowned mem- species. Typically, while "half-breed" characters possess
bers of the species whose lives may serve as examples at least some of the abilities of their parents' species,
for player characters. they have them to a lesser degree. For example, a half-
Human half-Betazoid usually possesses empathic pow-
ers rather than the species' full telepathic abilities.
Consult with your Narrator as to which abilities your
character possesses and to what degree. Under no cir-
cumstances should a mixed species character receive all
of the abilities of both species at full strength.
PERSONALITY: Most Bajorans are peaceful, contemplative people who simply wish to live in peace with their
neighbors. The Cardassian occupation, however, turned many Bajorans into ruthless, passionate soldiers willing to
do anything to protect their homeworld from threats to its independence and security.

PHYSICAL DESCRIPTION: Bajorans possess the same average height,


weight, and variations in skin tone and hair color as Humans. The only
outward physical difference is a series of vertical ridges along the bridge
of the nose. They prefer loose-fitting clothes in a variety of earth tones
and other subdued colors. Many of them also wear distinctive earrings
to display their devotion to the Prophets. In times past, the design of
the earring also revealed a Bajoran's caste, but many modern Bajorans
have discarded that tradition.

HOM6WORLD: Bajor, the seventh of fourteen planets orbiting Bajor-


B'hava'el, is a pleasant world similar in most respects to Earth.

CULTURE: Bajoran culture began approximately 30,000 years ago. Through


two multiple-millennia republics, periods of balkanization and chaos, and a bru-
tal occupation by the Cardassians, it has remained largely unified and coher-
ent. The Bajoran religion, which forms the cornerstone of the cul-
ture, centers on the worship of enigmatic beings known as the
Prophets, who live in the Celestial Temple (the Bajoran worm-
hole). Through their sacred texts and hundreds of prophecies
recorded over the ages, Bajorans attempt to understand the
will of the Prophets and live according to their wisdom. An
elaborate hierarchy of religious officials—ranjens, prylars,
and vedeks, all under the guidance of the kai—guides and
teaches the Bajorans and participates in planetary gov-
ernment via the Vedek Assembly.
People all over the Alpha Quadrant also know Bajor
for its art. From painting and sculpture to literature and
song, the Bajorans produce works of art, both religious
and secular, envied and admired by many other civiliza-
tions. Sales of artistic and craft products form a significant
part of Bajor's interstellar economy.

LANGUAGE: Bajoran

C O M M O N N A M E S : Bajorans place the surname


before the given name. For example, Kira Nerys's given
name is Nerys; Kira is her family name (and the one she
uses in conjunction with her military rank).

FAMILY NAMES: Akorem, Anjohl, Bareil, Faren, Jaro,


Kalem, Kira, Krim, Kubus, Latara, Latha, Lenaris, Li, Ro,
Shakaar, Tahna, Trentin, Varis, Winn, Woban.

MALE NAMES: Antos, Edon, Essa, Furel, Holem, Hovath,


Kag, Laan, Los, Mabrin, Nalas, Oak, Pol, Reon, Taban,
Tennan.

FEMALE NAMES: Adami, Fala, Laren, Leeta, Lupaza, Meru,


Neela, Nerys, Sul.
I
FAVORED P R O F E S S I O N : Any. Bajorans possess ing with his Courage points, they provide him no
great adaptability and versatility, and can easily find benefit, and they do not refresh until he brings him-
themselves in almost any profession. Mystics are com- self back into the good graces of the Prophets (typ-
mon in their society and are well respected—as are, in ically, by confessing to a Bajoran mystic). If he
these post-occupation days, soldiers (members of the rejects the Prophets, he loses his extra Courage
Bajoran Militia). Many former resistance fighters, point entirely until he atones for his betrayal. (For
unable to adapt to civilian life, have gone on to more information on Courage points, see Chapter
careers as rogues (mercenaries, terrorists, 8: Characteristics.)
pirates, and so on). When a Bajoran achieves an extraordi-
nary success on a skill test involving a pro-
Species A D J U S T M E N T S : None fessional skill, he refreshes +1 Courage
point (up to the character's maximum). As
Species A B I L I T I E S : above, this skill test must support the
• ARTISTIC: Bajorans are generally word of the Prophets—a good, selfless,
artistic, and even average citizens helpful, or justifiable act—for the refresh
practice some form of artistic expres- to occur.
sion as a hobby. Bajorans gain a +1 A Bajoran mystic within three meters
species bonus on Craft skill tests. of another Bajoran can detect that
Bajoran's pagh (how many Courage
• FAITHFUL: Religion permeates points he has, the current state of his
Bajoran society as every child learns to soul, and so forth) with a TN 15 Religion
respect the Prophets. Even those who (Bajoran) skill test. When making this test,
reject the Prophets can cite quotes from the mystic uses his Perception attribute
the Sacred Texts and know the proper ritu- modifier. If he grasps the Bajoran's ear (the
als. Bajorans gain a +2 species bonus to gateway to the pagh, for the words of the
Religion (Bajoran) tests. Prophets enter the soul through the ear), reduce
the difficulty to TN 5.
• PAGH: All Bajorans possess a pagh—roughly
speaking, a "soul," though the term also refers to an
individual's courage or "life force." If a Bajoran
heeds the word and will of the Prophets and lives
his life properly, the Prophets support and replen- NOTABLE BAJORANS
ish his pagh, and it remains strong and pure. If he Colonel Kira Nerys joined the Bajoran resistance at
turns away from the Prophets (for example, to wor- age 12. As a member of the Shakaar resistance cell in
ship the evil Pah-wraiths) or acts evilly, his pagh Dakhur Province, she participated in the liberation of
becomes dark and corrupt. the Gallitep labor camp. After the Cardassians left,
For Bajorans, Courage points represent the the Provisional Government appointed her its repre-
character's pagh, and every Bajoran character sentative to Deep Space 9. Colonel Kiro's superb per-
receives an extra +1 Courage point. The Prophets formance of her duties, contacts on Bajor, and hero-
must support and agree with what the character ism were instrumental in helping Captain Sisko do his
does with them, however. If the character does job and fight the Dominion War. When Captain Sisko
something evil, sinful, malicious, or self-aggrandiz- died at the end of the war, Colonel Kira became the
station commander.
Akorem Loan, a renowned Bajoran poet of the 22nd
century, composed such works as Kitara's Song,
Gaudal's lament, and his famed Call of the Prophets.
He disappeared in 2172 while using a solar-sail ves-
sel, only to reappear in 2371 to announce he had vis-
ited the Prophets in the Celestial Temple and was their
Emissary. His attempt to impose conservative reli-
gious reforms made him unpopular, and after the
Prophets revealed that Captain Benjamin Sisko, not
Akorem, was their Emissary, the Prophets returned
him to his own time.
PERSONALITY: The typical Betazoid is calm, quiet, peaceful, gregarious, and amicable. Betazoid altruism and
compassion are renowned throughout the galaxy. Many people regard Betazoids as pacifistic, and while many of
them are, this is by no means a universal trait, as the Jem'Hadar learned to their dismay during the occupation of
Betazed.

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.

The world has five continents and hundreds of islands, most


filled with lush forests broken by inland grasslands and coastal
wetlands. Betazed does not employ weather control tech-
nology, as they believe it unnecessarily tampers with
nature.

CULTURE: Betazoids possess a rich culture


dating back thousands of years. According to
semihistorical accounts, the mighty Khrysaros,
and later his disciple Rixx, used their mental
powers to defeat Betazed's enemies and
inspired the planet to unify under a theocratic
oligarchy.
Their society is strongly matriarchal, with
women leading many of the Great Houses of
Betazed, and thus occupying seats on the rul-
ing council, though they do not discriminate
based on gender. They have a love of nature,
as well, and do as little as possible to disturb
the environment if they can; their architec-
ture has long been remarkable for both its
beauty and its seamless integration
with natural surroundings.
Betazoid culture and society
revolve in large part around telepathy.
Betazoids rarely speak with each
other, preferring telepathic communi-
cation, so an eerie (to nontelepaths)
silence fills many of their buildings
and cities. Many forms of Betazoid art
consist of images, visions, and themes
telepathically imbedded in an
object, which an observer experi-
ences by scanning it. Many types
of Betazoid technology, such as
their famed gift boxes, respond
only to telepathic probes or the
neural waves of specific persons.
Many Betazoids do not like
species whose minds they cannot
understand. They feel helpless
when confronted by beings of tele-
pathically "mute" species, such as
Ferengi or Breen, not knowing what to say or how to FAVORED PROFESSION: Starship counselor.
react. Others, however, seek out the company of such Thousands of Betazoids serve in Starfleet, many as
beings, because of the telepathic quiet this engenders. ship's counselors. Their telepathic abilities make it easy
Still others seek out truly strange, alien minds, such as for them to determine what is bothering their patients
those of the Medusans, Gomtuu, andTholians, in order and devise solutions to the problems. Other Betazoids
to foster understanding or expand their telepathic abil- eschew Starfleet for careers in private research, as
ities. Many Betazoids dislike liars, due to their diplomats and negotiators, or as traders and merchants.
strong sense of honesty.
The famed Code of Sentience gov- SPECIES ADJUSTMENTS: +1
erns all Betazoids. Its dictates and Presence. Betazoids of all sexes
ramifications sometimes seem end- exude confidence and strong per-
less, but boil down to two provi- sonal magnetism.
sions. First, a Betazoid respects all
sentient life as sacred, even the lives SPECIES ABILITIES:
of his enemies, and harms sentients BONUS EDGE: PSIONIC: Betazoids
only in dire need. Second, a Betazoid automatically possess the Psionic edge
never uses his telepathic abilities on (see page 1 36).
another person without permission (or to pro-
vide emergency aid). A Betazoid who violates the Code PEACEFUL: Betazoids prefer to settle differences
suffers not only harsh legal penalties, but also the scorn through peaceful means, and Betazoid diplomats
and rejection of his fellows. are highly sought after. Betazoids gain a +4 species
Family holds a place of importance in Betazoid life; bonus to Negotiate (Mediate) tests.
many Betazoids, particularly the members of the
ancient Great Houses (who still receive some prefer- TELEPATHY: They gain Telepathy 2 at no cost and
ence and a greater degree of respect in society), can can treat that skill as a professional skill for the pur-
trace their ancestry for centuries. Even today, some poses of skill selection and advancement.
Betazoids arrange marriages by genetically bonding Betazoids can communicate mentally only with
two children at birth, though grown children often cast other telepaths, however. They can read anyone's
aside this bond in favor of marrying their imzadi thoughts, but can project thoughts only to other
("beloved"). telepaths. Half-Betazoids usually possess more lim-
ited empathic powers (and may substitute the
LANGUAGES: Betazoid, Federation Standard Empathy skill in place of Telepathy).

COMMON NAMES: Betazoids place the given


name first, the family name second.

FAMILY NAMES: Elbrun, Grax, Hagen, Morganth,


Stadi, Suder.

MALE NAMES: Andrus, Lon, Reittan, Tarn, Talloc. NOTABLE BETAZOIDS


FEMALE NAMES: Azuma, Deanna, Jemma, Kestra, Commander Deanna Troi, ship's counselor of the U.S.S
Lwaxana, Yaxara. Enterprise-^ and -E, has served with distinction in
Starfleet for nearly 20 years. Although only half-
Betazoid and thus possessing only empathic powers, she
has helped many fellow crewmembers adjust to prob-
lems and difficulties in their lives. She has also aided her
captain, Jean-Luc Picard, in many diplomatic matters.
Deanna's mother, Lwaxana Troi, is a daughter of the
Fifth House of Betazed, Holder of the Sacred Chalice of
Rixx, and Heir to the Holy Rings of Betazed. Appointed
a Federation ambassador in 2365, she has represented
the UFP at the Pacifica Conference, the Biennial Trade
Conference, and many other important meetings. She
has been married or engaged several times and has
other children besides Deanna.
PERSONALITY: Most other species regard Cardassians as aggressive, harsh, and xenophobic; and capable of
great cleverness, cunning, and eloquence. Cardassians prefer to deal with others from positions of strength when-
ever possible, whether that strength be military, intellectual, or social.

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.

CULTURE: The Cardassians once possessed a rich, vibrant


culture, but because their world has few resources, they
eventually found themselves ignoring loftier matters to
concentrate on simple survival. The result was veresh-
var, a gradual decline of Cardassian civilization that
lasted for centuries. Art and religion were aban-
doned in a desperate struggle for survival that gave
rise to a harsh military dictatorship. All Cardassians
were expected to serve the needs of the state, from
providing a molar for identification purposes to
living under strict authoritarian laws.
By the 23rd and 24th centuries, the Central
Command (the military) and the Obsidian Order
f (the intelligence agency) dominated Cardassia.
Necessarily harsh and aggressive, the Cardassians
turned outward to solve their resource problems.
Their first encounter with the Klingons led to an
eighteen-year-long war. Similarly, they approached
their early encounters with the Federation with suspi-
cion and mistrust, perhaps seeing the Federation as a
competitor for resources and hindrance on their ability to
expand. The most infamous example of their ruthless
exploitation of other worlds can best be seen on Bajor.
Although this militaristic culture lauded devotion to the
state and purported to reward citizens based on merit, personal
contacts and influence (vesala) were what really mattered. Among
Cardassians, who you know is more important than what you
know. Another Cardassian tradition to survive is devotion to
one's family; Cardassians typically give preference to fam-
ily members over outsiders, which sometimes leads to
someone holding a position not because of their
abilities, but rather because of a well-
placed relative. The price for failure,
however, ranges from exile to death,
\ so even the most undeserving officer
S& quickly learns his job.
If After the Dominion War, which
E& left over 800 million Cardassians
H dead, they may chart a newer,
better course and leave veresh-
var behind... or continue down
the same terrible path.
LANGUAGE: Cardassian • BONUS EDGE: H I G H PAIN THRESHOLD: Cardassians'
thick skin and tough bodies allow them to tolerate
COMMON NAMES: Cardassians place the given pain better than other species. See page 135.
name first and the family name second.
• DEVIOUS: Even the most innocuous relationship
FAMILY NAMES: Belor, Damar, Darhe'el, Dukat, with a Cardassian could be part of an elaborate
Entek, Evek, Garak, Ghemor, Hadar, Jasad, Khoreth, plot. Cardassians gain a +2 species bonus to
Kovat, Lang, Madred, Makbar, Marratt, Influence skill tests.
Marritza, Moset, Ocett, Pa'Dar, Rejal, Tain,
Zarale. PRYING: Cardassians are generally good at
extracting information from others, through
MALE NAMES: Aamin, Crell, Elim, careful questioning, subterfuge, or interro-
Enabran, Ghosar, Hogue, Mekor, gation. Cardassian characters receive a
Meros, Poren, Rugal, Talarn, +2 species bonus to Inquire skill tests.
Tekeny, Veroz.
VESALA: Corruption, influence ped-
FEMALE NAMES: Dejar, Gilora, Heena dling, graft, and nepotism afflict Cardassian
Iliana, Natima, Rekelen, Ulani. society—often it's who a Cardassian knows, not
what he knows, that matters. Every Cardassian has
FAVOR6D PROFESSION: Soldier. The mem vesala, a vast and elaborate web of personal con-
bers of the Central Command proudly serve the tacts, influence, and friends who help him get
Cardassian Union, thwarting enemy aggression things done. Someone does a favor for him, he
and extending the boundaries of the Union does a favor in return, and thus they use and
through exploration and conquest. Other exchange vesala.
Cardassians become rogues (Obsidian Order A Cardassian gains enhanced benefit from his
spies, for example) or merchants. Thanks to the cur- Renown, improving his chances to persuade anoth-
rent political and social turmoil within the Union, er Cardassian to assist him (because of his status) or
opportunities for Cardassians to become adventurers intimidating a fellow Cardassian to provide secret
have multiplied geometrically. information (because of his powerful connections).
When making Influence, Intimidate, Negotiate, and
Species ADJUSTMENTS: +1 Perception, +1 Persuade tests involving other Cardassians, the charac-
Vitality, -1 Agility, -1 Presence. Cardassians are per- ter adds his Renown modifier automatically to the skill
ceptive, but their xenophobia and arrogance cause test. A Cardassian's vesala modifies his social interac-
them to be less charismatic, and their anasi-reptilian tions with other Cardassians.
physiology makes them more rugged but a little slower.

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

COMMON NAMES: Ferengi have only given names.

MALE NAMES: Arridor, Bok, Brunt, Farek, Gaila, Kazago, Keldar, Kol, Krax, Leek, Morta, Pel, Plegg, Pol, Quark,
Rom, Zek.

FEMALE NAMES: Ishka, Lumba, Prindora.

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.

• EYE FOR PROFIT: Even the lowliest crewman on a Ferengi


Marauder can identify business opportunities. All
Ferengi can make an Appraise skill test to identify an
opportunity for profit. Use the difficulty chart accom-
panying the Appraise skill (page 1 09) to determine the
target number for this test. With a successful test, the
Narrator should tell the Ferengi how the situation could
be turned to profit—meeting an ambassador could provide
a lucrative contact, acquiring the rights to a stable wormhole
could reap millions, and someone, somewhere might
want 100 gross of self-sealing stem bolts.

• FOUR-LOBED BRAIN: Ferengi have four-lobed


brains, which render them immune to psionic skills
and psi-like abilities. Ferengi cannot acquire the
Psionic trait, and all Psionic skill tests against them
automatically fail.

• HEAD FOR NUMBERS: Due to both physiological


and cultural reasons, Ferengi possess a knack for
juggling numbers. They gain a +3 affinity
bonus to Business skill tests from their Physical
Science (Mathematics) skill.

• LOBES FOR BUSINESS: Ferengi often find the


best way to maximize their profit,
from finding the best prices on
kanar to bilking dabo girls of
their tips. All Ferengi gain a +1
bonus to Business skill tests.
PERSONALITY: In the 23rd and 24th centuries, Humans are outgoing, inquisitive, courageous, kindhearted, and
filled with seemingly boundless energy. Ironically, their every good quality seems to have a negative counterbal-
ance—they can be self-centered, violent, rebellious, and short-sighted. In many ways they represent the best, and
worst, of what a sentient species can be.

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.

HOMewORLD: Earth, the third planet orbiting the


star Sol in Sector 001. The capital world of the
United Federation of Planets, Earth is a lush par-
adise, a Utopia with almost no crime or want.
Adaptable and adventurous, Humans have
also colonized and settled many other worlds.

CULTURE: Humans have no one particular


culture. They celebrate their diversity, devel-
oped over millennia. Many cultural groups
establish their own colonies as a way of pre-
serving their ancient traditions, and many
Humans remain aware of, and in their own way
devoted to, their culturally balkanized past. The
general Human culture and perspective have
influenced the broader Federation culture, caus-
ing some observers to complain, incorrectly, that
the Federation is a "homo sapiens-only club."
Compared to many other spacefaring peoples,
Human culture is very young, having developed over
only the last 25,000 years. Humans, however, have not one
particular culture, but many, the result of dividing their home-
world among hundreds of nation-states. France, Great Britain,
Japan, the United States—each had its own cultural mores
j j ^ ^ and practices. It would not be until after a disastrous
world war (the third and final in their history) that
Humanity would learn to embrace their differ-
ences, put them aside, and learn from each
other. Humans celebrate their diversity.
For over three centuries, Humans exerted
a profound influence on the Alpha Quadrant.
The Federation, in which they are the primary
participant, has brought their concepts of indi-
vidual determination, personal freedoms, and
democracy to hundreds of alien worlds.
Profoundly adaptable to a variety of environ-
ments and circumstances, they journey to the
ends of the galaxy in search of knowledge and
understanding—just because it's there. Through
their drive and ingenuity, they have conquered
harsh environments, befriended many disparate
species, and forged a future of peace in a chaotic
universe. Though some observers complain of cul-
tural imperialism—a "homo sapiens-only club"— merchants, mercenaries, and the like. They seem par-
nothing could be further than the truth. Humanity's ticularly suited to life in Starfleet (the creation and
experiences with their own diverse cultures has only shaping of which they played a prominent role in);
led them to appreciate the many cultures found more Humans belong to Starfleet than any single other
throughout space. species. By the same token, Humans seem to have a
stronger predilection for rogue activities and the
LANGUAGE: Federation Standard vagabond life of the adventurer than many other
species.
COMMON NAMES: Human names
typically feature a given name fol- Species ADJUSTMENTS:
lowed by a family name. A few None
Human cultures maintain ancient
traditions placing the family Species ABILITIES:
name first. ADAPTABLE: From their earliest
days, Humans spread across their
FAMILY NAMES: Corbin, world and flung themselves out into
Costa, Dalby, Decker, DeSoto, space, and always seem to thrive in
Dobrevic, Finney, Garrett, even the harshest conditions. Human
Harriman, Johnson, Jones, Juarez, characters gain a +2 bonus to either
Komananov, Krajensky, Kyle, M'Benga, Stamina, Quickness, or Willpower, which is cho-
McCoy, O'Brien, Pierce, Ramirez, Sulu, Wu, sen during character creation.
Zimmerman.
T H E H U M A N SPIRIT: TO reflect their unique spirit,
MALE NAMES: Benjamin, Christian, David, Donald, drive, and versatility, Humans begin the game with
Edward, George, Harold, Hikaru, James, Jean-Luc, + 1 Courage.
Joachim, John, Kenneth, Lawrence, Leonard,
Luther, Mark, Matthew, Owen, Paul, Robert, Roger, SKILLED: Humans seem to have a broad range of
Ross, Steven, Thomas, William. experiences which they can draw upon. During the
personal development step when creating the char-
FEMALE NAMES: Alloryn, Ariana, Autumn, Beverly, acter's background (see Chapter 5: Development),
Carrie, Carol, Donna, Elizabeth, Holly, Janice, Humans gain extra skill picks. After choosing a pack-
Jennifer, Kathryn, Keiko, Kelly, Laura, Leah, Lisa, age and picking skills, Humans can add +2 skill lev-
Linda, Marta, Mary, Nancy, Natalie, Nichole, els to any one skill, or +1 to two skills.
Rachel, Sheila, Susanna.

FAVORED PROFESSION: Any. Humans have the


ability and drive to master any profession and have
spread throughout the galaxy as explorers, diplomats, NOTABLE HUMANS
Doctor Leonard McCoy, Chief Medical Officer of the
U.S.S. Enterprise, represents humanity's capacity for
caring, compassion, and self-sacrifice. Known to his
friends as "Bones," he repeatedly risked his own life to
provide medical care to anyone who needed it, including
people who wished him ill. Intolerant of regulations,
procedures, customs, or orders that inhibited bis ability
to do his job, he always stood up for the dignity and
rights of all sentient beings.
Captain Benjamin Sisko, the commander of space sta-
tion Deep Space 9, represents humanity's indomitable
nature and strength in the face of adversity. Faced with
a difficult political and social environment as the
Federation commander of a Bajoran station near
Cardassian space—a situation further complicated by
his unwished-for role as Emissary of the Bajoran
Prophets —Captain Sisko usually found a way to
resolve difficulties and make the best of bad situations.
PERSONALITY: Klingons are aggressive, brutal, blunt, and tough. They say what's on their minds, approach prob-
lems directly, do not back down from confrontations, and tend to resolve difficulties with violence. Most subscribe
to a code of personal honor.

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

COMMON NAMES: Klingons go by their given names


only, though most of them belong to or serve a House.

MALE NAMES: Chang, Duras, Gorkon, Gowron,


H'Ta, Huraga, Ja'rod, Kahless, Kang, K'mpec,
K'mtar, K'nera, K'Ratak, K'Tal, K'Temang,
K'Temoc, K'Vada, Koloth, Konmel, Kor,
Korris, Kozak, Kurn, L'Kor, Lorgh,
Martok, Mogh, Noggra, Nu'Daq,
Rodek, T'Vis, Telok, Toq, Toral,
Torin, Tumek, Worf.

FEMALE NAMES: B'Elanna,


B'Etor, Grilka, Huss,
Kahmar, K'Ehleyr, Karana,
Kurak, Linkasa, Lukara,
Lursa, Shenara, Sirella.
FAVORED PROFESSION: Soldier. Every Klingon ed in game terms to once per day. The effects last for
considers himself a warrior and approaches his daily a number of rounds equal to the character's Vitality.
activities as though they are a form of combat. For Unfortunately, most Klingons do not recover
example, Klingon advocates see courtroom debates as from this state until either they or their opponent lies
a type of battle, and Klingon scientists compete against dead, and they continue fighting so long as there are
their fellows to make discoveries and prove theorems opponents left standing. Once this ability has been
first. Besides pursuing various military-oriented profes- triggered, the character must spend 1 Courage point
sions, Klingons also go out into the universe as mer- to stop fighting prior to the ability's duration.
chants, explorers, and the like—they enjoy any task Otherwise, he continues fighting, even attacking his
that challenges them. allies if there is no one else left to attack. The effects
of this ability are cumulative with the Bloodlust flaw
Species ADJUSTMENTS: +I strength, +1 (so 2 Courage points must be spent to stop fighting).
Vitality, -1 Intellect, -1 Perception. Klingons are
exceptionally powerful, but focus on battle and • H O N O R : Klingons put high value on their reputa-
tend to rush into danger. tion as honorable warriors. An honorable
Klingon can count on the support of other
Species ABIUTICS: Klingons in times of need, while dishonor-
• BONUS EDGE: H I G H PAIN THRESHOLD: able Klingons are frequently the targets of
Klingon life is harsh, and they typically attack or even banishment (called dis-
train themselves to ignore pain. See commodation). A Klingon with high
page 135. Honor (measured by Renown) can per-
suade others to join him in a quest, ally with
• BONUS SKILL: KLINGON TRADITIONAL him politically, or join him under his banner.
WEAPONS: All Klingons learn to use the weapons A Klingon gains enhanced benefit from his
traditional to their culture. They gain the Armed Renown, improving his chances to persuade anoth-
Combat skill Klingon Traditional Weapons (see er Klingon to assist him or intimidating a fellow
page 109) at skill level 1. Klingon characters can Klingon into submission (both because of his sta-
treat this as a professional skill for the purposes of tus). A Klingon's honor modifies his social interac-
skill acquisition (see page 98) and advancement tions with other Klingons. When making Influence,
(see page 1 53). Intimidate, Negotiate, and Persuade tests involving
other Klingons, the character adds his Renown
• BRAK'LUL: Klingons possess duplicates of many of modifier automatically to the skill test.
their vital organs—they have an eight-chambered
heart, two livers, and twenty-three rib pairs. This
redundancy, called brak'lul, makes it much harder to NOTABLE KLINGONS
kill them. Klingons gain a +2 Stamina reaction bonus. Worf, son of Mogh, is the first, and only, Klingon in
Brak'lul also makes Klingons harder to incapac- Starfleet. He served as Chief Security Officer aboard
itate with a weapon's stun settings. When hit with a the Enterprise-D, an occasional crewmember on the
weapon's stun effect, divide the effect's duration in Enterprise-l, and Strategic Operations Officer of Deep
half (rounding down) to a minimum of one. Space 9, eventually ascending to the rank of Lieutenant
Commander. He also played a major role in Klingon pol-
• FEROCITY: Klingons have a short temper and are itics during the 2360's and '70's, at times allied with
quick to fight. This is especially true when their Chancellor Gowron, at times not. In 2375, he killed
honor is called into question, they witness a Gowron in a duel disputing Gowron's command of
Klingon engaging in dishonorable behavior, or Klingon forces fighting the Dominion War. Following the
someone (anyone) pushes them beyond their war, Worf was appointed Federation ambassador to the
breaking point. Klingon Empire.
When a Klingon's ferocity is triggered, he enters Kor, a legendary Klingon warrior and Dahar Master,
a trance state in which his aggression runs began his military career in the mid-23rd century, dur-
unchecked. He focuses entirely on the subject of his ing which the encountered the equally legendary
ire, which increases his Armed Combat and Captain James T. Kirk several times. He led Klingon
Unarmed Combat skill tests by +2. Ranged Combat forces to victory over the Romulans at Klach D'Kel
remains unaffected. He is capable of withstanding Brakt, defended the Korma Pass, and even attacked
increased amounts of pain. A Klingon in the throes Romulus itself. During his later life, Kor served as
of ferocity gains +1 Health. The player decides when ambassador to Vulcan, and once participated in a quest
his character flies into this fury, though this is limit- to recover the Sword of Kahless.
PERSONALITY: Most Ocampa are calm, peaceful, and sometimes even phlegmatic—the result, in part, of hav-
ing a powerful being take care of them for the past millennium. With their civilization facing extraordinary new
challenges for the first time in a thousand years, many Ocampa are becoming more aggressive and forward-think-
ing, though they retain their love of art, music, and times of quiet contemplation.

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.

HowiewORLD: Ocampa, the fifth planet orbiting the star of the


same name, in the Delta Quadrant. The surface of the planet was
ecologically devastated a millennium ago, when explorers
from another galaxy accidentally stripped the atmosphere of
nucleogenic particles.

CULTURE: Approximately one thousand years ago, the


planet Ocampa was nearly destroyed when two explorers
from the energy-based Nacene species accidentally triggered
an ecological catastrophe. The entire surface of the planet
became a desert wasteland, and the Ocampa faced extinction.
The two remorseful explorers did their best to correct matters.
One, whom the Ocampa call the Caretaker, built a vast
underground civilization for them and then constructed
a space station (the Array) nearby from which he
could watch over them and supply them with ener-
gy. The other, using the name Suspiria, took two
thousand Ocampa with her to another place,
where she built an Array of her own and tried to
develop the Ocampa's psionic abilities.
Unfortunately, after a fruitless attempt to find a
mate to sire an heir (in which he pulled dozens or
hundreds of ships, including the U.S.S. Voyager, into
the Delta Quadrant), the Caretaker died in 2371. The
Voyager destroyed his Array to keep it from falling into
Kazon hands, but he had previously stored up enough
energy for the Ocampa to live on until 2376.
During those five years, the Ocampa debated
what to do. Some argued for delving into the long-
ignored records of scientific knowledge to find a
way to provide power for their vast underground
home. Others, primarily younger Ocampa
\ inspired by the Voyager crew, wanted to find a
way to make the surface habitable again
(which also entailed protecting their people
from the Kazon and other threats). Today,
some Ocampa live on the surface, using the
old scientific knowledge to explore ways to
make it green and fertile once more, while
others remain underground, living in an
enclosed world supported by crude new
energy sources.
Despite losing some of their drive, ambition, and • BONUS EDGE: PSIONIC: Ocampa automatically
knowledge during the "Caretaker period," the Ocampa possess the Psionic edge (page 136).
retain much of their traditional culture. Their sophisti-
cated art, music, and customs (including a religion • LATENT PSIONIC: Legends say the Ocampa once pos-
focusing on the betterment of the comra, or soul, sessed more powerful psionic abilities, including the
through meditation and charitable acts) remains power to foresee the future and a wide variety of psy-
mostly intact, and the newly independent chokinetic abilities. When under stress—imma-
Ocampa will no doubt develop many nent physical harm, social pressure, intimida-
new art forms and masterpieces in the tion, harm to a loved one or friend, for
years to come. example—an Ocampa may evidence
new or more powerful abilities.
LANGUAGE: Ocampa. The In these situations, the character
Ocampa language is partly telepath- can spend 1 Courage point to adjust
ic (though they can communicate Psionic test modifiers (page 103) by
verbally with nontelepaths). +/- 5 TN. By spending 3 Courage
points, the Ocampa manifests a new
COMMON N A M E S : Ocampa use psionic ability, by choosing a new skill.
only their given names. The character can use this skill for a number
of rounds equal to his Intellect, after which the
MALE NAMES: Benaren, Daggin, Elrem, Tanis, power (and any effects) evaporates. The character
Toscat. can, at a later date, choose to advance this latent
psionic skill as a professional skill.
FEMALE NAMES: Alana, Kes, Martis, Naris, Tahla.
• SCHOLARLY: During their years of protection under
FAVORED P R O F E S S I O N : Scientist. Though they no the Caretaker, the Ocampa turned their interests
longer possess the scientific knowledge they once had, towards a number of academic endeavors. An
the Ocampa enjoy learning and usually favor a ration- Ocampan character at the beginning of play selects
al, disciplined approach to life. The pressures their soci- one skill from the Science group and receives a +2
ety now labors under likely will lead to the rapid bonus. Only the Space Sciences skill may not be
releaming (or acquisition) of much scientific knowl- chosen, and the bonus may not be changed at a
edge. As the Ocampa begin to interact with the Delta later date.
Quadrant once more, their mystics, diplomats, mer-
chants, and even soldiers should become better known. • TELEPATHY: Ocampa gain Telepathy skill 1 and can
treat this skill as a professional skill for the purpos-
SPECIES ADJUSTMENTS: + 1 Intellect, +1 es of skill selection and advancement.
Perception, -2 Vitality.

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.

FEMALE NAMES: Alixia, Elnexa,


Jaxara, Marexa, Pixa, Sumaxa.

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.

S P E C I E S A D J U S T M E N T S : +1 Agility. Talaxians are


very agile and possess good eyesight.

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.

• JOINING: Trill can join with a small, long-lived, wormlike crea-


ture called a symbiont, thus becoming a symbiotic crea-
ture combining the knowledge and traits of both. All
player character Trill are joined.

Roll 1 d6 and divide by 2 (round down, mini-


mum 1) for the symbiont's number of past hosts. A
joined Trill gains the following benefits:

• To reflect his knowledge of the symbiont's


past hosts and their accomplishments he
gains a +2 skill test bonus with Knowledge
related skills (such as Culture, History, and
Politics; see pages 118-11 9).

• For each past host, you may select one trained


skill and use it untrained.

• For each past host, you can select one non-profes-


sional skill as a professional skill for the purposes of skill
selection (see Background History, pages 85-86) and advance-
ment.

• Symbionts do not have edges and flaws independent of


their host. Edges and flaws are an aspect of the host
character and do not carry over from host to host.

• Some joined Trill cannot safely use transporters.


To determine if this affects your character, roll
1d6; on a 1, the character suffers from this
restriction. Every time the character uses a
transporter, roll 1 d6. On 1 or 2, the character
suffers 4d6+4 damage from the transport
(no defense or reaction roll applies).
Vulcans also enjoy strategy games, formal debates, and
similar activities. A Vulcan must apply logic to all situ-
PERSONALITY: Vulcans suppress their emotions in ations he encounters and never give in to emotion
favor of a rigidly logical approach to life. They frown (including violent emotions). If he fails, he suffers the
on displaying or relying on emotion. They often scorn of other Vulcans.
have difficulty relating to emotional Vulcans see violence as a waste of
species. resources, time, and lives, and therefore
illogical. If a Vulcan practices a martial
PHYSICAL DESCRIPTION: art, he does so to hone his physique
Vulcans have the same average and discipline his mind. Above all
height and weight as Humans. else, Vulcans value peace and prefer
Their eyebrows possess a dis- to resolve differences—logically—
tinctive upward slant, and their through mediation. They are not
ears have points. Their skin fools, however, and when a Vulcan
tones range from olive to dark logically concludes that force must
brown, in part because of the be met by force, he makes a formida-
green cast provided by their cop- ble adversary.
per-based blood. Every seven years beginning at age
14, Vulcan males experience Pon farr, in
HOMEWORLD: Vulcan, the which the mating urge emerges with irre-
second of six planets orbiting Vulcanis A sistible force. A Vulcan who does not mate suffers a
(40 Eridani A), a harsh, desert world of scorched fatal neurochemical imbalance. He may also experi-
plains, rough mountain ranges, and stark beauty. ence plak-tow, the "blood fever," when he loses all
control of his emotions and can fight and kill without
CULTURE: The Vulcans possess a sophisticated, hesitation. Occasionally, Starfleet physicians have
ancient culture with customs dictated by their devotion developed elaborate chemical, psychological, or
to logic. Vulcan art forms are formal and precise, holodeck-based "cures" for Pon farr episodes.
intended not to evoke an emotional response but to
stimulate thought or help induce a meditative mindset. LANGUAGES: Vulcan, Federation Standard

COMMON NAMES: Vulcans use only given names,


NOTABLE VULCANS though in ritual greetings they add their parent's name
Spock, son of Sarek and the Human Amanda Grayson, (and sometimes more), as in Spock, son of Sarek, son
was the first Vulcan to join Starfleet. He served as of Solkar.
Chief Science Officer aboard the U.S.S. Enterprise during
the legendary five-year mission commanded by his good MALE NAMES: Delvok, Lojal, Sakar, Sakkath, Sarek,
friend James T. Kirk. After retiring from Starfleet, Spock Satelk, Satok, Savar, Skon, Solkar, Solok, Sonak,
followed in his father's footsteps and became an Soral, Spock, Stonn, Surak, Sybok, Tuvok, Vorik.
ambassador. He paved the way toward peace with the
Klingon Empire, and almost a century later secretly jour- FEMALE NAMES: Saavik, Sakonna, Selar, Senva,
neyed to Romulus to work with the underground move- Sitak, T'Lar, T'Lara, T'Pan, T'Para, T'pau, T'Pel,
ment there in the hope of eventually reunifying T'Penna, T'Pera, T'plana-hath, T'pring, T'Shanik.
Romulans and Vulcans.
Sarek, Spock's father, was one of the Federation's FAVORED P R O F E S S I O N : Scientist (or starship sci-
greatest diplomats. He played a pivotal role in the ence officer). Vulcans possess a seemingly innate talent
debate over Coridan's entry to the Federation and later for matters scientific and enjoy scientific mysteries and
joined his son in a peace initiative toward the Klingons. the pursuit of knowledge. Their natural curiosity, scien-
His principles and logical arguments won over a major- tific bent, and devotion to logic sometimes draw them
ity of the Federation Council in many debates. Toward to travel the galaxy, either as Starfleet officers, diplo-
the end of his life, he contracted Bendii Syndrome, mats, or independent explorers and scientists.
which caused him to lose his emotional control, but with
the help of Captain Jean-Luc Picard overcame it long SPECIES ADJUSTMENTS: +1 intellect, +2
enough to conclude a historic treaty with the legarans. Strength, -3 Presence. Vulcans are logical and highly
He died shortly thereafter. intelligent, but others find their emotionless conduct
to be off-putting.
Species ABILITIES:
• BONUS EDGE: SKILL FOCUS (KEEN HEARING): Vulcans have especially sharp hearing (see page 138).

• 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.

• MIND-MELD: This Vulcan discipline allows them to share


memories with another character. Both participants in a
meld know the origins of their new memories, and meldin
does not cause identity loss or confusion. Treat this
ability as a skill, starting at level 1, which can
be advanced as a profession skill.
The Vulcan character must be able to
touch his target (and the ability does not
work through physical barriers such as
gloves). Establishing a mind meld is a full-
round action. The character makes a Mind
Meld skill test and adds his Psionic modifier,
opposed by the target's Willpower or Mind
Shield (if the target actively resists). Even if the
target's reaction test succeeds, the character
can continue to plumb more deeply into his
psyche as another full-round action, initiating
an new opposed test, but at a -1 to the skill
test. This penalty is cumulative.

• NERVE PINCH: Vulcans can perform a combat


maneuver, the nerve pinch, on any vertebrate by
gripping it at the base of the neck (or an equivalent
nerve center) and applying pressure in a special
way. The character must make an Unarmed Combat
skill test to hit the proper spot correctly. This test suf-
fers a -5 skill test penalty. Used against an opponent
who is unaware of the attempt, ignore this penalty. If
successful, the target is automatically stunned for
2d6 rounds (no reaction test is allowed).
MYSTIC: A follower of a spiritual
path who lives life according to
I n the Star Trek There are nine professions to some religion or creed. Examples
Roleplaying Game, charac- choose from for your player char- include Dr. Severin, Kai Winn,
ters explore the galaxy, visit acters. The professions included in Vedek Bareil, and the clerics of
strange new worlds, and this chapter fit the kinds of roles Boreth Monastery.
interact with alien cultures. seen in Star Trek—not just the
When you first imagine a Starfleet officers, but also the ROGUG: A wily, cunning individual
character, you likely think diplomats, scientists, merchants, who survives on his wits and
of him in terms of species and rogues that make for a vibrant stealth and often finds himself on
and profession, Vulcan sci- setting. Future Star Trek products the wrong side of the law.
ence officer, Klingon war- from Decipher will include addi- Examples include Harry Mudd,
rior, Cardassian tailor, tional professions for you to Vash, Morn, and Seska.
Talaxian merchant. choose from, as well as special
Your character's profes- elite professions for your charac- SCIENTIST: A person of science,
sion defines what he does in ters. Your character's profession dedicated to improving the lives of
the Star Trek universe. Is he gives him the core skills and pro- others through great discoveries.
a science officer aboard one fessional abilities you've seen Examples include Zefram
of Starfleet's starships inves- demonstrated by characters in the Cochrane, Dr. Carol Marcus, Dr.
tigating scientific mysteries? various series. Noonien Soong, and Dr. Richard
Or is he a Klingon diplomat The professions include the fol- Daystrom.
representing his homeworld lowing roles:
before the Federation SOLD16R: A trained warrior with
Council? Your decision D I P L O M A T : A shrewd negotiator exceptional combat ability.
determines what your char- who uses debate, mediation, and Soldiers may serve their govern-
acter is capable of—scan- law to settle disputes, negotiate ment defending borders, work as
ning a planet's surface for agreements, and represent organi- law enforcement officers, or oper-
life-forms or negotiating a zation. Examples include ate as terrorists, freedom fighters,
treaty with an alien govern- Ambassador Sarek of Vulcan, or mercenaries. Examples include
ment. Profession defines the Ambassador Spock, Riva the Khan Noonien Singh, Arctus
skills and abilities that help Mediator, and Tarn Elbrun. Baran, Colonel Kira Nerys, General
your character do his job. Martok, and Constable Odo.
MERCHANT: An independent busi-
nessman who makes a living by STARSHIP OFFICER: A starship
providing goods or services. officer represents any member of
Examples include Cyrano Jones, an organized, space-going opera-
Carak, Quark, and Neelix. tion, such as Starfleet, the Klingon
Defense Force, or the Cardassian fleet. Starship officers SpeciGS: While no profession excludes any
explore the galaxy for knowledge, protect sovereign species, this section describes which species are well
territory, or serve as instruments of their government's suited to the profession. For example, Vulcans, with
policies. Each starship officer fills a specific role, their logical minds, excel as scientists or diplomats.
whether as a science officer, transporter operator, or Klingons make good soldiers. But playing against type
security guard, as defined by the player's choice of star- can lead to interesting characters as well.
ship elite profession:
Rote: This section describes the general attitudes
COMMAND: A member of a starship or starbase members of the profession hold toward the other pro-
crew. Command officers handle critical functions fessions, along with suggestions for joining a Crew.
on board, acting as navigator or helmsman and Whether you play your character as a typical member
directing the activities of those under them. of his profession or completely differently is up to you.
Examples include Captain Kirk, Lieutenant Sulu, Indeed, learning to transcend these preconceptions
Commander Riker, Captain Sisko, Gul Dukat, and can be the memorable part of a roleplaying game.
Lieutenant Tom Paris.

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.

S P € C ! € S : Dedicated to nonviolence and predis-


posed to logical resolutions, Vulcans make talented
diplomats. Ferengi tend to focus on mercantile con-
The diplomat excels at persuasion, discussion, and cerns—opening new markets, acquiring resources,
the peaceful resolution of disputes. While others may reducing trade barriers—making it difficult to distin-
rely on a phaser or bat'leth, the diplomat relies on his guish between a Ferengi diplomat and a merchant. A
ability to settle differences with words. Although they Betazoid's ability to sense the emotions of others
often represent governments—the Federation, the makes them trusted negotiators. Klingons, though well
Klingon Empire, Vulcan—some bargain on behalf of known as warriors, make excellent diplomats, as they
other large organizations. Freelance diplomats, like attack rhetoric and debate with the same zeal as a fist-
Riva the Mediator, operate independently, traveling fight. Cardassians make for wily diplomats and seem to
from conflict to conflict, offering their services in the excel at finding and exploiting loopholes, along with
interests of peace. creating dissension upon which to capitalize.
Whether in the halls of the Klingon High Council,
at the negotiation table on Babel, or on some newly ROLE: Trained to interact with just about everyone,
discovered world, diplomats find themselves in the diplomats reveal few preconceptions or prejudices.
middle of important events. Members of this profession They get along well with Starfleet officers in general,
include emissaries engaged in cultural exchanges, because both tend to pursue the same objectives—
mediators settling conflicts, politicians on fact-finding seeking out new life forms and new civilizations, and
missions, ambassadors representing their governments, establishing peaceful contacts with them. While typi-
and envoys negotiating trade agreements. cally a diplomat joins the crew for a brief period, one
might serve a long-term assignment to explore, and
DIPLOMATS FROM STAR T R € K : Tam Elbrun, open relations within a sector. Posted to a starbase, one
Ambassador Robert Fox, Commissioner Nancy might serve as a liaison to the local alien government.
Hedford, Riva the Mediator, Sarek of Vulcan, Merchants might employ a diplomat to seal a trade deal
Ambassador Spock. or open up a new market, while independent diplomats
might employ a merchant to provide transportation.
MISSIONS: Most diplomats serve as interlocutors They tend to disagree with soldiers who lean toward
for groups or organizations. They find themselves on militaristic resolutions to conflicts.
alien worlds, forging alliances with other govern-
ments, making first contact, settling interplanetary dis-
putes, or arranging for disaster relief. Assigned to a
particular world, they might be called upon to explain ATTRlBUTeS: Because they rely on their ability to
their government's actions, participate in a cultural influence others, Presence is the diplomat's favored
exchange, or provide advice. As politicians and attribute. Intellect remains important because the
bureaucrats, the diplomat's missions involve fact-find- diplomat must draw upon broad knowledge.
ing tours to troubled spots, crafting legislation to Perception also serves the diplomat well, enabling him
improve society, or engaging in political espionage. to size up the opposition and read the situation as it
Junior diplomats frequently serve senior ambassadors really is.
as part of a delegation or the ambassador's staff, and
become intimately involved in diplomatic wrangling REACTIONS: Savvy is the diplomat's favored reac-
and verbal sparring. tion. A diplomat must be able to see through deception
and determine the validity of a negotiator's position.
can use all Knowledge group skills untrained. When
acquiring a new Knowledge skill, the diplomat auto-
matically gains one specialty of his choice.

Tier 2 Professional Abilities


• ANTICIPATE OPPOSITION: From training and experi-
ence, diplomats refine their ability to read between
the lines, sensing someone's intentions through
body language and verbal innuendo. The diplomat
can spend one full-round action to make a
Perception attribute test (TN 7 plus the subject's
Presence modifier). A successful test lets the diplo-
mat gauge the prevailing social situation correctly
(who doesn't like whom, what hidden objectives
are at stake) and anticipate the person's wants and
primary motivations (what he wants and what he's
willing to do to get it). The diplomat can use this
knowledge in subsequent social tests to negate one
social test modifier. The diplomat can use this abil-
ity more than once, learning something new with
each success. PREREQUISITE: Insight.

• POWER PLAYER: Diplomats are adept at manipulating


The following abilities are characteristic of diplo- the functionaries within a bureaucracy to get things
mats. A player character automatically gains one Tier done. This includes knowing whom to approach,
1 professional ability when created. Additional abili- how best to phrase requests, and how to leverage
ties can be chosen freely through advancement (see his own status or position. When the diplomat
pages 152-153), provided the character meets the makes an Administration skill test he gains an affin-
ability prerequisites. ity bonus equal to half his Politics skill level, round-
ing up. PREREQUISITE: Politics 3+.
Tier I Professional A b i l i t i e s
• BLUFF: Diplomats can make authoritative statements • GREAT REPUTATION: Diplomats work hard to establish
others find hard to refute, even though such state- reputations they can exploit during negotiations
ments may not be entirely true. Examples include and other social encounters. Whenever the diplo-
"I'm sending the data now, Khan" and "Turn over mat wheels and deals, the opposition must make a
Captain Kirk or the Klingon Empire will go to war!" recognition test (automatically gaining a +5 bonus
When the diplomat makes a Persuade skill test to from the diplomat's renown). If recognized, the
bluff, ignore all social test penalties. diplomat doubles all renown-based social modi-
fiers he receives for the duration of the encounter or
• GAIN TRUST: Diplomats are good at gaining the trust scene. PREREQUISITE: Renown 3+.
of those at the bargaining table; even hostile parties
usually at least hear the diplomat out. When the Tier 3 Professional Ability
diplomat makes Negotiate (Mediate) skill tests, add • CHOICE ASSIGNMENT: Experienced diplomats find it
+4 to the dice roll. easy to manipulate their sponsoring governments or
agencies into giving them their choice of assign-
• INSIGHT: Since a diplomat's stock in trade lies in ments, effectively enabling them to earn promo-
equivocation and half-truths, they are skilled at see- tions faster than other characters. The diplomat can
ing through deception. When making a Savvy reac- purchase the Promotion edge and upgrades for half
tion test, the diplomat rolls an extra die (3d6) but the normal cost. The diplomat can also permanent-
keeps the highest two dice. The rule for rolling dou- ly reduce his Promotion rank by 1 to ignore a sin-
ble 6's still applies (see page 102). gle prerequisite toward acquiring another profes-
sional ability or entering an elite profession.
• EDUCATED: Diplomats find all sorts of knowledge use- PREREQUISITE: Great Reputation or Power Player.
ful in their profession—from culture and philosophy
to religion and world politics. Because their broad
education touches on all such matters, diplomats
their desire to see the galaxy. Still others, such as the
Ferengi and Orions, seek wealth and power.
Merchants typically learn their trade as apprentices to
other, more experienced merchants. Aboard a
freighter, one may serve as a "cabin boy," engineer's
mate, or stevedore. More stationary merchants work in
the business for a few years—a dishwasher in a restau-
rant, a busboy in a bar, an assistant to a tailor—before
striking out on their own.

SP€CieS: Ferengi are often associated with this


profession, since their culture accords status by
material wealth. It is the rare Ferengi who doesn't
think in terms of profit. The merchant's ability to trav-
el unobtrusively suits Cardassians, many of whom
turn out to be spies for their government. Klingons
Merchants prosper from their ability to locate oppor- who choose not to follow the warrior's path find the
tunity and exploit it. They obtain dilithium crystals on merchant's life outside the Empire less restrictive. For
Troyus and trade them on Vulcan, or offer Klingon cui- many Talaxians, being a merchant is the only viable
sine to the hungry passengers passing though a space choice for survival. Inside the Federation, where the
station. Some establish themselves in one location, need to acquire wealth is less important, merchants
opening a shop on a colony world, a bar on a space sta- tend to be rare, although this doesn't impede those
tion, or a restaurant near Starfleet Academy. Many offer who have something unique to offer from pursuing a
a particular service, working as tailors, barbers, and life of business.
repairmen. The most popular endeavor involves free
trading—plying the quadrant's trade routes, acquiring Rote: If he has access to has own starship, the
goods in one place and making them available in others merchant can be found in the company of almost any
where supply is short. Members of this profession other profession in need of transportation—mystics,
include free traders, shop keepers, restaurateurs, corpo- rogues, mercenaries, scientists, and so on. Moreover,
rate officers, and anyone else who offers goods and he might employ other characters as members of his
services for a price. own starship crew—the engineers, navigators, and
security that keep the ship functioning. Based in one
MERCHANTS F R O M S T A R TRGK: Garak, Cyrano location, the merchant could form part of the group's
Jones, Harcourt Fenton Mudd, Quark. ensemble. A merchant might join the crew of a star-
ship as part of a mission to obtain vital resources,
MISSIONS: For merchants, every business oppor- through a cultural exchange program (between the
tunity breeds adventure. If based in one location, Ferengi and Starfleet, for example), or as a guide
adventure finds the merchant—an arriving Romulan through hostile space.
invasion force, an ancient probe on a mysterious mis-
sion, refugees fleeing a dying world. Given access to
their own vessels, the opportunities for adventure mul-
tiply. Traveling from place to place, a merchant can A T T R I B U T E S : Because they must know their busi-
find himself in the middle of a civil war, trapped on a ness inside and out, Intellect is the merchant's favored
quarantined colony, or caught in a sudden space attribute. A merchant must know how to run his busi-
anomaly. For merchants operating inside the ness well, along with a host of other information, in
Federation, their missions may involve carrying sup- order to be successful. Presence helps a merchant sat-
plies to a remote colony, ferrying dilithium shipments isfy customers and finagle suppliers, in addition to
from Rigel XII to Earth, or bringing medicine to a dis- gathering useful tips and marketable information.
ease-stricken world.
REACTIONS: Whether negotiating a contract or
BACKGROUND: Merchants typically have a strong bargaining with customers, a merchant's favored reac-
independent streak. A few are motivated to provide tion is Savvy. A merchant recognizes a good deal
their goods and services out of a sense of altruism; but when he finds one.
most offer their goods or services for reasons other
than profit. Others come to their profession through
be more valuable if left alive. When making Influence
skill tests, the merchant ignores all social penalties.

Tier 2 Professional Abilities


• ASTUTE: Merchants are good at appraising objects
and knowing their current market value, be they
commodities, rare objets d'art, or illegal substances.
Once per game session, the merchant can reroll one
Appraise skill test and use the better of the two test
results. PREREQUISITE: Horse-trading.

• CREDIT: By relying on his name and reputation, a


merchant can obtain loans to finance his business
activities or take goods and/or services from other
merchants on credit. To obtain credit, the merchant
must make a successful Business test (TN 5 + 1 per
3000 credits the merchant wishes to borrow). The
merchant generally has one month to repay 50% of
the borrowed sum, and must repay the rest at 10%
per month. Failing to repay the full amount plus
10% interest means that the lender automatically
gets to make a recognition test (with a +5 TN bonus)
The following professional abilities are characteris- to identify the merchant as a bad credit risk. If so
tic of merchants. A player character automatically identified, the merchant's Business test TN doubles
gains one Tier 1 professional ability when created. for future attempts to use credit with that lender and
Additional abilities can be chosen freely through his associates. PREREQUISITE: Pandering.
advancement (see pages 152-153), provided the char-
acter meets the ability prerequisites. • MERCHANT KNOWLEDGE: Over the normal course of
business merchants pick up a lot of seemingly useless
TIER I PROFESSIONAL ABILITIES information that could come in handy some day.
• BUSINESS ACUMEN: The merchant is skilled in all Once per episode the merchant can automatically
aspects of business operations. When performing recall a specific fact (not dependant on a profession-
any Business skill tets, they gain +2 bonus to their al skill) that pertains to the current mission. The
dice rolls. Narrator must determine what sort of information to
give, and how to relay it. For example, while attempt-
• CONNECTIONS: Merchants typically make friends ing to sneak into Federation space, a merchant might
with the right people and know how to persuade know which starship patrols the area (and who com-
others to tell them what they want to know. When mands the ship). Or, planning to smuggle weapons to
making Inquire (Fraternize) skill tests the merchant Maquis rebels, a merchant might know of the local
gains an affinity bonus equal to half his Influence Legate's drinking problem. PREREQUISITE: Connections.
skill level, rounding up.
Tier 3 Professional Ability
• HORSE-TRADING: The merchant excels in negotiating • PROCUREMENT: Merchants are able to obtain all kinds
prices and making business deals. Merchants auto- of goods on short notice. The merchant can make a
matically gain the Bargaining specialty when acquir- Business skill test to locate a source of goods rang-
ing the Negotiate skill; when advancing his skill, the ing from common wares (TN 5) to exotic goods
merchant increases his skill level by +2 per pick. (TN10), and even illegal contraband (TN 15) and
However, the merchant's specialization comes at a have it delivered at a moment's notice. When mak-
price: He suffers a -4 penalty to all Negotiate skill ing the Business test the merchant adds half his
tests that don't involve the Bargaining specialty. Streetwise skill (rounding down) to the test result.
The degree of success determines the arrival time:
• PANDERING: Merchants cater to many different cul- marginal success (1 to 3 days), complete success (12
tures and species and know how to pander to their to 24 hours), extraordinary success (4 to 8 hours).
customers' base desires or natures. As a result, the PREREQUISITE: Credit or Merchant Knowledge.
merchant knows to make logical sales pitches to
Vulcans, and how to convince a Romulan that he'd
BACKGROUND: Mystics originate in many cultures,
societies, and backgrounds. In a primitive society, they
may hold a place of honor and respect, as healers,
shamans, or wizards. In more advanced societies, mys-
tics uphold the culture's spiritual roots. Most mystics con-
sciously choose the path of enlightenment, though many
feel compelled to answer their spiritual calling; others
may be born into the profession by virtue of membership
in a priest caste. Altruism typically motivates true believ-
ers, while the trappings of temporal power and social
influence can attract more political practitioners. While
some mystics undergo formal education at a temple,
monastery, or academy, others study under a spiritual
advisor, legendary master, or other such lone mentor.

SP6CI6S: Perhaps the most widely known spiritu-


The mystic dedicates his life to attaining spiritual al path inside the Federation is that of Surak of Vulcan.
perfection. Some mystics draw their power from an Vulcan masters seek to purge all emotion permanently
organized religion, such as a Bajoran prylar's belief in through the Kolinahr discipline. Many Klingons follow
the words of the Prophets or a Nechisti monk's service the teachings of Kahless the Unforgettable, aspiring to
to the ancestor spirits. Others, such as a Vulcan master live their lives through extreme dedication to honor
following the teachings of Surak or a Klingon monk and perfection of the martial arts. Among Bajorans,
emulating the example of Kahless the Unforgettable, becoming a prylar or vedek is a source of pride for
pursue a path of individual enlightenment and adhere family members. In addition to these, every species has
to a philosophy. As a shaman, a mystic may know a the potential to produce a mystic—Andorian mystic-
great deal about herbal remedies and magic (perhaps duelists, Betazoid nature shamans, Trill symbiont ten-
possessing the Empathy and Mind Control psionic ders, Romulan defenders of D'era, and many others.
skills). As a cleric, he may possess great skill at oratory
and comfort others through his rituals. As an aesthetic, ROL6: Mystics, with their peculiar combination of
he may possess heightened powers of observation and skills and abilities, make a valuable addition to any
travel the galaxy spreading his beliefs. group. A mystic might join a starship crew while pursu-
ing a spiritual quest. As a representative of an alien gov-
M Y S T I C S IN S T A R TRGK: Vedek Bareil, Koroth, ernment, the mystic could oversee a starship's opera-
Kai Opaka, Sirah, T'Pel, Torin, Kai Winn. tions during a fact-finding mission. He might minister to
crewmembers much as a Starfleet ship's counselor
MISSIONS: Although the lives of most mystics are does—for example, a Boreth monk inspiring the crew of
supposed to be contemplative, their search for a Klingon bird-of-prey. Joining a crew of intrepid adven-
enlightenment results in numerous adventures. Some turers, the mystic might take passage on a merchant
mystics settle down in one place to shepherd the freighter or adopt a crewmate as a project of spiritual
moral education and spiritual growth of their disci- redemption. In a series set in a static location, the mys-
ples, such as a Bajoran cleric tending to a congrega- tic might tend to a community of faithful, just as Bajoran
tion or a Vulcan master guiding aspirants through the prylars ministered to followers on Deep Space 9.
arduous Kolinahr ritual. Sometimes mystics embark
on personal missions, seeking challenges to test their
beliefs or simply to gain greater understanding of the
universe around them. Some make pilgrimages to a ATTRIBUTES: Presence is the Mystic's favored
sacred sight, such as a prylar traveling to visit the Orb attribute, since he depends on his force of personality.
of Prophecy and Change, while others travel as mis- Perception and Agility make good choices as addition-
sionaries trying to convert others or pursue some al favored attributes. Perception aids the mystic's abili-
other unfathomable quest. Mystics are drawn to sites ty to perceive the universe around him, while Agility
of natural disaster or social upheaval—places stricken helps him in his physical tasks.
by famine, volcanic eruptions, outbreaks of plague or
the ravages of war—where they assist the survivors by REACTION: Stamina is the mystic's favored reaction.
offering food to the hungry, medicine to the sick, and Mystics typically undergo intense physical training to
comfort to the weary. increase their hardiness, or develop a resistance to dis-
ease through their work with the sick and diseased.
• M I N D OVER BODY: Whether through intense physical
conditioning or purity of conviction and spirit, the
mystic's ability to have his mind rule over his body
enables him to resist physical pain and avoid ill-
Armed Combat* ness. When making a Stamina reaction test, the
Craft* mystic rolls an extra die (3d6) but keeps the highest
Culture two dice. The rule for rolling double 6's still applies
First Aid (see page 102).
History
Inquire
• WANDERER: Mystics wander the universe questing
for sacred knowledge, legendary masters, or await-
Observe
ed prophets. These journeys often take them on
Persuade
long, arduous pilgrimages, increasing their stamina
Play
and endurance. As a result, the mystic gains a +5
Religion
bonus to all fatigue tests.
Sing
Specific World Tier 2 Professional Abilities
Survival
• INSPIRATION: The mystic can use his knowledge of
Unarmed Combat
religion or philosophy to encourage others. A
"This entry denotes a skill group (see Chapter 6: Skills for Vulcan mystic might describe techniques for over-
details). Choose one skill from within the group each time this
coming fear, while a Bajoran prylar might quote the
entry is selected.
Prophets. The mystic can make a Religion skill test
(TN 10 +1 per character; social modifiers apply) to
PROFESSIONAL ABILITIES inspire the listener(s). With a successful test, the
The following are characteristic of being a mystic. A mystic causes each listener to refresh 1 Courage
character automatically gains one Tier 1 professional point. The impassioned speech requires a base
ability when created. Additional abilities can be cho- action time of 1 0 minutes and may be treated as an
sen freely through advancement (see pages 1 52-1 53), extended test. This ability may only be performed
provided the character meets the ability prerequisites. once per episode. PREREQUISITE: Religion 3+.

Tier I Professional A b i l i t i e s • MEDITATION: The mystic derives inner strength


• CONVICTION: By demonstrating sincere and ardent through contemplation. By meditating for 10 min-
conviction, mystics find it easier to persuade others utes, the mystic can make a Religion skill test (TN
to their point of view. Whenever the mystic makes 15; physical modifiers apply) to refresh 1 spent
a Persuade skill test, he gains an affinity bonus Courage point. Decrease the TN by -2 for every
equal to half his Religion skill level, rounding up. three additional minutes spent in contemplation.
This ability may be used only once per day.
• INQUISITION: Mystics often enjoy reputations as PREREQUISITES: Conviction.
seekers or inquisitors, which enables them to gath-
er information from the masses. Whenever the mys- • PILGRIM'S FAITH: Over the course of his wanderings,
tic makes an Inquire (Interview) skill test, he ignores the mystic has learned to survive in hostile envi-
all social test penalties. ronments. Once per game session the mystic can
reroll one Survival skill test and use the better of the
two results. PREREQUISITE: Wanderer.

Tier 3 Professional Ability


• ENLIGHTENMENT: The mystic's spiritual aura reveals
him to be a figure of awe and respect, and makes
even nonbelievers view him as a person of virtue
and reverence. To muster the audacity to attack the
mystic physically, a character must make a
Willpower test (TN 5+ the mystic's renown). Failure
means the character cannot attack the mystic for the
duration of the scene or encounter, unless the mys-
tic takes overtly hostile action and provokes an
attack. PREREQUISITE: Inspiration or Meditation.
B A C K G R O U N D : Some rogues learn their skills out
of necessity, perhaps growing up on a failed colony
like Turkana IV, or in an anarchical society, like
Nausicaa, where the ability to steal makes the differ-
ence between survival and starvation. Others have
more advantageous origins—the child of famous scien-
tists or a comfortable colony upbringing—but find
themselves pushed into society's shadows through
unkind circumstance. An El-Aurian refugee could
could turn con artist to survive, for example, or a
Bajoran refugee resort to theft. Some become rogues
because they have no other choice—a Cardassian
selected to join the Obsidian Order doesn't have the
option to turn them down. While certain rogues may
band together, joining a larger organization such as the
Orion Syndicate, the Bajoran resistance, or the
Despite the Utopian civilization created within the Maquis, most know better than to trust their own kind.
Federation—free from want, hunger, greed, and
crime—there remain individuals who are willing to Species: All but the most lawful species have the
violate the rights of others to pursue their own interests. capacity to produce scoundrels, and even species like
These rogues include collectors desiring rare antiqui- Vulcans and El-Aurians have their social miscreants
ties, terrorists seeking change through violence, con (Tallera of the Vulcan Isolationist Movement and the
men trying to get something for nothing. The rogue sur- con man Martus Mazur, respectively). Certain species,
vives through his wits, intelligence, audacity, and prag- however, seem especially well suited to the job.
matism. Some believe the law does not apply to them Nausicaans often find themselves working as thugs.
or come from disordered societies where the laws are Many Ferengi become smugglers, con men, and
capricious and unjust, while others prefer to bend the thieves because of the easy latinum to be made.
law or skirt its edges. A rogue may not even end up on Cardassians excel at espionage. Even humanity, per-
the wrong side of the law, but does not fit neatly into haps the most cavalier of species, churns out its share
another profession—a jack-of-all trades who often of con men, thieves, assassins, and spies—from Harry
finds himself in trouble. Mudd to Berlinghoff Rasmussen to Vash.

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.

Speci€S; Inside the Federation, no species is asso-


ciated with science more than the Vulcans. Trill, with
their multiple lifetimes, often undertake research that
stretches into generations, while humanity's insatiable
Scientists use their intelligence and education to curiosity drives them to unlock the galaxy's mysteries.
investigate the mysteries of the galaxy—archaeologists Betazoids plumb the mysteries of consciousness using
excavating ancient Iconian ruins, astrophysicists studying their telepathic abilities. Klingon scientists attack their
the effects of solar flares on a planet, exobiologists hunt- research with the same zeal as a warrior hunting targ.
ing the Borg. Scientists of all stripes invent new tech- Ferengi scientists see their research as an avenue to
nologies, like soliton-wave generators and coaxial warp eventual riches. And Cardassian scientists place their
drives, while trying to improve the lives of life forms skills at the discretion of their government. Only the
everywhere. They excel at gathering data, conducting most barbaric or primitive of species, such as
experiments, and finding solutions to scientific problems. Nausicaans and Kazon, rarely pursue science.
When a subspace inversion swallows the starship, a sci-
entist finds a way to use a tachyon burst to escape. When ROLE: A scientist can make a valuable addition to
a previously unknown disease ravages a colony, it's the any crew. On board a Starfleet vessel, the scientist
scientist who has the best chance to find a cure. They might join the crew as part of an extended research
range from experts in the hard sciences, such as astro- project—conducting research on a stellar anomaly,
physics, chemistry, and geology, to the "soft" sciences of searching for energy-based life forms, or testing a new
exoanthropology, sociology, and economics. piece of equipment. In some cases, the starship might
be placed at his disposal, making the scientist the
5ci€NTISTS IN STAR TRGK: Zefram Cochrane, series' focal point. In a starbase-centered series, the
Dr. Richard Daystrom, Dr. Farallon, Dr. Richard Galen, scientist's lab might occupy part of the station, making
Dr. Carol Marcus, Dr. Roger Korby, Dr. Noonien him susceptible to the same kinds of trouble as the
Soong. shopkeeper, constable, and rogue. Finally, a scientist
might join a crew of rogues, merchants, and soldiers,
IONS: Most scientists can be found in the engaging their services to collect data, obtain
lab, whether at a research facility like the Darwin resources, and protect him.
Research Station, a space station like Regula 1, or
aboard a starship like the U.S.S. Raven or the 5.5. Vico.
Here, they conduct their experiments and test their
theories. The biggest missions for these characters A T T R I B U T E S : With their pursuit of knowledge,
involve pursuing their life's work—attending confer- Intellect is the favored attribute for scientists. A high
ences on positronic brains, searching for evidence of Presence allows them to make more persuasive pre-
an ancient civilization on Camus II, obtaining a supply sentations at scientific conferences, while a good
of protomatter. Although cloistered in their labs, they Perception helps them in their experiments (to make
still have the potential for adventure—an experiment deductions and observations, both functions of the
gone awry, the arrival of 21st-century genetic super- Investigate skill).
men, or a starship conducting an inspection tour.
Some scientists work in the field, gathering data and REACTIONS: Stamina is the scientist's favored
testing theories. They might be found at the site of an reaction. With his focus on research, the scientist is
impending supernova, living among the population of frequently exposed to debilitating outside environ-
a primitive world, or installing a new system to mental factors, such as radiation, alien pathogens,
improve warp drive efficiency. and hazardous materials.
• TECHNOPHILE: The scientist knows how to make the
most of his equipment, allowing him to make do
with inadequate tools and systems. When making
THE SCIENTIST'S PROFESSIONAL SKILLS, AND THE KEY ATTRIB-
Construct, Engineering, or Repair skill tests, reduce
UTE FOR EACH, ARE AS FOLLOWS:
any penalties resulting from equipment by as much
Computer Use
as - 3 , and double any bonus modifiers conferred
Construct
by equipment.
First Aid
Investigate Tier 2 Professional Abilities
Knowledge*
• COMPUTER W H I Z : The scientist excels when using
Language*
computers and computer-driven systems. When
Medicine making Systems Operations or Computer Use skill
Persuade
tests, the scientist performs the operation or task in
Repair half the base action time. This ability also applies to
Science* related, extended skill tests. PREREQUISITE: FOCUS.
System Operation
This entry denotes a skill group (see Chapter 6: Skills (or • DOCTORATE: The scientist possesses a Ph.D. (doctor-
details). Choose one skill from within the group each time this al degree) in a Science skill defined by his Area of
entry is selected.
Expertise. Once per game session the scientist can
reroll one test using the chosen skill. PREREQUISITE:
Area of Expertise.
The following are characteristic of being a scientist.
A player character automatically gains one Tier 1 profes- • R&D SPECIALIST: From his extensive education, the
sional ability when created. Additional abilities can be scientist knows how to design and assemble
chosen freely through advancement (see pgs. 152-153), devices and equipment better and faster than nor-
provided the character meets the ability prerequisites. mal technicians. When making Construct or
Repair tests the scientist can either gain an affini-
Tier 1 Professional A b i l i t i e s ty bonus equal to half his Physical Science skill
• AREA OF EXPERTISE: Although scientists receive an level (rounding up), or perform the operation in
extensive education, each tends to focus on a nar- half the base action time (extended tests includ-
row area of expertise to the exclusion of all other ed). The player must choose how to use the abili-
scientific fields. The scientist must choose one ty prior to making the related skill test.
Science skill and specialty, such as Life Science PREREQUISITE: Technophile.
(Exobiology) or Physical Science (Chemistry). Skill
picks made during advancement increase the skill Tier 3 Professional Ability
ranks in the chosen skill by +2, rather than the stan- • BREAKTHROUGH: A scientist's reputation is made by
dard + 1 . All skill tests made outside of the skill's his discoveries. You must choose a professional
specialty suffer a -4 test penalty. skill—an Engineering or Science group skill,
Computer Use, or Construct. If you score an
• Focus: Scientists learn to keep their cool, even extraordinary success during any number of relat-
when stress and distractions would hamper their ed skill tests, your character gains +1 Renown at
effectiveness. When making any professional skill the end of the episode. PREREQUISITE: Doctorate or
test, the scientist ignores all test penalties resulting R&D Specialist.
from distractions.

• SECRETIVE: Scientists are a closed-mouth lot, partic-


ularly where their work is concerned. They know
how to keep quiet or be evasive when probed
about their work until the time is right for announc-
ing their achievements. The character adds his
Intellect modifier to any Willpower reaction test he
makes, doubling this bonus when resisting attempts
to uncover secrets about his current project (includ-
ing his episode mission) or ongoing research
(including series objectives).
while others are bred to the job, like the Jem'Hadar. A
soldier might acquire his skills haphazardly, learning
from a mentor or as a matter of survival. Many more
acquire their martial skills at military schools. Once they
have completed their training, soldiers frequently serve
in whatever organization trained them. Many eventually
muster out of their service, only to offer their skills to oth-
ers as mercenaries and bodyguards.

SP6CI6S: Klingons, because of their natural


aggression, make good soldiers, and they are most fre-
quently associated with this profession. Because of
their resource-poor homeworld, Cardassians swell the
military ranks to conquer other planets. Vulcans, once
savage warriors, tend to join the V'Ket, their planetary
defense force, or the V'Kor, their law enforcement
The soldier thrives through his mastery of weapons branch. Many Bajorans were forced to war during the
and the threat of force. Most belong to an organized Cardassian occupation of their homeworld and contin-
military, armed forces, or interplanetary government, ue to earn a living as mercenaries. Only the most
such as Klingon warriors, Jem'Hadar soldiers, and peaceful species, like the Halkans, Ocampa, and
Kazon fighters. This includes law enforcement organi- Bynars avoid this profession.
zations, such as the Vulcan V'Ket and Bajor's militia.
Others use their skills as hired guns, working for ROLG: As part of a starship's crew, the soldier may
whomever engages their services, such as Nausicaan replace the security officer, as with Klingon soldiers
thugs and Angosian supersoldiers. Soldiers can even be aboard a bird-of-prey, or they may supplement the star-
found among the ranks of various resistance move- ship officer's activities, as with Cardassian soldiers fer-
ments, such as the Maquis and Bajor's resistance ried to conquer a world. A soldier might serve as a liai-
against Cardassian occupation. son with another organization—a Klingon soldier
assigned to a Starfleet ship as part of the Officer
STAR TREK: Arctus Baran, Major Exchange Program, for example. Posted to a starbase,
Kira Nerys, Li Nalas, Khan Noonien Singh. the soldier might represent his government as a mili-
tary attache (Colonel Kira, for example) or represent
ONS: Most soldiers spend their days on rou- the local security forces (Constable Odo). In a series set
tine tasks, standing guard, patroling, training, or wait- in a static location like a mining colony or research
ing for action. Those who serve an organization such as outpost, the soldier might provide security. Itinerant
the Klingon Defense Force or the Cardassian Sixth soldiers find employment where they can—as body-
Order typically wait for orders to spring into action. As guards to a diplomat, as escorts to a merchant, or as
law enforcement officers, the soldiers' missions usual- freedom fighters to an oppressed people—and could
ly involve solving crimes and maintaining civil order. be found in almost any group.
Adventuring soldiers have fewer restraints on their
activities. Some have patrons who engage them to per-
form certain jobs—protecting cargo, guarding their
person, raiding settlements. Others use their combat ATTRIBUTES: Because of their reliance on
skills as itinerant defenders, traveling from place to weapons, soldiers have Agility as their favored attrib-
place, protecting those in danger. ute. Vitality helps soldiers survive injury, while Strength
aids them in physical activities such as climbing and
BACKGROUND: The soldier comes to his profession jumping. A high Perception allows the soldier to avoid
in many ways. Some hail from a war-torn world where danger—from ambushes, booby-traps, and the like.
fighting is a way of life. For some, circumstances push Any of the three would make suitable choices as the
them into a life of conflict. Many Bajoran freedom fight- soldier's second favored attribute.
ers were once peaceful farmers and artisans pressed to
take up arms against Cardassian oppression. Some vol- REACTIONS: Because of frequent exposure to com-
unteer because they feel called to defend their home- bat, Quickness is the soldier's favored reaction. The sol-
world, where as others are conscripted. A few alien cul- dier must dodge incoming weapon fire and react swift-
tures encourage the life of a warrior, as with the Klingons, ly to attack.
assailants and terrain obstacles. Whenever the sol-
dier makes an Investigate skill test he gains an
THE SOLDIER'S PROFESSIONAL SKILLS, AND THE KEY ATTRIB- affinity bonus equal to half his Observation skill,
UTE FOR EACH, ARE AS FOLLOWS: rounding up.
Armed Combat* With Reconnaissance, a soldier can also make
Athletics an Observation test (TN 10) as a full-round action to
Demolitions immediately identify all physical modifiers (visibili-
First Aid ty modifiers, terrain modifiers, cover modifiers) that
Inquire apply to combat actions in the area, as well as the
Investigate
extent to which they modify related tests.
Observe
Ranged Combat*
• SURVIVAL TRAINING: Soldiers undergo rigorous train-
ing in survival techniques. Whenever the soldier
Repair
makes a Survival skill test, he gains +2 to his dice
Survival
roll. In addition, the soldier gains double the nor-
Tactics
mal bonus for the Survival specialty, gaining +2 for
Unarmed Combat*
having the appropriate specialization during a par-
"This entry denotes a skill group (see Chapter 6: Skills for
ticular Survival test.
details). Choose one skill from within the group each time this
entry is selected.
Tier 2 Professional Abilities
• BATTLE-HARDENED: Soldiers learn how to function
The following are characteristic of being a soldier. A while injured, stunned, or fatigued. The battle-hard-
player character automatically gains one Tier 1 profes- ened soldier gains +1 Health and reduces physical
sional ability when created. Additional abilities can be test penalties from injury, stun effects, or fatigue by
chosen freely through advancement (see pgs. 152-1 53), 1. PREREQUISITE: Vitality 8+.
provided the character meets the ability prerequisites.
• GROUND TACTICS: Soldiers can use reconnaissance
Tier I P r o f e s s i o n a l A b i l i t i e s to gain a tactical advantage from their environment.
• EVASION: Soldiers train in defensive techniques to Each time the soldier makes a successful recon-
improve their ability to evade attacks. When perform- naissance Observation test (see Reconnaissance
ing a dodge action the soldier rolls an extra die (3d6) professional ability), he can use his tactical skill to
during his Quickness reaction test, but keeps the negate one physical test penalty or double one
highest two rolls. The rule of double 6's still apllies. physical test bonus, while acting in the same loca-
tion. If able to communicate his knowledge to
• FAVORED WEAPON: Soldiers who see a lot of combat, members of his Crew, this benefit applies to all tests
or who spend a long time in the service, often made by the soldier and his Crew. PREREQUISITE:
become intimately familiar with their weapons. Reconnaissance.
When acquiring this ability, the soldier selects one
combat skill (either a Armed Combat or Ranged • LIGHTNING STRIKE: The soldier learns how to make
Combat) and immediately gains one specialty (if rapid attacks with his favored weapon (see Favored
appropriate). When advancing the designated skill, Weapon professional ability). The soldier can per-
the soldier increases his skill level by +2 per pick, form one additional attack action per round at no
but suffers a -4 to his test when using weapons out- penalty. PREREQUISITE: Favored Weapon.
side of his specialty. This ability may be selected
multiple times, gaining a new specialty each time. Tier 3 Professional A b i l i t y
For example, Kor chooses to master the bat'leth, • COMBAT LEADER: Soldiers train in combat tactics and
an Armed Combat skill, and gains +2 skill ranks for unit leadership. If the soldier spends an action to
each advancement pick. Commander Worf chooses issue a command to his Crew, he can make an
to master his hand phaser and chooses the Energy Influence test (TN 15) to bolster their morale and
Weapons (Hand Phaser) Ranged Combat skill. confer a bonus to the next combat action each
When he tries to use a phaser rifle, however, he suf- member takes. The degree of success determines the
fers a -4 test penalty because of his narrow focus. amount of the bonus conferred: +1 for a Marginal
Success, +2 for a Complete Success, and +3 for an
• RECONNAISSANCE: Soldiers train in observation tech- Extraordinary Success. The soldier may spend only
niques allowing them to investigate their surround- one action per round issuing combat commands.
ings and search for environmental hazards, hidden PREREQUISITE: Ground Tactics or Battle-hardened.
BACKGROUND: Starship officers come from all walks
of life. In general, members of each species have reasons
for venturing into space. Many Cardassians have no
choice in the matter, being conscripted by the Central
Command to serve the state. Klingons prefer to seek
honor among the stars as warriors over any other profes-
sion, and Ferengi typically join the crew of a marauder
to make their fortunes. No matter their origins, most star-
ship officers participate in some form of standardized
training school, such as Starfleet Academy. Others
develop the necessary skills by experience, perhaps
apprenticing on a freighter or learning under a parent's
tutelage. Most officers typically specialize in a particular
area of operations—navigators, gunners, security guards,
engineers, and so on. Upon completion of his training,
the officer embarks on his first tour of duty and can
These bold explorers travel through space seeking expect to find challenges and wonders awaiting him.
knowledge and finding adventure. One week, the crew
faces an outbreak of Tarellian plague on a remote Speci€S: Generally, any species can pursue a
colony. The next, they stand off against a hostile threat career in space, though many organizations draw exclu-
intent on dominating the Federation. The next week, it's sively from among the local population. Klingon,
off to make first contact with strange alien beings. Cardassian, and Ferengi ships typically have crews
Whether as the crew of a Klingon bird-of-prey, a made up solely of their respective species. Starfleet is
Cardassian warship, or a Federation starship, starship the lone exception to this practice. Starfleet accepts
officers are typically well trained to confront a variety anyone of any species, as long as they meet its standards
of situations. They excel at specific duties based on for excellence. Humans, Vulcans, Trill, Betazoids—all
their shipboard functions. Commanding officers over- make valuable contributions to Starfleet (as do many
see the ship's operations. Science officers handle the other Federation members) and can be found through-
details of exploration and research. Security officers out its operations. Even representatives of alien species
man weapons systems in space battles and safeguard beyond the Federation have found acceptance among
the crew from direct personal threats. Starfleet's ranks, though these are often special cases—
officers of Klingon, Ferengi, and Romulan descent have
MISSIONS: Because their jobs frequently take taken their place among Starfleet's finest.
them abroad, starship officers tackle missions ranging
from exploration and research to domestic missions,
from first contact and diplomacy to defense, from con- ENLISTED PERSONNEL
voy missions to law enforcement. Starship crews fre- In the Star Trek RPG o character can have the role of a
quently chance upon phenomena such as quantum fil- starship officer, someone of consequence who affects not
ament strings and subspace inversions. They encounter only the episode's direction, but who also plays a key role
strange life forms and alien civilizations, from the lin- in the ship's operation. In order for characters to matter in
guistically challenged Tamarians to the space-born a story, they must have the freedom to act. Most charac-
Comtuu. They rescue planets from destruction by ters in the Star Trek shows are officers, because they have
supernova or plague, and evacuate refugees from responsibilities and can make critical decisions. Enlisted
impending disaster. They patrol space in search of personnel, however, typically go about their duties and
potential threats—Borg incursions, giant planet-killing have little say in their duties. They're ordered to fix this
machines, or rival starship officers. On a starbase, the or beam down there, and don't get much opportunity for
adventure usually comes to the crew, as vessels from adventure (since they sit at their posts all day). Despite
across the quadrant pass through carrying an assort- the limited opportunities, some players may prefer to cre-
ment of rogues, merchants, and alien starship crews, as ate enlisted characters for their Star Trek campaigns. You
well as larger events affecting the station's inhabitants. might want to create a transporter technician, a computer
While a diplomat negotiates trade agreements, a scien- technician, a sensor specialist, or any number of highly
tist researches a wormhole, and a merchant transports specialized positions. In this case, simply make 15 skill
medical supplies, a starship officer may engage in all of picks from the starship officer professional skill list on
these missions—and more. page 6 6 , and assign five skill picks among Engineering,
Science, or System Operation skills. See Chapter 5:
Development for information on selecting skills.
O T H E R P R O F E S S I O N S : While they typically
associate with members of their own profession, star-
ship officers could count members of any profession The following are characteristic of being a starship
among their associates. Posted to a location, like a officer. A player character automatically gains the
starbase, a starship officer may frequently interact Starship Duty professional ability when created.
with representatives of neighboring governments, Additional abilities can be chosen freely through
traveling merchants, or local inhabitants (any of advancement (see pages 152-153), provided the char-
whom could be considered a member of the player acter meets the ability prerequisites.
character Crew). On the other hand, aboard a starship
the ability to include members of other professions is Tier I Professional Ability
more limited (see individual profession descriptions • ROUNDED: Starship officers demonstrate remarkably
for suggestions). The starship officer need not be a varied skill expertise. To reflect this, the starship
member of Starfleet, the Cardassian Central officer can acquire and develop one nonprofes-
Command, or a Klingon house, however. An officer sional skill as a professional skill. Starship officers
might join the crew of a Yridian tanker ship. Having can upgrade this professional ability up to three
mustered out of the service, he might join a Maquis times, choosing a new skill each time.
cell to fight Cardassian oppression.
• STARSHIP DUTY: Every starship officer has a specific
duty aboard a starship or starbase—flight control
officer, transporter operator, engineer, communica-
ATTRIBUTES: See the individual elite professions on tions officers, and so on (see "Starship Officer Elite
the following pages for each starship position. Each offi- Professions," starting on page 67). When choosing
cer profession, by virtue of training and duties, has its this ability, select one starship officer elite profes-
own favored attributes. sion to represent your character's shipboard posi-
tion. This ability substitutes for all of the prerequi-
REACTIONS: Seethe individual starship elite profes- sites for entering that elite profession. This ability
sions for their favored reactions. may be chosen more than once, but the character
may never advance more than two elite professions
at a given time.
For example, Owen creates a Starfleet security
officer. He chooses the starship officer profession,
THE STARSHIP OFFICER'S PROFESSIONAL SKILLS, AND THE KEY
ATTRIBUTE FOR EACH, ARE AS FOLLOWS: giving him Starship Duty as his first professional
Athletics ability. He selects the security officer elite profes-
Computer Use sion and automatically receives the first profession-
Energy Weapons
al ability from that profession. Selecting skills, he
Knowledge*
makes picks from the skill lists of both starship offi-
cer and security officer. When he advances, he can
Repair
make picks from among the professional abilities of
Survival
both starship officer and security officer.
Unarmed Combat"'
"This entry denotes a skill group (see Chapter 6: Skills for Tier 2 Professional Abilities
details). Choose one skill from within the group each time this
entry is selected.
• CAPABLE: Starship officers frequently have to man-
age several activities in quick succession. When
performing actions in excess of their action
allowance, starship officers suffer only a -5 to pro-
fessional skill tests, rather than the -1 0 test penalty
that normally applies. PREREQUISITE: Intrepid.

• INTREPID: Starship officers boldly go where no one


has gone before. When spending Courage to
improve professional skill rolls, the starship officer
gains a +5 Courage bonus instead of the normal +3.
PREREQUISITE: Starship Duty.
being and safety of those under his command, the com-
mand officer must have solid management skills. He has
been entrusted with responsibility for administering the
policies of his organization.
Starfleet command officers must frequently operate
without direct supervision and often must make deci-
sions on their own. Klingon command officers typically
lead through intimidation and must worry about chal-
lenges to their authority from those under them.
Cardassians, on the other hand, demand unswerving
loyalty from their crews while they enforce the dictates
of the Central Command. Ferengi command officers
enjoy the lion's share of whatever deals they negotiate
and frequently let their greed get the better of them.
Finally, Romulan commanders are highly motivated by
loyalty to the Empire and the Praetor to extend Romulan
influence throughout the galaxy.
The following entries describe elite professions Command officers find themselves in the forefront
available to starship officer player characters. Upon of adventure because their job calls for it. When an
gaining the Starship Duty professional ability, starship away team beams down to unknown territory, a com-
officers immediately choose one elite profession with- mand officer often leads the group to explore the plan-
in either the Command, Operation, or Sciences branch et surface or search for the missing colonists. In sensi-
of their parent organization. tive discussions with an alien species, the command
Although the following elite professions are pur- officer may conduct the negotiations for mining rights
sued most often by starship officers, they remain open with the Halkans or establishing relations with the
to any character who meets the prerequisites and fol- Jaradans. In crisis situations, he applies his administra-
lows the procedures for entering an elite profession. tive skills to get the medical supplies from Beta Taguan
See Chapter 9: Advancement for more information IV to Rutia III, or efficiently evacuate colonists in the
about elite professions, entrance requirements, and face of a supernova. Under fire from a Borg cube or
related information. Cardassian cruiser, the command officer guides the
crew to victory.

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.

• STARSHIP/STARBASE PROTOCOL: Command officers


know bureaucratic protocol inside and out. Choose
an appropriate specialty to reflect the organization
or agency the command officer serves (Starfleet, The flight control officer is responsible for the pilot-
Cardassian Union, etc.). When making ing and navigation of spacecraft. He monitors critical
Administration skill tests within that specialty field, ship systems—navigational deflectors, inertial damp-
the command officer gains a +4 to his dice roll. ening systems, and subspace field geometry during
warp flight. Sent to explore a strange new world, the
Tier 2 Professional Abilities conn might adjust the ship's orbit to obtain better sen-
• STARSHIP TACTICS: Command officers study starship sor readings or keep the ship overhead of an away
combat tactics and maneuvers. Once per game ses- team to provide starship support. Sent to collect data
sion, the command officer can reroll one Tactics skill on a celestial phenomena—a supernova, a nebula, a
test and use the better of the two test results. wormhole, a collapsing planet—the flight control offi-
PREREQUISITE: Tactics 3+. cer monitors the situation with an eye to getting the
ship out of danger should conditions suddenly change.
• UNIVERSAL RENOWN: A command officer's reputation In battle, the conn works closely with tactical offi-
depends on his victories. If you score an extraordi- cers—plotting an intercept course to head off smug-
nary success during any Negotiate or Tactics skill test glers, systematically patrolling an area, performing
during a mission, your character gains +1 Renown at evasive maneuvers against an enemy ship. Wherever
the end of the episode. PREREQUISITE: Commanding they go, no matter the mission, flight control officers
Presence. monitor their ships' progress, watching for potentially
dangerous situations ranging from navigational threats
Tier 3 Professional Ability to approaching hostile vessels.
• COMMAND: It is the job of command officers to coor- Prior to the 24th century, Starfleet divided the func-
dinate the efforts of crewmembers, increasing their tions of the flight control officer into two separate posi-
efficiency. The command officer can guide the coop- tions—navigator and helmsman. The former kept track
eration of other characters by making a Persuade of the ship's relative position, plotted courses, and
monitored the ship's flight path, while the latter super- Conn officers receive extensive training in space
vised automatic flight operations and manually piloted navigation. When the conn makes System
the ship when needed. Other space-going organiza- Operations (Flight Control) skill tests, he gains an
tions similarly divide these duties in the 24th century— affinity bonus equal to half his Space Sciences skill
Klingon ships, for example, employ a navigator and level, rounding up.
helmsman for the redundancy this provides.
Cardassian ships, on the other hand, prefer to central- • ATMOSPHERIC CRAFT: The flight control officer has
ize these functions in one officer to better ensure loy- learned to pilot various atmospheric craft, includ-
alty. When creating a navigator or helmsman character, ing not only shuttles, but also archaic fixed and
select the Helm and Navigation specialties of the rotary wing aircraft. The character gains a +2 bonus
System Operation skill. to System Operation (Flight Control) tests made to
pilot atmospheric craft. Each upgrade increases the
FLIGHT CONTROL OFFICERS IN STAR TREK: bonus by +2.
Ensign Pavel Chekov, Ensign Wesley Crusher,
Lieutenant Tom Paris, Lieutenant Hikaru Sulu, Tier 2 Professional Abilities
Lieutenant Worf (1 st season TNG). • EVASIVE MANEUVERS: The conn bears the responsibili-
ty of getting the ship out of danger or maneuvering
it into a better tactical position. When required to
perform maneuver actions in space combat, he rolls
an additional die (3d6), but keeps the highest two
THE FLIGHT CONTROL OFFICER'S PROFESSIONAL SKILLS, AND
THE KEY ATTRIBUTE FOR EACH, ARE AS FOLLOWS: rolls. The rule for rolling double 6's still applies.
Administration PREREQUISITE: Astrogation or Systems Operations
Space Science (Flight Control) 3+.
System Engineering
System Operation
• SYSTEMS TECHNICIAN: While qualified engineers usual-
ly make any repairs to the flight console, the conn
has sufficient training to recalibrate equipment,
Game Information reprogram the controls, and make minor repairs in
PREREQUISITES: Starship Duty, Systems Operation emergency situations. When making repairs, the
(Flight Control) 4+, Space Science (Astronomy) 3+, conn can reroll one Systems Engineering (Flight
Computer Use 2+, and Administration 1+. Control) test and use the better of the two results.
This ability may be used only once per game ses-
ATTRIBUTES: Because the job demands complex sion. PREREQUISITE: Systems Engineering 3+.
mathematics, Intellect is the favored attribute of this
profession. Flight control officers also find Agility, Tier 3 Professional A b i l i t y
Perception, and Strength important in the pursuit of • COMBAT PILOTING: The conn trains in countless
their duties (for starship officer skills such as Energy combat simulations to improve his reflexes and
Weapon, Unarmed Combat, Survival, and Athletics). timing while piloting the starship. When presiding
over the helm in combat, the conn can make one
REACTIONS: The flight control officer, because of additional helm maneuver per round without suf-
his critical role as ship's pilot, needs a quick reaction fering any additional action penalties. PREREQUISITE:
time to respond better to changing conditions. Evasive Maneuvers or Systems Operations (Flight
Quickness is the conn's favored reaction. Control) 6+.

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).

REACTIONS: Dangerous radiation, hazardous


materials (like trilithium), and potentially life-threaten-
ing situations (such as coolant leaks) make Stamina the
engineer's favored reaction.

THE ENGINEER OFFICER'S PROFESSIONAL SKILLS, AND THE KEY


Engineers are highly specialized operations officers ATTRIBUTE FOR EACH, ARE AS FOLLOWS:
trained to keep systems and equipment running at max- Construct
imum efficiency. They are responsible for shipwide sys- Engineering*
tems, such as the electroplasma system, the warp drive,
Physical Science
and the impulse engines, as well as repairing individual
System Operation
systems like the transporter or holodeck. They repair "This entry denotes a skill group (see Chapter 6: Skills for
equipment damaged by ion storms or battle damage, details). Choose one skill from within the group each time this
calibrate lateral sensors and matter/antimatter injectors, entry is selected.
cobble equipment together from scratch, and generally
make sure everything runs without a hitch.
As experts in the practical application of science The following are characteristic of being an engi-
and mathematics, engineers play a vital role in most neer. A player character automatically gains one Tier 1
missions. When confronted with strange alien technol- professional ability (in addition to the starship officer's
ogy—ancient androids, mind transference devices, Starship Duty) when created. Additional abilities can be
time machines—the engineer has the best chance of chosen freely through advancement (see pgs. 152-153),
understanding how it works and devising ways to provided the character meets the ability prerequisites.
defeat it. During exploration missions, their skills may
be required to find pragmatic solutions to unusual haz- Tier I Professional Abilities
ards—discovering the cause of a subspace funnel, • ENGINEERING CERTIFICATION: The starship engineer
relieving tectonic pressure on an unstable world, can use all Engineering group skills untrained.
escaping a Menthar booby trap, or defeating an insane, When acquiring a new Engineering skill, the
intelligent computer. Good at problem-solving, the engineer automatically gains one skill specialty of
engineer finds a way to track a cloaked Romulan ship, his choice.
escape the grasp of a godlike being, or reinitialize the
warp drive in minutes. On defensive missions, they are • ENGINEERING EXPERTISE: Engineers develop particular
indispensable for repairing battle damage, getting crit- areas of expertise. Designate one Engineering skill
ical systems back on line, and squeezing out the last bit and skill specialty. When making Engineering skill
of efficiency from ship's systems. No matter the adven- tests involving either the skill or specialty, the engi-
ture, when unique solutions are called for, the engineer neer gains an affinity bonus equal to half his
stands at the ready. Physical Science skill level, rounding up. This abil-
ity may be acquired multiple times.
STARSHIP ENGINEERS IN STAR TRGK:
Lieutenant Commander Geordi La Forge, Chief Miles Tier 2 Professional Abilities
O'Brien, Lieutenant Commander Montgomery Scott, • JURY-RIG: Engineers are often required to work with
Lieutenant B'Elanna Torres. inadequate tools, inappropriate components, or
unfamiliar alien technology. When making
Construct, Engineering, or Repair skill tests, ignore
PREREQUISITES: Starship Duty, one Engineering all penalties resulting from inadequate equipment,
skill 4+, Physical Science 3+, Repair 3+, and Systems parts, or materials. PREREQUISITE: Engineering
Operation 1+. Expertise.

• 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.

REACTIONS: Because of their wide-ranging duties,


almost any reaction score could be beneficial to an
operations officer. At the time of character creation, the
player defines Stamina, Quickness, Savvy, or
Willpower as the character's favored reaction. Only
one reaction can be chosen, and this remains the char-
acter's favored reaction throughout play.

THE ENGINEER OFFICER'S PROFBSIONAL SKILLS, AND THE KEY


ATTRIBUTE FOR EACH, ARE AS FOLLOWS:

First Ait!
Observe
Possessing consummate technical skills, operations
officers deal with practical solutions to immediate prob- System Engineering

lems. Each officer specializes in a particular area, typi- System Operation


cally defined by the system he operates or his function
as part of the crew. There can be as many possible ops Professional Abilities
specialists as there are systems on board. The following are characteristic of being an opera-
Communications officers handle incoming and outgo- tions officer. A player character automatically gains
ing radio traffic. Operations managers efficiently organ- one Tier 1 professional ability (in addition to the star-
ize ship's resources, such as power consumption, later- ship officer's Starship Duty) when created. Additional
al sensor array use, or equipment disbursement. abilities can be chosen freely through advancement
Environmental systems officers maintain critical life sup- (see pages 152-153), provided the character meets the
port functions. Transporter operators beam passengers ability prerequisites.
to and fro. Without operations officers, commanders,
scientists, and security officers couldn't do their jobs.
Tier I Professional Abilities
• DUTY OFFICER: The operations officer specializes in
performing tasks associated with his particular
duty station (transporter operation, security moni-
toring, etc.). The duty officer automatically gains
the appropriate specialty when gaining the
Systems Operation skill. When advancing the
Systems Operation skill, he increases his skill level
by +2 per pick, but suffers a -4 penalty to his
Systems Operation skill when making tests outside
of his specialty.

• 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.

• SECURITY PROTOCOLS: Security officers know all oper-


ational procedures and protocols associated with
their duty stations. When making Systems The starship counselor is responsible for the emotion-
Operations (Tactical) skill tests, the security officer al well-being of the ship's crew. Because of the nature of
gains an affinity bonus equal to half his Computer deep-space exploration—long separations from home,
Use skill, rounding up. isolation from relatives, encounters with extraordinary
phenomena, stress—they provide individual guidance
Tier 2 P r o f e s s i o n a l A b i l i t i e s and advice to crewmembers. In addition, a counselor is
• TACTICAL OFFICER: Security officers not only lead tac- expected to provide commanding officers with advice on
tical operations aboard starships and starbases, but command decisions, particularly those involving alien
also during planetside engagements. If the security life forms. This can be critical in first contact and diplo-
officer leads tactical operations from the tactical matic missions, where a clear understanding of motives
console or similar monitoring station, he increases and cultural mores can be vital, as well as in potential
the bonuses participants lend during combined tests conflicts where a misstep could lead to war. Some coun-
by +2, instead of the usual +1. PREREQUISITE: Security selors focus on particular areas—family counseling,
Protocols. combat trauma, or specific alien psychologies.
In the 24th century, Starfleet added the position of
counselor to its crew complement, and this profession Tier I Professional A b i l i t i e s
is mostly associated with this organization. Other • PATHOS: A counselor makes people feel at ease,
fleets, however, may include counselors under a dif- encouraging them to talk more freely. Whenever
ferent guise. In the Romulan Star Navy, psychology the counselor makes an Inquire (Interview) skill
experts might work for the Tal Shiar, compiling test, ignore all social penalties.
detailed psychological dossiers on potential traitors or
engaging in neural alteration and psychological inter- • SHIP'S COUNSELOR: The ship's counselor is an expert
rogation. Agents of the Obsidian Order's internal at psychological medicine. When the counselor
security bureau might bear a striking resemblance to makes any Medicine (Psychology) skill test, he
a counselor as well. gains a +4 bonus to the test result.

STARSHIP COUNSELORS IN STAR TREK: T i e r 2 Professional A b i l i t i e s


Lieutenant (junior grade) Ezri Dax, Lieutenant • PRY SECRETS: The ship's counselor is especially good
Commander Deanna Troi. at getting people to reveal information they'd prefer
to keep secret. Once per game session, the coun-
Game Information selor may reroll one Inquire (Interview) skill test
65: Starship Duty, Social Science 4+, and use the better of the two results. PREREQUISITE:
Medicine (Psychology) 3+, Inquire (Interview) 2+, and Pathos.
Savvy +1.
• THERAPY: Counselors help others through their emo-
ATTRIBUTES: Both Intellect and Presence are tional or psychological problems, enabling them to
important to counselors. Psychology demands a high perform their duties better. The counselor can make
Intellect, to plumb the depths of the sentient mind. a Medicine (Psychology) skill test (TN 1 5) to calm a
Presence aids a counselor in gaining the patient's trust. patient and refresh one spent Courage point. The
The rules define either Intellect or Presence as this pro- therapy session has a base action time of 1/2 hour.
fession's favored aspect (the player chooses which one). Therapy may be administered to any number of
As with other starship elite professions, Agility, Strength, patients in a given day, but an individual patient
or Vitality makes a good choice for the character's sec- can undergo therapy only once per game session.
ond favored attribute. PREREQUISITE: Ship's Counselor.

REACTIONS: Because they plumb the depths of Tier 3 P r o f e s s i o n a l A b i l i t y


sapient psychology, counselors must often tell fact • DETECT FALSEHOOD: The ship's counselor can sense
from deception and discern the patient's true feelings. when someone lies or tells half-truths. Anytime
Their favored reaction is Savvy. someone lies in the presence of the ship's coun-
selor, the character can automatically make a
Savvy reaction test (TN 15) as a free action to
detect the falsehood. This awareness does not con-
fer any ability to determine the underlying truth,
THE COUNSELOR'S PROFESSIONAL SKILLS, AND THE KEY
ATTRIBUTE FOR EACH, ARE AS FOLLOWS: outside of the player's own powers of deduction.
First Aid PREREQUISITE: Pry Secrets.
Influence
Inquire (Interview)
Medicine (Psychology)
System Operation

The following are characteristic of being a coun-


selor. A player character automatically gains one Tier
1 professional ability (in addition to the starship offi-
cer's Starship Duty) when created. Additional abili-
ties can be chosen freely through advancement (see
pages 152-153), provided the character meets the
ability prerequisites.
ing a lot of action might choose Agility, Perception,
Strength, or Vitality as their second favored attribute.

REACTIONS: Frequently exposed to alien pathogens,


a medical officer's favored reaction is Stamina.

THE MEDICAL OFFICER'S PROFESSIONAL SKILLS, AND THE KEY


ATTRIBUTE FOR EACH, ARE AS FOLLOWS:
First Aid Int
Life Science Int
Medicine int
Physical Science Int
System Operation Int

Medical officers are scientists who specialize in


preserving health and treating disease. Most apply their Professional Abilities
knowledge practically by treating injuries and healing The following are characteristic of being a medical
the sick. Others engage in research, much as any other officer. A player character automatically gains one Tier 1
scientist, searching for cures to disease, developing professional ability (in addition to the starship officer's
new treatments, and studying alien life forms. Starship Starship Duty) when created. Additional abilities can be
medical officers often confront exotic maladies—such chosen freely through advancement (see pages 152-153),
as the Psi 2000 virus or the hyperaccelerated aging dis- provided the character meets the ability prerequisites.
ease—and find themselves on the forefront of disease
outbreaks. While most medical officers tend, by the Tier I Professional Abilities
nature of their job, to be general practitioners, others • FIELD MEDICINE: Although the ship's doctor prefers to
concentrate on particular areas of medicine—surgery, treat sick or injured patients in sickbay, emergen-
pathology, forensics—or specific species. cies sometimes require the doctor to render med-
Just as science officers investigate the galaxy's mys- ical treatment in the field. When performing First
teries, starship medical officers explore the mystery of Aid or Medicine skill tests outside of a medical
life in all its diverse forms—silicon-based life forms, facility such as sickbay or an infirmary, the medical
sodium-chloride-eating beings, solanagen-based enti- officer can reroll one test and keep the better of the
ties, and many more. Whether as a member of Starfleet results. Field Medicine can only be used once.
or another organization, medical officers see to the
health and well-being of the crew; they treat injuries • GENERAL MEDICINE: A ship's doctor must be profi-
sustained in battle along with combating strange alien cient in all forms of medicine, from diagnosing
diseases the crew may encounter in their travels. On common ailments and treating physical injuries to
exploratory missions, they beam down to search for life- performing emergency surgery and treating exotic
forms. On relief missions, they may be placed in charge disease. When the medical officer performs any
of medical supplies bound for an ailing population or Medicine test, he gains a +2 bonus to the test result.
supervise planetwide inoculation efforts.
Tier 2 Professional Abilities
STARSHIP MEDICAL OFFICERS IN STAR TR6K: • DIAGNOSIS: Because medical officers frequently
Dr. Julian Bashir, Dr. Beverly Crusher, Dr. Leonard encounter unusual alien diseases, unknown forms
McCoy, Dr. Katherine Pulaski, Voyager's Emergency of radiation, and other debilitating substances, they
Medical Hologram. excel at diagnosing illness and identifying harmful
conditions. Whenever the medical officer makes a
Game Information Medicine test to diagnose an illness of any sort, he
PREREQUISITES: Starship Duty, First Aid 4+, gains an affinity bonus equal to half his Investigate
Medicine 3+, Systems Operation 3+, and Investigate 1+. skill, rounding up.
If successful, the diagnosis confers a bonus to
ATTRIBUTES: Intellect is this profession's favored subsequent Medicine tests made to treat the
attribute. Being a doctor requires a great deal of intel- patient. The bonus amount depends on the
ligence and a faculty for remembering a lot of infor- Diagnosis test degree of success: Marginal Success
mation. A high Presence can help medical officers with + 1 , Complete Success +2, Extraordinary Success
their bedside manner, while doctors planning on see- +3. PREREQUISITE: General Medicine.
• REHABILITATION: Medical officers are particularly trate on particular areas of expertise—botany, cultural
skilled at rehabilitating patients once they've been anthropology, astrophysics, stellar cartography—while
successfully treated with a First Aid or Medicine skill others have a broader focus and can handle a variety of
test. Provided the doctor can tend to a patient in scientific conundrums. Moreover, the science officer,
sickbay (or a similar medical treatment facility), the like other starship officers, learns the skills to help him
doctor may rehabilitate patients at twice the normal survive in space. Beyond the laboratory, the science
rate described under the Medicine skill. In other officer's training in weapons, survival, and unarmed
words, the patient recovers twice as many wound combat make him prepared for almost anything.
levels per day and recovers twice the wound points Starfleet pursues knowledge for its own sake, and its
for making successful Stamina checks for natural starships include a wide range of science labs—botany,
healing. PREREQUISITE: General Medicine. chemistry, stellar cartography, and so on. Other fleets
pursue science based on their cultural attitudes. Klingons
Tier 3 Professional Ability do not value scientific exploits as highly as military
• IMMUNIZATION: If a medical officer successfully accomplishments, and their ships tend to have less capa-
diagnoses an illness, he can perform research to ble facilities. Those science officers who join a Klingon
create a counteragent, such as an antivenin, anti- crew are interested in practical information, such as a
dote, or inoculation. The doctor must perform a planet's suitability for colonization or the presence of
successful Medicine (Research) test, with a base useful resources. Similarly, Cardassian science officers,
action time of 30 minutes. Difficulty depends on because their planet lacks resources, tend to be more
the degree of success of the Medicine (Diagnosis) goal-oriented—either a scientific endeavor helps the
test result: Marginal Success (TN 25), Complete Union, in which case it is pursued, or it does not, and it
Success (TN 20), Extraordinary Success (TN 15). If is ignored. The Romulans, on the other hand, value sci-
successful, the doctor can automatically produce ence for its contributions to their quest for galactic dom-
1d6 doses of a counteragent by spending one full ination, and their warbirds carry many science officers.
hour in a medical lab such as that found in sickbay
or a hospital. STARSHIP SCIENCE OFFICERS IN STAR TREK:
While the counteragent will permanently Lieutenant Commander Neela Darren, Lieutenant
negate the adverse effects of the toxin, radiation, Commander Jadzia Dax, Commander Spock.
disease, or condition, using the counteragent to
immunize a character against contracting the con-
dition only protects the recipient for 2d6 hours.
THE SCIENCE OFFICER'S PROFESSIONAL SKILLS, AND THE KEY
PREREQUISITE: Diagnosis or Rehabilitation. ATTRIBUTE FOR EACH, ARE AS FOLLOWS:
Construct
Investigate
Science*
System Operation Int
'This entry denotes a skill group (see Chapter 6: Skills for
details). Choose one skill from within the group each time this
entry is selected.

Game Information
PREREQUISITES: Starship Duty, Systems
Operation 4+, One Science skill 3+, Computer Use 3+,
and Investigate 1+.

ATTRIBUTES: Intellect is the most important attrib-


ute for science officers, because confronting intellectu-
STARSHIP SCIENCE OFFICER al puzzles is their stock and trade. Agility and Vitality
Science officers oversee scientific investigations and are also important, however, especially to those sci-
provide the commanding officer with scientific infor- ence officers who see a lot of action in the field.
mation needed for command decisions. Whether a
geology specialist beaming down to a newly discov- REACTIONS: Stamina is the science officer's
ered planet to survey topography or an astrophysicist favored reaction. Science officers, as a consequence of
collecting data on an impending supernova, science their duties—beaming down to unexplored planets and
officers are the best at gathering information and researching strange phenomena—are often exposed to
extrapolating from data. Some science officers concen- life-threatening environmental factors.
Tier 3 Professional Ability
The following are characteristic of being a science • THEORIZE: Science officers frequently face questions
officer. A player character automatically gains one Tier 1 that force them to speculate and theorize. Could the
professional ability (in addition to the starship officer's rock outcroppings be sapient? What's causing time
Starship Duty) when created. Additional abilities can be to move backward? Is there a connection between
chosen freely through advancement (see pages 152-153), the wormhole and the planet's civilization?
provided the character meets the ability prerequisites. Whenever the science officer faces a scientific
enigma that entirely confounds the player, the char-
Tier I P r o f e s s i o n a l A b i l i t i e s acter can make an Investigate (Deduce) skill test
• JOURNEYMAN: Science officers receive a broad sci- (TN 15) to formulate a hypothesis assisted by the
entific education to better confront the myriad situ- Narrator. If the test is successful, the Narrator gives
ations they might encounter. With this ability, the the player a hint based on the degree of success,
science officer can use all skills in the Science skill with greater success warranting stronger leads.
group untrained; upon acquiring a Science skill, Although this ability exists to help players solve
the science officer automatically gains one special- scientific dilemmas and drive the adventure for-
ty of his choice. ward, the Narrator should only guide the player:
Outright answers should only be given when the
• FIELD RESEARCH: Science officers employ a variety of scientific challenge represents but a minor compo-
investigative techniques to help them understand nent in the Crew's grander mission objective. In
strange new phenomena. When making an such cases, the Narrator may wish to give the sci-
Investigate skill test to explore some phenomenon, ence officer sufficient information to help him sur-
they gain an affinity bonus equal to half their pass the puzzle and get back on track. PREREQUISITE:
Science skill (whichever is appropriate to the sub- Scientific Protocols.
ject being investigated), rounding up.

Tier 2 Professional Abilities


• SCIENCE TECH: Science officers search the universe
for knowledge and rely on various technological
devices to aid them in their quest. When using
equipment such as ship sensors, tricorders, or other
technological wonders in the course of investigat-
ing stellar or planetary phenomena, the science
officer can reroll a single Systems Operation test
and use the better of the two results. This ability
may be used once per game session. PREREQUISITE:
Field Research.

• SCIENTIFIC PROTOCOLS: Science officers know how to


conduct experiments and research without disrupt-
ing the phenomena they're attempting to study and
without putting themselves directly in harm's way.
Whenever the scientist performs an Observe or
Investigate test that would endanger himself or the
crew directly, he can automatically make an appro-
priate Science test (TN 10) to gain the foresight nec-
essary to avoid disastrous consequences for him-
self, his ship, and his crew. For example, if a char-
acter began to investigate a dangerous source of
radiation without wearing an EVA suit, this ability
would prompt a Physical Science (Energy) test to
become aware of the potential dangers.
PREREQUISITE: Journeyman.
although individuals—and even
some exceptional species—may
exceed this range. Your species
Attributes represent your char- may confer bonuses to some
acter's innate faculties. Just as a attribute scores and penalties to
being's genetic code determines others. See the individual species
his physical makeup and potential, descriptions starting on page 30
six attribute scores determine the for more details. Your maximum
basic building blocks of your char- level in any attribute is 12 plus
kfter selecting your acter. How strong is he? How your species bonuses where appli-
character's species and pro- smart? How perceptive? The cable; your minimum attribute
fession, you should have a answers to these kinds of questions level is 1 (regardless of species
good idea which attributes tell you what your character is attribute penalties).
will be important to your capable of. A strong character has You begin character creation
character. You should know a better chance of lifting a bulk- by generating your attributes, typi-
which attributes receive a head from a pinned crewmate. An cally by rolling two dice for each
modifier resulting from your intelligent character is more likely one (see below, page 81). The
choice of species, and you to find the cure to the hyperaccel- higher the number, the better the
should have in mind which erated aging disease. A perceptive value of the attribute and the high-
attributes are vital to your character can better notice Romulan er the attribute modifier you will-
profession. With these in soldiers lying in ambush. Your have. Attribute modifiers also
mind, you can generate your attribute scores also determine serve as the basis for your charac-
character's attributes. your modifiers for skill tests. ter's reaction levels (see page 81).
Attribute scores for sentient, The six basic attributes are
humanoid life forms generally fall Strength, Intellect, Agility, Vitality,
between 1 (weak) and 12 (superior), Presence, and Perception.

USING ATTRIBUTES DURING THE GAME


Attributes confer modifiers (Table 4.1 on page 81) which you add to skill and
attribute tests when your character attempts to do something related to your
attributes. For example, when you try to shoot someone with a phaser, you add
your Agility modifier to the Ranged Combat test. Attribute modifiers generally
range from -3 to +3. A positive modifier is a benefit, because it increases your
chance to beat the target number of a test, while a negative modifier is a penal-
ty, because it makes it harder to succeed in the task.
Strength reflects your character's physical power and Agility represents a character's coordination and
ability to exert force. Species bred on high-gravity motor skills. Often, light or slender beings possess
worlds, warrior races, and beings evolved from brachiat- greater Agility than larger, stronger ones—but warrior
ing or swimming animals will tend to possess higher races often train this attribute for martial pursuits. Since
Strength than low-gravity races and members of primari- it encompasses manual dexterity, even doctors,
ly intellectual or spiritual civilizations. microwelders, and other specialists may develop rela-
You might be required to make a Strength test to lift a tively high Agility scores.
fallen support beam off your friend, win an arm-wrestling You might be required to make an Agility test to
contest in a Nausicaan bar, smash open the door to an swing on a chandelier in an Argelian tavern, adjust
Orion prison cell, or fling an overloading phaser over a positronic circuits manually with an isolinear calibra-
fortress wall. In the game, your Strength affects: tor, or follow the movements of an unfamiliar Andorian
• LIFTING: When pushed to your utmost limit, you can dance. In the game, your Agility affects:
lift an amount of weight equal to your Strength x 20 • Your ability to hit a target when making an Armed,
kg. You can only hold such weight for one round Unarmed, or Ranged Combat skill test, including
(about 6 seconds). attacks made with bat'leths, phasers, thrown
• CARRYING: You can carry a load weighing Strength x weapons, and even clenched fists.
5 kg without suffering any penalties or hindrances. • Initiative, provided you can react to the situation.
You can carry up to twice this amount (Str x 1 0 kg) • Skill tests having Agility as the key attribute, such as
as a heavy load, and up to three times (Str x 1 5 kg) Forgery, Gymnastics, and Stealth.
as a very heavy load. See the Appendix, page 247 for • Quickness reaction tests.
more information. • Your reflexive ability to avoid blows in close com-
• THROWING: Great Strength enables you to throw bat situations.
objects further than normal. Add 1 meter per +1
Strength modifier to each range increment listed for
throwing weapons. See Chapter 10: Equipment for
thrown weapon range increments.
• DAMAGE: High Strength enables you to inflict more
damage when making damage rolls for Armed and
Unarmed Combat attacks. Add your Strength modi-
fier to the damage rolled for each successful attack.
• HEALTH: Your Health level equals your Vitality plus
your Strength modifier.
• Athletics skill tests.
• Stamina reaction tests.

Intellect represents your character's overall intelli-


gence, deductive reasoning capacity, intuition, technical
acumen, and store of basic knowledge. Societies that
prize technology and education, such as the Federation
and Vulcan, value Intellect above other attributes.
Warrior races, even technologically advanced ones, may
underrate the value of Intellect even though military
strategy and tactics rely heavily on intellectual studies.
Most tests involving Intellect are skill tests, although
you might have to make an attribute test against
Intellect to set a computer to self-destruct, recall a
memorized fact, or discern the purpose of a bizarre
alien tool. In the game, your Intellect affects:
• Skill tests having Intellect as the key attribute, such
as Engineering, Science, and Enterprise.
• Willpower reaction tests.
• Attribute tests for solving puzzles and logic problems.
A Presence attribute test might allow you to gain
instant attention in a crowded room, make a good first
Vitality represents your character's general fitness, impression on a cruel and partisan jailer, or calm a
stamina, and endurance. High-gravity dwellers, war- panicking mob. In the game, Presence affects:
rior races, and species raised in harsh environments • Skill tests having Presence as the key attribute, such
may have higher Vitality scores. Sickly or crippled as Influence, Inquire, and Persuade.
beings, races exposed to debilitating radiation, and • Savvy reaction tests.
effete species used to pampering and luxury tend to • Recognition tests supporting cast members make to
have lower Vitality levels. identify your character from the masses.
Modified by your Strength, Vitality determines your
Health, which affects how much damage you are capa-
ble of sustaining before being dazed, incapacitated, or Perception reflects your character's awareness of his
killed (see "Health," page 146). Since Vitality equates surroundings. It governs the physical senses only
to a character's life force, a Vitality attribute test resists (although it can affect your initial Psi score, if you have
aging rolls. Vitality can also be an important compo- one; see the Psionic edge, page 136). Scientists, explor-
nent of the Stamina reaction test (see "Stamina," page ers, scouts, and other characters who depend on their
146) measuring your character's ability to withstand sensory acuity for survival benefit most from high
poison, radiation, and other illness. In the game, your Perception scores. Both species evolved from predators
Vitality primarily affects: and those evolved from prey may have good Perception
• HEALTH: Health equals your Vitality score plus your values, although in predator species sight is prized over
Strength modifier. hearing. Few technological cultures retain a particularly
• Stamina reaction tests. sensitive olfactory faculty, unless pheromones play an
• Willpower reaction tests. active role in their body language and communication.
You might make a Perception attribute test to iden-
tify a peculiar odor, to notice that a room was dimming
Presence measures your character's charisma, mag- (or filling with neural gas), to judge the approximate
netism, sex appeal, and force of personality. weight or composition of an item by touch, or in the
Diplomats, merchants, commanders, and legislators all case of any other "intuitive" ability to process sensory
require high levels of Presence in their professions. information. In the game, Perception affects:
Although no race is inherently "ugly," some (such as • Skill tests with Perception as the key attribute, such
the Klingons) have so little regard for the feelings of as Investigate, Observe, and Survival.
other beings that their Presence suffers. As characters • Savvy reaction tests.
from Spock to Torres have demonstrated, Presence • Quickness reaction tests.
transcends species; a charismatic alien is an appealing
person, regardless of his species.
Attributes confer modifiers (Table 4.1) which you
add to skill and attribute tests when your character
attempts to do something related to your attributes. For
example, when you try to shoot someone with a phas-
er, you add your Agility modifier to the Ranged Combat
test. Attribute modifiers generally range from -3 to +3.
A positive modifier is a benefit, because it increases
your chance to beat the target number of a test, while
a negative modifier is a penalty, because it makes it
harder to meet the target number. Attribute modifiers
also serve as the basis for your character's reaction
scores (see pages 145-146).
Table 4.1 determines the modifiers conferred by
your primary attributes. These modifiers affect attribute
tests, skill tests, and reaction tests. There is a space on
your character sheet to record your attribute modifiers Roll 2d6 nine times to generate nine scores. Of these,
for easy reference. discard the three lowest results. For instance, if you rolled
2, 4, 5, 5, 6, 7, 9, 9, and 11, you would discard the 2, the
4, and one 5. Distribute the remaining six scores among
your attributes as you see fit. In this example, if you want
to create a dashing starship captain, you might put the 11
in Presence, the two 9s in Intellect and Agility, the 7 in
Vitality, the 6 in Strength, and count on your trusty tri-
corder to make up for your relatively low Perception of 5.
You could also maximize these numbers by choosing to
be a member of a nonhuman species that gets bonuses to
your most important attributes.

Start by assigning your attributes using the follow-


ing scores: 10, 9, 7, 7, 5, and 4. Then distribute 8 addi-
tional points to enhance your initial scores. For exam-
ple, if you wanted to build an elusive rogue, you might
put the 10 in Agility, the 9 in Perception, the two 7s in
Intellect and Strength, the 5 in Vitality (on the theory
that if matters come to fisticuffs, things are already
ruined), and the 4 in Presence (to suit a character who
To generate your attribute scores, you may use doesn't want to stand out in a crowd). By adding 1
either a "random" method or a "pick" method. In point to Vitality, 3 points to Intellect, and 2 points each
general, the pick method creates more evenly bal- to your Agility and Perception, your scores (and attrib-
anced characters, while the random method can give ute modifiers) look like this:
you unexpected high and low numbers, although
both methods result in heroic characters. The stars of AGILITY: 10 + 2 = 12 (+3)
a Star Trek Roleplaying Came series, like the stars of INTELLECT: 7 + 3 = 10 (+2)
a Star Trek television series, are better than average in PRESENCE: 4 + 0 = 4 (+0)
most respects. PERCEPTION: 9 + 2 = 11 (+2)
Your choice of species can modify your attributes; STRENGTH: 7 + 0 = 7 (+0)
refer back to Chapter 2 Species, page 28, to see if you VITALITY: 5 + 1 = 6 (+0)
receive an attribute boost as a result of that species.
If your final attribute scores yield a total attribute When allocating your eight extra points, you may
modifier of 0 or lower, you may scrap all six and start add points to your base scores only. You may not deduct
over. Keep in mind that you may improve your attrib- points from one base score and add them to another. In
utes during play (see "Advancement Picks," on pages addition, you cannot raise any single attribute above
152-153). level 12. Only species modifiers can raise a score above 12.
Sheila takes a chance on her dice and rolls 4, 5, 5,
6, 7, 8, 8, 9, and lucky 12! She drops the three lowest
rolls—the 4 and two 5s—and puts the 9 in Strength and
12 in Agility to make a formidable warrior. She knows
Klingons get bonuses to Vitality, so she puts her 8 there.
Sheila wants R'kroh to be impressive, so Presence gets
the other 8, and the 7 goes to Perception for spotting
hidden enemies. Since too much thinking can make a
Klingon soft, Sheila has puts R'kroh's low score of 6
into Intellect. R'kroh's initial attributes, before species
bonuses, are: Strength 9, Intellect 6, Agility 12, Vitality
8, Presence 8, Perception 7.
Checking the species notes for Klingons on page
41, Sheila sees Klingons receive the following adjust-
ments to their attributes: Strength +1, Intellect - 1 ,
Vitality +1, and Perception - 1 . This gives R'kroh the
following scores: Strength 10, Intellect 5, Agility 12,
Vitality 9, Presence 8, Perception 6. It looks like R'kroh
will be able to fight her way out of any situation her
To help explain the process for generating attri- low Intellect gets her into!
butes, we're going to follow two characters from their
first die rolls onward.

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

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)

You spent much of your early life in artistic and


creative pursuits, using your natural talents to create You spent your childhood accompanying your
objects and/or performances of beauty and insight. parents, planet-hopping diplomats and negotiators, as
PICK 1 SKILL: Any one Craft skill +2, any one they traveled the galaxy solving peoples' problems.
Entertain skill +2, any one Knowledge skill +2 PICK 1 SKILL: Administration +2, any one Knowledge
PICK 3 SKILLS: Appraise +1, Computer Use +1, skill +2, Negotiate +2
Construct + 1 , Forgery + 1 , Gaming + 1, any one PICK 3 SKILLS: Computer Use +1, Influence +1, any
Language skill +1, any one Science skill +1 one other Knowledge skill + 1, any one Language
PICK 1 EDGE: Cultural Flexibility, Skill Focus +1, any one Science skill +1, Systems Operation +1
(Compassionate), Skill Focus (Craftsman), PICK 1 EDGE: Contacts, Meticulous, Skill Focus
Unyielding, Wealth (Diplomatic), Skill Focus (Eloquent), Skill Focus
(Persuasive)

You have a knack for games and sports, a natural


or acquired talent for athletic endeavors that many You grew up around machines, systems, and
other people envy. technology; through careful observation, tinkering,
PICK 1 SKILL: Athletics +2, Gymnastics +2, Sport +2 or informal training, you learned a little about creat-
ing and maintaining systems yourself.
PICK 3 SKILLS: Any one Armed Combat skill +1, any
one Entertain skill +1, Gaming + 1, any one PICK 1 SKILL: Construct +2, any one Engineering
Knowledge skill +1, one Ranged Combat skill skill +2, Repair +2
(Archaic Weapons or Energy Weapons) +1 PICK 3 SKILLS: Computer Use +1, Conceal +1, any
PICK 1 EDGE: Ambidextrous, Dodge, Fit, Fast On one other Engineering skill +1, any one Science
Your Feet, Speed skill +1, System Operation +1
PICK 1 EDGE: Curious, Innovative, Skill Focus (3D
Thinking), Skill Focus (Attentive), Suit Trained

You grew up on a colony world, one far from the


centers of civilization and their amenities.
PICK 1 SKILL: Construct +2, any one Science skill +2, One or both of your parents were celebrities
Survival +2 renowned throughout the quadrant for their work and
PICK 3 SKILLS: Athletics +1, Computer Use +1, any accomplishments, and some of their luster rubbed off
one Engineering skill +1, any one Entertain skill on you.
+1, First Aid +1, Gaming +1, any one Knowledge PICK 1 SKILL: Any one Enterprise skill +2, Influence +2,
skill +1, Repair +1, any one other Science skill +1 any one Knowledge skill +2
PICK 1 EDGE: Alert, Curious, Dodge, Innovative, PICK 3 SKILLS: Computer Use +1, any one Entertain
Unyielding skill +1, any one other Knowledge skill +1, any one
Language skill +1, Social Science +1, Sport +1
PICK 1 EDGE: Contacts, Fit, Skill Focus (Diplomatic),
Skill Focus (Persuasive), Wealth
Born with significant genetic flaws, you under- You spent a lot of time around soldiers, weapons,
went illegal genetic resequencing. Fortunately for and military paraphernalia either as the child of mil-
you it worked, and you now represent the acme of itary parents or growing up on a war-torn world.
your species' genetic potential. PICK 1 SKILL: Athletics +2, Energy Weapons +2, First
PICK 1 SKILL: Athletics +2, any one Knowledge skill Aid +2
+2, any one Science skill +2 PICK 3 SKILLS: Any one Armed Combat skill +1,
PICK 3 SKILLS: Computer Use +1, any one Craft skill Computer Use + 1 , Gaming + 1, any one
+ 1 , any one Entertain skill +1, Gymnastics +1, Knowledge skill + 1 , any one Language +1, any
any one other Knowledge skill +1, any one other one other Ranged Combat skill +1, Repair +1,
Science skill +1, Sport +1 Survival +1, System Operation +1
PICK 2 EDGES: Ambidextrous, Eidetic Memory, PICK 1 EDGE: Alert, Bold, Dodge, Fit, Sherpa
Excellent Metabolism, Exceptional Concentration,
Exceptional Fortitude, Fit, Great Stamina, Great
Vitality, Healthy, Multitasking, Sense of Direction,
Sense of Time, Skill Focus (Keen Hearing), Skill Your family spent much of your childhood in
Focus (Keen Sight), Speed, Thinker
transit, moving from place to place. As a result you
FLAW (MANDATORY): Dark Secret saw a lot of the galaxy.
PICK 1 SKILL: Gaming +2, any one Language +2,
Specific World +2, Sport +2
PICK 3 SKILLS: Computer Use +1, any one
You grew up in a business environment, such as Engineering skill +1, any one Enterprise skill +1,
a family-owned store or an apprenticeship to a free any one Entertain skill + 1 , any one other
trader. Through long exposure you've picked up a Knowledge skill +1, any one other Language +1,
trick of the trade or three. Negotiate +1, Repair +1, System Operation +1

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

Your parents died when you were young, so you


were shuttled from relative to relative, never truly
finding a home. You may have grown up on the
street, surviving solely by your wits.
PICK 1 SKILL: Any one Craft skill +2, Stealth +2,
Streetwise +2
PICK 3 SKILLS: Brawling + 1 , Computer Use +1, any
one Entertain skill +1, Influence +1, any one
Knowledge skill + 1 , Survival +1
PICK 1 EDGE: Blends In, Contacts, Dodge, Shrewd,
Skill Focus (Furtive)
One or both of your parents were politicians, or
maybe your entire family was involved in politics to
some degree.
PICK 1 SKILL: Administration +2, Influence +2, any
one Knowledge skill +2
PICK 3 SKILLS: Business + 1 , Computer Use +1, any
one other Knowledge skill + 1 , any one Language
+1, Negotiate + 1 , Persuade +1, Social Science
+1, Sport +1
PICK 1 EDGE: Shrewd, Skill Focus (Diplomatic), Skill
Focus (Eloquent), Skill Focus (Persuasive), Wealth

You were born with psionic abilities (either


because your species has them or because the genet-
ic dice came up in your favor) and spent your child-
hood realizing your psionic potential and develop-
ing your abilities.
PICK 1 SKILL: Any one Psionic skill +2
PICK 3 SKILLS: Computer Use +1, Gaming +1,
Influence + 1 , any one other Psionic skill +1
Your parents belonged to Starfleet, and you were
PICK 1 EDGE: Psionic (mandatory if not obtained
exposed to Starfleet principles, ideals, personnel,
from species), Eidetic Memory, High Pain
Threshold, Iron Willed, Skill Focus (3DThinking), and systems throughout your entire childhood.
Thinker PICK 1 SKILL: Administration (Federation) +2,
Computer Use +2, any one Science skill +2
PICK 3 SKILLS: Athletics +1, Construct +1, any one
Engineering skill +1, any one Entertain skill + 1,
You came from a devout family, or perhaps grew up any one Knowledge skill +1, any one Language
in a temple, monastery, or other religious institution. +1, Repair +1, Sport +1, System Operation +1
PICK 1 SKILL: Any one Craft skill +2, Religion +2, PICK 1 EDGE: Bold, Contacts, Fit, Resolute, Skill
Social Science +2 Focus (Eloquent)
PICK 3 SKILLS: Administration + 1 , Computer Use +1,
any one Entertain skill + 1 , Influence +1, any one
other Knowledge skill + 1 , any one Language +1,
Persuade +1, any one Unarmed Combat skill +1 Your family was fabulously rich, and you grew up
PICK 1 EDGE: Eidetic Memory, Meticulous, Skill in the lap of luxury.
Focus (Attentive), Skill Focus (Compassionate), PICK 1 SKILL: Business +2, Influence +2, Sport +2
Skill Focus (Diplomatic)
PICK 3 SKILLS: Any one Entertain skill +',
Gymnastics +1, any one Knowledge skill + 1 , ar y
one Language +1, Negotiate +1, Persuade +1
PICK 1 EDGE: Contacts, Iron Willed, Skill Focus
Your parents were scientists (or perhaps explor- (Seductive), Unyielding, Wealth
ers), and some of their knowledge and love of learn-
ing rubbed off on you.
PICK 1 SKILL: Computer Use +2, any one Knowledge
skill +2, any one Science skill +2 Characters may create their own packages.
PICK 3 SKILLS: Construct +1, any one Engineering PICK 1 SKILL: Any one skill +2
skill +2, any one Enterprise skill +1, any one PICK 3 SKILLS: Any three skills +1
other Knowledge skill +1, any one Language +1,
Repair +1, System Operation +1 PICK 1 EDGE: Any Edge except Command or
Promotion
PICK 1 EDGE: Contacts, Curious, Eidetic Memory,
Meticulous, Unyielding
In the lists of professional skills an asterisk (*) indicates an entry which actually encompasses a skill group. If a
skill group is listed, choose a specific skill from those listed within the group. See Chapter 6: Skills for skill groups
and included skills.

MERCHANT PROFESSIONAL SKILLS: Appraise,


Business, Computer Use, Craft*, Culture, Influence,
Inquire, Language*, Negotiate, Repair, Specific
World, System Operation

You traded the certainty of a regular job for the


freedom and adventure of a trader's life, hoping to
profit by buying low, selling high and beating your
competition to the best markets.
Skills: Appraise (choose) +3, Business +3, Culture
+2, any one Language skill +1, Negotiate +4,
Specific World +2, System Operation (Flight
DIPLOMAT PROFESSIONAL SKILLS: Administration, Control) +3
Computer Use, Culture, History, Inquire, Pick 5: +1 to any professional skill
Language*. Law, Negotiate, Persuade, Politics,
Pick 1 Edge: Contacts, Curious, Skill Focus
Social Science, Specific World
(Eloquent), Skill Focus (Persuasive), Wealth

You filled an important, if not necessarily glam-


orous, position in your government, helping to keep You apprenticed in a manufacturing profession,
society running smoothly and efficiently. learning to make Vulcan lutes, hand-made clothing,
Skills: Administration +3, Computer Use (Retrieve) or some other form of handicraft. You also learned
+ 1, Inquire (Interview) +2, Law +3, Negotiate how to market your wares.
(Mediate) +1, Persuade (Oratory) +2, Politics +4 Skills: Appraise +2, Business +3, any one Craft skill
Pick 5: +1 to any professional skill +4, Culture +2, Influence (Charm, Fast Talk) +3,
Negotiate +2, Specific World +2
Pick 1 Edge: Contacts, Eidetic Memory, Meticulous,
Skill Focus (Diplomatic), Skill Focus (Eloquent) Pick 5: +1 to any professional skill
Pick 1 Edge: Cultural Flexibility, Likeable, Meticulous,
Skill Focus (Craftsman), Wealth
You served your government as a member of a
diplomatic entourage to another government.
Skills: Computer Use (Retrieve) + 1, Culture +3, You worked in a small business, such as a tailor's
Inquire (Fraternize) +2, any one Language skill shop, bar, or stop, that catered to individual consumers.
+2, Law +2, Negotiate (Mediate) +4, Specific Skills: Appraise +2, Business +3, Computer Use +1,
World +3 • Culture +2, Influence (Charm) +1, Influence (Fast
Pick 5: +1 to any professional skill Talk) + 1, Inquire (Fraternize) +2, Negotiate +3,
Specific World +2
Pick 1 Edge: Ally, Cultural Flexibility, Shrewd, Skill
Focus (Diplomatic), Skill Focus (Eloquent) Pick 5: +1 to any professional skill
Pick 1 Edge: Contacts, Meticulous, Shrewd, Skill
Focus (Persuasive), Wealth
As an expert on one or more alien species or soci-
eties, you advised others regarding the culture, activi-
ties, psychology, and history in your area of expertise.
Skills: Administration +2, Computer Use (Retrieve)
+2, Culture +4, History +3, appropriate
Language skill +2, Social Science (choose) +2,
Specific World +3
Pick 5: +1 to any professional skill
Pick 1 Edge: Contacts, Cultural Flexibility, Shrewd,
Skill Focus (Eloquent), Skill Focus (Persuasive)
M Y S T I C P R O F E S S I O N A L SKILLS: Armed Combat*,
Craft*, Culture, First Aid, History, Inquire, Observe,
Persuade, Play, Religion, Sing, Specific World,
Survival, Unarmed Combat*

You believe in a personal philosophy (such as the


way of Kolinahr or code of Kahless) allowing you to
make a private connection to the spiritual world.
Skills: Any one Armed Combat skill +2, any one
Craft skill +2, First Aid +2, Observe +4, Persuade
(Debate) +2, Religion +4, any one Unarmed
Combat skill +3
Pick 5: +1 to any professional skill RoGue PROFESSIONAL SKILLS: Appraise, Armed
Pick 1 Edge: Bold, Fast On Your Feet, Fit, Quick Combat*, Conceal, Forgery, Impersonate, Influence,
Draw, Weapon Mastery Inquire, Observe, Ranged Combat*, Sleight of
Hand, Stealth, Streetwise, Unarmed Combat*

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)

However you put your skills to use—be it as a


Although not a holder of any formal religious office, spy, bank robber, or saboteur—you are a consum-
you possessed a deep and abiding religious conviction mate professional, and you do what you do to chal-
that led you to a life of wandering and proselytizing. lenge your abilities.
Skills: Any one Craft skill +2, Culture +2, History Skills: Any one Armed Combat skill +2, Conceal +3,
+2, Inquire (Fraternize) +3, Persuade (choose) Observe (Spot or Listen) +3, any one Ranged
+4, Religion +3, Survival (choose) +2 Combat skill +4, Stealth (choose) +3, Streetwise +3
Pick 5: +1 to any professional skill Pick 5: +1 to any professional skill
Pick 1 Edge: Confident, Contacts, Curious, Pick 1 Edge: Alert, Friendly, Iron Willed, Martial
Likeable, Skill Focus (Compassionate) Artist, Skill Focus (Attentive)

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

You attended an alien academy, such as the


Vulcan Science Academy or the Daystrom Institute,
where you not only studied science but also picked
up a bit of the culture.
Skills: Computer Use (choose) +3, Construct
(choose) +3, Culture +2, any one Language skill
+2, Repair (choose) +1, any one Science skill +4,
Specific World +2
Pick 5: +1 to any professional skill S O L D I E R P R O F E S S I O N A L SKILLS: Armed Combat*,
Pick 1 Edge: Confident, Contacts, Cultural Flexibility, Athletics, Demolitions, First Aid, Inquire,
Curious, Unyielding Investigate, Observe, Ranged Combat*, Repair,
Survival, Tactics

You attended a medical school in the hope of sav-


ing the lives of others either through providing treat- You learned to be a soldier through some form of
ment or developing new cures. military training, where you learned to serve with
Skills: Computer Use (Retrieve) +1, First Aid +2, honor and dignity.
Investigate +2, Medicine (choose) +3, Life Skills: Any one Armed Combat skill +3, Athletics
Science (choose) +2, Physical Science +2, Energy Weapons +4, First Aid +1, Observe
(Chemistry or Physics) +1, System Operation (Listen or Spot) +2, Repair +1, Survival +2, Tactics
(Medical) +3, Specific World +1 (Ground) +1, any one Unarmed Combat skill +2
Pick 5: + 1 to any professional skill Pick 5: +1 to any professional skill
Pick 1 Edge: Curious, Healthy, Likeable, Skill Focus Pick 1 Edge: Dodge, High Pain Threshold, Skill
(Compassionate), Thinker Focus (Keen Hearing), Skill Focus (Keen Sight),
Weapon Mastery

Eschewing boring laboratory work, you spent your


time in the field conducting your research. Rather than through formal military training, you
Skills: Computer Use +3, Construct (choose) +1, picked up fighting skills by necessity, from anyone
First Aid +3, any one Knowledge skill +2, Repair who could teach you.
(choose) +1, any one Science skill +4, System Skills: Any one Armed Combat skill +2, Athletics
Operation (Sensors) +3 (Jump or Run) +3, Demolitions +2, First Aid +1,
Pick 5: +1 to any professional skill Observe (choose) +2, any one Ranged Combat
skill +3, any one other Ranged Combat skill +2,
Pick 1 Edge: Alert, Eidetic Memory, Fit, Meticulous,
Survival +1, any one Unarmed Combat skill +2
Unyielding
Pick 5: +1 to any professional skill
Pick 1 Edge: Dead Aim, Fast On Your Feet, Great
Preferring theories and experiments to practical Stamina, Lightning Reflexes, Weapon Mastery
applications of scientific knowledge, you worked in
laboratories and research institutions, pushing the
boundaries of science. You apply your skills as a law enforcement offi-
Skills: Computer Use (Retrieve) +2, Construct +2, cer, protecting society by apprehending criminals.
Investigate (Research) +1, any one Knowledge Skills: Athletics + 1 , Inquire (Interrogate) +4,
skill +2, Persuade +2, Repair +2, any one Investigate (Search) +3, Observe (Spot) +4, any
Science skill +3, any one other Science skill +1, one Ranged Combat skill +2, Repair +1, any one
System Operation (Sensors) +2 Unarmed Combat skill +2
Pick 5: +1 to any professional skill Pick 5: +1 to any professional skill
Pick 1 Edge: Ally, Eidetic Memory, Meticulous, Skill Pick 1 Edge: Contacts, Shrewd, Skill Focus
Focus (Compassionate), Unyielding (Attentive), Skill Focus (Keen Sight), Unyielding
FLIGHT CONTROL PROFCSSIONAL SKILLS:
Administration, Athletics, Computer Use, Energy
Weapons, Knowledge*, Repair, Space Science,
Survival, System Engineering, System Operation,
Unarmed Combat*

You studied the basics of piloting spacecraft, from


locating your ship's position to setting a course using
a variety of methods.
Skills: Administration + 1 , Computer Use +2,
Energy Weapons +2, Repair +2, Space Science
(Astrogation) +3, System Engineering (Flight
Control) +2, System Operation (Flight Control)
+3, any one Unarmed Combat skill +2
Command Pick 5: +1 to any professional skill
C O M M A N D PROFessiONAL SKILLS: Administration, Pick 1 Edge: Bold, Confident, Fast On Your Feet,
Athletics, Computer Use, Energy Weapons, Sense of Direction, Unyielding
Inquire, Knowledge*, Negotiate, Persuade,
Repair, Survival, System Operation, Tactics,
Unarmed Combat*
Your natural talents as a pilot were augmented
through intensive study of navigation.
You received broad training in the basic com- Skills: Athletics +1, Computer Use +1, Energy
mand procedures and methods. Weapon + 1 , Repair + 1, Space Science
Skills: Administration +2, Computer Use (Retrieve) (Astrogation) +4, Survival +2, System Engineering
+2, Energy Weapons +3, any one Knowledge (Flight Control) +2, System Operation (Flight
skill +2, Negotiate + 1 , Repair + 1 , System Control) +4, any one Unarmed Combat skill +1
Operation (Command) +2, Tactics (Space) +2, Pick 5: +1 to any professional skill
any one Unarmed Combat skill +2
Pick 1 Edge: Bold, Famous Event, Lightning
Pick 5: +1 to any professional skill Reflexes, Shrewd, Skill Focus (3D Thinking)
Pick 1 Edge: Bold, Command, Confident, Contacts,
Iron Willed

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)

You received special training in matters of logis-


tics, personnel management, and related topics.
Skills: Administration +3, Computer Use (Retrieve)
+2, Energy Weapons +2, Inquire +1, any one
Knowledge skill + 1 , Negotiate +3, Persuade +2,
Repair +1, System Operation (Command) +3
Pick 5: +1 to any professional skill
Pick 1 Edge: Command, Confident, Contacts,
Meticulous, Skill Focus (Diplomatic)
You were trained in the basics of starship engi-
neering—everything from repairing warp drives to
modifying transporters.
Skills: Computer Use +2, Construct +2, Energy
Weapons +1, Propulsion Engineering +3, Repair
+2, Structural Engineering +3, System
Engineering +4, System Operation +2, any one
Unarmed Combat skill +1
Pick 5: +1 to any professional skill
Pick 1 Edge: Bold, Curious, Innovative, Skill Focus
(Craftsman), Unyielding

You received advanced training in the fields of


artificial intelligence, computer theory, robotics,
nanotechnology, and the like.
Skills: Computer Use +3 (Programming), Construct
(Computers) +3, Energy Weapon +1, Physical
Science (Mathematics) +2, Repair +2, System
Engineering (Computer) +3, System Operation +2
Pick 5: +1 to any professional skill
Pick 1 Edge: Curious, Innovative, Meticulous, Skill
Focus (Craftsman), Unyielding

OPERATIONS PROFESSIONAL SKILLS; Athletics,


You were trained to design spacecraft—drawing Computer Use, Energy Weapons, First Aid,
blueprints, designing spaceframes, selecting proper Knowledge*, Observe, Repair, Survival, System
warp drives, hull materials, ship's systems, and so Engineering, System Operation, Unarmed
Combat*
on.
Skills: Computer Use (Modeling) +2, Construct
(Starship) +3, Energy Weapons +1, Propulsion You operate and maintain a critical system on board
Engineering +2, Repair +3, Structural a starship or space station—life support, communica-
Engineering +3, System Engineering +3, System tions, sensors, replicators, transporters, and so on.
Operation +1
Skills: Athletics +2, Computer Use +2, Energy
Pick 5: +1 to any professional skill Weapons +2, First Aid +1, Repair +1, Survival
PICK 1 EDGE: Ambidextrous, Meticulous, Skill Focus +1, System Engineering (choose) +3, System
(Craftsman), Suit Trained, Zero-G Trained Operation (choose) +4, any one Unarmed
Combat skill +2
Pick 5: +1 to any professional skill
Choose one system—transporters, phasers, ODN Pick 1 Edge: Alert, Bold, Confident, Likeable, Skill
networks, etc.—that you know really well, making Focus
you the one to call when that system needs repair.
Skills: Computer Use +2, Construct (choose) +3,
Energy Weapon +2, Physical Science +1, Repair You were trained in the general skills of managing
(choose) +2, System Engineering (choose) +3, the operations and power usage of a starship and its
System Operation (choose) +2, any one personnel.
Unarmed Combat skill +1
Skills: Athletics +2, Computer Use (choose) +3,
Pick 5: +1 to any professional skill Energy Weapons +2, Repair + 1 , System
Pick 1 Edge: Competitive, Exceptional Concentration, Engineering (Electroplasma System) +3, System
Innovative, Shrewd, Skill Focus (Craftsman) Operation (Operations Management) +4, any
one Unarmed Combat skill +2
Pick 5: +1 to any professional skill
Pick 1 Edge: Athletic, Bold, Contacts, Skill Focus
(Attentive), Skill Focus (Persuasive)
SecuRiTY PROFESSIONAL SKILLS: Athletics,
Computer Use, Energy Weapons, First Aid,
Inquire, Investigate, Knowledge*, Observe,
Repair, Survival, System Operation, Tactics,
Unarmed Combat*

You received standard security training.


Skills: Athletics (Climb or Jump) +2, Energy
Weapons +3, First Aid + 1 , Inquire (Interrogate)
+2, Investigate (Search) +2, Repair +1, System
Operation (Security Systems) +2, Tactics +1, any
one Unarmed Combat skill +2
Pick 5: +1 to any professional skill
PICKI EDGE: Alert, Bold, Dodge, High Pain Threshold, Counselor
Skill Focus (Attentive) COUNSELOR PROFESSIONAL SKILLS: Athletics,
Computer Use, First Aid, Influence, Inquire,
Knowledge*, Medicine, Energy Weapons,
Your security training emphasized aspects relat- Repair, Survival, System Operation, Unarmed
Combat*
ing to law enforcement—investigating crimes,
apprehending criminals, and securing vital areas.
Skills: Computer Use (Hacking) +2, Energy You specialized in alien psychology and now
Weapons +2, Inquire (Interrogation) +3, instruct diplomats and starship commanders on alien
Investigate (choose) +3, Observe (Spot) +2, Repair behavior.
+1, System Operation (Security Systems) +2 Skills: Computer Use (Retrieve) + 1, Inquire
Pick 5: +1 to any professional skill (Fraternize) +3, Culture +3, History +2, Medicine
Pick 1 Edge: Alert, Dodge, Meticulous, Shrewd, (Psychology) +3, Specific World +3, System
Skill Focus (Attentive) Operation (Command) +1
Pick 5: +1 to any professional skill
Pick 1 Edge: Cultural Flexibility, Friendly, Innovative,
You received training in starship tactics and com- Likeable, Skill Focus (Diplomatic)
bat procedures, you handle the ship's weapons in
battle.
Skills: Computer Use (Hacking) +2, Culture +2, You trained to become a ship's counselor, study-
Energy Weapons +3, Repair +2, System ing psychology, interpersonal relations, and related
Operation (Tactical) +4, Tactics (Space) +2, any subjects.
one Unarmed Combat skill +2 Skills: Computer Use (Retrieve) +1, Culture +2,
Pick 5: +1 to any professional skill Energy Weapon +1, First Aid +2, Influence
Pick 1 Edge: Bold, Confident, Contacts, Dodge, (Charm) +1, Inquire (Interview) +3, Medicine
Resolute (Psychology) +3, Specific World +2, System
Operation +1
Pick 5: +1 to any professional skill
Pick 1 Edge: Contacts, Curious, Skill Focus
(Compassionate), 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

Following your natural talent and inclination for


emergency medicine, treating disaster victims, the scientific study, you enrolled in a program of science
victims of disease, and the casualties of war. instruction preparatory to becoming a starship sci-
Skills: Athletics +2, Computer Use (Retrieve) +1, ence officer.
Energy Weapons +1, First Aid +4, any one Skills: Computer Use (Retrieve) +2, Energy
Knowledge skill + 1, Medicine +4, System Weapons + 1 , Life Science +3, Physical Science
Operation (Medical) +2, Survival (choose) +2 +3, Planetary Science +3, Repair +2, Space
Pick 5: +1 to any professional skill Science +2, System Operation (Sensors) +2

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

If none of the professional development packages


appeals to you, you can make your own. Simply assign
twenty skill levels to skills listed on the profession's skill list.
Including a specialty with the skill counts as one skill level.
Alternatively, players can pick the following pack-
age for every additional advancement needed to create
a department head (or other commanding officer). With
Having detailed your character's background with this, the advancement picks have already been allocat-
skills and traits, you have a character who has just com- ed for you.
pleted his training and is ready to begin his career—a
Julian Bashir or Harry Kim in the first seasons of their
respective shows. But that's not the sort of character DEPARTMENT HEAD ADVANCEMENT
everyone wants to play, or suited to every series. After PICK 1: Command edge/upgrade
all, plenty of characters on the Star Trek shows—from PICK 1: Promotion edge/upgrade
Kirk, Spock, and McCoy to Sisko, Kira, and Odo—start PICK 1: +1 to any professional skill or 1 new spe-
their series with considerable experience under their cialty
belts, with far more skills and other abilities than a
character fresh out of Starfleet Academy.
It's easy to create advanced or experienced charac-
ters in the Star Trek Roleplaying Came. All you have to
do is take your basic character through one or more
advancements (see page 152). The Narrator decides
how many advancements to apply, either using a flat
number ("Every character begins the series with three
advancements") or deriving a number from some for-
mula. Possible formulae include:

• One advancement per defined time period—each


prior year of Starfleet service, every six months of
combat duty, one advancement for every two years
in a civilian career
• One or more advancements per previous tour of duty

Suppose a Narrator wants to run a Starfleet-based


series set right after the Dominion War. She decides
that players can either play recent Academy graduates
or officers who fought in the war. Academy graduate
characters receive no advancements, while war veter-
ans may take one advancement per six star-months of
service (equaling four advancements for a character
who fought in the entire war). If she wanted to, she
could even create some special advancement lists for
war veteran characters to choose from, reflecting
their various wartime experiences.
Choosing to advance your character prior
to beginning play is a good way to create
starting characters to fill the important posi-
tions on a starship or in the series. Some play-
ers may want to play a Mr. Spock (Chief
Science Officer), a Scotty (Chief Engineer), or a
Dr. McCoy (Chief Medical Officer). Take your basic
character through one or more advancements (see
page 1 52) to get him to the rank and position required.
When using extra advancements in this way, be sure to
select the Command and Promotion edges (see pages
131 and 136 for information on the number of
upgrades required for a particular ship and position).
Each of the professions
Your character obtains his start- described in Chapter 3, from star-
ing skills from the various devel- ship command officer to mystic,
opment packages listed in Chapter includes a list of professional
5. Some of the choices reflect skills—skills that members of the
what the character learned or profession routinely learn and use
experienced during his childhood in the course of their occupational
and early adulthood, while others duties. For example, starship opera-
represent his professional training tions officers usually possess skills
II characters pos- (whether at Starfleet Academy, such as System Operation or
sess certain aptitudes and some other formal institution, or Repair. To reflect this vocational
knowledge, ranging from the proverbial "school of hard predisposition, the Star Trek RPC
trained abilities (armed knocks"). makes it easier for characters to
combat, repair, negotiation) Once the characters have acquire and develop their profes-
to academic studies (engi- gained experience through play, sional skills. Any skills not listed as
neering, computers, scien- they upgrade existing skills and a professional skill for your charac-
tific subjects). In the Star learn additional ones as a result of ter's chosen vocation are called
Trek RPC these capabilities, their adventures. Amassed experi- nonprofessional skills. It is more dif-
disciplines, and areas of ence points enable characters to ficult for characters to acquire and
knowledge are called skills. advance (see page 152), giving upgrade nonprofessional skills.
them the opportunity to improve
skills they already know and to
learn new skills altogether. Most skills represent broad
areas of knowledge or aptitude
relating to a given subject. Skills
Skill levels define how well a such as Medicine, Administration,
character can perform a known and History all represent enor-
aptitude. Skill levels range from 0 mous bodies of information and
to 12, representing no practical ability. A character with the
experience to complete mastery in Medicine skill knows about the
the field. Some traits and profes- anatomy of dozens of species, the
sion abilities allow characters to applications and side effects of
exceed the maximum level of 12, thousands of drugs, how to per-
demonstrating expertise beyond form surgery, and the symptoms of
the human norm. hundreds of diseases, to name just
a few things. Yet people tend to excel in areas where
they have the most familiarity or the best training. The
character with the Medicine skill may know a lot about Some skills fall into neat, overarching groups.
doctoring, but concentrates on surgery or toxicology. Propulsion Engineering, Structural Engineering, and
Put another way, a doctor who works day after day test- System Engineering, for example, all share common ele-
ing samples in a laboratory would be less familiar with ments—they have Intellect as their base attribute modi-
performing surgery than a surgeon; the former may fier, can all be used as academic skills, and achieve sim-
have learned surgical techniques in medical school, ilar game effects when performed successfully.
but focused on toxicology or genetics. So while skills Unlike specialties, skills within a group have no
define broad areas of ability or knowledge, a specific numerical relationship with one another; possessing
discipline or subfield is represented by a specialty. one skill within a skill group confers no practical abili-
Almost every skill covers a range of specialties. ty within other areas of the group. Your character can
Characters can acquire specialties in two ways: possess several skills that fall under a skill group, each
through a development package or through advance- having its own level and treated as a separate skill. For
ment. Some development packages designate a skill instance, possessing Propulsion Engineering 7 gives
and specialty, indicating the way in which your char- you no ability with Structural Engineering (though some
acter applies his skill, the areas with which he is the edges or professional abilities might confer affinity
most familiar, or the specific topics he studied or prac- bonuses if your character possesses both skills).
ticed most while learning the skill. See Chapter 5: While each skill group includes a list of related
Development for more information. Once your char- skills, these are by no means exhaustive. You should
acter has begun play, you may learn additional spe- feel free to create additional skills within a group as
cialties in lieu of, or in addition to, developing your needed. For example, you might envision your engi-
character's level in a given skill. See Chapter 9: neer as a colonist on a remote world, struggling to
Advancement for more information. build a better life for himself and his fellow colonists by
When your character obtains a skill specialty, you constructing large public works. In this case, you could
should write the skill on his character sheet as Skill add Civil Engineering as a skill under the Engineering
(Specialty) level + #. For example, your character might skill group. You should inform your Narrator about all
know Physical Science (Chemistry) +5 or System new skills you create and get her approval for them.
Operation (Transporter) +7. If you acquire an addition-
al specialty, record it as follows: System Operation
(Transporter, Helm) +8.
Possessing a specialty does not mean a character
lacks knowledge of other specialties in the skill; it just
indicates he isn't quite as proficient in those areas. A
character with Stealth (Hide) can still sneak, just not as
well. When making a test involving his specialty, your
character gains a +2 to his skill roll. But when making
a test outside of his specialty—sneaking instead of hid-
ing—your character does not receive this added bonus.
Each skill description includes a list of sample spe-
cialties. These are not the only specialties possible, and
you should feel free to create additional specialties for
a skill as needed. You should inform your Narrator
about all new specialties you create and get her
approval for them prior to the start of play.
Of course, not all skills have specialties. Some—
like a language—don't lend themselves to this sort of
subdivision. They represent more limited bodies of
knowledge or less comprehensive abilities that all
characters learn equally well. Where applicable, skill
descriptions omit the specialty entry entirely. On your
character sheet, simply note the skill name and the
level of ability (for example, Klingon + 3).
Test M o d i f i e r s
The outcome of a character's actions depend on the The base difficulty of a test may be modified by factors
result of a skill test. Skill tests consist of several com- that increase or decrease the overall difficulty. Performing
ponents—establishing a target number (TN), factoring actions in adverse lighting, inclement weather, without
in test modifiers, making a dice roll, and comparing sufficient tools or equipment, or without sufficient time
your final test result to the TN. will most likely increase the base difficulty of a test. On
the other hand, taking extra time, using high-tech equip-
ment, or performing an action under ideal conditions can
When calling for a skill test, the Narrator establish- significantly lower the difficulty of an otherwise challeng-
es a target number representing the difficulty of a par- ing action. Modifiers of this sort affect the baseTN.
ticular test. The Narrator first considers what the char- Most skills fall into one of four general test cate-
acter intends to do and assigns a base target number. gories: physical, social, academic, and psionic. Test cat-
Table 6.1 lists the difficulty levels and their related tar- egories help the Narrator determine what factors com-
get numbers based upon general assessments of diffi- monly modify the base difficulty assigned to a specific
culty. The individual skill descriptions presented below skill test. For example, the base difficulty of Ranged
provide test-specific target numbers covering typical Combat tests is determined by the physical range from
game scenarios. shooter to target. But what are the conditions during the
fight? Is it broad daylight or a dark and stormy night?
Are the Romulans standing out in the open, or have
they taken cover? Because the Ranged Combat skill
DIFFICULTY falls under the physical test category, both you and the
Simple Narrator know that physical conditions such as lighting,
Routine cover, and target size might also apply to the test.
Challenging PHYSICAL T€ST5: Physical test modifiers interpret
Difficult the complications that might arise as a result of physical,
material, and environmental conditions. They apply to
physical actions, such as Repair and Observe skill tests,
and Quickness reaction tests. For example, searching in
total darkness is much more difficult than searching in
bright lighting. Similarly, searching for something on a
PHYSICAL TESTS ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
flat, even surface is simpler than searching for something
Attribute Tests: Agility, Perception, Strength,and Vitality
in an area obstructed by a great deal of clutter. In these
Reaction Tests: Stamina and Quickness
instances, both lighting conditions and material consid-
Skill Tests: Armed Combat skill group, Athletics, Conceal,
erations (obstructions) apply as modifiers.
Construct, Craft skill group. Demolitions, First Aid,
Table 6.3: Physical Test Modifiers lists common
Forgery, Gymnastics, Indoctrinate,
physical modifiers and their suggested TN adjust-
Investigate, Observe, Ranged Combat skill group,
ments. If multiple modifiers apply, the Narrator should
Repair, Sleight of Hand, Sport, Stealth, Survival, System
add the sum of these to the base difficulty in order to
Operation, and Unarmed Combat skill group
set the final test TN. Though combat tests and their
SOCIAL TESTS
modifiers are handled in greater detail in the
Attribute Tests: Presence
Appendix, as physical actions they can be influenced
Reaction Tests: Savvy and Willpower
by physical test modifiers.
Skill Tests: Entertain skill group. Gaming, Impersonate,
Influence, Inquire, Hegotiate,and Persuade
ROLEPLAYING SOCIAL SKILL TESTS
ACADEMIC TESTS

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

PSIONIC TESTS roleplaying, unless they say or do something that com-

Attribute Tests: Psi (see Psionic edge, page 136} pletely ruins their attempt—like revealing a lie when

Reaction Tests: Willpower fast-talking a guard.

Skill Tests: Empathy, Mind Control, Mind Shield, and Telepathy


CONDITION
VISIBILITY & LIGHTING
Clear Visibility/ideal lighting
Dim lighting
Darkness
Dense smoke/f
Light rain
Heavy rain
EXTREME TEMPERATURE
Temperate
Uncomfortable heat/cold
Extreme heat/cold
TERRAIN
Flat/unobstructed terrain
Uneven/lightly obstructed terrain
Broken/heavily obstructed terrain
Slick surface/uncertain footing
Slippery surface/poor footing
Frictionless surface/no footing
Low gravity/heavy gravity environme
Zero gravity environment
Disadvantageous position
Advantageous position
EQUIPMENT MODIFIERS (FOR TESTS REQUIRING EQUIPMENT)
Adequately equipped
Inadequately equipped/using inferior tools
Equipped with jury-rigged/makeshift tools
Totally unequipped
Character well equipped/using superior tools
Equipped with advanced/precision tools
Wearing an EVA suit
OFF-HAND PENALTY***
'Characters making opposed tests against characters suffering the same modifiers need not factor modifiers into the test
except in cases where relative modifiers favor one of the opponents.
* * + / - indicates that the modifier is relative. For example, a character trying to hide in broken ground gains a benefit from
cover (-5 TN), whereas a guard searching broken ground for a sniper suffers a penalty (+5 TN).
""The off-hand penalty applies whenever a character relies on his nondominant hand to perform a physical action {such as making a
repair or performing first aid).

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.

The Narrator decides whether an affinity bonus


applies, but her interpretation often depends on how The Narrator has set a base difficulty and factored
you describe your character's actions. If an affinity in any TN modifiers, and you've rolled your skill test.
bonus seems reasonable, she must decide which skill Whether your test result is equal to, less than, or
potentially complements the primary skill test and con- greater than the TN, you next consider the degree of
fer a +1 bonus to your character's skill test. Thus, you success or failure by comparing the final test result to
would add the skill levels of the primary skill to the die the test TN.
roll and add a +1 bonus for the affinity skill. Although Whereas target numbers interpret an action's diffi-
you need an affinity skill at level 1 or better to qualify culty, degrees of success evaluate the outcome of your
for an affinity bonus, the numerical level of the skill character's efforts. Achieving a test result 1 or 2 higher
plays no role with regard to the magnitude of the bonus. than the difficulty is a success, but not as good as a
result 1 0 higher than the TN. Calculating the degree of
EXAMPL€: Ensign Ro (Inquire +6) searches for a success or failure for any test is simple: every incre-
Maquis cell, and her player asks to make an Inquire ment of 5 rolled above or below the TN represents one
test to find out the location of their hideout. The degree of success or failure, respectively. SeeTable 6.7:
Narrator allows her to make the test. Major Kira Degrees of Success.
(Inquire +6, Streetwise +6) searches for the same Sometimes, knowing how well your character com-
Maquis cell, and her player describes how she puts pletes an action is not as important as the amount of
the word out on the street. The Narrator suggests Kira's time the action takes to complete. In these instances, the
player add an affinity bonus to the skill test for her degree of success or failure can translate into a modifier
Streetwise skill to represent her knowledge of the to the amount of time it takes to complete a task. If Mr.
underworld and how it works. Constable Odo (Inquire Scott scores an extraordinary success while repairing the
+9, Administration +5), however, goes through official ship's phasers, his accomplishment could be interpreted
channels, reading security reports on the cell's activi- as taking half the time (rather than reflecting on the qual-
ties and asking officials for information. The Narrator ity of the repairs). Table 6.7: Degree of Success lists mod-
allows Odo's player to make an Inquire test with a +1 ifiers to a test's action time. Generally, these modifiers
affinity bonus for his Administration skill. should apply to time periods longer than an action.
Aside from qualifying a character's overall perform-
When multiple affinities are relevant, you or your ance during a test, degrees of success and failure can
Narrator must choose which skill applies. Affinities are also determine specific, variable effects of profession
not cumulative. When using Systems Engineering, for abilities, skills, and traits. For certain abilities and skills,
instance, you could not gain a +1 affinity bonus with both degree of success determines how long an effect lasts
Repair and Construct. A skill affinity may, however, pro- or quantifies how much of a bonus or penalty a char-
vide enhanced bonuses with profession abilities or traits. acter gets when performing subsequent actions.

TEST RESULT DEGREE OF SUCCESS/FAILURE TIME MODIFIER


11+ below TN DISASTROUS FAILURE—The attempt makes matters worse if possible. base time x 1.5
6-10 below TN COMPLETE FAILURE—The attempt fails and may prevent further attempts. base time
1-5 below TN FAILURE—The attempt fails, but the character may try again at a -2 skill test penalty. base time
0-4 above TN MARGINAL SUCCESS—The character achieves the basic objective with only minor
complications or setbacks. base time
5-9 above TN COMPLETE SUCCESS—The character achieves his objectives with no setbacks whatsoever. 1/2 base time
10+ above TN EXTRAORDINARY SUCCESS—Character performs beyond expectations, possibly gaining an
additional advantage such as a positive initiative modifier in the next round or the
ability to perform an additional action at half the normal cost. 1 /4 base time
Regardless of type, some tests war-
rant special consideration to account SITUATION CHARACTER ACTION/TEST OPPONENT'S ACTION/TEST
for extenuating circumstances sur- Acting in disguise Impersonate Observe (Spot)
rounding the nature of the challenge. Bargaining Negotiation (Bargain) Negotiation (Bargain)
The following list a few of the most Dodging fin ness Reaction !anged Combat
common test variants you will Foot race Strength Strength
encounter in the Star Trek RPC. Gambling Gaming Gaming
Hiding Stealth (Hide) Observe (Spot)
O p p o s e d Tests
Parry/block blow Armed/Unarmed Combat Armed/Unarmed Combat
Whenever the success or failure of Riddle game Intellect Intellect
a character's actions depends largely Searching Observe Stealth (Hide) or Conceal
on the performance of an opponent Swimming race Athletics (Swim) Athletics (Swim)
(such as in a foot race or wrestling
match), the Narrator may call for an opposed test. Characters can use opposed tests for many different
Opposed tests differ from standard tests in that the situations (see the skill descriptions beginning on page
Narrator does not set a TN for the test; instead the 109). A Starfleet security officer could pit his Observe or
defender makes the specified test, with his test result Investigate skills against a smuggler's Conceal when
serving as the TN. Equal test results indicate a tie. If the searching for contraband; a spy could use his
test represents an ongoing contest (conducted as an Willpower in a reaction test to resist a Romulan's
extended test), additional tests can be made to resolve attempt to brainwash him with Indoctrinate; and a com-
the deadlock. puter hacker and a computer security specialist might
employ their respective Computer Use skills when the
EXAMPLE: Jorrek and Kubara engage in an arm- hacker tries to penetrate the specialist's system.
wrestling contest. The Narrator calls for Strength In some situations, rather than have the opponents
attribute tests. Jorrek gets a test result of 14, and determine their test results simultaneously, the Narrator
Kubara gets a test result of 7. Jorrek wins the may have one of them make a test in advance and then
opposed test, and since his test result exceeds use the test result for the TN for the other character's
Kubara's by 7, he achieves a Complete Success test later in the episode. For example, when a smuggler
and wins the contest. If Kubara had also rolled a hides contraband aboard his ship, the Narrator may
14, the two would have tied and the contest require a Conceal test to determine how well hidden
would have continued to the next round when the goods are, noting the test result. Later, when a
they could make another opposed test. The con- Starfleet security officer searches the ship, the Narrator
test continues until one or the other beats his uses the smuggler's Conceal test result as theTN for the
opponent's test result. officer's Investigate (Inspect) test. The Narrator decides
what method to use based on the circumstances.

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.

The difficulty of an Athletics test depends on the ter-


rain conditions through which you move; do not include
the terrain modifiers for physical tests to the target num-
ber (see page 101). You can judge the general difficulty
of the Athletics task in advance as an academic test.
SIMPLE (TN 5): Open terrain, such as open grasslands
or a placid lake (or a surface with many handholds)
ROUTINE (TN 10): Lightly broken terrain, such as a
dry riverbed or choppy waters (or a surface with
adequate handholds)
CHALLENGING (TN 15): Heavily broken terrain, such
as rocky ground or rough waters (or a surface with
few handholds)
Most tasks involving the operation of various sys- a +5 modifier to your Conceal test to actually hide the
tems, such as transporters, navigation stations, and object. The size and shape of the object, along with the
sensors, are treated as System Operation skill tests. availability of hiding places, affect the difficulty:
SIMPLE (TN 5): Write a simple program; access SIMPLE (TN 5): Conceal a knife in your jacket.
basic information; hack into a primitive computer ROUTINE (TN 10): Conceal an energy pistol beneath
or system with a security level of 5. your jacket.
ROUTINE (TN 10): Write an average program; corre- CHALLENGING (TN 15): Conceal an energy pistol
late related information; hack into a personal com- beneath a tight shirt.
puter with a security level of 10. DIFFICULT (TN 20): Conceal an energy rifle beneath
CHALLENGING (TN 15): Write a complicated pro- your jacket.
gram; correlate unrelated information; hack into a VIRTUALLY IMPOSSIBLE (TN 25): Conceal an energy
specific starship system or other "secure" computer rifle up your sleeve.
with a user or security level of 1 5. AFFINITY: Conceal gains a +1 affinity bonus from
DIFFICULT (TN 20): Write a complex program; Stealth or Investigate.
access obscure or unknown information; hack into ACTION TIME: Full-round action (Conceal on person),
the computer core of a starship or "classified" sys- variable minutes (Cache, Camouflage)
tem with a user or security level of 20. E X T E N D E D TEST: Yes; 3 actions maximum
VIRTUALLY IMPOSSIBLE (TN 25): Develop artificial
intelligence; access restricted information; gain
control of an entire starship system or "top secret"
computer system with a user or security level of 25. Physical; Trained
AFFINITY: When accessing information stored on a You are trained in building and constructing techni-
computer, Computer Use (Retrieval) gains a +1 affinity cal devices or machines such as electronic devices,
bonus from Investigate (Research). If you possess weapons, computers, starships, or anything that results
Physical Science (Mathematics), you gain a +1 affinity in a finished product. This skill does not grant you com-
bonus when making Computer Use (Encryption, prehensive understanding of the scientific principles
Invasion, or Programming) tests. When programming involved in construction; that falls under the
equipment (such as a PADD or tricorder) or any large- Engineering skill. Similarly, this skill does not apply to
scale system (such as a starship or starbase control carpentry, masonry, and other Craft skills.
panel), you get an affinity bonus from the System SAMPLe SPECIALTieS: Electronics, Hand Phasers,
Operation skill. Machinery
ACTION TIME: Variable minutes (Invasion, Retrieval), TeST: You know how to build the devices related to your
variable hours (Encryption, Programming) specialty, allowing you to make a functional item of the
EXTENDED TEST: Yes; however, failing a Computer appropriate type. Construct is conducted as an extended
Use (Invasion) test may initiate security countermea- test, with the base time interval equal to theTN/5 hours.
sures or set off security alerts If successful, you create a functional device.
You can use Construct as an academic test to deter-
mine the materials needed, estimate the construction
time, or notice construction flaws regarding technolog-
Physical; Untrained ical devices relating to your specialty.
Use this skill to hide things on your person or in an The complexity of the item affects the difficulty:
area. Conceal includes camouflaging something to SIMPLE (TN 5): A primitive device: ham radio
match its natural surroundings, hiding things in secret ROUTINE (TN 10): A simple device: typewriter
caches, or smuggling items inside mundane objects CHALLENGING (TN 15): A complicated device: com-
(such as a cargo container). municator, tricorder, phaser
SAMPLE SpeciALTIES: Cache, Camouflage, Conceal DIFFICULT (TN 20): A complex device: transporter,
Weapon deflector shield generator, flight control station
TEST: Your Conceal test result determines how well VIRTUALLY IMPOSSIBLE (TN 25): An enormous device:
you've hidden something and establishes the conceal- time machine, starship, planetary cloaking device
ment level for opposed Investigate (Inspect) tests. If you AFFINITY: Construct tests merit a +1 affinity bonus
fail to score a test result of at least 5, anyone who looks from the Engineering skill. If assembling a shipboard
automatically finds the object; otherwise the searcher system component, an affinity bonus from System
must beat a TN equal to your test result in order to dis- Operation may apply.
cover the concealed object. ACTION TIME: Variable hours (usually TN/5 hours per
You can make a Conceal test to know the best place action)
to hide a given object as an academic test, giving you €EXT€ND6D TEST: Yes
treated as an extended test. A complete success on a
Demolitions test increases the damage caused by the
Physical; Trained explosion by 10%; an extraordinary success increases it
The skills within this group represent your knowl- by 20%. Failure can have catastrophic consequences. An
edge and ability pertaining to a particular art or craft. ordinary failure means you didn't accomplish your objec-
Sample Craft skills include sculpture, pottery, painting, tive—the bomb won't go off as planned, or you fail to
cooking, modeling, calligraphy, and so on. defuse the unexploded bomb. But a complete or disas-
TEST: When using a Craft skill to create an object, trous failure usually causes the bomb to detonate in one's
make a standard physical test modified by Agility. face. To determine where to place explosives for maxi-
Constructing technological devices is not part of the mum yield and effectiveness, choose the best type of
Craft skill group; characters must possess the Construct bomb for a mission, or ascertain the kind of explosive
skill to build such items. used in an attack, use this skill as an academic test.
Craft skill tests usually function as extended tests, The difficulty depends on the type of explosives
with the difficulty arising from the scope of the work. involved:
With a success, you have finished the object. The SIMPLE (TN 5): A simple explosive charge, such as
greater your degree of success in the test, the more per- gunpowder, causing 2d6+6 damage in a 0-2 meter
fectly you render your object. You can use a Craft skill radius, plus an additional 1d6+1 in a 2-3 meter
to determine the materials needed, estimate the con- radius
struction time, or notice flaws as an academic test. ROUTINE (TN 10): A standard explosive, such as
SIMPLE (TN 5): Cook a simple, nutritional meal; sew magnasite drops, causing 3d6+12 damage in a 0-3
on a button. meter radius, plus an additional 2d6+3 in a 3-5
ROUTINE (TN 10): Cook an appetizing, nutritional meter radius
meal; repair ripped or torn clothing. CHALLENGING (TN 15): A complex explosive, such as
CHALLENGING (TN 15): Cook a gourmet meal; per- a photon torpedo or ancient nuclear warhead, caus-
form major alterations. ing 5d6+18 damage in a 0-5 meter radius, plus an
DIFFICULT (TN 20): Cook a large, gourmet meal; cre- additional 3d6+9 in a 5-7 meter radius
ate a well made item of clothing. DIFFICULT (TN 20): A volatile explosive, such as
VIRTUALLY IMPOSSIBLE (TN 25): Cook a multicourse, trilithium
gourmet feast; sew an elaborate gown or fashion- VIRTUALLY IMPOSSIBLE (TN 25): Defuse the Tox Uthat.
able, well made suit of clothes from poor materials. ADDITSONAL M O D I F I E R S : Normal physical modifiers
A F F I N I T Y : The Craft skill gains a +1 affinity bonus from AFFINSTY: Demolitions gains a +1 affinity bonus from
Appraise and Business. Construct, Engineering, or Physical Science
iON TlMG: Variable hours (usually TN/5 hours per ACTION TlMe: Variable minutes: build explosive (TN x
action) 10 minutes), set/defuse explosive (TN minutes)
€XT£ND€D TeST:Yes GxTCNDED TEST: Yes (build and arm explosives); no
(diffuse explosives)

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.

Physical; Trained ENGINEERING SKILLS


Use this skill to manufacture, arm, and defuse PROPULSION: YOU have studied various propulsion
bombs and explosives. systems, ranging from early fusion drives to warp
SAMPLC SPECIALTieS: Arm Explosives; Build drives. Whenever you want to tinker with the warp
Explosives; Defuse Explosives core to improve efficiency, recrystalize dilithium,
TEST: To set or build an explosive device, make a or brainstorm a way to collapse an anti-time anom-
Demolitions test. When defusing a bomb, your aly using a static warp shell, you make a Propulsion
Demolitions test is opposed by the Demolitions test result Engineering test. SAMPLE SPECIALTIES: Chemical
of the bomber. Using Demolitions typically requires sev- Engines, Fusion Engines, Impulse Engines, Ion
eral rounds—often minutes or hours—and should be Engines, Temporal Drives, Warp Engines
STRUCTURAL: YOU have studied the properties, con-
struction, and design of physical materials and struc-
tures. Whenever you want to analyze a piece of cor-
roded metal to determine what damaged it, repair a
hull breach, or design a starship hull to withstand a
particular amount of pressure, you make a Structural
Engineering test. SAMPLE SPECIALTIES: Aeronautical,
Metallurgy, Plastics, Spaceframes
SYSTEMS: YOU have studied the design and operation
of the standard computer systems employed on
starships, space stations, and technological facili-
ties. Familiar systems include transporters, replica-
tors, sensors, and deflector shields. Whenever you
want to design a new system for a starship, deter- VIRTUALLY IMPOSSIBLE (TN 25): A fact beyond mortal
mine the best way to reroute EPS conduits without ken (time, space, and thought are related); an enor-
interfering with the functioning of other systems, or mous problem (how to sling-shot around a sun to
replace a damaged console, you make a Systems effect time travel)
Engineering test. SAMPLE SPECIALTIES: Cloaking A D D I T I O N A L MODIFIERS: A tricorder adds a +5 bonus
Device, Communications, Computer Systems, to Engineering skill tests to detect or diagnose.
Cybernetics, Deflector, Environmental Systems, AFFINITY: When making repairs associated with your
Power Systems, Sensor Systems, Shields, skill, you gain a +1 affinity bonus from Repair or
Transporter Systems, Weapon Systems System Operation. Engineering-related skills gain an
affinity bonus from Construct when building a related
T: Make a related Engineering test to solve a prob- object. Engineering also gains a+1 affinity bonus from
lem related to your field, based on your knowledge of Physical Science when designing something from the-
operations, ability to diagnose malfunctions, or capac- oretical principles.
ity for innovation. A C T I O N T I M E : Variable hours (usually TN/5 hours per
You can use an Engineering skill to repair structures action)
and systems associated with your field of expertise, E X T E N D E D TEST: Yes
including the ability to modify or convert existing
equipment, as a physical test. In general, Engineering
tests should be conducted as extended tests. The dif-
ference between Engineering and Repair is one of Academic; Untrained
scale; repairing a tricorder involves less training and Skills in this skill group allow you to know about
education than fixing a warp drive. Similarly, the and interact with broad governmental, political, or
Construct skill enables you to assemble components economic sectors, such as governmental affairs, busi-
from instructions and memory, while the Engineering ness associations, or underworld organizations.
skill gives you the ability to create specialized equip-
ment, systems, or structures from original schematics
and raw materials. ADMINISTRATION: Use this skill to run governmental
The difficulty of an Engineering test depends on the agencies, navigate bureaucracies, manipulate
complexity of the task: organizations, network with bureaucrats, and recall
SIMPLE (TN 5): A basic fact (warp drives provide facts about a particular organization. SAMPLE
faster-than-light travel); a simple problem (replace SPECIALTIES: Federation, Starfleet, Vulcan
an isolinear chip) BUSINESS: Use this skill to operate a business. You
ROUTINE (TN 10): A basic theory or complex fact know how to derive maximum profit from your
(warp drives create asymmetrical subspace fields); business, price and market your products and serv-
an average problem (replace dilithium crystals) ices, stock your business and warehouse supplies,
CHALLENGING (TN 15): A complex theory or an negotiate manufacturing, distribution, or trade
obscure fact (subspace fields can be affected by agreements, and so on. SAMPLE SPECIALTIES:
verterons); a complicated problem (recrystalize Manufacturing (Dilithium Crystals, Self-sealing
dilithium) Stem Bolts), Service Industry (Bartending,
DIFFICULT (TN 20): An extremely obscure fact Restaurateur, Tailor), Trade and Distribution (Cargo
(cumulative exposure to warp fields can cause sub- Transport, Import/Export)
space rifts); a complex problem (create a static warp STREETWISE: YOU know about the underworld and black
shell to stop an anti-time anomaly) markets—who's who, how to get involved with the
DIFFICULT (TN 20): Call upon a planetary leader;
operate an interplanetary business (chain of bars or
restaurants, cargo company); locate extraordinary
contraband (aVaron-T disruptor).
VIRTUALLY IMPOSSIBLE (TN 25): Call upon the
Federation President, Klingon Chancellor, or
Romulan Praetor; operate an interstellar corpora-
tion (a Ferengi trade consortium); locate unique
contraband (the Tox Uthat).
ADDITIONAL MODIFIERS: The Narrator may adjust the
TN of an Enterprise skill test depending on local cir-
cumstances. In some places, such as Farius Prime, con-
tacting the underworld isn't difficult (a -5 TN to
black market, where criminals spend their free time, Streetwise tests); on other worlds, harsh law enforce-
the price for contraband goods, and how to contact ment or gang warfare may make criminals suspicious
and hire particular types of criminals. Starfleet char- and dangerous to deal with (a +5 TN to Streetwise tests).
acters ordinarily cannot learn this skill, though your Reputation may also play a factor: Your reputation
Narrator might allow characters with experience in may precede you, with differing results depending on
espionage, security, or other fields to acquire it. the undertaking. A reputation as a "do-gooder" (such
SAMPLE SPECIALTIES: Ferengi Underworld, Klingon as any known Starfleet officer) may result in a -2 skill
Underworld, Maquis, Orion Syndicate, Romulan Ale, test penalty when interacting with the underworld, but
Stracian Trade Guild, Venus Drug, Weapons may grant you a +2 bonus among government officials.
AFFINITY: Enterprise skills gain a +1 affinity bonus
TEST: Make a skill test to answer a question or solve a from Inquire when gathering information among mem-
problem related to your area of expertise, such as the bers of a group related to your skill. When interacting
trade regulations on Vulcan or the best supplier for with members of a government or criminal organiza-
dilithium crystals. You can also make a specific skill test tion, the respective skill gains an affinity bonus from
generically, to accomplish something in the game. Use Negotiate or Influence. When retrieving information
Administration to arrange for medical supplies to be from a computer system, Enterprise skills gain a +1
sent from Earth to the New Paris colonies. Make a affinity bonus from Computer Use (Retrieval).
Business test to make profitable decisions or resolve A C T I O N TlM€; Variable minutes (usually 1 minute per
crises threatening your business venture. Make a action); however, protracted downtime enterprises
Streetwise test to locate contraband or contact criminal extended tests taking hours or days.
elements on a world. In general, while these kinds of EXTENDED TEST: Yes
tests can be handled through roleplaying and the use of
other skills (and could be the subject of entire
episodes), you can use these skills to quickly resolve
some story aspects. For example, trading 5,000 con- Social; Untrained
tainers of yamok sauce for 100 gross of self-sealing You are trained in a performance art and can enter-
stem bolts could be handled as a series of Inquire and tain an audience with your skill. Skills within this skill
Negotiate skill tests, as you look for the right merchant group represent your talent in a particular art form.
to talk to, then strike a deal with him. On the other TEST: Entertain tests are standard social tests—the
hand, the Narrator could simply ask you to make a higher the test result, the better the quality of the char-
Business skill test to resolve the issue in a single die roll. acter's performance. You can critique a performance or
The difficulty of a particular Enterprise skill test identify the elements of a performance (character,
depends on the extent of the task: opus, creator) with the appropriate Entertain skill as an
SIMPLE (TN 5): Call upon a low-level bureaucrat; academic test.
operate a small, local business (a clothing shop); Most performances depend on Presence, but the
locate legal goods. Narrator may substitute another attribute if he consid-
ROUTINE (TN 10): Call upon a midlevel bureaucrat; ers it more appropriate to a particular skill test.
operate a large, local business (most restaurants); The difficulty of the test depends on the complexity
locate common contraband (weapons). of the attempted performance:
CHALLENGING (TN 15): Call upon a high-level SIMPLE (TN 5): Short performance, such as playing
bureaucrat; operate a complex local business (a an instrument on a street corner
bar/casino, a typical free trader business); locate ROUTINE (TN 10): Standard performance, such as
rare contraband (Romulan ale). acting in a community theater
CHALLENGING (TN 15): Long performance, such as First Aid Tests have a difficulty based on the severi-
one of Mozart's operas, improvise a short piece or ty of the injury or condition:
work ROUTINE (TN 5): Provide medical care for minor cuts
DIFFICULT (TN 20): Major performance, such as and scrapes; stabilize a person who's gone into shock.
playing solo in a famous venue; improvise a long STANDARD (TN 10): Provide basic medical care for a
piece or work Dazed person.
VIRTUALLY IMPOSSIBLE (TN 25): Improvise a major CHALLENGING (TN 15): Provide minor medical care
performance for an Injured person.
ADDITIONAL M O D I F I E R S : All performance tests are DIFFICULT (TN 20): Provide minor medical care for a
conducted as social tests influenced by an average Wounded person.
reaction modifier established for the audience. Species VIRTUALLY IMPOSSIBLE (TN 25): Provide minor med-
modifiers usually apply. ical care for an Incapacitated person.
ACTION TIME: Variable minutes or hours (usually 5 to A D D I T I O N A L M O D I F I E R S : Treating a character who is
10 minute increments per action for short pieces, one injured to the point of Near Death adds +5 TN to the
hour increments for operas, plays, and concerts) Virtually Impossible TN 25. A tricorder adds a +5
EXTENDED TEST: Yes; 3 actions maximum bonus when used with First Aid.
AFFINITY: First Aid gains a +1 affinity bonus from Life
Science or Medicine skill.
ACTION TIME: Variable minutes (usually TN minutes
SKILL SAMPLE SPECIALTIES
per action)
Dance Andorian, Ballet, Folk, Square
E X T E N D E D TEST: Yes; 3 actions maximum
Drama Shakespearean Acting, Vulcan Poetry
Sing WBKM Andorian Blues, Folk, Jazz,
Klingon Opera
Play Instrument Guitar, Piano, Vulcan Lute
Physical; Trained; non-Starfleet only
You can produce false credentials, money, artwork,
information, or ID verifications that seem authentic.
This skill is most common among criminals, spies, mer-
Physical; Untrained chants, and security agents. Starfleet characters cannot
Use this skill to provide short-term medical relief for learn this skill without the Narrator's permission.
minor injuries in the field or emergency medical care. SAMPLE SPECIALTIES: Currency, Data, Identification,
You can set broken limbs, suture a wound, treat shock, Painting, Sculpture
staunch bleeding, and so on. You lack the training to TEST: When you want to forge something, you make a
diagnose diseases or perform complicated medical pro- standard physical skill test. Your test result equals the
cedures like surgery, which require the Medicine skill. Forgery level, which sets the Appraise test TN for
SAMPLE SPECIALTIES: Species Anatomy (Andorian, detecting the forgery. If you fail to score a 5 or better
Human, Vulcan), on your test result, anyone who examines your work
TeST: Make a First Aid test to treat and stabilize an automatically detects it as a fake. As an academic test,
injured person. The test depends on the subject's you can determine the appropriate materials, technical
degree of injury—an Incapacitated character proves specifications, or artistic details (such as the kinds of
much harder to treat than one who is only Dazed. pigments used by a particular artist) pertaining to the
When a character makes a successful First Aid test, the original that you want to copy.
subject immediately recovers all damage sustained in The difficulty of this test depends on the complexi-
his current wound level, effectively reducing his ty of the copy:
degree of injury by one level. SIMPLE (TN 5): Create a convincing copy of a single-
page document or file.
EXAMPLE: A character with Health 7 sustains 18 ROUTINE (TN 10): Forge governmental identity doc-
points of accumulated damage (effectively giving him uments or hard currency; create a convincing copy
4 points of damage in the Injured level). A successful of a simple work of art.
First Aid test alleviates the 4 points of damage in his CHALLENGING (TN 15): Create a convincing copy of
Injured wound level, leaving him fully Dazed. an ordinary work of art.
DIFFICULT (TN 20): Forge complex identity docu-
Once the subject has been stabilized through First ments or hard currency; create a convincing copy
Aid, he can make Stamina reaction tests to recover of a superior work of art.
additional wound points twice per week (see "Natural VIRTUALLY IMPOSSIBLE (TN 25): Create a convincing
Healing" in the Appendix). copy of a masterwork.
ADDITIONAL MODIFIERS: YOU suffer a +2 T N to your AFFINITY: When cheating by card counting, Gaming
test when showing your fakes to people who know you tests gain a +1 affinity bonus from Physical Science
are a forger. (Mathematics). Bluffing through force of personality
AFFINITY: When falsifying computer records, Forgery gains an affinity bonus from the Influence skill.
gains a +1 affinity bonus from Computer Use. When ACTION TIME: Variable minutes or hours (usually 30
forging physical objects, such as works of art, you gain minutes per action)
an affinity bonus from the Construct or Craft skills. EXTENDED TeST: No
ACTION TlM€: Variable hours (usually TN/1 0 hours per
action)
EXTENDED TeST: Yes
Physical; Untrained
You know how to flip, tumble, swing, roll, and bal-
ance on narrow surfaces. You can also perform other
Social; Untrained acrobatic stunts and maneuvers, as well as diminish
Use this skill to play games of chance (poker, dabo) damage suffered from falling.
and strategy games (chess, tongo). This skill does not SAMPUE SPECIALTIES: Balance, Swing, Tumble
include athletic games such as parrises squares, which :ST: Make a Gymnastics test to perform acrobatic
require Sport. Characters with Gaming generally know feats, tumble past opponents, maneuver across an area,
how to place bets, calculate odds, and cheat. or entertain an audience. Gymnastics can help reduce
SAMPLE SPeCIAlTIGS: Chess, Dom-jot, Kotra, falling damage, with the test difficulty depending on the
Roladin Wild Draw, Tongo height fallen. If you score a complete success, reduce
TeST: To determine whether you win when playing the damage sustained by half (rounding up). You can
games or betting on their outcome, you make an also use Gymnastics to increase your difficulty to be
opposed Gaming test against each of your opponents hit. Performing a dodge action in combat, you gain a
(or the house, when betting or gambling). If you suc- +1 affinity bonus to your Quickness reaction test.
ceed, you win a single round, hand, or so on. Long The difficulty for a standard Gymnastics test
games, such as multiround tournaments or an evening depends on the complexity of the maneuver:
of poker, can be conducted as a series of standard tests SIMPLE (TN 5): Balance or walk along a balance
(when there is no winner or loser for the entire event) beam; fall 2-5 meters.
or as an extended test (when one person wins at the ROUTINE (TN 10): Run along a balance beam;
end of the event). negate the damage from a short fall (up to 3 m); fall
If you cheat while gaming, you may add your 5.1-10 meters.
Presence attribute modifier to your Gaming skill test; CHALLENGING (TN 15): Perform a backflip while
however, your opponent may make an opposed Savvy standing on a balance beam; fall 10.1-15 meters.
reaction test against your result to catch you cheating. DIFFICULT (TN 20): Perform a double backflip while
Penalties for cheating range from disqualification to standing on a balance beam; fall 15.1-20 meters.
imprisonment (or worse), depending on the game and VIRTUALLY IMPOSSIBLE (TN 25): Perform a quadruple
your opponents. backward somersault on a balance beam; fall
ADDITIONAL MODIFIERS: If you have appropriate 21.5-25 meters.
paraphernalia for cheating (such as marked cards for AFFINITY: If you fall while climbing or jumping, you
poker, or a gravitic manipulator to affect a dabo gain an affinity bonus from Athletics (Climb and Jump,
wheel), you gain an equipment modifier of +1 or respectively) skill.
greater to your skill test. ACTION T i M e Single action
€XT6ND€D TEST: No

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,

JOY RAGE FEAR

Depression Tranquility Courage


Sadness Serenity Stoutheartedness
Melancholy Calmness Bravery
Contentedness Anger Cowardice
Happiness Wrath Fear
Joy Fury Terror
and with an extraordinary success move it three steps. TGST: TO resist psionic intrusion, perform an opposed
Shifting emotions via multiple steps need not continue in Mind Shield test against the intruder's psionic skill
the same direction (up, down, or across). After determin- (e.g., Mind Control). You may add half your Willpower
ing the target's new emotional state, the Narrator decides reaction level (rounding up) to your roll. If your test
how the target acts while possessed of the new emotion- result is higher than the intruder's, you effectively
al stimulus. Typically, emotional state translates directly thwart the attempt.
into a particular reaction stance during social tests. AFFINITY: Mind Shield gains a +1 affinity bonus from
In addition to changing a subject's mood, you can the appropriate related psionic skill (Empathy, Mind
use your empathic link to perform Influence tests as if Control, or Telepathy), representing your knowledge of
you were interacting with the subject normally. how to resist that particular psionic attack.
Diplomats with the Sense Motive profession ability A C T I O N T I M E : Free action
may add their Perception modifier to empathic Sense E X T E N D E D TEST: Yes, but only when opposing an
Motive tests. extended psionic intrusion
AFFINITY: Empathy gains a +1 affinity bonus from R A N G E : Self
Telepathy or Mind Shield.
ACTION TlMe: Single action
: Yes; 3 actions maximum per TELEPATHY ( P S I )
encounter (opposed extended test) Psionic; Trained
RANGE: 10/100/250/500/+100m This skill allows you to read peoples' thoughts and
intentions, as well as project your own thoughts into
the minds of others.
MIND CONTROL ( P S I ) TEST: Telepathy tests are conducted as opposed tests
Psionic; Trained against either the subject's Willpower or Mind Shield.
Mind Control allows you to control another per- With a success, you can "read" the target's mind, learn-
son's actions and perceptions. ing his thoughts and intentions. A psion cannot use
TEST: Mind Control tests are conducted as opposed tests Telepathy to access the subject's memories; that requires
against either the subject's Willpower or Mind Shield. A Mind-meld (see the Vulcan species entry, page 48). If the
successful Mind Control test allows you to force another Telepathy test fails, the character finds the subject's
character to take actions he ordinarily would not (such thoughts impenetrable; in the case of a disastrous failure,
as harm himself, kill a friend, or drop his weapon in the the character misreads the target's thoughts entirely.
middle of combat). You can also alter the target's per- Through Telepathy the psion can also project his
ceptions, making him see and hear things that do not thoughts into a willing mind. This is conducted as a stan-
exist, or fail to perceive things that do. dard Telepathy test (TN 5; psionic and physical modifiers
What you can compel the subject to do depends on such as range and cover may apply). Unwilling targets
your degree of success: can oppose the test with a Willpower reaction test or
MARGINAL SUCCESS: Some act or behavior that com- Mind Shield test. If the test succeeds, you make mental
plements a trait or reinforces the subject's nature contact and can transmit a single idea to the recipient
COMPLETE SUCCESS: An action that would get the sub- each round (as a free action).
ject into trouble with his friends, peers, or authorities, Once you have established a link with a subject, you
and which may be contrary to his sense of ethics do not have to make additional Telepathy tests (unless
EXTRAORDINARY SUCCESS: An action that violates the target actively resists, in which case you must make
the character's sense of morality and/or fight- a new opposed test each round). You must spend one
flight impulse (such as a suggestion to step off a action each round to maintain concentration, and you
high cliff) can maintain contact with only one sentient life form at
ACTION T I M G : Single action a time. Projecting thoughts to a subject does not func-
EXTENDED TEST: Yes; 3 actions maximum per tion as Mind Control; however, you may use your tele-
encounter (opposed extended test) pathic connection to perform Inquire and Persuade tests
RANGE: 1/2/5/1 0/+2m as if you were interacting with the subject normally.
MIND SHIELD ( P S I ) AFFINITY: Telepathy gains a +1 affinity bonus from
Psionic; Trained Empathy.
Use this skill to protect your mind against unwant- ACTION TlM€: Single action
ed psionic intrusion, especially to guard against EXTENDED TEST: Yes; 3 actions maximum per
Empathy, Telepathy, Mind Control, and the Vulcan encounter (opposed extended test)
Mind-meld. Psionic effects that produce physical RANGE: 5/50/1 00/200/+50m
effects, such as Psychokinesis, cannot be countered
with this skill.
Traits come in two types. upgrades are cumulative. Traits
Positive traits, those that grant that do not have an upgrade entry
bonuses or additional abilities, are cannot be taken more than once.
called edges; negative traits, To describe an upgraded trait,
which penalize actions or hamper write the number of times you've
character freedom, are called picked it after the trait name on
raits allow you to flaws. The following sections list your character sheet. If you've
customize your character, edges and flaws separately, but see picked Command twice, write
either duringcharacter cre- Table 7.1 for a combined list of all your trait as Command 2. Some
ation or later, during charac- traits. Each trait listing follows a upgraded traits have different pos-
ter advancement. Traits also common format: sible interpretations; for example,
tend to affect more specific taking an additional Contacts pick
areas, or represent "story can increase the influence, extent,
elements" that skills and After the name of the trait or reliability of your Contacts—or
attributes otherwise over- (above) appears a definition and add a new batch of Contacts in a
look. Any given trait may any story-related information. different field entirely. Make sure
affect your character's EFFECTS: The trait's game and you specify any needed informa-
chances to accomplish a story effects. tion on your character sheet at the
task, resist a stimulus, utilize PREREQUISITE: Some traits have time you take the pick ("Contacts
an ability, and so forth. requirements that your character 3, Orion Syndicate; Streetwise") to
Unlike many species or pro- must meet before you take them. If avoid confusion.
fessional abilities, most your character does not meet the The prerequisite for any
traits are potentially avail- requirements, he may not take the upgraded trait is the previous trait:
able to a broad range of trait. Some traits are not compati- to get Contacts 3, you must first
characters, although some ble with each other, or with cer- have picked Contacts 1 and
will be more common in tain species or professions (such as Contacts 2. Even if you can pick
some species or professions. soldiers and the Pacifist flaw). two traits during your current
UPGRADE: YOU can select some advancement, you may not
traits more than once for increased upgrade two traits without express
effect, depth, or range. You can Narrator consent. If, for example,
take Contacts, for example, to your lieutenant was given brevet
define a group of people with command of a starship because all
whom you have connections, and the other officers were killed, your
then take Contacts again to define Narrator might allow you to
a second group of connections or upgrade the Promotion edge
increase the benefit of your initial twice—or she might require you
Contacts. The effects of all to buy Promotion edges with your
EDGE PREREQUISITE UPGRADE? EDGE PREREQUISITE
Alert Innovative
Ally Iron Willed
Ambidextrous Agility 6+ Lightning Reflexes
Blends In Likeable
Blunt Attack Specific weapon skill 6+ Martial Artist
Bold Presence 6+ Meticulous
Command Lower rank Multi-tasking
Commendation Night Vision
Competitive Promotion Special
Confident Presence 6+ Psionic Special
Contacts Psionic Coverage Psionic 2+
Coordinator Psionic Focus Psionic 1+
Courageous Quick Draw Weapon skill level 1
Cultural Flexibility Quick Shot Agility 6+
Curious Rapid Healing Vitality 9+
Dead Aim Resolute
Defensive Attack Sense of Direction
Deliberate Attack Sense of Time
Dodge Sherpa
Eidetic Memory Shrewd
Everyman Skill Focus
Excellent Metabolism Species Friend
Exceptional Concentration Speed
Exceptional Fortitude Vitality 6+ Suit Trained
Fame Renown 9-t Thick Skull
Famous Event Thinker Intellect 6+
Fit Strength 6+ Throw Weapon Specific weapon skill 3+
Friendly Presence 6+ Trait Upgrade Particular edge
Great Stamina Vitality 6+ Two-handed Fightin Agility 6+
Great Vitality Vitality 6+ Unyielding
Healthy Wealth
High Pain Threshold Vitality 6+ Weapon Mastery Specific weapon skill 1+
Increased Range Psionic 2+ Zero-G Traine

FLAW PREREQUISITE UPGRADE? FLAW PREREQUISITE


Addiction Intolerant
Arrogant Low Energy Level
Bloodlust Low Pain Threshoh
Coward Night Blind
Dark Secret Pacifist
Devotion Proud
Dim-witted Reckless
Dullard Rival
Easily Distracted Shaky
Easily Winded Sickly
Enemy Slow
Familiar Face Slow Healing
Flat-footed Species Enmity
Gullible Thin-blooded
Infamy Renown 3+ Weak Willed
regular advancement picks until you reach the corre-
sponding rank, to better simulate your character "grow-
ing into" his responsibilities. In short, traits (as with any
other rules in the game) should not interfere with good
roleplaying.

Some edges affect a single rule or character ele-


ment, but in different ways, while others naturally
complement each other. Edges are always considered
combinable. For example, Exceptional Fortitude makes
your character less susceptible to the effects of fatigue,
while Great Stamina gives you a bonus to resist the
onset of fatigue. Taking both for your character com-
bines effects for an enhanced result (making it both
easier to resist fatigue and reducing the penalty when You react more quickly in critical or dangerous sit-
fatigued). Similarly, taking both Healthy, which gives uations.
you a +2 bonus to all Stamina tests, combines with EFFECTS: YOU gain a +2 to Initiative tests.
Great Stamina, giving you a combined total of +6 to
Stamina tests to resist fatigue.
Some flaws and edges affect the same rule or game You have a friend in a position of power or influ-
effect in the same way. The Dullard flaw, for example, ence who will go out of their way to help you. Allies
prevents you from using Courage in academic tests, can range from trade partners and criminal bosses to
while the Curious edge gives you increased benefits political authorities and Starfleet officers high up in the
when using Courage in academic tests. These two traits chain of command.
cancel each other out, and so are unsuitable for the EFFECTS: Choose an ally. This person holds greater
same character. Your Narrator is the final arbiter on authority over others of his kind than your character,
which edges and flaws make appropriate combinations. such as a Starfleet captain, a Klingon High Council
member, or a Bajoran Vedek. The ally's actual rank is
equal to Promotion 3 (see the "Promotion" edge, page
136). When you select this edge, you and your
Narrator should work out this Supporting Cast charac-
Beneficial traits are called edges. Some modify the ter's identity and your relationship to him or her.
test result of a particular skill or reaction test. Others To gain the ally's aid, you must address him per-
modify the rules in specific ways, such as allowing an sonally or through a subspace message. Make a social
extra attack action in a round or making your character test to convince the ally to come to your aid—
more resistant to fatigue. Still others drive the story, and Influence, Inquire, Negotiate, or Persuade (depending
your Narrator will expect you to roleplay their effects. on the nature of the request)—with the TN set by the
When you create your character, you have the Narrator. The TN depends on the type of aid requested.
opportunity to select edges as a part of development Your interaction stance (see page 102) for these tests is
(see Chapter 5: Development). When you accumulate automatically friendly/pacifistic (-5 TN). A simple
enough experience to improve your character, you can request for specialized information—the real situation
pick additional edges during the advancement process. on Angel I, who is behind saber-rattling on the Klingon
This could represent your character's personal devel- High Council—is a TN 10. Asking for his indirect aid,
opment, such as becoming more confident after a par- such as expediting an export license or pushing
ticularly trying period in his life or learning to draw his through a request to Starfleet Command, may be a TN
weapon faster through practice. Or you might want to 1 5. Requests for direct aid, ranging from personal inter-
alter your character as a result of something occurring vention in negotiations or loaning you a starship, might
in the game, such as gaining a promotion. Your beTN 20 to 25 (or higher) depending on the nature of
Narrator is the final arbiter regarding which edges you your appeal and the level of Ally. Social modifiers
can select over the course of your character's career. apply.
Some edges are inappropriate to acquire through In addition to the standard social modifiers on Table
advancement because they make little practical sense. 6.4, the following modifiers apply: If you make a
Eidetic Memory, Excellent Metabolism, Healthy, and request of the same ally over consecutive months,
the like make difficult choices to justify modify the social test by -5 for each request. If you
through advancement. have recently done the ally a small favor, such as pro-
viding him with information or carrying a message on
his behalf, add +2 to your skill test. If you recently per-
formed a large favor for your ally, personally interven- Instead of causing lethal damage with a weapon,
ing on his behalf, the bonus to your social test is +4. If you can use a blunt or flat part of it to inflict stun dam-
you recently risked your life for him, you gain a +6 to age instead.
the skill test. Your ally may ask you for favors, to PREREQUISITE: Specific weapon skill 6+
decrease yourTN. EFFECTS: Choose a specific close combat weapon. You
The Ally edge should not take the place of character may use the weapon to stun an opponent for 1 d6 + Str
action. The episode is about you. Even though you have mod. rounds instead of rolling for damage as normal.
an ally at Starfleet Command, that doesn't mean he'll Opponents stunned in this manner do not make a
appreciate your calling him to complete your mission; Stamina reaction test; they are automatically stunned.
it's not his job to negotiate with the Sheliak Corporate or However, the opponent does not fall unconscious as a
send in the Seventh Fleet at the first sign of trouble. The result of being stunned, instead suffering a -5 penalty to
Narrator may, in these circumstances, increase the TN all skill tests for the effect's duration.
over and above those listed above. Two consecutive tar-
get numbers over 40 result in the ally rethinking his rela-
tionship with you, and possibly severing the relation- You boldly go where no one has gone before. This
ship. Should you lose an ally during the course of play, edge is common in Humans, Andorians, and many
another ally of equal status takes his place, though he Klingons.
might not share the same position; you might lose a use- PREREQUISITE: Presence 6+
ful ally in Starfleet and gain an ally in the Orion EFFECTS: When you spend 1 Courage in a physical
Syndicate who is of equal stature, but less useful. The test, you gain +5 to your test result, rather than the
Narrator determines who fills the role of ally in this case. standard +3.
UPGRADE: This edge can be taken multiple times to
either increase the Promotion level of your ally or add
a new ally. In general, the Narrator should not require This edge represents a position of power and
players to expend picks on the Ally edge to reflect responsibility on a ship or in a planetary government,
friendships developed with Supporting Cast during religion, merchant house, or other large organization.
play; if the Crew befriends a Romulan senator, the It is not the same thing as rank—Ensign Chekov served
characters should not have to select appropriate levels as ship's navigator and weapons officer on the U.S.S.
of Ally to reflect these story events. On the other hand, Enterprise NCC-1 701 during Kirk's first five-year mis-
should the Crew wish to develop this friendship to the sion, despite not being a Lieutenant. Similarly, the exi-
level of Ally, the Narrator should require the player to gencies of the Dominion War led to many lower-rank-
expend the necessary picks. ing officers serving in department-head positions, or
even commanding vessels, in all the belligerent fleets.
However, the two usually remain correlative, as the
You can use either hand to perform a physical prerequisite below indicates.
action such as firing a phaser, repairing an atomic pile, PREREQUISITE: YOU must have any required rank in
operating a control panel, and so forth. the hierarchy to exercise this command—such rank
PREREQUISITE: Agility 6+ can come from story events or from selections of the
EFFECTS: Reduces the off-hand penalty, although Promotion edge (page 136). In looser, more fluid
additional action penalties (see page 245) still apply. organizations, such as Orion merchantmen or 23rd-
Characters with more than two grasping "hands" century starships, this will be up to the Narrator, but
must take this edge additional times for each extra pre-
hensile limb they wish to use without penalty—a three-
armed being needs Ambidextrous 2 to use a disruptor
in all three hands with equal facility.

You are particularly adept at using cover for protec-


tion when in combat.
EFFECTS: When you use cover in a combat
encounter, theTN to hit you increases by +2 TN. Thus,
hiding behind a pillar (25% cover) increases a combat
skill testTN by +8, rather than the standard +6.
most hierarchical command responsibilities require at
least a Promotion 2.
Note that, in Starfleet tradition, the commanding You have received a major commendation from a
officer of a ship is referred to as its "captain" regardless government, organization, or military body (such as
of rank. An officer with the rank of Captain will usual- Starfleet). Sample commendations include Starfleet's
ly command a major ship such as a Constitution- or Preantares Ribbon and Christopher Pike Medal of Honor,
Ca/axy-class ship; smaller ships may be "captained" by the Bajoran First Minister's Award, and the Klingon Order
lower-ranking officers. of Kahless. A character may receive numerous minor
EFFECTS: In addition to the authority and responsi- commendations without having to purchase this trait.
bility conveyed by your position, you inspire your peo- EFFECTS: You receive a +1 Renown modifier to social
ple to greater skill and energy by your leadership. tests made against those who appreciate the signifi-
Direct subordinates in your presence may take a +1 to cance of the award (subordinates, colleagues, mem-
any professional skill test made with one professional bers of the same military division, etc.).
skill per game session. For example, the ship's geolo- SPECIAL: This edge may be taken multiple times to
gist might take a +1 to his Investigation tests while either increase the next award's importance or to add a
accompanying a science officer with the Command new award. You must expend a number of picks equal
edge on an away mission. However, he could not take to the Commendation level you desire.
that bonus to his Planetary Science or System COMM€NDATION I (MINOR AWARD) Starfleet's
Operation skill tests. The Narrator may require players Palm Leaf of Axanar Peace Mission, Bajoran First
to select the professional skill they will modify at the Minister's Award, Klingon Empire Medallion
beginning of the session. At Command 2, your subor- COMM6NDATION 5 (MAJOR AWARD) Starfleet's
dinates may take the +1 bonus to any professional skill Christopher Pike Medal of Honor, Bajoran Golden
test made in your presence with any two professional Orb, Vulcan IDIC, Klingon Order of Kahless
skills per game session. To continue our example, the EXAMPLE: Lieutenant Ward acquires the Commendation
science officer would be able to take +1 bonuses to edge during advancement. She already has this edge at
both his System Operation and his Investigation skill level 2. She can either expend 1 pick for Starfleet's Palm
tests while he and the captain (with Command 2) were Leaf of Axanar Peace Mission or 2 picks for
both on the away mission together (or while they were Commendation 2 (the Christopher Pike Medal of Honor).
both on the bridge); he could not also take the +1
bonus to his Science skills. At the Narrator's discre-
tion, a subordinate may combine his two bonuses, You are a natural competitor. Whenever your abili-
essentially taking a +2 bonus to any professional skill ties are set against an opponent's, your desire to win
test made with any one professional skill per game ses- rises to the surface and urges you toward victory.
sion in your presence. EFFECTS: YOU gain a +1 bonus to all opposed tests.
UPGRADE: The two levels of this edge indicate two
levels of command responsibility, as follows:
C O M M A N D I: A responsible, but still subordinate, You have a firm belief in your own abilities and fit-
position, capable of limited independent action ness for the chosen task, which translates to increased
within the series' framework. EXAMPLES: Department presence, steadiness, and capability.
head on a starship or space station, responsible post PREREQUISITE: Presence 6+
in an embassy or planetary bureaucracy, project EFFECTS: When you spend 1 Courage in a social test,
head at a research facility, local gang leader, key you gain +5 to your test result, rather than the standard +3.
staff position in a mercenary or merchant company,
important religious official.
COMMAND 2: An independent command; you
may have superiors, but they are at least a subspace
call away (not fellow player characters or "series
regular" Supporting Cast); in the context of the
series, you can operate independently of their over-
sight for the majority of your actions. EXAMPLES:
Captain of a starship or space station, or mercenary
band, head of a merchant house or corporation,
ambassador-in-charge of an embassy, capo of a
planetary crime ring, chief of a religious hierarchy,
party or planetary government head.
These upgrades can be mixed and matched. For
example, after four picks, a character may have
Contacts 2 (Orion Syndicate; Streetwise) and Contacts
2 (Starfleet Command; Adminstration).

You have a natural ability to organize groups of


people and motivate them toward a particular goal.
EFFECTS: YOU gain twice the normal bonus for addi-
tional participants when leading a combined test (+2
instead of the normal +1).

You are no stranger to bravery. You often leap in


where others fear to tread.
You have a series of connections to whom you can EFFECTS: YOU may spend up to 6 Courage in a single
turn for information or assistance. Merchants, diplo- round instead of the usual 4.
mats, and rogues of all stripes often possess extensive
networks among several walks of life.
EFFECTS: Choose a particular group, such as Starfleet In a universe of a million worlds, you feel right at
Command, the Ferengi Commerce Authority, or the home. You not only accept divergent cultural practices,
Vulcan Science Academy. Then choose an Enterprise you are fascinated by them.
skill relevant to this group—for example, EFFECTS: YOU gain a +2 to social tests involving
Administration for Starfieet Command or the Vulcan species different from your own.
Science Academy, Business for the Ferengi Commerce
Authority, or Streetwise for the Orion Syndicate. List this
on your character sheet as Contacts (Starfleet When you see a locked box, you want to know
Command; Administration) or (Orion Syndicate; what's inside.
Streetwise). Some organizations can affect various skills PREREQUISITE: Intellect 6+
under the Enterprise group. Ferengi Commerce EFFECTS: When you spend 1 Courage during an aca-
Authority contacts affecting Administration tests, for demic test, you gain +5 to your test result rather than
example, reflect your ability to negotiate with the the standard +3.
bureaucracy, while FCA connections associated with
Business tests emphasize your ability to realize a profit.
When making the designated skill test you gain a +2 Steadiness and concentration are the name of the
bonus, reflecting the assistance your connections can game. You rarely miss when you take your time.
provide. You can use this bonus when making generic EFFECTS: When taking an aim action (see page 248)
tests to resolve complex issues, such as determining the during combat, you make attacks at twice the normal
success of your business in a given month (see the indi- benefit (+2 for close combat and +6 for ranged com-
vidual Enterprise skill descriptions in Chapter 6: Skills). bat, rather than the standard +1 and +3).
This includes any affinity bonuses. Thus, if you gain a
+1 affinity bonus to Inquire (Interview) tests from your
Business skill, you also gain a +2 bonus from this edge. You are able to fight defensively.
Similarly, when making Inquire tests among the chosen EFFECTS: YOU may add up to +3 to an Armed or
group to gather information, you gain a +2 bonus to Unarmed combat test made to Parry/Block (see page
your roll, even if your character lacks an Enterprise 249). Your next Armed or Unarmed Combat test made
skill. This edge does not affect interaction stances in to attack suffers a -3 penalty (thus making your next
social tests, nor does it modify other skill tests. attack more difficult).
UPGRADE: YOU can upgrade this edge to increase the
bonus by +2 or add a new group. When increasing the
bonus to represent your increased influence or reach, You can alter your attack style to cause additional
you may not upgrade this edge more than twice (for a damage to your opponent.
total +6 bonus). For example, you may not upgrade EFFECTS: For each Armed or Unarmed Combat skill
contacts within a single group to more than Contacts 3 test made you can impose up to a -3 penalty (thus
(Starfleet Command; Administration). There is no limit
to the number of different contacts you can establish.
making it harder to hit your opponent) while applying
an equal bonus to the damage you cause.
133
You have great endurance and become fatigued less
easily than most people.
PREREQUISITE: Vitality 6+
EFFECTS: YOU suffer fatigue-related test penalties as if
you were one fatigue level lower than you actually are.

Your reputation precedes you, and most people


respect and admire your particular qualities. You are
well known for one or more specific attributes.
PREREQUISITE: Renown 9+
EFFECTS: Choose a specific aspect for your Fame.
Sample aspects include skill, aggression, discipline, dar-
You have a knack for getting out of the way of danger. ing, and openness. When an opponent makes a recog-
PREREQUISITE: Agility 9+ nition test to recognize you, chances are he will recog-
EFFECTS: You gain a +3 bonus to Quickness reactions nize you for one of your Fame aspects (you can choose
made when taking dodge actions. which one, if you have upgraded this trait and possess
two or more). Favorable aspects will normally improve
a stranger's stance toward you by one interaction stance
You have a photographic memory for everything category (see "Social Test Modifiers," page 102).
you see or hear in your direct experience. Information UPGRADE: Each time you take this edge you may add
read from a PADD counts for most academic skills. another aspect to your Fame.
EFFECTS: Simple (TN 5) academic tests are automati-
cally successful. In academic tests with a TN greater
than 5, you gain a +2 bonus to your roll. This includes You played a crucial or central role in an extremely
academic skills used as physical tests, and physical important event. Examples might include winning a
skills used as academic tests. For example, used to critical battle during the Dominion War, making an
recall basic facts in a Life Science skill test (TN 5), a important scientific breakthrough, negotiating an
character with this edge is automatically successful. important interstellar treaty, or committing a rather
When making a TN 1 5 test to recall an obscure fact, or heinous crime. Record the event—when you are rec-
using Life Science to perform an experiment (a physi- ognized in the future, people may react to you accord-
cal test) the character gains +2. ing to your participation in the event.
EFFECTS: You gain +1 to your Renown.
UPGRADE: Each time you take this trait, add another
You have a "plain" appearance, making you more +1 to your Renown and record a new event.
difficult to recognize (even if you are famous).
EFFECTS: Increase the difficulty of all recognition
tests directed at you by +5 TN. You are in great shape and are thus more adept at
physical actions than most people.
PREREQUISITE: Strength 6+
Your heightened immune system, healthy constitu- EFFECTS: YOU gain a +1 bonus to all physical tests.
tion, or unique body chemistry allow you to resist
attacks to your metabolism better than others.
EFFECTS: YOU gain a +4 bonus to Stamina reactions You have an easy way about you. You can influence
made to resist the effects of disease and poison. people more easily than normal.
PREREQUISITE: Presence 6+
EFFECTS: YOU gain a +1 bonus to all social tests.
You have the ability to "tune out the world" when
you concentrate. You can simply brush off and ignore
distractions that would hamper a normal person. You are able to push yourself much harder than nor-
EFFECTS: YOU may ignore the normal penalties mal and can endure great strain.
imposed on you by outside distractions (see Table 6.5, PREREQUISITE: Vitality 6+
page 102). EFFECTS: YOU gain a +4 bonus to all Stamina tests
made to resist fatigue.
EFFECTS: YOU may purchase a profession ability from
a basic profession other than your own. You must meet
You have an unusually hearty constitution. any prerequisites for the ability.
PREREQUISITE: Vitality 6+ UPGRADE: YOU may purchase this trait multiple
EFFECTS: Reduce the difficulty of tests made to stabilize times. Each additional purchase "buys you the right" to
you by -5 TN. In addition, you gain a +4 bonus to your purchase another profession ability from a basic pro-
rolls when making weekly or twice-weekly Stamina tests fession other than your own. If you wish to purchase
to regain lost wound points (see "Natural Healing," page Tier 2 or 3 abilities, you will have to take this trait mul-
252, and the First Aid and Medicine skill descriptions). tiple times in order to purchase the appropriate prereq-
uisites for the ability you want.

Your immune system is stronger than that of others


of your species. Something about your neurological makeup makes
EFFECTS: You gain a + 2 bonus to all Stamina reaction you more resistant to psionic abilities.
tests. EFFECTS: YOU gain a +4 bonus to Willpower reactions
made to resist psionic attacks or effects.

You can tolerate more pain than the average


Human. For Cardassians and Klingons, this is a normal You have developed finely honed combat reflexes.
physiological state; many Vulcans and some Bajorans PREREQUISITE: Agility 6+
receive ascetic training or possess mental disciplines EFFECTS: YOU may take reload and recover actions in
that can divert pain. combat as free actions.
PREREQUISITE: Vitality 6+
EFFECTS: Reduce the injury penalty by 2. For exam-
ple, if you are Injured, you would make tests at -1 People naturally gravitate toward you.
rather than the standard - 3 . EFFECTS: In social tests, adjust any modifiers result-
ing from interaction stance by +3.

Your exceptional mental focus and acuity allow you


to use your powers at greater distances than other psions. Your advanced physical training allows you to
PREREQUISITE: Psionic 2 attack more quickly than normal during a fight.
EFFECTS: Choose a psionic skill. Increase range PREREQUISITE: Agility 6+
increments related to the skill by +50% (round up). EFFECTS: When making an unarmed combat attack
UPGRADE: YOU can upgrade this edge to choose a as an additional action beyond your basic allotment,
new psionic skill. You may not choose the same psion- you make the attack at a -2 instead of the usual - 5 . This
ic skill twice. trait confers no additional bonuses on actions beyond
your first "extra" action.

You approach problems from a different perspec-


tive, devising innovative solutions for problems as You are very exacting and take a methodical
diverse as settling a shipboard dispute or cold-restart- approach to any ongoing or extended task.
ing the warp field coils. EFFECTS: YOU gain a +1 cumulative bonus per round
in extended tests.

You can accomplish multiple tasks rapidly.


PREREQUISITE: Intellect 6+
EFFECTS: YOU can treat a full-round action as two
actions, and you may take additional actions at the
standard penalty (see page 245). For example, admin-
istering First Aid counts as two actions toward your
action allowance, allowing you to fire your phaser (an
attack action) at the standard -5 penalty. Off-hand
penalties still apply.
PROMOTION BONUS STARFLEET DIPLOMAT MERCHANT BAJORAN MYSTIC SOLDIER
1 +1 Lieutenant (Junior Grade) Legate Steward Rrnijen 1 st Lieutenant
••MMMMSBH
2 +l Lieutenant Vice-Envoy Associate Prylar Captain
3 +2
€1 4 +2
Lieutenant Commander
Commander
Envoy
Envoy-General
Buyer
Factor
Vedek
Kai
Major
Lieutenant Colonel
5 +3 Ambassador Partner Emissary Colonel
The Narrator may add further ranks (Commodore, Admiral, etc.) as required.

UPGRADE: Table 7.2: Promotion gives the ranks


equivalent to levels of this edge for "standard" organi-
You have exceptionally good night vision, allowing zations in the Star Trek universe. This should also pro-
you to distinguish shapes and movement in all but vide guidelines for other organizations that may not
complete darkness. follow these specific rank structures, such as pirate
EFFECTS: You can see in dim lighting conditions (see ships or criminal enterprises. Some merchant ships use
Table 6.3: Physical Test Modifiers), and reduce penal- naval-style ranks akin to Starfleet; others have no for-
ties for darkness by 2. mal rank structure besides the captain and the various
department heads.

This edge represents formal rank in a hierarchical


organization (military, religious, commercial, etc.) You have the capacity to tap and use psionic power;
above the "starting" rank—Ensign for Starfleet officers, this edge serves as the essential prerequisite for any of
monk for mystics, second legate for diplomats, second the psionic skills on pages 126-127. Though universal
lieutenant for soldiers, etc. among Betazoids and Vulcans, even normally non-
PREREQUISITE: None, although most characters with psionic species sometimes produce psionically capa-
this edge should be a member of the organization in ble individuals such as Gary Mitchell. In such cases,
question. However, just as Captain Sisko became their psionic abilities usually lie dormant until trig-
Emissary of the Prophets without ever being a member gered by some overwhelming stimulus. Intensive
of the Bajoran religious establishment, story events psionic training from infancy by an advanced race such
may drive this edge rather than the other way around. as the Thasians has occasionally granted normal
Captain Sisko notwithstanding, for each organization Humans psionic powers. Your Narrator may disallow
in which the character possesses a rank, he should this edge if you are a member of a non-psionic species
"start over" at Promotion 1 and work up. A Bajoran without a sufficient "origin story" to explain your gifts.
Resistance infantry captain (Promotion 3) who joins PREREQUISITE: A character may not be a Ferengi or a
Starfleet needs to take Promotion 1 again to become a member of any other psionically "mute" species.
Lieutenant (j.g.), rather than getting to pick only one EFFECTS: When you select this edge, you create a
more level of Promotion to become a Commander. new attribute for your character—Psi—from which you
This edge does not directly correlate to power or derive your character's Psi modifier (see Table 4.1:
responsibility—for that, see the Command edge (page Attribute Modifiers). Your starting level in this attribute
131)—but the assumption remains that a higher-rank- is 4. You must have the Psionic edge to select Psionic
ing character is at least potentially capable of greater skills, such as Empathy and Mind Control.
levels of both. Note that religious/mystical ranks may SPECIAL: YOU can advance your Psi attribute as a
seem somewhat "compressed" compared to, say, favored attribute (see Chapter 9: Advancement).
Starfleet ranks; Promotion 5 makes one the near-dei-
fied Emissary of the Prophets in Bajoran mystical rank,
but a "mere" Captain in Starfleet. Narrators of series set You possess a powerful mind and are able to affect
entirely within mystically driven cultures may therefore multiple target minds more easily than most psions.
wish to adjust these values. PREREQUISITE: Psionic 2+
EFFECTS: YOU gain a +1 bonus for every odd-numbered EFFECTS: Choose a psionic skill affected by this edge.
edge level to all social tests made against those under When targeting more than one mind, you gain a +5
your command (for example, Promotion 3 confers a +2 bonus to your related psionic skill test.
bonus). This does not generally affect direct orders issued UPGRADE: YOU can upgrade this edge by choosing a
to subordinates (which they should follow anyway). This new psionic skill.
bonus is cumulative with other similar modifiers.
You possess an incredibly focused mind, allowing You don't know the meaning of the word "surren-
you to shrug off interference and distractions that der." Once you decide on a course of action, you stand
would affect most psions. your ground.
PREREQUISITE: Psionic 1 + EFFECTS: When you spend 1 Courage in a Willpower
EFFECTS: YOU can ignore the first 5 points of environ- reaction test, you gain +5 to your test result rather than
mental interference modifiers when making a psionic the standard +3.
test. For example, a psionic character trying to use the
Telepathy skill through a dampening field (+4 TN) amid
a great deal of psychic "noise" (+4 TN) would make his You have an innate sense of direction, instinctively
skill test at a cumulative +3 TN (+8 TN - 5 points). knowing which way to travel.
UPGRADE: Choose a different psionic skill affected EFFECTS: Use this edge to intuitively know the right
by this edge. way to the bridge on an alien ship, the direction of the
nearest settlement from a landing zone, or which way is
north. This ability functions automatically, and requires
Your finely honed combat reflexes allow you to no tests. This edge does not apply to space travel or uses
draw weapons with alarming speed. of the Space Science (Astrogation) skill.
PREREQUISITE: Combat skill rank 1+ in any weapon.
This need not be selected for each weapon.
EFFECTS: YOU can draw a handgun, phaser or disrup- You have an innate sense of time. For example, if
tor pistol, dagger, or other short, one-handed, personal you are knocked out, you know how long you were
weapon as a free action. Larger weapons, such as unconscious; you always know just how long the ship
bat'leths and lirpa are not drawn, and so do not apply. has until the warp core breach without an annoying
If you are engaged in a showdown (such as the classic computer countdown to remind you.
Western gunfight) with another character with Quick EFFECTS: YOU always remain aware of the time
Draw, the combatant with more picks in Quick Draw (though it is not always to precise, the margin of error
has his weapon ready first. If you both have the same is +/-10%). This ability functions automatically and
level of Quick Draw, make an opposed Quickness reac- requires no tests.
tion test to determine who goes first.
UPGRADE: Additional picks only improve your
Quick Draw against other fast guns. You are able to carry much heavier loads than normal.
PREREQUISITE: Strength 6+
EFFECTS: For the purposes of calculating encumbrance
You shoot from the hip, reacting more quickly than and carrying capacity, your normal load is up to Strength
normal in the heat of battle. x 8 or less in kg. Your heavy load is Strength x (8 to 13)
PREREQUISITE: Agility 6+ kg and your very heavy load is Strength x 13 kg or more.
EFFECTS: When making a ranged attack as an addi-
tional action beyond your basic allotment (see page
244), you make the attack at a -3 instead of the usual You are clever and perceptive, able to discern
-5 penalty. This trait confers no additional bonuses on inconsistencies in someone's tall tale or see through a
actions beyond your first "extra" action. web of deceit.
EFFECTS: When you spend 1 Courage in a Savvy
reaction test, you gain +5 to your test result, rather than
Your metabolism allows you to heal faster than the the standard +3.
average humanoid. Rapid Healing differs from High
Pain Threshold (page 135). A character with High Pain
Threshold can withstand the physical and psychologi- You have a particular aptitude, or have received spe-
cal effects of pain, but doesn't heal any faster than nor- cialized training, in one or more skills and specialties.
mal; a character with Rapid Healing isn't any more EFFECTS: This trait gives you bonuses in specific skills
resilient than normal, but recovers from physical dam- tests or pairs of skills tests. The tests chosen should make
age more quickly. sense in light of your character's profession or concept.
PREREQUISITE: Vitality 9+ You may want to give your skill focus its own name—
EFFECTS: YOU heal in half the time, recovering 2 almost like a subtrait—to make it more descriptive and
wound points per day of natural healing rather than the give it some narrative color. Table 7.3 provides some
standard 1. sample skill combinations and names.
3D Thinking Space Science (Astrogofion) and System Operation (Flight Control)
Compassionate First Aid and Medicine
Craftsman Construct and Repair
Diplomatic Negotiate {Mediate)
Eloquent Negotiate (Entreat) ant) Persuade (Oratory)
Furtive Stealth (Hide) and Conceal (Cache)
Keen Hearing Observe (Listen)
Keen Sight Observe (Spot) and Investigate (Inspect)
Persuasive Inquire (Interrogate) and Influence (Fast Talk)
Seductive Influence (Charm) and Influence (Seduce)

Use the following guidelines to determine bonuses: 1


skill with specialty (+4), 2 skills with specialties(+2 each),
1 skill without specialty (+2), 2 skills without specialties You are adept at problem solving and critical thinking.
(+1 each). Refer to the accompanying table for examples. PREREQUISITE: Intellect 6+
EFFECTS: YOU gain a +1 bonus to academic tests.

For some reason, whether past action, family history,


or brilliant propaganda campaign, you have become You can throw a melee weapon that cannot nor-
widely known as a friend and ally to a given species. This mally be thrown in combat.
edge should not be abused to "call in favors" from your PREREQUISITE: Skill level 3+ in specific weapon.
friendly species; that's what the Ally edge is for. EFFECTS: Choose a weapon. You can accurately
EFFECTS: Choose a species as the subject of this throw your chosen weapon up to 5 meters, but suffer a
edge. With a successful recognition test (see page 148), -2 to your attack when doing so.
you gain a +3 bonus to social tests made to influence UPGRADE: Each upgrade allows you to add an addi-
or sway members of your friendly species (Influence, tional weapon.
Negotiate, and Persuade, but not Gaming,
Impersonate, and the like). This is in addition to modi-
fiers resulting from successful recognition tests. You are really good at what you do. If you're
Resolute, you stand especially firm in the face of adver-
sity. If you have Excellent Metabolism, you are particu-
You are quick on your feet and able to move further larly healthy.
than normal each round. PREREQUISITE: Particular edge
PREREQUISITE: Agility 6+ EFFECTS: YOU can upgrade one edge that cannot nor-
EFFECTS: YOU may move an additional 2m per round mally be upgraded, for a cumulative effect, but only
on the tactical scale while walking, 4m while jogging, once. Edges affecting Courage use cannot be upgraded.
8m while running, and 12m while sprinting.

You can fight with a weapon in both hands, and can


You have spent a great deal of time working in envi- make one additional attack each round with the extra
ronment or space suits and have learned to adapt. weapon.
EFFECTS: YOU have been trained to work well in an PREREQUISITE: Agility 6+
environment suit and therefore suffer no penalties for EFFECTS: YOU gain an extra combat action when
working in one (see page 101). attacking with your off-hand without suffering the stan-
dard penalty for multiple actions. You still suffer the -8
TN penalty for attacking with your off-hand, however.
You are better able to resist stun effects than most
people.
EFFECTS: When attempting to resist stun effects, you You have a stronger than average willpower.
make your Stamina reaction test at a +5 bonus. EFFECTS: You gain a +2 test result bonus to Willpower
reaction tests.
When you create your character, you have the
opportunity to choose one flaw for an additional edge
You are rich and have plenty of money to buy what- (see Chapter 5: Development). Later on, as your series
ever you want, within reason. This edge means little in progresses, your Narrator may assign additional flaws
postmonetary societies such as the Federation, where as a result of something that occurs in the game.
money isn't in common use. Starfleet officers seldom, Watching one of your comrades perish during a
if ever, possess any personal monetary wealth. Klingon attack might give you a new Enemy, while
However, wealth can be extremely important on the contracting a strange alien disease might result in the
frontier or in other societies where wealth plays a acquisition of the Sickly flaw.
major role, such as that of the Ferengi. Keep in mind that your Narrator will expect you to
EFFECTS: Your "liquid assets" roughly equate to 200 bars realistically play these traits as flaws; she may use them
of gold-pressed latinum, or 20,000 Federation credits. to drive the story, to hamper your actions, or to other-
UPGRADE: Upgrades of this edge grant additional lev- wise add drama to the episode.
els of Wealth; the Narrator may treat in-game advance-
ments in Wealth as inheritances, investment maturity,
"ships coming in," war booty, or some other windfall. You are addicted to a particular drug or substance,
Your Narrator may also refuse to grant upgrades to this such as the Jem'Hadar dependence on ketracel-white,
edge without some story justification. Damar's "fondness" for kanar, and Garak's addiction to
W e a l t h 5: Up to 400 bars of gold-pressed lat- his cranial implant. This flaw is rare in the Federation
inum, or 40,000 Federation credits. thanks to advanced medicine and cultural optimism,
W e a l t h 3: Up to 800 bars of gold-pressed lat- and equally unknown in the Klingon Empire due to
inum, or 80,000 Federation credits. their "warrior purity" ethos.
W e a l t h A: Up to 1600 bars of gold-pressed lat- EFFECTS: Choose something to which your character
inum, or 160,000 Federation credits. is addicted, such as alcohol, Venus drug, or ketracel-
W e a l t h 5: Up to 32,000 bars of gold-pressed lat- white. You must consume this substance once every
inum, or 320,000 Federation credits. other day, or suffer -1 Presence or Intellect. When both
attributes reach 1, the "shakes" set in—reduce your
Agility or Vitality by - 1 . You cannot recover lost attrib-
You have an innate understanding of a particular ute levels resulting from your addiction during this
weapon from extensive training. period. When all four attributes reach 1, the addict is
PREREQUISITE: Skill level 1+ in specific weapon. at rock bottom and stays there for one week. Attributes
EFFECTS: Choose a specific weapon, defined by your then begin to recover normally at a rate of one point
skill selection, such as Energy Weapon (Phaser), per day. At the Narrator's option, you may be cured of
Bat'leth, or Projectile Weapon (Handgun). You gain a +3 your addiction.
bonus to your test result when using that weapon. UPGRADE: Choose this flaw again to either add a
UPGRADE: Each upgrade allows you to add an addi- second substance or increase your need for a sub-
tional weapon. stance to which your character is already addicted.
ADDICTION 2: You must consume the substance
once per day.
You have received extensive training in microgravi- A D D I C T I O N 3: You must consume the substance
ty environments and have learned to adapt. This edge twice per day.
is not the same as the Suit Trained edge, nor does it
convey any specific spacegoing skill.
EFFECTS: YOU suffer no penalties from working in You're a little too confident in yourself, your social
zero-gravity. group, or your whole culture. This can come off as grat-
ing and unpleasant unless you take extra effort to mol-
lify your inferiors.
EFFECTS: Because of your arrogance, you cannot
spend Courage on social tests.
Flaws represent some penalty you take on to realize
a corresponding benefit. Like edges, some flaws modi-
fy test results or reactions. Others alter the rules in some Whenever you fight, you cannot stop. Many Klingons
way, such as preventing you from using Courage in cer- possess this flaw, although they don't see it as a failing.
tain kinds of tests or increasing the modifier as a result Federation psychological screening prevents people
of being wounded. Finally, some flaws introduce a story who suffer from this flaw from serving in Starfleet; you
effect for you to confront, such as a rival. may not be in any Federation service with this flaw.
EFFECTS: In any combat encounter, while both you EFFECTS: Choose the object of your devotion and
and your adversaries remain standing, you must spend their relationship to you. You and your Narrator should
1 Courage to voluntarily stop fighting, no matter how work out the specifics—a lover in Stellar Cartography,
wounded you are. Influence skill tests to convince you a child accompanying you on your starship, an old
to stop attacking receive a -3 modifier; Negotiate and flame who shows up periodically. The devotee should
Persuade automatically fail. be present "front and center" in the series action—on
UPGRADE: Choose this flaw again to increase the board your starship, a fellow merchant working the
intensity of your rage. same territory, and so on.
BLOODLUST S: YOU must spend 1 Courage to refrain At the beginning of each episode, the Narrator
from killing injured or unconscious opponents. This secretly rolls 1d6. On a 1, the object of your devotion
includes setting energy weapons to stun. Influence skill is jeopardized in some way. For example, if the episode
tests to convince you to stop attacking receive a -6 involves surveying a dying sun, a weird energy burst
modifier; Negotiate and Persuade automatically fail. might penetrate your quarters and affect your child.
BLOODLUST 3: You are a full-on berserker. You You cannot abandon your charge and must make every
must spend 1 Courage to avoid attacking your allies, effort to protect and provide for those you care about.
if there are no opponents left to fight. Influence skill Should the object of your devotion suffer as a result of
tests to convince you to stop attacking receive a -9 your actions—neglecting to obtain the vaccine
modifier; Negotiate and Persuade automatically fail. because you can't be bothered, or neglecting to save
your son from the Jem'Hadar because it interferes with
your plans—the Narrator can impose a penalty to your
You don't possess the "heart of a hero." After all, experience point award for the adventure.
bravery and foolishness are simply two sides of the Supporting cast characters have their own motiva-
same coin. You'd rather stand back and consider your tions and are under the Narrator's control. She may
options before rushing headlong into a tense situation. decide your character's son happens to be in Main
EFFECTS: YOU may only spend 2 Courage in a single Engineering just as the warp core races out of control,
round instead of the usual 4. or that your wife commandeers a shuttlecraft to explore
the strange energy cloud because she's the best astro-
physicist on the ship. Accepting a relationship with a
Something about you, or something you know, is so supporting cast character of this magnitude means you
horrible that no one must find out the secret. This can accept an added complication to your character's
range from things which are simply embarrassing (hav- life—one you are willing to roleplay. Similarly, relying
ing an adulterous affair, for example) to things which on the object of your devotion to solve problems on
are blatantly illegal. The severity and nature of your your behalf reduces your experience point award.
secret may vary with your culture and species. UPGRADE: Choose this flaw multiple times to either
EFFECTS: YOU and your Narrator should work togeth- add a new Devotion or increase the chances of an
er to come up with the specifics, adjusted for the char- existing charge being endangered by 1 (a 1 or 2 on
acter's personality, culture, and history. If your Dark 1 d6, for example).
Secret is revealed, whenever you interact with mem-
bers of your species or profession, modify their inter-
action stance, thus making someone friendly toward You're a bit slower off the mark than the average
you unfriendly (see page 102). For example, a Klingon person.
who behaved dishonorably at the Battle of Klacht'del EFFECTS: YOU suffer a -1 penalty to academic tests.
Bracht would be treated as unfriendly among normal-
ly friendly Klingons if his secret were revealed.
UPGRADE: If your character does something else hor- Academic disciplines don't concern you. You may
rible during the series, the Narrator may assign you hail from a primitive civilization or a culture that doesn't
another Dark Secret flaw, but should never grant you value education, or you may come from a failed colony.
any kind of "compensatory" edge to make up for it. EFFECTS: You may not use Courage in academic tests.

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.

You do not like a particular group of people, possi-


bly a small subset (cyberneticists) or an entire culture Your considerable pride will be your downfall. It
(Klingons). Whenever you speak about them, you have often prevents you from giving others an even shake.
nothing kind to say; they, conversely, can contribute EFFECTS: YOU suffer a -1 penalty to social tests.
nothing useful to any discussion.
You often rush into problems headlong, without for- You've always been slightly unsure of yourself in
mulating a plan or concentrating on what you're doing. combat. Now, if the darn targets would just hold still...
EFFECTS: YOU suffer a -1 penalty to physical tests. EFFECTS: If you do not take an aim action (see page
248) when making a ranged attack, you make the attack
at a -5 test penalty. Taking an aim action allows you to
Someone competes with you, either a classmate make the attack normally (without the aim bonus).
from school, a fellow shipmate, or a rival suitor.
Whenever he can, your rival tries to show you up.
EFFECTS: Choose a rival. This person holds the same Your immune system isn't as strong as that of others
relative power as you, such as a Starfleet lieutenant, a of your species.
Klingon warrior, or a Bajoran Prylar. The rival's actual EFFECTS: YOU suffer a -2 penalty to Stamina reaction
rank is equal to Promotion 1 (see the Promotion edge, tests.
page 136). You and your Narrator should work out this
person's identity and what inspires your competition.
Your rival complicates your life by making skill tests You possess slower than normal reflexes.
more difficult and influencing supporting cast charac- EFFECTS: YOU suffer a -2 penalty to Quickness reac-
ters. With similar resources, your rival should be close tion tests.
at hand—a fellow crewmate, a resident on your star-
base, a frequent visitor to your ship. At the beginning
of each episode, prior to play, the Narrator secretly Your sluggish metabolism, debilitated constitution,
rolls 1 d6. On a result of 1, your rival makes an appear- or body chemistry cause you to heal more slowly than
ance to complicate the episode. the average humanoid.
How your rival affects the adventure depends on the EFFECTS: YOU take twice the time to heal, recover-
Narrator. Rivals don't need to make a direct appearance ing 1 wound point every two days through natural
to make their presence felt. Sometimes, their meddling healing (rather than the standard 1 per day). Wound
manifests as a modifier to a skill test, such as affecting point recovery rates for First Aid and Medicine skill
your interaction stance by smearing your reputation. tests are unaffected.
Similarly, he might spoil your experiment by falsifying
data or contaminating samples, making your skill tests
more difficult. Generally, this should result in up to a -5 For some reason, whether past action, family history,
penalty to a single, critical skill test (including extended or misconception, you have become widely known as
tests). Alternatively, the Narrator may decide to involve an enemy of a given species. Individual members can
your rival more directly—showing up to bid against you be won over through your deeds (if your reputation is
or to steal a vital component of your invention. unfounded), however.
Unlike Enemy, this flaw differs in both extent and EFFECTS: Choose a species as the subject of this flaw.
nature. An enemy wants you dead. A rival wants to set With a successful recognition test (see page 148), you
you up to fail, show you up, or make your life miser- gain a -4 penalty to social tests made to influence or
able. In addition, a rival can be a friend or coworker, sway members of your hostile species (Influence,
making him closer at hand. Should your rival cease to Negotiate, and Persuade, but not Gaming,
be a threat—you both bury the act through good role- Impersonate, and the like). This is in addition to modi-
playing, for example—another rival rises to take his fiers resulting from successful recognition tests.
place. The Narrator determines the circumstances sur-
rounding this new rival.
UPGRADE: This flaw can be taken multiple times to You are more susceptible to extreme hot or cold
either increase the Promotion level of your rival, add a temperatures. When taking this trait, choose whether
new rival, or increase your current rival's chances of your character is more susceptible to heat or cold.
appearing (on a 1 or 2 on 1d6, for example). Starting EFFECTS: YOU suffer a -5 penalty to Stamina reaction
feuds with otherwise inoffensive NPCs should not tests to resist the effects of extreme heat or cold.
result in a new Rival flaw; if the Crew angers a fellow
shipmate, the characters should not receive the bene-
fits of appropriate levels of Rival to reflect these story You are easy to manipulate.
events. On the other hand, should the Crew wish to EFFECTS: YOU suffer a -2 penalty to Willpower reac-
develop this to the level of Rival, the Narrator should tion tests.
grant the player an extra edge.
traits, such as Diplomatic, Shrewd,
or Stubborn, into the description.
Some other personality factors you
Describe your character's gener- should consider:
al physical appearance. To a certain - Does your character have sib-
extent, allow your character's attrib- lings? If so, how does he get a long
utes and traits to guide you—don't with them (and his parents)?
describe him as "large and hulking" - Is your charcter in love, per-
if he has a low Strength and the haps even married?
Sickly trait. But for the most part, - What biological or cultural
ou've chosen your this section covers general descrip- traits common to his species might
character's attributes and tors that don't affect game play (hair affect his personality?
profession and taken him color, eye color, physique, and so - How well does your character
through his background, so forth). Mention any distinguishing interact with other people? Why?
you have a fairly well devel- marks or scars, or anything else that
oped PC. Now you're ready characterizes your PC or dovetails
to add the finishing touches. with your overall character concept
This chapter details those or background.
touches and the accompa- Determine the starting age of
nying rules to complete your character and record it on
your character. It covers your character sheet. Most charac-
everything from physical ters begin play as adult members of
and psychological descrip- Describe your character's their species (see Table 8.1 for age
tions to rules for reactions, demeanor, including any important categories by species). In some spe-
Courage, and Renown. personality traits. Does he speak cial cases, your Narrator may allow
with a lisp? Is he afraid of heights? you to go through a few advance-
Include anything that might add a ments prior to play in order to
bit of color to your character's per- begin the game with an older, more
sonality, especially things that work experienced character. See the
well with his background or profes- Advancement and Development
sional experience. Your character's chapters for additional information.
lisp might be common to a particu- In the normal course of the game,
lar region of his homeworld. His however, all characters are
fear of heights might stem from his assumed to begin play on equal
upbringing in an underground footing, whether they are a 21-
arcology. Be sure to incorporate year-old Starfleet ensign or a 140-
any existing personality-oriented year-old Vulcan merchant.
Bajoran
Betazoid
Cardossian
Ferengi
Human
Klingon
Ocampan*

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

Very Old selection, recalculate your reaction modifier based on


your adjusted attributes. But once your character
starts playing his first adventure, reactions must be
improved independently through advancement and
upgrades (see Advancement, page 152,
"Advancement Picks"). In other words, improving pri-
Reaction scores affect your ability to avoid all kinds mary attributes has no effect on reactions once you
of damage, misfortune, and outside stimuli in general. have finished character creation.
They generally depend on you reacting to things, usu-
ally (but not limited to) another character's actions.
Resisting psionic powers, especially those that
probe or control your mind
Pushing yourself to the limit when fatigued, fighting
REACTION SCORE PICK BEST MODIFIER FROM when severely injured, staying awake during a dou-
Quickness Perception or Agility ble-shift, resisting fear, and keeping high morale
Savvy Presence or Perception
Stamina Strength or Vitality
Willpower Intellect or Vitality Steve sees that Vuleans automatically start the game
with the Psionic edge, so thinking like a Vulcan he
QUICKNESS begins with Psi: Lovek's Intellect 10 gives him a +2
Quickness measures your reaction time and reflexes. modifier, compared to the 0 modifier from Perception.
The higher of either your Perception or Agility modifiers He chooses Intellect as the governing attribute and
determines your initial Quickness. begins with Psi 2. His Stamina receives no attribute
You use Quickness for the following reaction tests: modifier, since neither his Strength 6 nor Vitality 6 grant
him one; he begins with a Stamina 0. The same holds
• Responding to threats, avoiding being surprised true for his Quickness (neither Perception 7 nor Agility
• Drawing your weapon 5 give a bonus) and his Savvy. Therefore, Lovek begins
• Catching a falling object, keeping your footing with Quickness +0 and Savvy +0. His Willpower, how-
when an explosion rocks your starship, diving ever, boosted by a high Vulcan Intellect (instead of his
through a hatch before it closes average Vitality) starts at a respectable +2. After seeing
how his reactions turn out, Steve has half a mind to go
back and reapply his eight freebie levels, which is per-
Savvy indicates your common sense, your ability to fectly acceptable for him to do.
detect lies and subterfuge, and your ability to mask your Meanwhile, Sheila runs through her reaction
intentions. The higher of your Presence or Perception scores: Stamina +2 (Strength 11 gives a +2 bonus, bet-
modifiers determines your initial Savvy. ter even than the bonus from Vitality 9), Quickness +3
You use Savvy in the following reaction tests: (from that lucky Agility 12), Savvy +1 (Presence 8
grants a +1 bonus, whereas Perception 6 gives no mod-
• Resisting social tests such as Inquire, Persuade, or ifier), and Willpower +1 (from Vitality 9 instead of
Negotiate nothing from Intellect 4).
• Detecting overt lies and sensing a person's motives
• Knowing when an offer is too good to be true
REACTION TESTS
Reaction tests function as either standard or opposed
Stamina measures your toughness, your ability to attribute tests (see "Test Variants: Opposed Tests,"
"walk it off"—to ignore pain, weather stress, and cope page 105), except that the character substitutes his
with other debilitating, external conditions. The higher reaction level for his attribute modifier when determin-
of either your Strength or Vitality modifiers sets your ini- ing the final test result.
tial Stamina.
You use Stamina in the following reaction tests:

• Tolerating extreme heat or cold, fatigue, and pain


• Resisting the effects of narcotics, poison, radiation, Defense represents your natural ability to avoid
and disease blows and weapon fire in combat. Your Defense rating
• Resisting stun effects equals 7 plus your Agility modifier.
• Healing tests

Willpower reflects your strength of will, sense of


identity, powers of concentration, emotional control, Every character has a Health rating equal to his
and sheer guts. The higher of your Intellect or Vitality Vitality attribute plus his Strength modifier. Health rep-
modifiers determines your initial Willpower score. resents the number of wound points a character can sus-
Willpower is used in the following reaction tests: tain before dropping to the next lower Wound Level. For
example, Lieutenant Richards has Vitality 7 and a
• Resisting social tests such as Influence (Charm and Strength modifier of +1, giving him a Health of 8. He
Intimidate) and Investigate (Interrogate) can withstand 8 points of damage before he becomes
REACTION TEST TYPE REACTION TN/OPPOSING TEST
Dodge melee attack opposed Quickness Armed Attack
Dodge projectile opposed Quickness Ranged Attack
Avoid injury while falling standard Quickness variable by height
Resist charm, flattery opposed Savvy Influence
Resist rhetoric, propaganda opposed Savvy Persuade
Detect lie or bluff opposed Savvy Persuade
Withstand extreme temperature standard Stamina variable by degree
Resist poison standard Stamina variable by potency
Avoid disease standard Stamina variable by potency
Ignore fatigue standard Stamina variable by degree
Overcome fear standard Willpower varies by degree
Resist intimidation, interrogation opposed Willpower Influence, Inquire
Resist mind control opposed Willpower Psionic skill

Dazed, and another 8 points before dropping to Injured.


Certain traits or species abilities modify Health, and your
character can improve his Health over time through As a character sustains damage, it is important to
experience and advancement. Calculate your character's track it on the character sheet. The character sheet
starting Health and record it on your character sheet. includes twenty circles beside the headings "Healthy",
"Dazed," "Injured," "Incapacitated," and "Near
Death." When creating your character you should
As characters suffer damage, they progress through cross off a number of these circles equal to 20 minus
a number of wound levels describing their degree of your Health statistic, counting in from right to left.
injury. After Healthy (a character's normal state), the Repeat this process for each wound level.
remaining wound levels are Dazed, Injured, Wounded, For example, if your character's Health is 6 cross off
Incapacitated, and Near Death. Falling below Near the fourteen rightmost circles of each wound level. This
Death indicates the character has died from sustained leaves six circles in each wound level corresponding to
injuries. your Health. As your character takes damage, begin
Within each wound level, a character can with- marking off boxes from left to right, starting at Healthy.
stand an amount of damage equal to his Health. Once Once your character has taken 6 points of damage, all
a character has accumulated damage equal to his circles in "Healthy" will be marked off and your char-
Health in his current wound level, he drops to the next acter drops to the "Dazed" wound level. Upon becom-
wound level and begins accumulating damage in it. As ing Dazed, your character immediately suffers the
a character drops from one wound level to the next, his injury effects (penalties) associated with this wound
injuries begin to impair his ability to perform actions, level. See Table 8.5 for a summary of those effects.
resulting in penalties that apply to all physical (and
combat-related) dice tests, as well as most academic
tests (see the Appendix, pages 242-252, and the Star
Trek RPC Narrator's Guide for more information).
Player characters in the Star Trek Roleplaying Came
are typically shining examples of their chosen professions.
Not only are they the heroes of the Star Trek universe,
WOUND LEVEL INJURY EFFECTS
often an inspiration to many other people, but as the main
Healthy none
characters of your series they are the most important char-
Dazed Character performs tests* at -1
acters. As such, they possess qualities of heroism and
Injured Character performs tests* at -3
accomplishment that set them apart from most people—
Wounded Character performs tests* at -5
they're special. Courage represents this heroic quality.
Incapacitated Character performs tests* at -7
Every player character begins the game with a pool of
Near Death Character performs tests* at -9
3 Courage. (Some characters, by virtue of their species or
' Injury penalties do not apply to Stamina reaction tests made to professions begin with more.) During the course of the
recover from injury. The severity of injury already factors into the game, a character can use his Courage to help him
TN of these reaction tests. accomplish his objectives and achieve the impossible.
Generally speaking, a character with a high Renown
score is better known and more recognizable than one
A character can use Courage to improve test results. with a lower score; NPCs are more likely to have heard
Every point of Courage spent on a test provides a +3 of him and to know something about his reputation.
bonus to the skill test. A character does not have to
specify in advance that he intends to use Courage to
improve a dice roll. Regardless of how much Courage Renown uses the same scale as a character's other
he has, which way he uses it, or on what tests, he can- attributes but carries no upper limit. Characters who
not spend more than 4 Courage in any one round. enjoy truly galaxy-spanning fame can possess Renown
levels as high as 20 or 30, although a level of 12 is very
high for most characters. All characters start the game
A character "recovers" the Courage he uses during with Renown 0—they're just starting their career, so
a game at the end of each episode. Certain efforts or they're not really known for anything yet (unless a
events may allow him to recover Courage more quick- development package or something similar provides
ly, and some professional abilities and traits may also them with a Renown bonus). Characters develop their
affect Courage recovery. Your Narrator will tell you Renown through play; the Narrator may assign points
when to refresh your Courage. as a result of specific actions, or the player may select
If a character spends Courage in ways that improve additional Renown during advancements.
the story or help move it along in fun and dramatic Characters normally earn Renown during game
ways, or for heroic, noble, and self-sacrificing purpos- play. As the game progresses, the Narrator awards
es appropriate to the character, he recovers the spent Renown to characters based on their actions and
Courage at the end of the scene (or even, if the Narrator accomplishments, much as she awards experience
prefers, immediately after spending it). For example, a points (but at a much lower rate). Characters who per-
character who uses 2 Courage to successfully rescue a form dramatic actions that change the course of an
child from a burning building should recover that episode or series, and that attract attention, normally
Courage quickly. Generally, this rule also applies if a gain a point of Renown. Refer to the Star Trek Narrator's
character uses Courage to keep himself from looking Guide for more information.
foolish or unheroic. It's better to spend Courage than be
victimized by a low roll that makes a character look
bad (which often hinders the story).
On the other hand, if a character uses Courage to
show off, for personal gain, or for other unheroic, igno-
ble, or selfish purposes, he does not recover it until the
next episode, or for a long period in-game (days or
weeks). Courage isn't intended to allow a character to
seem tough and strong, but to ensure that he can per-
form heroic and dramatically appropriate actions.

> + / - indicates that the modifier is relative when used in social


tests. For example, a Captain Kirk trying to charm Kor suffers for
Only the most important characters in your series his fame (-) whereas he might receive a bonus (+) to intimidate
should have Courage. Obviously this means the player him. See page 101 for more information.
characters, but it also includes important NPCs, such as
major antagonists. On the other hand, the average
NPC, including low-level opposition like Nausicaan
thugs, usually has no Courage at all. Renown has two uses in the game: determining
whether one character knows another and modifying
certain tests characters make.
The first, and most important, use of Renown is to
make recognition tests to determine whether a character
Characters in Star Trek, particularly "lead" characters has heard of, or knows about, another character. A
like the player characters in your series, are often "larg- recognition test is usually an Intellect attribute test
er than life," with qualities to match. Because of these against a baseTN determined by the size of the region or
qualities and the accomplishments they allow, charac- society the two characters have in common (see Table
ters often become well known, even famous, throughout 8.7). However, if a character has an appropriate
the galaxy. The Star Trek Roleplaying Came reflects this Knowledge skill, the Narrator may allow him to use that
notoriety with a characteristic called Renown. skill for the test instead of just his Intellect. For example,
the Narrator might let
a character with
Specific World
(Vulcan) or Culture
(Vulcan) use one of
those skills when mak-
ing a recognition test
to determine what he
knows about a partic-
ular Vulcan. Similarly,
a Narrator might allow
two characters within
the same profession,
or with some other connection, to use an appropriate
skill for recognition tests.
In either case, a character's Renown modifies recogni- Renown can also act as a modifier for tests involving
tion tests other characters make to know about him. Apply certain social skills. If a character is generally famous, or
the character's Renown modifier (if any) to the other char- is known for possessing certain personality traits, he can
acter's recognition test. If the test succeeds, the other char- use such facts to his advantage in some situations—even
acter knows about the character; if it fails, he hasn't heard if he doesn't actually have those traits at all.
of the character. If an NPC does recognize the character, In appropriate circumstances, the target of a social
he probably knows his reputation based on specific traits skill test should make a recognition test to see if he
the character possesses (Fame, Infamy, Species Friend, knows about the character. If the target recognizes the
and so forth). The relationship between the characters will character, the character may add his Renown modifier
affect the NPC's attitude toward the character. to any appropriate social skill tests for the remainder of
EXAMPLE: Lieutenant Pelek's Renown is 8, so he has the encounter. NPCs must recognize the character to
a Renown modifier of +1 for Recognition tests made to allow these bonuses.
recognize him. He encounters a Starfleet Admiral, who EXAMPLE: Captain Howard (12 Renown) wants to
makes a Recognition test to find out if he's heard of use his Influence (Intimidate) skill to get a Cardassian to
Pelek. Ordinarily the Admiral would make an Intellect back down from a confrontation. The Narrator makes a
test, but in this case the Narrator allows him to use his recognition test for the Cardassian and succeeds, indi-
Culture (Starfleet) +10. The Admiral rolls a 7, getting a cating that the Cardassian is well aware of Howard's
base result of 10 +1 (Intellect modifier) + 7+1 (Pelek's fearsome reputation. When Howard tries to intimidate
Renown modifier) = 19. Since both characters are in the him, the captain receives a +2 bonus to his roll (he is
same branch of Starfleet, the base TN for the test is 10, allowed to apply his Renown modifier to his social test).
meaning the admiral succeeded by 9! The Admiral has Alternatively, Renown can impose penalties on some
definitely heard of Pelek—specifically, that he's undisci- social skill tests, depending on the situation or the partic-
plined and tends to be something of a maverick (based ipants. For example, had Captain Howard tried to charm
on Pelek's Reckless flaw). Since the Admiral's a by-the- the Cardassian, the Narrator might apply a -2 penalty (see
book fellow, he doesn't react well to Pelek at all. Table 8.6) to the test (along with other social test modi-
Other circumstances can also modify a Recognition fiers). The Narrator determines whether a bonus or penal-
test's difficulty (see Table 8.8). ty applies in a given circumstance.
Refer to the social test summary, page 100, to
determine skills eligible to be affected by
Renown. In some cases, Presence attribute tests
CIRCUMSTANCE may also be affected. Reaction tests are not gen-
Target is of the same species erally affected. Narrators can adjudicate individ-
Target is of different, but friendly/allied, species ual situations on a case-by-base basis.
(Humans and Klingons in the late 24th century)
Target is of different, hostile species (Humans and
Klingons during most of the 23rd century)
Target belongs to a species with which the character's
species has no contact or relations
Target is of same profession
Target is of same elite profession
improve an attribute, upgrade a trait,
or learn a new skill. Some abilities
Characters aren't static individ- require more than one pick; for
uals who remain the same instance, a character must spend
throughout their careers. Rather, three picks to add a point to his
they are dynamic people who pool of Courage. Refer to Table
learn and grow from their experi- 9.1 and the individual heading
ences, acquiring new skills and descriptions on the following
abilities and improving the skills page for more information.
his chapter addresses they already know.
how your character devel- €XAMPL€: R'kroh, earns 1,000
ops, grows, and improves experience points, enough to
after you begin play. It shows After they complete a mission advance in her profession as a sol-
you where you can take your or adventure, characters earn dier. She wants to acquire the Tier
character and how advance- experience points. The Narrator 1 special ability Favored Weapon,
ment works. It also presents awards experience points based which will affect how she
elite professions—profes- on how well characters conducted advances her bat'leth skill. So she
sional specialty fields your themselves during the mission, spends three of her five advance-
character can explore once whether they succeeded or failed, ment picks to acquire Favored
he has obtained the neces- the quality of roleplaying involved, Weapon. The Favored Weapon
sary experience to qualify and other factors. ability lets her advance the named
for them. For every 1,000 experience skill (Traditional Klingon Weapons)
points your character earns, he by +2 for every advancement she
undergoes one advancement. An devotes to improving this skill, so
advancement represents how he she devotes her two remaining
has grown and developed based picks to improving Traditional
on his experiences and perform- Klingon Weapons, effectively rais-
ance during his recent missions. ing her skill level by +4 (+2 per
advancement, with advancements
for a professional skill costing one
Each time your character pick each).
advances, you can make five picks
from Table 9.1: Advancement Picks.
You can use your character's picks to
mum of Courage 3 expends 1 Courage during the last
game session (for a current total of Courage 2), but
gains +1 Courage by allocating three picks. His current
EFFECT total is now Courage 3, with a Courage maximum of 4.
+1 professional skill level PROFESSIONAL ABILITY: YOU may gain a new profes-
(adds to professional skill) sional ability, or upgrade an existing professional abil-
Gain new specialty for existing skill ity, for three advancement picks. The new or improved
Gain new edge or upgrade existing edge ability takes effect in the next game session, though
+1 nonprofessional skill level some Narrators may require a period of training to jus-
+1 favored reaction (adds to reaction total) tify the new ability.
+1 Renown FAVORED ATTRIBUTE: For four picks, you may improve
+1 nonfavored reaction one attribute by +1. For example, for four picks, you can
+1 Courage improve your character's Vitality from 6 to 7.
Gain new professional ability or upgrade Recalculate attribute modifiers, if necessary. Improved
existing professional ability attribute modifiers affect related skill tests; for example,
+1 favored attribute increasing Intellect from 11 to 12 increases the Intellect
+1 nonfavored attribute modifier from +2 to +3, which affects all Int-related skill
+ 1 Health tests. Although reaction modifiers are initially derived
from attribute modifiers, increases to attribute modifiers
PROFESSIONAL SKILL LEVEL: Each pick expended on a pro- resulting from advancement do not affect reactions; for
fessional skill increases it by +1. For example, a character that, you must improve reactions separately.
with System Operation +2 as a professional skill uses two NONFAVORED ATTRIBUTE: For five picks, you may
picks to increase his skill level by +2 (for a total of System improve one nonfavored attribute. The guidelines cover-
Operation +4). Each time your character advances, you ing attribute modifiers and skill and reaction tests apply.
may use no more than two picks per professional skill. HEALTH: For five picks, increase your character's
GAIN NEW SPECIALTY: YOU may use an advancement Health by +1. This increase affects the number of
pick to add a new specialty to an existing skill. For wound points your character has in each wound level.
example, adding the (Transporter) specialty to the
System Operation skill requires one pick. Each special-
ty provides a one-time +2 bonus to related skill tests.
GAIN OR UPGRADE EDGE: The new or improved edge
takes effect for the next game session, though some
Narrators may require a period of training to justify the
new ability.
NONPROFESSIONAL SKILL LEVEL: For every two picks
expended to improve a nonprofessional skill, increase
the skill level by + 1 . Each time your character
advances, you may use no more than one pick per non-
professional skill.
FAVORED REACTION: For every two picks allocated to
a favored reaction, add +1 to the total reaction modifi-
er. For example, improving Quickness +2 to +3
expends two advancement picks. Each time your char-
acter advances, you may allocate no more than four
picks per favored reaction.
RENOWN: Allocating two picks to your character's
Renown improves his or her level by + 1 .
NONFAVORED REACTION: For every three picks used to
improve a nonfavored reaction, add +1 to the total reac-
tion modifier. Each time your character advances, you may
allocate no more than two picks per nonfavored reaction.
COURAGE: For every three picks allocated, increase
Courage by + 1 . This affects the character's total
Courage maximum, and Courage gained through
advancement is available to characters during the next
game session. For example, a character with a maxi-
Some elite professions complement particular pro-
fessions. They tend to draw their members almost
entirely from one or two professions. Almost all mer-
cenaries start out as soldiers, whereas characters tend
to become inventors after first working as engineers or
scientists. Elite professions further refine a profession's
capabilities and perspective by adding complementa-
ry character elements. Even though some elite profes-
sions seem tailor-made for a specific profession, any
character can take any elite profession; all your char-
acter has to do is meet the elite profession's prerequi-
sites (see "Acquiring Elite Professions", page 155).
Discuss the possibility of adopting an elite profession
with your Narrator, and find a way to do it that makes
sense in your series.
Elite professions are a way for characters to develop
Player characters in the Star Trek Roleplaying Came certain abilities barred by their current profession. This
tend to be unique individuals with unusual backgrounds kind of creative mold-breaking can lead to interesting
and histories. This uniqueness extends to character characters and stories. Why does your rogue become
development, as well—characters are among the most an envoy? Maybe he works for the Orion Syndicate,
trained, skilled, and competent people in the universe, and they want him to serve as a representative to an
with a wide variety of experiences under their belts. As economic conference. Maybe your merchant wants to
such, not every character rigidly follows a single profes- invent a new technology that he can later market and
sion throughout his entire career. Some switch career chooses the inventor elite profession. In both cases, the
paths, for example, by going from one branch of character has a chance to develop new skills and abil-
Starfleet to another. Others choose to become special- ities—the rogue gains access to Negotiate and social-
ists in their chosen career paths—a diplomat becomes oriented professional abilities, while the merchant
an envoy or ambassador. Still others elect to move into develops Science skills and science-related abilities.
entirely new professions, gaining additional abilities Talk with your Narrator to see if you can come up with
and skills—a rogue becomes a smuggler or mercenary. an interesting rationale, something that could propel
These advanced or specialized professions are referred your games in a new direction. And don't forget that
to as e//te professions. various starship positions are available as elite profes-
sions, as well (see Chapter 3: Professions).

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

Though called by many different names throughout Professional Abilities


the galaxy—Vulcan master, Bajoran ajhamor or ajhamu The following abilities are characteristic of adepts.
("holy man" or "holy woman"), Betazoid heshalagar A character automatically gains one Tier 1 profession-
("mage")—adepts are masters of mental powers and mys- al ability upon entering the adept profession.
tic traditions. An adept possesses greater skill, discipline, Additional abilities can be chosen through advance-
and understanding of his powers, and their effect on the ment (see page 1 52), provided the character meets the
universe, than an ordinary mystic or psion. While their ability prerequisites.
dress, behavior, thoughts, and beliefs may differ, devotion
to the study and use of psychic abilities is the common Tier I Professional A b i l i t i e s
thread that binds most adepts together. Some may believe • BAFFLING MYSTICISM: AS masters of philosophical
their powers originate elsewhere—tapping some fifth ele- debate and instructional techniques—everything
ment or drawing on the power of a greater being. Others from Zen koans to Vulcan logic puzzles to the
may style this as a "religion of the mind," their mysticism Betazoid aazhaja durosu (literally, "parables of ever-
unlocking doors to greater perception. And some cultures lasting instruction")—adepts can argue more skillful-
still view psionic ability superstitiously, with various ly than most advocates, twisting an opponent's per-
shamans and alien warlocks claiming magical powers. ceptions and arguments around until he finds himself
Each adept has his own distinct traditions, cultivating dis- agreeing with the adept whether he wants to or not.
parate psychic powers through various practices. When the adept makes any Persuade or Negotiate
MISSIONS: While many adepts remain in one place, skill test, he gains an affinity bonus equal to half his
cultivating their abilities or aiding a community, others Religion skill level, rounded up.
strike out on their own, employing their powers as they
see fit. Exploration missions interest adepts for the • IMPENETRABLE M I N D : Through intense mental condi-
potential of discovery. More martial adepts may be tioning the adept has developed his ability to barri-
drawn to conflict, employing their powers on behalf of cade his mind against psionic intrusion. Whenever
chosen causes. They may find satisfaction in diplomat- the character makes a Mind Shield skill test, he
ic missions, as they utilize their disciplines to aid an gains a +4 bonus to the test.
ambassador or settle a conflict on their own, or bridge
a communication gap with a newly discovered Tier 2 Professional A b i l i t i e s
species. On their own, adepts often undertake quests • M I N D OVER BODY: "Pain is a thing of the mind; the
for knowledge or spiritual enlightenment, or use their mind can be controlled." An adept with this ability
heightened abilities to help those less fortunate, which can use his mental skills and willpower to over-
embroils them in countless adventures. come the weaknesses of the flesh. If he succeeds
BACKGROUND: Of all the professions, mystics are the with a Stamina reaction test at TN 10, he reduces
most likely to become adepts. No matter their original all TN penalties due to injuries (see page 147) and
profession, however, anyone who develops psionic fatigue (see page 246) by half (round up) for one
potential later in life—naturally or through some trans- hour. He may make additional tests to maintain the
formative experience—may come to this elite profes- effect after the hour expires, but at a cumulative +5
sion. In some places and times, adepts have banded TN penalty for each extra hour. UPGRADE: For every
together to create more formal organizations to pro- additional pick devoted to this ability, the character
mote their profession and refine their abilities. The increases the base duration of Mind Over Body by
ostracism they sometimes experience from non-psions one hour. PREREQUISITE: Intellect 8+
• POWERS OF THE M I N D : The adept possesses unusual befall his second home affects him as well, allowing
strength or discipline within one psionic skill of the the ambassador to shine in his success or smolder in
player's choice. When the adept makes correspon- his failures. Occasionally an ambassador's superiors
ding skill tests, ignore all psionic penalties. may send him from his host world to initiate negotia-
PREREQUISITE: Named psionic skill 3+ tions, lead first contact missions, or supervise explo-
ration in nearby systems or sectors. An ambassador
Tier 3 P r o f e s s i o n a l A b i l i t y can also get caught up in adventure en route to his
• PROPHETIC SIGHT: Some adepts have developed their next assignment.
psionic abilities to the point where they occasion- BACKGROUND: Most ambassadors start out as diplo-
ally have prophetic visions, flashes of insight, or mats, moving into ambassadorial pursuits after advanc-
glimpses of future events. Once per episode, an ing sufficiently in their initial profession. In the
adept with this ability may seek a vision through Federation, where many Starfleet personnel develop
meditation and contemplation. He makes an diplomatic skills as well, it's not uncommon for high-
Intellect test at TN 15. If he succeeds, he receives a ranking starship officers to become ambassadors after
brief, instructive vision of events that may occur retiring from active duty. An ambassador does not have
later in the episode. There's no guarantee those to represent a world; he might speak for an organiza-
events will come to pass—just knowing of a poten- tion such as an Orion merchant guild or the Federation
tial future may lead the adept to take actions that Science Council, and thus come from almost any pro-
irrevocably change that future—but an awareness fession—merchant, scientist, rogue or mystic.
of even a possible future can be quite helpful. ROLE: An ambassador lends his power and authori-
PREREQUISITE: Powers of the Mind ty to almost any crew. As part of a series set in a par-
ticular location, the ambassador interacts with a broad
cross-section of characters (the other PCs)—merchants
seeking favors, starship officers assigned to the sector,
local alien diplomats, military leaders and so on. The
ambassador might serve as the focus for a series, with
envoys, soldiers, rogues, and spies as part of the
embassy staff. Even assigned to a starship, the ambas-
sador carries the full force of his government or organ-
ization with him, lending his special touch to
exploratory, diplomatic, and defense missions.
PREREQUISITES: Promotion edge, Presence 8+,
Negotiate (Mediate) 4+, Law 3+, Persuade 2+, World
Knowledge 1 +
PROFESSIONAL SKILLS: Administration, Culture, Law,
Negotiate, Persuade, World Knowledge

Those who would become ambassadors must mas- Professional Abilities


ter high-powered political affairs, the history and cul- The following abilities are characteristic of ambas-
ture of many worlds, and the intricacies of interstellar sadors. A character automatically gains one Tier 1 pro-
diplomacy. As representatives of their worlds and fessional ability upon entering the ambassador profes-
spokesmen for their cultures and policies, ambassadors sion. Additional abilities can be chosen through
must be wily negotiators, confident leaders, and clever advancement (see page 152), provided the character
politicians. Whether stationed at an embassy on some meets the ability prerequisites.
far-flung world or traveling throughout the quadrant as
an emissary, an ambassador must embody his people's Tier 1 Professional A b i l i t i e s
noblest principles. He speaks for them, giving them a • ADAMANT RESOLVE: AS agents of their respective gov-
voice in the interstellar community. His words carry ernments, ambassadors demonstrate amazing
their ideals and beliefs to the stars. determination and resolve. When making Savvy
MISSIONS: Typically posted to a specific world, an reaction tests, the ambassador adds both his Savvy
ambassador's missions usually involve difficulties on reaction and Presence modifier to the dice result.
the planet on which he is stationed. The ambassador
may become involved in political intrigue or espi- • MAGNANIMOUS: An ambassador relies on his per-
onage, have to aid fellow citizens being held or sonality and bearing to put others at ease and make
oppressed by a host government, or represent his them comfortable at the negotiating table. As a full-
world during delicate negotiations. Whatever may round action, the ambassador can make an
Influence test to endear his negotiating partners and
improve his reaction stance. The test difficulty
depends on his partners' initial reaction stance: TN
5 Cooperative, TN 10 Indifferent, TN 15
Uncooperative, and TN 20 if Hostile. A successful
test enables the ambassador to improve his stance
by one full category (making an Indifferent oppo-
nent Cooperative) for the remainder of the game
session, thereby gaining the benefits of the
improved reaction stance for all social tests made
against this person over that period of time.

Tier 2 Professional Abilities


• DIPLOMATIC IMMUNITY: The ambassador is protect-
ed by diplomatic immunity and cannot be arrest-
ed and tried in a court of law for violating local Assassins are specifically trained to kill. They pos-
laws and customs. In order to avoid arrest or sess a wide variety of aptitudes, including weapons
detention, the ambassador must make an opposed and demolitions training, poison craft, and sabotage.
Law skill test against the opposing authority. If While uncommon within the Federation, other
successful, the authority files a report with his species—the Romulans and Cardassians, for exam-
governmental office but allows the ambassador to ple—regard assassination as a legitimate political tool.
go on his own recognizance. The ambassador can The Klingons, however, see assassination as dishonor-
falsely claim that diplomatic immunity extends to able (though it is still practiced); it is a desperate war-
any number of his associates, but doing so confers rior who resorts to a life of murder. Meanwhile, other
a -1 test penalty per individual unless they can species, like the Flaxians, have raised assassination to
show proper credentials (real or forged). an art form. Those who choose to live a life of murder
PREREQUISITE: Law 3 + can expect to make many enemies—from law enforce-
ment officers and disgruntled relatives to capricious
• MASTER NEGOTIATOR: Ambassadors are consummate employers and rival assassins.
negotiators. Once per game session the ambassa- MISSIONS: Most assassins perform only one mis-
dor can reroll one Negotiate skill test and use the sion: assassination. Because assassination often sows
better of the two test results. PREREQUISITE: discord and foils the best laid plans, assassins may
Magnanimous find themselves engaged in almost any kind of mis-
sion. Perhaps someone doesn't want a first contact
Tier 3 Professional Ability mission to succeed and targets the starship officer sent
• EMBASSY: The Ambassador presides over an embassy to complete the task. Maybe a new technological
outside of his government's sovereign territory. advancement marks the scientist responsible for
Small embassies exist as little more than secure death. Or what if someone doesn't want a planned
office suites, housing the bare necessities for con- conference to conclude successfully and sends an
ducting governmental affairs abroad. Larger assassin to murder delegates? To carry off an assassi-
embassies can consume entire buildings, some nation, the assassin might have to locate and track his
with surrounding walls, which can remain self-suf- victim, infiltrate an organization or building, disguise
ficient for months without being restocked with himself and bide his time, conduct extensive surveil-
new supplies. Inside the embassy, the ambassador lance, or obtain specialty equipment to perform the
presides over all affairs. He can keep things running job. Any of these separate activities could entail an
smoothly by making a Routine Administration test adventure in and of itself.
(TN 10) once per month. In times of crisis (such as BACKGROUND: Assassins often start out as rogues or
riotous protests) the ambassador can make a soldiers, because these professions teach the basic
Challenging Administration test (TN 15) to keep weapons training and ingrain the appropriate mindset.
embassy personnel calm and efficient. In times of But since their missions often require them to remain
severe crisis (such as open warfare), the ambassa- inconspicuous until they strike, assassins often pose as
dor needs to make a Difficult test (TN 20) to keep someone else—the innocuous merchant, the diplomat-
everyone calm and functioning. PREREQUISITE: ic aid, the bumbling scientist—making any starting
Diplomatic Immunity profession potentially useful.
ROLE: AS long as criminal organizations and intelli-
gence agencies continue to procure their services,
hired killers enjoy a rather dubious perch atop the Conceal test to hide a weapon on his person, the
criminal food chain. While many prefer to work alone, assassin gains an affinity bonus equal to half his
assassins could join any adventuring crew (oftentimes Impersonate skill level, rounding up. PREREQUISITE:
unknown to the rest of the group). In a series focused Impersonate 3+
outside the Federation, the assassin can be found in the
company of a starship crew, perhaps as an Obsidian Tier 3 Professional A b i l i t y
Order or Tal Shiar agent. Groups like the Orion • POISON USE: The assassin knows how to make and
Syndicate employ assassins to silence informants and use poisons and other toxic chemicals without
intimidate rivals, making them potentially valuable in a endangering himself. Provided the assassin has a
non-Starfleet series. Fringe political movements and suitable lab in which to work, he can make a vari-
rebel groups make use of assassins to advance their ety of lethal poisons with a successful Physical
agenda, and they can be found alongside soldiers, Science (Chemistry) skill test. The test TN varies
mercenaries, spies, and terrorists. according to the design of the poison: TN 5 poison
PREREQUISITES: Notoriety trait, Agility 8+, Stealth 4+, inflicts 2d6+6 damage, TN 10 poison inflicts
any Armed Combat or Ranged Combat skill (and one 3d6+12 damage, TN 1 5 poison causes death in 1 d6
specialty) 3+, Physical Science (Chemistry) 1+, rounds, TN 20 poison reduces a target attribute by
Impersonate 1 + 1d6 for 1 hour, TN 25 poison reduces key attribute
PROFESSIONAL SKILLS: Armed Combat skill group, by 2d6 for one hour. The poison can assume any
Conceal, Impersonate, Physical Science, Ranged form—liquid, solid, or powder—for various meth-
Combat skill group, Stealth ods of deployment (in food or drink, by injection,
by contact, etc.). Making completely odorless, col-
Professional A b i l i t i e s orless, and/or tasteless poisons increases the diffi-
The following abilities are characteristic of assas- culty by +5 TN, as does creating an antidote for any
sins. A character automatically gains one Tier 1 profes- variety of poison. PREREQUISITE: Assassination
sional ability upon entering the assassin profession.
Additional abilities can be chosen through advance- RESTRICTIONS: Starship officers who currently serve in
ment (see page 152), provided the character meets the Starfleet cannot join this elite profession.
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
• 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.

• STALKING: The assassin excels in stalking his victims,


making the most of environmental conditions.
When making any Stealth skill test, ignore any sin-
gle environmental penalty or double any one envi-
ronmental bonus.

Tier 2 Professional Abilities


• ASSASSINATION: Once the assassin has targeted his Strange new worlds, alien civilizations, puzzling
victims, he strikes with deadly accuracy. Any time cultures—these things represent familiar and attractive
he makes an attack on a victim who is unaware of challenges for the envoy. Envoys travel throughout the
his presence, the assassin can reroll one Armed universe, introducing formerly isolated species to the
Combat, Ranged Combat, or Unarmed Combat test greater interstellar community. They specialize in first
and use the better of the two test results. contact protocols and integration, along with follow-
PREREQUISITE: Arms Proficiency up diplomatic missions and cultural exchanges.
Because the nature of a first contact situation often
• MASTER OF DISGUISE: The assassin knows how to requires them to study new worlds secretly while
make the most of his disguises. Whenever the assessing their readiness for contact, envoys occasion-
assassin makes an Impersonate skill test, he gains ally live and work undercover on an alien homeworld.
an affinity bonus equal to half his Stealth skill level, As such they often develop skill with disguises, acting,
rounded down. In addition, when making a and languages, in addition to training with various
forms of covert technology. Often the first off-worlder within the Knowledge skill group, the envoy gains a
many species encounter, the envoy must therefore take +3 affinity bonus instead of the usual + 1 . Envoys
special precautions to prevent culture shock. can also use all Knowledge skills untrained.
MISSIONS: Envoys specialize in first contact missions
and follow-up assignments. These often require • DIPLOMATIC TACT: Envoys interact with many dif-
tremendous time and effort on the envoy's part. The ferent cultures and species and know how to
envoy might have to adopt a disguise and insinuate appear respectful and deferential. When making
himself among the local population, live in a secluded, social tests to Influence, Persuade or Negotiate
hidden base for months, and conduct extensive sur- with representatives of an alien culture, the envoy
veillance of the population, with any of these forming ignores all penalties from different species and
the crux of an adventure. Moreover, like the ambassa- cultural norms.
dor elite profession, the envoy is susceptible to what-
ever befalls the general populace—atmospheric dissi- T i e r 2 Professional A b i l i t i e s
pation, supernova, invasion by neural parasites, dis- • IMMUNIZATION: Because their roles expose them to a
ease—putting him squarely in the middle of local variety of unknown diseases, most envoys undergo
adventure. As experts on alien cultures, envoys also an extensive program of inoculations to immunize
find themselves as cultural or political advisors, coun- them against known contagions. As a result, the
seling leaders on matters of policy. envoy gains +1 Health. PREREQUISITE: One advance-
BACKGROUND: AS with ambassadors, many envoys ment as an envoy
begin their careers as diplomats. Starship officers with
diplomatic training can easily move into this elite pro- • SOCIAL INFILTRATION: By studying a society from afar,
fession, as well. Scientists and soldiers also make good the envoy has learned how to move about the
envoys, although they tend to be more specialized in native populace without arousing undue attention
their interests and assignments. or suspicion. If appropriately disguised, the envoy
ROLE: In the Federation, most envoys belong to can make a Stealth (Hide) test to circulate among
Starfleet and hail from the Starfleet Diplomatic the populace openly, without fear of being detect-
Corps. As the focus of a series, the envoy may be part ed. Whenever the envoy makes a such a test, he
of a larger first contact effort, joined by soldiers, sci- gains an affinity bonus equal to half his
entists, and starship officers to survey an alien cul- Impersonate skill level, rounding up. PREREQUISITE:
ture. This works best for a series set in a static loca- Cultural Proficiency
tion, with the Crew's adventures taking place on an
alien world. In a non-Starfleet series, the envoy might Tier 3 Professional Ability
join an alien starship crew as an "advance man" • EXPLOITATION: Some envoys look for ways to exploit
before forced colonization. prewarp societies when making first contact. This
PREREQUISITES: Cultural Flexibility edge, Perception type of envoy analyzes a society for social, politi-
8+, Social Science 4+, Culture 3+, Investigate 3+, and cal, economic, or military weaknesses, so his
Stealth 1 + organization can leverage these faults in future
PROFESSIONAL SKILLS: Impersonate, Inquire, encounters. After spending one week immersed
Knowledge skill group (esp. Culture and World within a society, the envoy may make a Social
Knowledge), Language, Social Science, Stealth Science test (TN 15) to identify a particular
strength or weakness. If successful the envoy can
Professional A b i l i t i e s choose one test modifier to exploit during all
The following abilities are characteristic of envoys. future interactions with members of the society.
A character automatically gains one Tier 1 profession- During any test affected by the modifier in ques-
al ability upon entering the envoy profession. tion, the envoy may elect to double it or ignore it
Additional abilities can be chosen through advance- completely. UPGRADE: The character may pick this
ment (see page 1 52), provided the character meets the ability multiple times. Each additional pick
ability prerequisites. enables him to name one additional modifier each
time he makes a successful Social Science test.
Tier I Professional Abilities PREREQUISITE: Social Infiltration
• CULTURAL PROFICIENCY: The envoy spends a great deal
of time studying a new culture before attempting
contact. As a result, envoys demonstrate remarkable
knowledge about various cultures, religions, politi-
cal systems, and so on. Whenever the envoy uses a
Knowledge skill which overlaps with another skill
mands a ship operating far from bureaucratic interfer-
ence. In a series set in a stationary base or planetary
setting, the explorer could join the group while study-
ing a particular phenomenon—the life cycle of the
targ, the effects of mutagenic radiation, Iconian ruins.
Finally, explorers might feel at home among a ragtag
group of intergalactic adventurers who often find them-
selves confronted by unusual circumstances.
PREREQUISITES: Curious edge, Vitality 8+, any one
Science skill 4+, one additional Science skill 3+,
Survival 3+, Investigate 1 +
PROFESSIONAL SKILLS: First Aid, Investigate, Observe,
Repair, Science skill group, Survival

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

While most galactic trade among "core world" Professional A b i l i t i e s


regions involves large corporations, mercantile con- The following abilities are characteristic of free
glomerates, trading leagues, and other "big business- traders. A character automatically gains one Tier 1 pro-
es," the free trader rejects that sort of lifestyle. Instead, fessional ability upon entering the free trader profes-
most free traders prefer the liberty of being their own sion. Additional abilities can be chosen through
bosses and the opportunity to grow rich from their own advancement (see page 1 52), provided the character
courage, luck, and acumen. To guide his own starship meets the ability prerequisites.
full of cargo, to live by his wits and ingenuity, and to
hold dear the dreams of private riches—these are the Tier 1 Professional Abilities
things that drive and motivate the free trader. • BUSINESS SAVVY: The free trader excels in all manner
MISSIONS: A free trader commonly plies frontier of business transactions and knows how to extricate
regions, trading wares among colonies and other estab- himself from a bad deal or situation that will lead to
lishments far from the main trade routes. He earns a liv- a financial loss. Once per game session the free
ing by buying plentiful goods cheaply and transporting trader can reroll one Business skill test and use the
them to areas where scarcity and demand drive the better of the two test results.
price high. Traveling from place to place, a free trader
can find himself caught in the middle of a war, con- • STRANGLEHOLD: Because the free trader does busi-
fronted by a stellar anomaly, or pursued by hostile ness throughout the galaxy, he knows what prices
raiders. He might have to open a dialog with unusual his wares can fetch in various planetary markets.
aliens (potential suppliers and customers). His missions When making a Negotiate (Bargain) test with a
might involve transporting and selling dangerous car- buyer on a planet he is familiar with, the free trad-
er gains an affinity bonus equal to half his World
Knowledge, rounding up. If the free trader scores
an extraordinary success, he negotiates a price
10% higher than what he would normally charge.

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

The desire to alter, improve, and invent new tech- Professional A b i l i t i e s


nology drives scientists and engineers of every The following abilities are characteristic of inven-
species. The inventor specializes in analyzing and tors. A character automatically gains one Tier 1 profes-
improving technological systems, as well as creating sional ability upon entering the inventor profession.
wondrous new devices from applied scientific theo- Additional abilities can be chosen through advance-
ries and new materials. The stereotypical inventor ment (see page 1 52), provided the character meets the
operates alone, toiling away in his laboratory to create ability prerequisites.
Tier I Professional A b i l i t i e s
• APPLIED ENGINEERING: The inventor can use all
Engineering group skills untrained. When acquiring
a new Engineering skill, the inventor automatically
gains one skill specialty of his choice.

• TECHNOPHILE: The inventor knows how to make the


most of his equipment, allowing him to make do
with inadequate tools and systems. When making
Construct, Engineering, or Repair skill tests, reduce
any penalties resulting from equipment by as much
as -3 and double any bonus modifiers conferred by
equipment.

Tier 2 Professional Abilities


• MATERIAL ACQUISITION: Inventors often need to get The mercenary is a soldier of fortune, a warrior-for-
their hands on rare, hazardous, and even illegal hire—a person paid to fight other peoples' battles. He
materials and supplies. The inventor can make an arms himself with state-of-the-art weaponry and the
Administration skill test to procure the necessary best gear he or his employer can afford. He knows
materials, including common wares (TN 5), rare how to organize and lead small units to accomplish
components (TN 10), hazardous materials (TN 15), tactical and strategic goals, how to keep his men safe
and even illegal contraband (TN 20), and have and comfortable in the field, and perhaps even how to
them delivered on short notice. When making the perform simple medical procedures in the field. Since
Administration test the inventor can add half his so much of modern warfare depends on advanced
renown modifier (rounding down) to the dice roll. technology, he may also possess rudimentary engi-
The degree of success determines the arrival time: neering skills, as well as knowledge of demolitions
3-5 days (marginal success), 1-3 days (complete and sabotage.
success), 12—24 hours (extraordinary success). MISSIONS: On the surface, the mercenary appears lit-
PREREQUISITE: Administration 3+ tle more than a single-minded, well-armed ruffian, fight-
ing for the highest bidder without any concern for the
• TECHNICAL WIZARD: Because of his extensive tinker- reasons or consequences surrounding his mission. While
ing, the inventor can design and assemble devices some mercenaries fit this profile, many are far more
and equipment better and faster than normal tech- complex. To succeed as a mercenary, one needs to excel
nicians. When making Construct or Repair tests the at more than fighting. The veteran mercenary is a skilled
inventor can either gain an affinity bonus equal to negotiator and businessman, for his career, and perhaps
half his Physical Science skill level (rounding up) or his survival, depends upon obtaining the best possible
perform the operation in half the base action time contract for himself and his men. In addition to purely
(extended tests included). The player must choose battle-oriented duties, mercenaries can conduct patrols,
how to use the ability prior to making the related perform guard duty, train militias and civil guard forces,
skill test. PREREQUISITE: Technophile stand "dress duty" to show off and scare away enemies,
or conduct covert operations on their employer's behalf.
Tier 3 Professional A b i l i t y BACKGROUND: Renegade and expatriate soldiers
• TECHNICAL CONVERSION: Inventors can redesign and gravitate toward this elite profession, as do starship
convert a device or system to exceed its normal officers and former resistance fighters who miss the
operational parameters and thereby maximize per- excitement of combat. But mercenaries can also hail
formance. To exceed a system's parameters, the from nonmilitary backgrounds: Rogues who find they
inventor makes a multi-stage extended test: one prefer the soldier's life, refugees who decide to take
Engineering, Construct, and Repair skill test, each charge of their own destinies, heartbroken young men
at Challenging difficulty (TN 1 5). Upon completing and fugitive criminals trying to escape their past or
the final stage, the inventor can increase one aspect seeking fame and glory.
of the device or system's operation (extend a tri- ROLE: While mercenaries keep a low profile in well
corder's range, increase a weapon's stunning governed regions such as the Federation or Romulan
power) by 1.5. Consult the appropriate equipment Star Empire, they market their services across the fron-
descriptions in Chapters 10 and 11. PREREQUISITE: tier, especially in war zones and in territories where
Technical Wizard revolution brews.
PREREQUISITES: Bold edge, Stamina 2+, one Ranged tion during advancement. In addition, the mere
Combat skill 4+, one Armed or Unarmed Combat skill reduces any physical test penalties from injury, stun
3+, Athletics 3+, Observe 1 + effects, or fatigue by 3. PREREQUISITE: Vitality 8+
PROFESSIONAL SKILLS: Armed Combat skill group,
Athletics, Negotiate, Observe, Ranged Combat skill Tier 3 Professional Ability
group, Unarmed Combat skill group • VALOR: Experienced mercenaries demonstrate
extreme courage and bravery in combat. The mer-
Professional A b i l i t i e s cenary can reroll one Stamina reaction test and one
The following abilities are characteristic of merce- Quickness reaction test per combat encounter,
naries. A character automatically gains one Tier 1 pro- using the better of the two results. If he scores an
fessional ability upon entering the mercenary profes- extraordinary success on a rerolled test, he gains 1
sion. Additional abilities can be chosen through Courage to spend during the battle. Unspent
advancement (see page 152), provided the character Courage gained by this ability vanishes at the end of
meets the ability prerequisites. the combat encounter. PREREQUISITE: Unbreakable

Tier I P r o f e s s i o n a l A b i l i t i e s RESTRICTIONS: Starship officers who currently serve in


• RECON: Mercenaries train in observation tech- Starfleet cannot join this elite profession.
niques, allowing them to investigate their sur-
roundings and search for environmental hazards,
hidden assailants, terrain obstacles, and so forth.
Whenever the mercenary makes an Investigate skill
test he gains an affinity bonus equal to half his
Observe skill, rounding up. With Recon, a merce-
nary can also make an Observe test (TN 1 0) as a
full-round action to identify immediately all physi-
cal modifiers (visibility modifiers, terrain modifiers,
cover modifiers) that apply to combat actions in the
area, as well as the extent to which they modify
related tests.

• TOUGH NEGOTIATOR: Mercenaries are tough negotia-


tors; they put their lives on the line for their clients
and have no problem telling a cheapskate where to
stick it. When making a Negotiate (Bargain) skill The smuggler is an adventurous free trader who
test, the mercenary rolls an extra die (3d6) but profits by transporting illegal goods past security and
keeps the highest two rolls. The rule for double 6's governmental authorities. A rebel and free agent at
still applies. heart, the smuggler values two assets above all others:
His starship, which he has modified with secret caches
Tier 2 Professional Abilities and hidden cargo bays, and a carefully maintained
• MISSION SPECIALIST: Many mercenaries excel in one broad network of underworld contacts who solicit his
particular skill and serve as the mission specialist services or furnish him with goods to deliver to their
responsible for performing related tasks. When buyers' clients.
choosing this ability, the mercenary selects one MISSIONS: Smugglers specialize in slipping past
skill—Administration, Computer Use, Demolitions, security patrols to sell illegal goods. Of course, these
First Aid, Inquire (Interrogation), Repair, Streetwise, missions vary depending on where they occur, what
or World Knowledge—and acquires that skill at cargo they involve, and what circumstances surround
level 1 with a specialty of his choice. The chosen the purchase and delivery transactions required to com-
skill counts as a professional skill for purposes of plete the deal. During times of war or social revolution,
future specialty acquisition and skill advancement. smugglers may find themselves aiding one side or the
The mercenary can upgrade this professional abili- other working as blockade runners, supplying resist-
ty, naming a new skill each time the ability is ance movements, or assisting with espionage missions.
selected. PREREQUISITE: Intellect 8+ BACKGROUND: Smugglers demonstrate a variety of
backgrounds, including furtive merchants who crave
• UNBREAKABLE: Mercenaries learn how to function quick, easy profits, daring rogues who find smuggling
while injured, stunned, or fatigued. It costs the more palatable than other illicit pursuits, and free traders
mere one fewer pick to improve his Stamina reac- who are down on their luck. But other careerists also
come to the profession, such as veterans who no longer the smuggler who commands a starship must be
respect the laws of their governments, freedom fighters proficient in all areas of System Operation. Upon
who desire to support a revolution, or sympathizers who selecting this ability, the smuggler automatically
wish to help political refugees flee persecution. gains System Operation (Flight Control) as a profes-
ROLE: TO one degree or another, smugglers defy sional skill at level 1. When making any System
every interstellar power. In societies with relatively lit- Operation (Flight Control) test to pilot the ship
tle demand for illegal goods (such as the Federation), away from pursuing vessels, the smuggler can reroll
smuggling causes few problems. But for more restric- the dice and use the better of the two test results.
tive societies, like the Cardassian Union or Romulan PREREQUISITES: Smuggler's Trade
Star Empire, smuggling plays a major role in the econ-
omy and saps resources from security and military Tier 3 Professional Ability
operations. Few smugglers operate large freighters or • UNDERWORLD CONTACTS: Experienced smugglers cul-
merchant convoys; instead, most move smaller cargoes tivate a network of reliable contacts on the planets
consisting of highly profitable goods such as stolen they routinely service. Any time the smuggler com-
gems and precious metals, medicines and narcotics, pletes a business transaction with a new person, he
artwork and artifacts, illegal weapons and technolo- can make an Influence test (TN 1 0, social modifiers
gies, and passengers such as fugitives or slaves. apply), to count this person among his underworld
PREREQUISITES: Connections edge, Perception 8+, contacts. The degree of success determines the per-
Conceal 4+, Streetwise 3+, Business 3+, Influence 1 + son's reaction stance for all future social tests: a
PROFESSIONAL SKILLS: Business, Conceal, Forgery, marginal success yields an Indifferent reaction
Influence, Negotiate, Streetwise stance, a complete success yields a Cooperative
stance, and an extraordinary success yields a Loyal
Professional Abilities reaction stance. The social modifiers from this reac-
The following abilities are characteristic of smug- tion stance apply to all future dealings, including
glers. A character automatically gains one Tier 1 pro- Influence, Inquire, Persuade, Negotiate, and
fessional ability upon entering the smuggler profession. Streetwise tests. PREREQUISITE: LOW Profile
Additional abilities can be chosen through advance-
ment (see page 152), provided the character meets the RESTRICTIONS: Starship officers who presently serve
ability prerequisites. Starfleet cannot join this elite profession.

Tier I Professional Abilities


• FALSE CREDENTIALS: TO bypass authorities without
excessive inspection, smugglers learn to pass off
false credentials with absolute sincerity. When the
smuggler makes an Influence (Fast Talk) skill test to
employ fake identity documents, he gains an affin-
ity bonus equal to half his Forgery skill level,
rounding up.
• SMUGGLER'S TRADE: Smugglers stake their lives on
their ability to conceal goods and transport them
from place to place. When the smuggler makes any
Conceal skill test, he gains a +4 bonus to the dice
roll.

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.

• PERSPICACIOUS: Spies are cagey individuals, ever on


the lookout for unforeseen dangers. The spy
receives a +1 bonus to his Defense.

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).

1 SLIP = 1/100 STRIP 1 STRIP = 100 SLIPS 1 BAR = 2,000 SLIPS


1/2,000 BAR 1/20 BAR 20 STRIPS
1 CREDIT 5 CREDITS 100 CREDITS
The following lists provide sample prices for occasions where characters are forced to buy their own equipment and provisions
ITEM
Food, Drink, and Entertainment
Holonovel (depending on complexity and legality)
Holosuite rental, per hour
Liquor, per drink
Liquor, bottle
Meal, replicated
Jewelry, costume (includes all replicated jewelry)
Jewelry, nonreplkated
Suit of clothes, replicated
Suit of clothes, hand-made
Climbing gear
PERSONAL GEAR
Communicator
Dylec Memory Tent
Emergency beacon
EVA Suit
Holographic recorder

Pattern enhancer (set of 3)


Powered binoculars
Transport inhibitor
Tricorder
Medical Kit
Autosuture
Dermal regenerator
Drug ampule
Hypospray
Neural stimulator
Engineering Kit
Gravitic calipers
Hyperspanner

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

Medical Kit Hypospray


SPECIFICATIONS: 21 x 20 x 5 SPECIFICATIONS: 1 5 X 3 X 3 cm, 0.1 kg
cm case, 1 kg DESCRIPTION: Doctors use hyposprays to inject
DESCRIPTION: A standard drugs, medical nanoprobes, and serums into patients.
"medkit" contains all the The device generates a stream of compressed air that
portable equipment doctors forces the medication painlessly through the patient's
need to treat injuries and ail- clothing and skin. Early 23rd-century hyposprays hold
ments in the field. Typical med- one ampule, which contains ten doses of a particular
kits include a medical tricorder, medication. In the 24th-century, a hypospray holds five
an autosuture, a blood infuser, a 1 0-dose ampules, from which the user selects the drug
defibrillator, a dermal regenera- and dosage with a touch pad.
tor, two or more hyposprays, a RULES: Anyone can press a hypospray against a per-
neural stimulator, and a PADD. son and trigger an injection. Setting the proper dosage
Most starships, space stations, and other facilities requires a First Aid or Medicine skill test (TN depends
store medkits in strategic locations. Deep Space 9, for on type of agent being administered; see Table 10.2).
example, stows 85 medkits throughout the station. Any success indicates the agent has been delivered
RULES: See individual device descriptions. successfully; any failure indicates that the dosage failed
DURATION/ENERGY: See individual device descriptions. to achieve the desired effect.
EFFECT
Anesthezine Stun effect (equal to power 1 per dose)*
Chiormydride Stabilizes injury; restores 3 points of damage per dose
Cordrazine Confers +2 Health per dose
Delactovine Confers +1 Health per dose
Dexalin Immediately restores all damage from drowning and
asphyxiation
Hyronalin Confers +3 Stamina Reaction save vs. radiation restores
attribute reduction caused by radiation by Id3/dose.
Inaprovaline Stabilizes injury; restores 1 point of damage per dose
Kayolane Sedates subject; confers -1 physical test modifier
Melorazine Sedates subject; confers -2 physical test modifier
Terakine Reduces injury effect by one category
Vertazine Eliminates physical test penalties resulting from zero G
*See Appendix, "Stun Effects," page 251

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.

RANGED WEAPONS: ENERGY WEAPONS


WEAPON
24TH-CENTURY PHASERS
Phaser I
Phaser II
Phaser III rifle
Phaser Ill-B rifle
Phaser Ill-C rifle
23RD-CENTURY PHASERS
Phaser I
Phaser II
22ND-CENTURY LASERS
.aser Pista
Laser Rifle
fleavv Laser Rifli

RANGED WEAPONS: PROJECTILE WEAPONS


WEAPON I
19TH-21ST-CENTURY PROJECTILE WEAPONS
Pistol

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

Although less technologically advanced, 23rd-century


phasers remain potent weapons and tools. Their tech-
nological refinement keeps them from being quite as
versatile (they possess fewer power settings), but
their range of power is still quite effective.
Although 23rd-century phasers possess power set-
tings similar to those of their 24th-century counter-
RANGE: 5/1 0/25/50/+1 0 meters parts, their setting increments are cruder and reflect
less versatility.
Type II Phaser For example, a 23rd-century Phaser I has five power
SPECIFICATIONS: 25 cm long, 0.8 L in volume; 0.6 kg settings that discharge energy equal to 24th-century
power levels 1, 2, 5, 6, and 8. Because the energy
DESCRIPTION: The pistol-sized Type II phaser is too
increments are fixed by the weapon, a 23rd-century
large to fit in a jacket pocket and is often holstered at Phaser I simply cannot generate a power setting 3 stun
the hip. Starfleet issues Type II phasers for missions effect or power setting 7 light disrupt effect. See indi-
where significant threats or dangers are anticipated. vidual descriptions and Table 10.4 for more informa-
SETTINGS: 1-16 tion.
DURATION/ENERGY: 1,000 charges PHASER I
RANGE: 5/20/50/100/+20 meters SPECIFICATIONS: 11 cm long, 0.26 L in volume;, 0.2 kg
SETTINGS: 1, 2, 5, 6, and 8
Type III Phaser Rifle DURATION/ENERGY: 100 charges
SPECIFICATIONS: 55 cm long, 1.6 L in volume; 1.1 kg RANGE: 5 / 1 0 / 2 0 / 3 0 / + 1 meters
DESCRIPTION: Starfleet usually reserves the Type III PHASER II
phaser rifle for security officers and Starfleet Ground SPECIFICATIONS: 22 cm long, 0.71 L in volume; 0.5 kg
Forces personnel. SETTINGS: 1, 2, 5, 6, 8, and 10
SETTINGS: 1-16 DURATION/ENERGY: 250 charges
DURATION/ENERGY: 1,500 charges RANGE: 5 / 2 0 / 4 0 / 8 0 / + 2 meters
RANGE: 5/40/80/1 60/+40 meters PHASER III
SPECIFICATIONS: 70 cm long, 2.5 L in volume; 1.6 kg
Type Ill-B and IV Compression Phaser Rifles SETTINGS: 1, 2, 5, 6, 8, 10, and 11
SPECIFICATIONS: 73 cm long, 2.5 L in volume; 2.0 kg DURATION/ENERGY: 1,000 charges
DESCRIPTION: Based on the Type III rifle, the Type III- RANGE: 5 / 5 0 / 1 0 0 / 2 0 0 / + 5 0 meters
B compression phaser rifle has more advanced tech-
Disruptors possess fewer settings than phasers and
Phaser Damage can fire only in standard, pulse, and continuous
Phasers can stun, damage, or vaporize an opponent modes. They also store more energy than comparable
depending on the power setting used. Increasing the phaser types. When the user exhausts the antimatter
power setting inflicts more damage at the cost of power cartridge, he must remove it and insert a new
increased power consumption. one; he cannot recharge the weapon by inserting it into
Settings 1—3 cause stun effects (see stun effects in to a recharging cradle.
Appendix. Settings 4-7 inflict damage causing wounds RULES: See Appendix and Table 10.4. Rules for set-
and injury. Settings 8 and above prove lethal to a ting disruptors to overload are the same as those for
humanoid target. When set to explode large areas of phasers, except that the damage applies over a 4-
rock, however, the flying debris causes concussion meter radius.
damage equal to 3d6 + a number of points equal to the DURATION/ENERGY: Varies (see below)
power level (power level 10 inflicts 3d6+10 concus- RANGE: Varies (see below)
sion damage to all targets in the area of effect, for
example). A character caught in this area can make a
Quickness test (TN = power setting) to sustain only
half damage (rounding
up). See Table 1 0.4 for
more information.

Disruptors Disruptor (Pistol and Rifle)


SPECIFICATIONS: Varies (see (24rh-Century)
below) SPECIFICATIONS: 20-30 cm long, 0.7-1.1 L
DESCRIPTION: Favored by in volume; 0.6-1.2 kg
Klingons, Romulans, and a few SETTINGS: 1, 2, 5, 7, 1 0, and 1 6
other races, disruptors are functionally similar to DURATION/ENERGY: 1,200 charges
phasers, but are more powerful and less versatile. They RANGE: (Pistol) 5/20/50/100+20 meters
convert miniscule amounts of antimatter into highly (Rifle) 5/40/80/1 60/+40 meters
charged plasma bolts. Bolts created at lower settings
stun the target through concussion and neural shock; Disruptor (Pistol) (23rd-Century)
more powerful bolts cause lethal damage via thermal SPECIFICATIONS: 35 cm long, 1.2 L in volume; 1 kg
energy conduction. A disruptor bolt creates an antipro- SETTINGS: 1, 2, and 5
ton residue that lingers for several hours in the area DURATION/ENERGY: 300 charges
where the weapon was fired. RANGE: 5/10/25/40+10 meters

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 •• •

ing power. The weapon's guard is sharp along the outer


D'k tahg edge and can injure a foe as easily as the larger blade.
SPECIFICATIONS: 50 cm long, 1 kg PARRY MODIFIER: +1
DESCRIPTION: This Klingon combat dagger has a DAMAGE: 2d6+3
large central straight blade, with two smaller RULES: Upon scoring a complete success during a
curved blades that pop out to either side of the parry action, the user may perform an attack as a free
main blade at the press of a button (conferring action (TN standard +4) against the same opponent.
a +1 parry modifier). The pommel has small A The free action must be performed during the same
spikes and can function as a fist-load. JP round in which the parry was made.
Klingon warriors also use this weapon as a
ceremonial knife, especially for committing rit Staff
ual suicide. SPECIFICATIONS: 1.5-2 m long, 3-5 cm diameter; 2-3 kg
PARRY MODIFIER: -2 (+1 with hilt blades DESCRIPTION: Staves are common to primitive cul-
extended) tures, especially those demonstrating high regard for
DAMAGE: 1d6+2 martial arts. Any long pole made of wood or similar
material can be considered a staff.
Knife PARRY MODIFIER: +1
SPECIFICATIONS: 15-30 cm long, 0.2-0.4 kg DAMAGE: 1d6+1
DESCRIPTION: A basic tool and weapon found in vir- RULES: When a character performs a parry action in
tually every humanoid society in myriad forms, a knife excess of his allowance, reduce the multiple action
consists of a short, single- or double-edged blade penalty by half (+5 TN rather than the standard +10 TN).
attached to a hilt. Some knives are balanced for use as
a throwing weapon. Such use requires a Ranged Sfunrod
Combat (Archaic Weapons) test. SPECIFICATIONS: 50 cm long, 3 cm in diameter; 0.5 kg
PARRY MODIFIER: -3 DESCRIPTION: Found in most advanced civilizations
DAMAGE: 1 d6+2 throughout the galaxy, a stunrod consists of a padded
club with a built-in stunning device. Security forces
Lirpa use it to capture and restrain dangerous persons with-
SPECIFICATIONS: 1 60 x 30 x 20 cm, 5.6 kg out causing them serious injury.
DESCRIPTION: This ancient Vulcan ritual weapon PARRY MODIFIER: -2
resembles a polearm with a crescent-shaped blade on DAMAGE: 1 + stun (power settings 1 to 3)
one end and a large club on the other. Vulcans use it in RULES: The user selects the power setting (1 to 3) via
martial arts training and in the koon-ut-kal-if-fee mating a control panel in the handle.
duel during Pon farr. DURATION/ENERGY: 200 charges
PARRY MODIFIER: +1
DAMAGE: 2d6+4 (blade)/2d6+2 (club) Sword
RULES: After scoring an extraordinary success when SPECIFICATIONS: 1 m long, 2 to 3 kg
attacking with either end, the user can perform a free DESCRIPTION: A sword represents any variety of long
attack or parry action using the other end. This free bladed weapon, such as a rapier, saber, or cutlass.
action must be performed in the same combat round as Many are fitted with cross guards, bell guards, or bas-
that in which the parry was made. ket hilts to protect the wearer's hand during parries.
PARRY MODIFIER: +0
Mace DAMAGE: 2d6+3
SPECIFICATIONS: 40-60 cm long, 1.5-2.5 kg
DESCRIPTION: A mace resembles a short baton fitted
with a weighted metal head to deliver powerful crush-
ing blows. Sometimes, mace heads are equipped with
studs or spikes to inflict extra damage (+2 wounds). CREATING ORIGINAL WEAPONS
PARRY MODIFIER: -3 If you'd like to introduce new weapons for alien species
DAMACE: 2d6 (2d6+2 if spiked) other than those listed here, simply name the weapon and
determine its specification, description, and rules using
Meh'leth the other weapons as guidelines. When introducing origi-
nal weapons into your series, be sure to create appropri-
SPECIFICATIONS: 70 cm long, 2.5 kg
ate Armed Combat skills to go along with them.
DESCRIPTION: A Klingon "short sword" with a forward-
curving blade, the mek'leth has a heavy tip for raw shear-
Depending on the size and
he amazing personal purpose of a starship, its bridge
technology of the 23rd and Although every starship differs can range in size from a small
24th centuries pales in com- from the others in the fleet, they cockpit to a large command cen-
parison to the technological all share certain technologies and ter. Regardless of size, the bridge
wonders found on starships. systems in common. Every ship houses the instrumentation to con-
Able to traverse the galaxy at has transporters, replicators, trol virtually all of the ship's func-
many times the speed of light, shields, and other useful types of tions. A typical bridge has the fol-
starships play a crucial role in technology. While a system on lowing instruments and controls.
most Star Trek Roleplaying one ship may have greater power
Came series. Crews use them or versatility than the same system C a p t a i n ' s Chair
not only for traveling great on another ship, both systems The central feature of the
distances but also for per- function similarly, use the same bridge is the captain's chair, also
forming critical aspects of components, and depend on the known as the command station.
their assigned missions. For same scientific principles. When on duty, the captain (or
example, ship sensors can other commanding officer) sits
detect minute particles and OPERATIONS here, receiving reports from his
energy fluctuations from light- SYSTEMS staff and issuing appropriate
years away, enabling the crew Starfleet refers to the main sys- orders. On some bridges, such as
to study stellar phenomena tems aboard starships as opera- that of the Ga/axy-class explorer,
and planetary anomalies from tions systems. Operations systems other important officers such as
a safe distance. In most series, help the crewmembers perform the First Officer, Second Officer,
the crew's starship stands out basic functions such as piloting and ship's counselor occupy seats
as the most important mission the ship, detecting other ships, near the captain's chair, but the
resource; it not only provides commanding the crew, and going captain's chair stands out as the
the means of transport to far- on away missions. largest and most prominent. The
off galaxies, but also serves as arms of the captain's chair contain
the crew's base of operations The Bridge the command station—miniatur-
and place of sanctuary while The bridge serves as the center ized control panels and displays
they're there. of operations aboard every star- that allow the captain to monitor
For game rules regarding ship. From the bridge the captain and assume control of any system
ship systems, ship operation commands the vessel and over- on the ship. The First Officer may
tests, and combat rules, sees every aspect of its operations. also have access to the command
please refer to the Star Trek Assisting the captain, chief offi- station on some ships, or use an
Roleplaying Came Narrator's cers—called the bridge crew— auxiliary station of his own.
Guide. help keep the vessel operating
smoothly and efficiently.
TACTICAL: The largest duty station on many ships,
Duty Stations Tactical controls the ship's defensive and offensive sys-
Complementing the command station, several duty tems. With its controls the Tactical Officer (often also the
stations are located at other points around the bridge. Chief Security Officer) can detect, identify, and track other
The bridge crew occupy these stations and control var- starships and external threats. The station also enables the
ious operations of the ship. Each station has a control Tactical Officer to raise, lower, and monitor the shields;
panel (see sidebar next page) specialized for its partic- and configure and fire weapons. The Tactical station uses
ular function. The number and nature of duty stations a sophisticated computer and sensor suite known as the
on a ship depends on the type of ship and its primary Threat Assessmeni/Tracking/Targeting System (TA/T/TS) to
mission profile. The most common ones include flight assist the Tactical Officer with these duties and if neces-
control, communications, engineering, environmental sary can tie into other sensors and communications sys-
control, operations management, science, and tactical. tems. The Tactical station also allows the Tactical and/or
COMMUNICATIONS: On 23rd-century ships, com- Chief Security Officer to monitor internal sensors, dis-
munications systems merit their own station. The patch security teams to handle on-board threats, and reg-
Communications Officer uses this station to broadcast ulate other aspects of the ship's internal security.
and receive transmissions, translate alien languages
with the universal translator, transmit through interfer- Other Bridge Features
ence, and so forth. In the 24th century, the Operations Most bridges also include the following features:
Manager or other officers perform this duty from their VIEWSCREEN: While small ships, such as Danube-
own stations. class runabouts, get by with a simple viewport over the
ENGINEERING: The Chief Engineer usually over- cockpit, larger vessels usually mount a viewscreen.
sees his department from the Engineering section of the Any bridge officer can display data, transmissions, or
ship, but sometimes the captain requires his presence an external view from any angle around the ship on the
on the bridge. In those situations, he uses the viewscreen. Under normal circumstances, the
Engineering station on the bridge to monitor the per- viewscreen shows a forward view so the crew can see
formance of the propulsion systems, calibrate systems, where the ship is heading.
evaluate the ship's status, and so forth. CAPTAIN'S READY ROOM: On many ships the
ENVIRONMENTAL: Although life support and other captain can use a special office, called a "ready room,"
environmental controls are highly automated, with located next to the bridge. The ready room provides a
multiple redundant backups to prevent failure and secure environment for holding meetings, conducting
withstand sabotage, environmental systems occasion- research, receiving fleet orders, formulating strategies,
ally require crew maintenance and manual control. A or simply finding a moment to rest.
crewmember manning the environmental station can CONFERENCE R O O M : Many ships also have a con-
reroute energy to the life support systems, shut down ference or meeting room opposite the ready room. The
life support in key areas of the ship, isolate contami- captain meets with the crew and visiting dignitaries
nants within certain locations, and vent radiation or here to plan operations and discuss the ship's missions.
other toxins from the starship.
OPERATIONS MANAGEMENT: Usually referred to Computer Systems
simply as "Ops." this station allows the Ops Officer to Every starship maintains one or more computer
manage and allocate the ship's resources, particularly cores, each able to handle the vessel's entire computa-
power. During crises, the Ops officer evaluates power tional needs. A computer core contains hundreds or
requirements for different systems and functions and thousands of isolinear chips (or, in the 23rd century,
allocates power to them according to the captain's duotronic circuits). One isolinear chip can store 2.15
orders and the mission priorities. When necessary, the kiloquads of data, enabling the ship's computer to con-
Ops station also allows the manager to schedule the tain trillions of pages of text and data. As crewmembers
use of other limited resources, such as laboratory and gather data via the sensors and other systems, the com-
holodeck time, and to perform other minor duties such puter automatically adds more information to its
as communications. records, increasing its database every nanosecond.
SCIENCE: More common on 23rd-century ships Powerful and sophisticated, a ship's computers can
than on later vessels, the Science station controls the almost run the ship by themselves in noncrisis situa-
sensors and access to the library computer. The science tions. But they are neither artificially intelligent nor
station also allows the Science Officer to gather and infallible. The ship's computers can only do what the
correlate data from the ship's laboratories. In combat or crew programs them to do and thus cannot exercise
crisis situations, the Science station provides backup reliable judgment in complex situations involving eth-
for Flight Control and Tactical. ical matters or priority evaluations.
A computer cannot anticipate the wants and desires pilot the ship and control the ship's sensors. In the
of the crew or individual crewmembers. For example, 23rd century, Starfleet divided these functions
the computer does not automatically alert the captain between a helmsman's station and a navigator's sta-
about unauthorized use of the transporter; if someone tion. Linked to the ship's sophisticated navigation
wants that information, he has to specifically request it computer and navigational sensors, the conn allows
from the computer (though he may request the com- the Flight Control Officer to chart a course from one
puter to make periodic reports). Starfleet engineers do point to another, access the propulsion systems,
program computers to alert the crew to some situa- engage in offensive or evasive maneuvers, and config-
tions, such as failure of life support or the approach of ure sensors and review the collected data. In routine
obviously dangerous external phenomena. But since situations, the navigational computer actually does
crewmembers can always check the computer to gain most of the piloting, but there's no substitute for a
the information they want, there's no need to inundate human pilot when crises arise.
them with myriad reports about routine functions.
That's the purpose of the computer—to monitor sys- Navigational D e f l e c t o r
tems and log reports so the crewmembers can look at Colliding with space debris when traveling at warp
this information if it becomes important. speeds can prove catastrophic to a starship and its
Crewmembers interface with the computer via the crew. To avoid such mishaps, all warp-capable ships
Library Computer Access and Retrieval System carry one or more navigational deflectors. A naviga-
(LCARS). LCARS allows them to access the computer tional deflector emits a series of shieldlike waves of
by speech—a simple spoken command prompts the energy which "push" small objects out of the ship's
appropriate response from the computer—or via con- path. The deflector works in conjunction with the long-
trol panels (see sidebar). range sensors and is mounted directly in front of them
so it doesn't interfere with their functions.
A ship's crew can also use the navigational deflec-
CONTROL PANELS tor to project a wide variety of electromagnetic and
At every duty station, and in most corridors, quarters, subspace energies, such as verteron particles or tachy-
and other rooms aboard a starship, there are control on streams. Using the navigational deflector in this
panels for crewmembers' use in accessing the computer manner has saved ships from destruction and provided
and performing their duties. Consisting of multilayer tactical advantages on numerous occasions.
flat-screen technology, a control panel uses sophisticat-
ed data management tools to provide information and Inerfial D a m p i n g Field
controls to the user in a graphical format. Crewmembers The inertial forces generated by accelerating to
use control panels by pressing the appropriate areas on impulse or warp speeds would destroy everyone and
the panel. A user can customize almost all control pan- everything aboard a ship were it not for the inertial
els, arranging the graphical interface to suit his individ- damping fields (IDFs) generated aboard starships. The
ual preferences. After programming a configuration into IDF generates a counterforce that keeps the occupants of
the computer, a crewmember can call it up at any time the ship safe during hazardous maneuvering or sudden
with a spoken command. impacts. But some changes in speed, vector, or acceler-
ation (such as those occurring in combat situations)
The computer transmits data between duty stations, occur too quickly for the IDF to neutralize completely.
control panels, and its cores via the optical data net-
work (ODN). This network of multiply redundant, mul-
tiplexed optical monocrystal microfibers is one of the Starships come equipped with dozens of different
ship's most important systems. If attacks damage or types of sensors that function as its "eyes and ears."
destroy the ODN, the crew may have difficulty access- They detect thousands of substances and phenomena,
ing the computer (and thus controlling the ship). ranging from subspace variations to asteroid fields and
approaching starships. As such they are crucial to
almost all mission profiles, particularly those focusing
The primary purpose of a starship is to carry its on scientific or military pursuits. But sensors cannot
crew and passengers from one destination to the next. detect everything at once; that would require too much
Flight control systems exist to make sure the ship gets computing power. For example, sensors used by
to where it's going via the safest and quickest routes. Starfleet do not routinely monitor some 15,000 known
substances and phenomena, but the crew can repro-
Flight C o n t r o l S t a t i o n gram the sensors to detect and monitor these whenev-
The Flight Control Officer uses the Flight Control er the necessity arises. Sensors come in three basic
station on the bridge (also referred to as the "conn") to types: long-range, lateral, and navigational.
CQniSTITUTIOm CLASS SPECIFICATIONS (ENTERPRISE)
CRUISE VELOCITY: WARP 6 (UNDER 'OLD' SCALE, PHASED OUT IN 2312)
PRIMARY POWER: ONE MARK VI WARP CORE FEEDING TWO NACELLES;
- ONE IMPULSE SYSTEM IN SAUCER SECTION
%
"": LENGTH: 288.6 METERS
REAM: 127.1 METERS
HEIGHT: 72.6 METERS
DECKS: 23
'""': 430 OFFICERS AND CREW
100,000 METRIC TONS
NT: TWO TYPE VIIPHASERS (ONE FORWARD, ONE AFT)

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.

U.S.S. Enterpnise-E (Sovereign-class)


Following the destruction ol the Enterprise-D, Starfleet introduced a new ship design as its flagship vessel. The Enterprise E, second
ship of the Sovereign-class to he commissioned, was given to Captain Picard and his crew. Designed after the Wolf 359 disaster, it has a
sleek, dangerous look and a more military locus than most Starfleet vessels. It possesses Type XII phasers, quantum torpedoes, hioneural
computers, and every other advanced system Starfleet designed. Unlike the Enterprise-D, it does not board families and cannot separate its
saucer section.

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.

TRANSWARP DRIVE: Used by the Borg, a transwarp


drive allows a ship to attain the otherwise impossible Ship designers include tactical systems, such as
velocity of warp 10 by creating "transwarp corridors." shields and torpedoes, aboard most vessels, included
A ship with transwarp drive travels at least 20 times those designated for civilian use. Though few vessels
faster than a ship with warp drive. The Federation has require as much armament as an explorer or battle
experimented with transwarp technology for nearly a cruiser, most ships need shields and at least one small
century, but has so far failed in its attempts. beam weapon for self-defense or utilitarian purposes.
QUANTUM SLIPSTREAM DRIVE: A QSD propels a ship
at speeds approaching warp 9 . 9 9 9 by using the navi- Beam Weapons
gational deflector to create a "quantum slipstream" In most battles, starships rely primarily on beam
with the drive's energy. Creating and maintaining a weapons for offense. Beam weapons such as phasers and
slipstream poses many difficulties and can tear a ship disruptors create powerful bolts of energy with great
apart. Only one Starfleet vessel, the U.S.S. Voyager, destructive potential. Although they have greater physical
has ever attempted to use a QSD, and it was unsuc- limitations than missiles (shorter range and the inability
cessful in its attempt. to be used at warp speed), beam weapons offer more tac-
COAXIAL WARP DRIVE: This drive creates a warp field tical options and greater precision than torpedoes.
to "fold" space, thereby propelling a ship across vast
distances much faster. The Federation has not yet exper- Phasers
imented with this drive. Starfleet vessels mount phasers as their primary
beam weapons. Although phasers lack the raw power
of disrupters, they can fire in multiple modes and are Besides strength, shields demonstrate five addition-
far more versatile, making them perfect for an organi- al properties: appearance, geometry, harmonics, mod-
zation devoted to exploration and discovery rather ulation frequency, and polarity. By altering, modulat-
than warfare. Phasers channel energy through emitters ing, or reconfiguring these properties, the crew can
organized into arrays (or, in the 23rd century, into create a wide range of effects, such as temporarily
banks). These generate the energy beam and use an strengthening the shields, hiding the ship from primi-
autophaser interlock linked to the targeting systems to tive sensors, or breaking tractor beams.
ensure accurate firing. Phasers typically range in type
from I to X, though recent breakthroughs have allowed
Starfleet to install Type XI and XII phasers on its star- Starships contain many different systems to ensure
ships. In the 23rd century, the most powerful phaser is the comfort and safety of their crews. Keeping the
the Type VII, or the Type VIII as of 2284. crew active, healthy, and in good morale improves the
ship's performance.
Disruptors
The Klingons, Romulans, and Cardassians, among Quarters
others, prefer disruptors to phasers. Disruptors use Starfleet vessels contain large and relatively luxuri-
microscopic quantities of antimatter to generate pow- ous quarters for even the lowest-ranking crewmen
erful bolts of plasma. They cause more damage than a (23rd-century ships maintain cruder, more utilitarian
similar model of phaser but lack the phaser's versatili- accommodations). Typical quarters include a living
ty and utility as a tool. Disruptors reveal distinct ener- area, sleeping area, bathroom/shower facility, and a
gy signatures, making it easy to distinguish them from food replicator. Crewmembers can configure and dec-
phasers in most circumstances. orate their quarters as they like.

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:

• Working to establish a peace planet—a joint


Federation-Klingon colony established at the dawn
of the Khitomer Accords that slowly grows into a
new world of its own.

• An all-Vulcan exploratory team based on Bajor to


study the wormhole and Bajoran culture.
The Original Scries
If there's one word that describes the original series • The mixed crew of a Ferengi merchantman that
feel, it's "swashbuckling." Seduce the alien beauty, punch relies on market research, customer satisfaction, and
the alien gladiator, blow up the alien computer, and fix a few technological edges to keep its clients happy.
the alien society. In its first, optimistic incarnation, Star
Trek was a story of larger-than-life heroes and their larg- • An fxp/orer-class starship sent into the Delta
er-than-life heroics. Swordfights are common, as are Quadrant through a recurring wormhole on a five-
bench-clearing brawls and ominous monsters. Star Trek's year mission to search for traces of Voyager's pas-
original series romps at the edge of space opera, and even sage—and to open the area up for possible
when it tells stories of wrenching, personal loss they Federation contact.
involve superrobots and lost immortals, or time-traveling
back to the 1930s through a billion-year-old alien artifact.
Some series with an original-series flavor might include:

• A ragtag team of Talaxian fighter pilots (with a few


other species) fighting a hit-and-run war against all
aggressors, from the Haakonian Order to the Kazon
to the almighty Borg.

• A bold crew of Klingons thrusting and parrying


along the Organian Neutral Zone in the 23rd cen-
tury, blowing up computers and defeating alien
illusions to expand the Empire.

• A mixed group of Betazoid and Vulcan scientists


using risky experimental psionic technology to bat-
tle an unknown invasion of mental-energy crea-
tures through a "psychic wormhole."

• A small Federation scout ship under a maverick


captain, assigned to the unexplored borders during
the Dominion War, cut off from regular contact by
the war and relying on its own guts and ingenuity.
THE EDGE OF NIGHT
Playing a character on a frontier space station in any
era means facing many of the same challenges the crew
of Deep Space 9 face. Wildly divergent cultures come
together on frontier stations where the minimized
impact of the Federation makes things possible that
otherwise might not be. In many ways, a Deep Space
Nine series is a frontier series. Your character might
not in any way be affiliated with the Federation. You
may choose to play a Bolian restaurateur on a frontier
space station in The Next Generation era, in a series
with only one or two Starfleet officers. This presents a
wealth of different roleplaying opportunities that can't
be had in other series.
Similarly, any series with powers threatening
Federation sovereignty shares similarities with Deep
Space Nine. Exploration necessarily takes a back seat
to defending the Federation and its member worlds. As
a result, a Deep Space Nine series is "grittier." The TV
show treated politics and social strife with careful
complexity, as you might in your series. As a player,
you'll benefit from a more in-depth knowledge of the
Deep Space Nine species you deal with and the issues at hand then you
This series is the "gritty" one. On the frontier, where might in another series. The crew of Deep Space 9 care-
the Federation has abandoned its own people to the des- fully consider the pressures, both from the Federation
perately poor—and brutal—Cardassians, and where gen- and the governments of Bajor and Cardassia, when
erations of terrorism rather than negotiations finally free dealing with these three powers.
Bajor from the Cardassian yoke, the issues aren't so clear. In general, a frontier series allows you to move out-
The Federation must compromise, but so must its ene- side the notions of the Federation and Starfleet, or
mies and partners, from Romulus to Bajor to the Klingon whatever your home civilization may be. Garak, the
Empire. This series draws complexity from character Cardassian tailor/spy on DS9, is only minimally inter-
development and from a lengthy examination of involved ested in Federation culture, smoothly confident he could
frontier politics. Also, of course, it's hard to stay civi- capitalize on the strengths and weaknesses of any gov-
lized—or even swashbuckling—in the middle of a war ernment running the station. Your character might also
for survival. Other gritty, gray-area games might feature: dismiss the Federation's mores and folkways, possess-
ing an entirely different set of priorities. On the fron-
• The Federation embassy staff on Rigel VII in the tier, you can mix and match the species and professions
2250s, forced to deal with unsavory Orion smug- in this book in more ways than in any other setting.
glers, Nausicaan assassins, and dubious Klingon Take advantage of it!
"diplomats" while somehow protecting the
Federation without getting their hands too dirty.

• The garrison of a Klingon colony world deep in


Romulan space right after the Khitomer Accords
and the collapse of the Romulan-Klingon alliance.

• The crew of a Talaxian space station under


Haakonian Order control, forced to toe the line
overtly but using any angle or option to incremen-
tally improve Talax's situation.

A mixed-species mercenary ship selling its services


at each planet it encounters—and dealing with the
fallout from earlier contracts as old enemies recover.
LOST IN THE GALAXY
This setting takes the characters from somewhere and
puts them and their ship somewhere else, far away.
There's even less support from home base than in Captain
Pike's early voyages—you may not even know where
"home base" is any more. From within the ship, such a
series might seem much like a Star Trek: The Next
Generation series: Starfleet officers, on a Starfleet ship,
exploring the galaxy. The difference lies in what's going on
outside the ship. Outside, the galaxy is a strange,
unknown, unexplored place. It takes the known quantities
of Starfleet and wipes the rest of the slate clean. If your
Narrator opts to run such a series, she may hurl your ship
to a different galaxy, a different time period in our own
galaxy, a parallel universe, or any one of many unknown,
unexplored quantities.
You'll need to keep in mind the original setting when
playing a character in this type of series. Where did you
start off? Characters like B'Elanna Torres or Seven of Nine
may be possible only in 24th-century stories —but a half-
Voyager Human from a Klingon colony world trying to prove his
This series is about "isolation." The Voyager is aban- worthiness to the Empire, or a robot from Exo III some-
doned to its own devices when it is thrown into the how awakened to sentience, might give you some inter-
Delta Quadrant. The ship can't even rely on Starfleet in esting parallels.
the abstract—many of its personnel aren't Starfleet offi- Which era you begin in determines what types of charac-
cers. Deep in Borg territory, in a ship not meant or ters you can play and how you get along with the rest of
equipped for deep-space travel, the crew must use its the crew. On Star Trek: Voyager, members of the Maquis
fierce dedication to get home. Characters in a series are stranded in the Delta Quadrant along with their
with a Voyager feel must reach deeply within their Starfleet rivals. Your character may experience the same
inner resources, defeat their own demons, and fly on— problems if you're playing a Romulan character from the
nobody else can do it for them. You can reach for a 23rd century stuck with a Federation or Klingon crew in
similar feeling with adventure series like these: the Andromeda galaxy or the Mirror Universe. In either
case, you may wish to expend a lot of roleplaying energy
• The crew of a 23rd-century Klingon D7 somehow merging the Crew into a cohesive unit.
thrown a hundred years forward in time. Rather Meanwhile, outside the ship, the Voyager encounters
than live in dishonorable peace with the new races, new empires, and new technologies. Normally,
Federation, these warriors decide to travel to the new species present diplomatic opportunities. A species'
core of the galaxy and use the "white holes" there hostility or benevolence and its technological level are rel-
to fly back in time to their true era. evant to Captain Picard, for instance, because he evalu-
ates each new race on its merits as a possible new ally or
• An Ocampan exploratory colony ship seeking out a member of the Federation.
new world—without enough supplies to return Your crew, like the Voyager crew, may have to evaluate
home should they fail. each new species based on its usefulness in getting you
closer to home. What are your goals as a crew? The
• Officers on a Betazoid space station at the edge of Voyager crew began its experience in the Delta Quadrant
Tholian interphasic space, withstanding the night- 70 years away from home. They decided to point the ship
mares and madness that its unstable energies create in the right direction and travel toward home at full warp.
in order to provide needed therapy to castaways This is not possible if you and your fellow players are
and lost ships. stranded in another galaxy or some other dimension.
You'll need a technological solution, and each new species
• A Federation starship crew marooned on an you encounter could hold the key to returning home. This
uncharted world in the Romulan Neutral Zone, has a direct impact on how you deal with each new race.
forced to build a civilization with their bare hands All these things should be kept in mind when playing in a
but unable to signal for recovery without starting an series far from home.
interstellar war.
Klingon Defense Force, the Ferengi Commerce
Authority, Starfleet, or what have you. Your Narrator
will be able to craft her story arcs around the enemies
you make, the challenges you overcome, and the histo-
ry you build for yourself—so make sure you do it well
and that you can play what you wind up with. A young
character can always change direction in midcareer; a
decorated Starfleet captain will look pretty strange if he
takes off to run a fur-trading station on Polaris XII.
Of course, between brash new Wesleys and Nogs
and the empyrean heights of a Picard, there are plenty
of Sulus, O'Briens, and Trois—the officers with a mis-
sion or two under their belts—just as there are merce-
naries with a few wars behind them, or diplomats look-
ing to convert alien prestige into political power.
Beginning with a "mid-level" character can be a good
Of course, it's not necessary to decide on the mix of compromise, starting your game off with enough skills
episodes, or the kind of series, you want to play before and background to be fully rounded, but without all
selecting your character. You may, in fact, have chosen a the myriad doors of your future closed off forever. Just
character specifically to enjoy or explore one type of as Sulu switched from botany to the helm, and Worf
Star Trek storytelling: your Human commander will went from Starfleet to Klingon service and back again,
explore strange new worlds and punch out alien thugs; your character might be on the verge of the kind of
your Klingon soldier will fight honorable duels and fly change that leads to really interesting stories.
daring bird-of-prey raids on Romulan outposts; your
Vulcan counselor will explore emotions from the outside
with his healing psionic powers. Make sure you com- None of these changes occur in a vacuum. You and
municate your vision to your Narrator. On the other the Narrator need to agree about the kind of game you
hand, change makes characters real; don't immediately plan to play together. In addition, work with all the
tune out if your Human commander discovers ancient other players to create a series you can all enjoy as reg-
ruins and must turn archaeologist to explore them—he ulars. This can be tough; some games (Federation star-
may still have to punch out alien tomb raiders! If your ship patrolling the Neutral Zone) require Starfleet
Klingon soldier's house is disgraced in political infight- Crews, others (mercenary cruiser picking up contracts
ing, he may have to take service as a guard on a mer- across the Delta Quadrant) rather the opposite. Be
chant vessel and hope to raise enough money, arms, and ready to compromise—perhaps your character is a rare
influence to set things right at home. How does the out- Ferengi Starfleet recruit, or a Starfleet officer rescued
break of the Dominion War challenge your Vulcan coun- from a space warp by mercenaries. As the careers of
selor's message of peace and calm—especially if he Worf and Seven of Nine demonstrate, almost anything
must become a combat medic to a team of rough-and- can be justified in the name of Crew unity.
ready Starfleet security officers? If two players want TOS action, and three would
rather play taut diplomatic chess on Deep Space 9, try
to determine who really wants what. If the two TOS
So, you've selected a character. Some players prefer fans just prefer the 23rd century, perhaps you can set
to begin as fresh-eyed ensigns. Others prefer to play your series on a dangerous frontier space station like K-
seasoned Vulcan diplomats, Trill mercenaries, or 7 between the Federation and the Klingons and still
Betazoid starship captains at the peak of their powers play a game of diplomacy and espionage. A willingness
and abilities. The "default" character creation system in to work together is required when you're building your
the Star Trek Roleplaying Came starts you out young Crew; if none of you wants to play science officers,
and full of possibilities; it's designed to let you grow building a starship complement will be more difficult.
your character over time, perhaps even over whole five- If all of you do, then you may want to alter the series to
year missions of roleplaying. However, you can start suit—now you're the (multispecies) crew of a Vulcan
out as heroic Kang- or Sisko-level characters with the Science Academy surveyor. The important thing is to
first handful of dice, if that's what you and your decide what's most important to you and to make sure
Narrator want to do. Use the character advancement that you respect the same choices of other players. Even
system given on pages 152-153 and the sample char- if you all wind up playing your second choices, that's
acter paths and other guidelines in the same chapter to likely to make a better game than one in which two
"age" your character through his glorious career in the players are stuck with characters they hate.
method you prefer to put yourself in such a frame of
mind is helpful. Whether you adopt a different pos-
ture, use a more technical vocabulary, or affect a col-
orful accent, the idea is to place yourself in the prop-
er mood to act according to your character's motives
and goals. Good roleplaying asks you to do what your
character would do, not necessarily to make the
smartest move (unless it's appropriate for your char-
acter to do so). A good rule of thumb: if you're play-
ing a Vulcan and Spock wouldn't laugh at it, neither
should you. Use that benchmark to help you visual-
ize what your own character would do. As you build
your character's responses, you may come to find
yourself learning things about your own character
you hadn't suspected—and that can be part of the fun
of roleplaying.

One of the most important actions you can take to


enjoy the game is to suspend your disbelief. Your
character may search for the reasons why some odd
alien junk dealer can fly when gravity shouldn't allow
such a thing, but you as the player must be willing to
accept that the being is indeed flying and that it can
do so. Perhaps you won't discover why it is able to
fly, but if you insist on adhering strictly to "late 20th-
Unlike chess, baseball, board games or wargames, century thinking", you'll diminish your own—and
roleplaying games are essentially cooperative ventures. maybe everyone else's—enjoyment. Allow the
The Narrator presents a fun, well rounded night of adven- Narrator some leeway to tell an exciting story in the
ture, filled with interesting puzzles, balanced encoun- Star Trek universe. One might observe that, if you're
ters, and a coherent story, while players promise to "play playing Star Trek characters, you've already accepted
along"—by paying attention, playing fair, and cooperat- faster-than-light warp drives, shape-shifting aliens,
ing with the Narrator. Players and Narrators work togeth- and transporter beams as "real." Of course, you
er to tell a story in a roleplaying game, just as actors, writ- should also cut the Narrator some slack if her story
ers, directors, and a hundred other people work together contradicts some minor part of previous Star Trek
to create a television show. continuity. It can be fun to nitpick your favorite Star
Trek episodes, but not your friend's adventure (espe-
cially while she's trying to entertain you). If you plan
You've rolled your attributes, picked your skills, to nitpick, try playing a pedantic Vulcan who knows
maybe even plotted out a few years of your back- everything about everything, or a well-traveled
ground history. You know your character's species, Ferengi who delights in getting the last word—then,
what planet he grew up on, and what job he holds at least, you can stay in character.
today. Now you have to concentrate on bringing those
facts and numbers to life by acting in accordance with
what your character would do in that job. Try to think
like a Starfleet officer, or a Ferengi smuggler, or an
Ocampan castaway. That means you cannot just ana-
lyze whatever situation the Narrator concocts as you
yourself would. Instead, you should approach it in
character. While you might flee from an unknown
menace, that's hardly likely behavior for a Klingon war-
rior. You may very well know something about the
Gorn from watching Star Trek on TV, but how informed
is your character, the Bajoran mystic?
Part of the enjoyment of roleplaying is to become
the character for the length of the game. Whatever
you have a neat idea. If Orion pirates board your
merchant ship, and your smuggler was born on Rigel
IV, try asking the pirate captain if he knows your rel-
atives back in the Argus River country. Often, your
Narrator is looking for just that kind of hint to involve
you directly or to move the story forward in her own
direction.
Sometimes, a really excited, involved, and organ-
ized group of players can drive an entire series in the
direction they want. If you want to see more episodes
of ship combat and gritty action, sign up your little
mercenary band in the Dominion War. If you want to
try an old-fashioned game of exploring the final fron-
tier, send a request up through Starfleet channels to get
your ship reassigned to the rimward edge of the
Federation. If you think you've got a brilliant plan to
One of the best ways to remain in character is to break Sherman's Planet out of the Federation, call in
help the Narrator establish and maintain the mood or some favors and convince the Klingon High Council to
feel of the game. If the situation calls for serious task your team with that glorious mission. Any Narrator
speech and actions, refraining from out-of-game worth her salt will jump at the chance to write episodes
comments, puns, or levity helps everyone else stay and story arcs that she knows her players are excited
within the spirit of the game. If you must crack wise, enough to request. It's your series—don't be afraid to
figure out how to say it in character—adding in-char- add some stories of your own to it.
acter byplay to the game actually enhances the mood
rather than detracting from it and helps further define
your character's personality.
During a tense negotiation or a planetary survey,
listening carefully and responding as your character
would instead of leaving the room, rattling dice,
looking through papers, or munching on snacks can
help you focus on the game and on your character's
place within the adventure. Even if your character
isn't in the spotlight during a particular scene, acting
as a concerned member of the Crew and showing
respect for the other players and the Narrator will
help you keep the game on track. Who knows?
While the captain and medical officer are busy with
negotiations, your engineer might just spot a vital
clue because he was paying attention—and those
with vital clues tend to become the focus of subse-
quent scenes.

In any given scene, actively try to figure out what's


going on and help move the story forward. If you sus-
pect you're wasting time on meaningless action, you
probably are. There's a reason we never see the away
team meticulously search every inch of the alien
prison for secret doors, or see the captain and chief
officers take three hours to plan a boarding action in
the middle of a firefight.
Just lie back, keep your eyes and ears open, and
go with the flow—surf the story's wave and get ready
to get your feet wet. Take opportunities to tie your
character into the story; offer little bits of backstory if
The following timeline covers
all of the major events in the Alpha
and Beta Quadrants. You should
In Star Trek the galaxy is divid- use it regardless of what race
ed into four equal sections, called you're playing or in what era your
quadrants. Earth lies in the Alpha Narrator sets her series. Anyone
Quadrant, near the dividing line playing a Cardassian, for instance,
separating the Alpha and Beta can learn from this timeline the
he Milky Way Quadrants. Since the following his- present state of Cardassia and its
Galaxy spans 100,000 light- tory is necessarily presented from current and former allies, and—
years and contains hun- the point of view of the UFP, most using the map—easily see where
dreds of billions of stars. The of the events that follow occurred Cardassia lies and what species
five Star Trek series and in the Alpha Quadrant or in nearby and interstellar powers it borders.
nine feature films provide regions of the Beta Quadrant. Take The timeline is not simply a list of
an unparalleled level of some time to review the map pro- things that happened; it's a guide
detail for any game series. vided. Connecting specific events to how the various political entities
Because it would be impos- to regions or worlds will give you and species in the galaxy behave.
sible to cover everything an overall "sense of place" and Players and Narrators alike should
known about the galaxy in should lay the groundwork for a use it as a guide when creating
one chapter, we have cho- better understanding of the scope characters, episodes, and series.
sen to present an overview of galactic history.
of the galaxy's history in the While the galaxy is large, cer-
form of a detailed timeline. tainly large enough for hundreds
Much of what follows repre- of races to explore for thousands
sents data any first year of years without running out of 10 Billion Years A g o :
Starfleet Academy cadet "frontier", there are other galax- Formation of the Galaxy
would learn in his required ies. The Federation has already Our galaxy is roughly 10 bil-
history class. made contact with the Kelvans lion years old. Because Class-M
from the Andromeda Galaxy, for planets are composed of heavy
instance. We should not pre- elements such as iron and nickel
sume that the Milky Way repre- that can be created only in super-
sents the only opportunities for nova explosions, life in the tradi-
adventure in the Star Trek uni- tional carbon- or silicon-based
verse, only that it represents sense could form only after the
more opportunities for adventure first stars died. Interestingly, life on
than a normal character could the planets surrounding these sec-
exhaust in a thousand lifetimes. ond-generation stars tends to form
USING THE TIMELINE
The entries in this chapter represent events important to both the history of the galaxy and its current state of affairs. By
necessity, the information is presented from the UFP viewpoint. Most players will already know about many of the events
presented here. We recommend that Narrators deny players access to this chapter during play unless they research it using
a PADD or access it through a computer data bank. Of course, if the player can recall what he has read here, he can assume
his character remembers the same knowledge and can use the information during play.
You can assume that all of the entries (except those marked "Classified") can be found in any PADD with a relatively quick
search. Make an Intellect test (TN 10) to find the required information as a full-round action. If you fail the test, you may retry
as an extented test until you locate the information. Each subsequent attempt gives you a +1 modifier to your roll and takes
another full round. Once you've located the desired information, you can refer to its entry in this chapter.
In some cases—where indicated—specific information may be classified. Classified information requires some Narrator-
approved explanation for why your character is familiar with the subject. We include the Guardian of Forever, for instance,
because it's a tool your character might think to use in an extreme situation. Of course, access to the Guardian is heavily con-
trolled by Starfleet, and most people don't even know it exists. But if your character faces a temporal dilemma and needs to
find a solution, the Guardian offers an excellent possibility.
Classified entries are not accessible on a normal PADD without the proper security clearance. If a character possesses the
required clearance, he may access classified information as if it were general information. If a character tries to access clas-
sified information and does not possess the necessary clearance, he must make a successful Computer Use (Hacking) test in
order to break into the system.
EXAMPLE: Dave's Vulcan Science Officer, Tevas, did his graduate work in the Academy's Temporal Physics Department. Part
of the course introduction covered a history of time travel, beginning with the significance of the Guardian of Forever. Dave
suggests his character has some basic knowledge of the Guardian, as well as the required security clearance to access the
information. The Narrator agrees; Tevas is familiar with the existence of the Guardian and what it can do, although without
additional clearance he does not know where it is or how to use it.
Tevas, facing some sort of temporal crisis, would naturally think of finding a way to use the Guardian. Even if this proves
unworkable, the fact that Dave referenced it adds immeasurably to the feeling that you're playing Star Trek. The Organian
entry, to use another example, can both serve as a source of historical data (the Organian Peace Treaty) and give your char-
acter some framework or precedent for dealing with other higher forms of life, such as the Q Continuum.

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.

4 B i l l i o n Years A g o : H u m a n o i d Life Is 200,000 Years Ago: The Iconian Empire


S e e d e d t h r o u g h o u t the Galaxy Collapses (Classified)
The Preservers, one of the oldest and most advanced The Iconians, ruling a vast interstellar empire, fall
races in the universe, travel through our galaxy, visiting victim to a consortium of enemies fearing the advance
Class-M planets and seeding their oceans with the DNA of their near-limitless technology. The exact boundaries
of their empire remain undiscovered and may reach
beyond our galaxy. They abandoned the use of star- 25,000 years ago: The Trill/Syrnbiont Union
ships after developing the Iconian Gateway, capable of The first humanoid Trill join with the sluglike sym-
instantaneous transportation of matter across interstel- bionts, creating a symbiotic life-form greater than the
lar distances. Several, perhaps hundreds, of gateways sum of its parts. As a result of the symbiont's extreme-
remain 200 millennia later when the Federation ly long life span, Trill society develops quickly, scien-
invades the Romulan Neutral Zone to prevent this tifically as well as culturally.
ancient technology from falling into Romulan hands.
12,700 years ago: The Borg Collective Forms
150,000 Years Ago: The Medusans The Borg become a hive mind and begin assimilat-
Become a Spacefaring People ing other life-forms. Soon after this, the Borg become
A noncorporeal life form, the Medusans are one of one of the most dominant and feared races in the Delta
the oldest member races of the Federation and the first to Quadrant. The chilling warning they issue when
develop warp technology. With bodies made of pure encountering another species—"Your technological
energy extruding into subspace itself, the Medusan mind and cultural distinctiveness will be added to our
intuitively grasps the fundamental workings of the uni- own"—belies the Collective's policy of removing all
verse, making their advancement from a primitive to an distinctiveness from its member species. Some cultural
advanced civilization one of the fastest in the galaxy. exoanthropologists suspect the phrase is a relic of a
long-forgotten democratic and Utopian age.

7,500 years ago: Rules of Acquisition Drafted


The Ferengi Alliance abandons its previous form of
government and adopts capitalism, an economic theo-
ry, as a basis for rule. Gint, the first Grand Nagus, drafts
the Rules of Acquisition. The first rule neatly describes
much of Ferengi history: "Once you have their money,
you never give it back."

279: The Birth of Surah


Surak, the father of Vulcan philosophy, is born dur-
ing a time of war and suffering on Vulcan. 33 years
later, Surak banishes emotion from his thoughts, adopt-
ing a philosophy of pure logic. He and his teachings
lead the Vulcan people out of their terrible cycle of war
and death into a peaceful new age lasting to the pres-
ent day. Virtually every living Vulcan studies Surak's
teachings and follows his example.

369: The Romulan Diaspora


A core population of Vulcans rejects the philosophy
of Surak, refusing to suppress their emotions. Vastly
outnumbered, thousands of expatriate Vulcans board
impulse vessels and follow their leader, Tellus, on an
epic journey across the quadrant. Eventually a worm-
hole swallows their fleet, depositing it hundreds of
light-years away. Tellus and his followers found a new course of the war, Vulcan strategy and tactics prove
homeworld there, Rom'lass. In Federation Standard, superior to Romulan aggression.
the planet is known as Romulus.
1284: Andoria Unites under Krotus
372: The Dominion Is Founded Embarking on a planetary conquest armed only
A changeling species later known as the Founders, with swords and spears, the armies of Krotus the
fleeing genocidal persecution for their alien physiolo- Conqueror rage across Andoria. The armies discover
gy, establishes a new homeworld hidden in the gunpowder over the course of the campaign, and can-
Omarian Nebula. From this secret location, the nons push Krotus' legions to victory. Andoria is united
Founders begin an aggressive campaign of colonial under a single ruler and a single language—Graalen—
expansion as a means to protect themselves from fur- which is still spoken today.
ther genocide. The Dominion eventually become the
dominant force in the Gamma Quadrant. 1411: R o m u l a n s Invent the S i n g u l a r i t y Drive
Romulan scientists working for the Tal Diann—the
579: The Gorn Develop Warp Travel Romulan military intelligence service—discover a way to
The Gorn, a violent reptilian race, develop warp trav- isolate the singularity at the heart of a black hole. By con-
el and begin expanding their empire. They first prove fear- taining the singularity in a magnetic "bottle", Romulan
some enemies, then uneasy allies, of the Federation. Their starships can fling themselves across great distances at
alien psychology makes diplomatic initiatives with them speeds faster than light. While not a true "warp" drive,
difficult, even after hundreds of years. this engine later powers both the Romulan cloaking
device and—once they acquire it—true warp technology.
8 0 1 : B i r t h of Kahless the Unforgettable
The first Klingon emperor, Kahless, is born. He 1440: Vulcans Develop W a r p Technology
sweeps across Qo'noS, conquering the Klingon home- Following 70 years of scientific discovery after the
world, forming the first Klingon Empire, which lasts for end of the Romulan-Vulcan Wars, T'vran of Vulcan
1,200 years. Kahless later represents the embodiment develops and tests Vulcan's first warp engine. T'vran her-
of Klingon virtue. Honor and courage through noble self pilots the first manned warp-driven probes. Vulcan
combat take root as the ultimate expressions of begins an age of exploration as warp-driven ships
Klingon philosophy. peacefully explore the galaxy, preferring to observe
developing species rather than make contact with them.
9 3 8 : Founding of the Romulan Senate
Following the first meeting of the Romulan Senate, 1670: Cardassians Develop Warp Travel
the Romulan Star Empire is formed. Afterword, the A crew of Bajorans journeying in solar sail vessels
Romulan people and their government become recog- makes first contact with Cardassia, and the subsequent
nizably modern, possessing the same culture and hold- exchange of information teaches the Cardassian govern-
ing the same views as modern Romulans. ment that not all worlds are as resource-poor as their own.
Filled with a passionate desire to climb out of the desolate
1270-1370: Romulan-Vulcan Wars poverty their planet imposes on them, Cardassian tech-
The reemergence of the wormhole that took them nology advances at a remarkable rate. In less than sixty
trf Romulus allows the Romulan people to return to years, Cardassians develop chemical rockets, then
Vulcan in impulse ships armed with atomic weapons. impulse vessels, and finally break the warp barrier.
Their assault on their original homeworld ends only Liberated from their oppressive existence, the Cardassian
when the wormhole closes for the last time. Over the government begins an aggressive colonization campaign.
2041-2069: Rornulan-Klingon Wars
Romulan expansion ends as the fiercely warlike
Klingons ravage the Romulan fleets patrolling Klingon
borders. While Romulan technology proves in all ways
superior to that of their more primitive foe, Klingon
aggression carries the day. Neither species possesses
true warp travel.

2053: World War III on Earth


Although most records of the events leading up to
this last war on Earth have been lost, it's known that
failed American presidential candidate Colonel Green
leads the first wave of attacks. Having stockpiled
1696: Praetor Rule Established on nuclear and biological weapons, Green attempts to
Romulus solve Earth's population problems by launching strikes
Tired of grappling with emperors desiring power at South America, Asia, and Africa. The wars that fol-
beyond their station, the Romulan Senate officially low leave over 600 million people dead. War ends
abolishes the position of Emperor, replacing it with a only after the imminent threat of widespread nuclear
Praetor. As the supreme executive of the Star Empire, holocaust makes pressing the war impossible.
the Praetor commands the military and serves as an
ideological example to all Romulans. The Senate care-
fully restricts the Praetor's power, keeping the position This era—beginning in 2063 with first contact
subservient to them in all important policy areas. between Earth and Vulcan and ending in 2253 with the
Axanar rebellion—represents a time of phenomenal
1670: Detapa Council forms on Cardassia growth and prosperity in the Alpha Quadrant. Many of
After two centuries of domination by the military, the familiar Star Trek organizations and technologies
the Detapa Council is formed to govern Cardassia develop during this period, and many species break the
Prime and its client states. A civilian body established warp barrier, allowing for true interstellar exploration
to ensure the fair distribution of spoils from military and commerce. In keeping with the abundant nature of
conquest, the Council embarks on a wholesale restruc- life in Star Trek's galaxy, the first warp flights for many
turing of the Cardassian government, forming the species coincide with first contact. Often, as soon as a
Cardassian Union. race breaks the light barrier, it finds other races waiting
for it. Many of these encounters end in friendship and
1967: Tcllarites Develop Warp Travel
Working independently, Garas of Tellar develops
warp technology. Using impulse-driven ships, the WARP TRAVEL: BRIDGING THE STARS
Tellarites had already explored and colonized most of Each spacefilling race in Star Trek eventually breaks the
their solar system. While still a relatively young race, light barrier. How a species acquires warp technology and
Tellarite engineering develops quickly, leading to some what is done with it can be seen as a snapshot of the
of the most significant technological breakthroughs of species' philosophical approach to interstellar relations.
the next four centuries. Humans break the light barrier, and a species on the verge
of extinction gains a new and lasting purpose—explo-
1992-1996: The Eugenics Wars on Earth ration. The Klingons steal warp technology in order to fur-
Misguided scientists breed a group of genetically ther their aggression. The Romulans develop a completely
engineered "supermen" on Earth. Believing their different technology for achieving faster-than-light travel.
enhanced strength and intelligence grants them the These facts reflect the fundamental underpinnings of each
right to rule, these enhanced Humans take over the species. Humans are curious, Klingons are aggressive, and,
governments of 40 countries. A series of terrible wars even among the varied species of the galaxy, the Romulan
follows in which the feudal nation-states attempt to mind seems particularly alien.
annihilate each other, pushing Earth to the brink of a Many interspecies relationships also hearken back to this
new dark age. An alliance of nations, under the banner era. Much as in our world, understanding current conflicts
and attitudes requires an examination of the past. Any
of the U.N., opposes and eventually defeats the "super-
complete explanation of the conflict between Bajor and
men." Khan Noonien Singh, one of the most charis-
Cardassia, for instance, must necessarily begin, "When the
matic and successful supermen—having ruled one Bajorans first developed warp technology . . . . "
quarter of Earth—escapes.
discovery, but sometimes conflict and hardship ensue.
It is an exciting time to be a citizen of the burgeoning
interstellar community.
ROLEPLAYING DURING THE NX-01 ERA
We call this period the NX-01 Era because, at this point
2063: First Contact between Humans and in history. Humans begin to explore the galaxy for the
Vulcans first time, as represented by Captain Archer's Enterprise.
A second dark age of man is prevented only Explorers of this era take few things for granted.
Humanity has not traveled far beyond their own solar
through the preservation of Earth's cultures in small,
system, and there is much for them to learn. The frontier
isolated pockets of humanity. From one of these bas-
is limitless. Virtually anything can happen. You can play
tions of civilization, Zefram Cochrane launches the a Starfleet officer on one of the first Starfleet ships
Phoenix, mankind's first warp-capable ship. ever. You can play Klingon or Romulan soldiers bound for
Constructed in Montana from a modified Titan V rock- glorious conquest. Every journey during this era brings
et, the Phoenix's warp signature alerts Vulcan exosoci- new and unexpected discoveries.
ologist Sevak to mankind's development of warp trav-
el, leading immediately to first contact.
2151 Launch of Enterprise NX-01
2069: Death of the Last Klingon Emperor Earth launches the Enterprise NX-01, a test vessel
The Klingon High Council assumes control of the capable of traveling at the then-astounding speed of
government after the death of Koth, the last Klingon warp 5, over the objections of the Vulcan High
emperor. This second Klingon empire, led by the Command. Commanded by Captain Jonathan Archer,
Chancellor of the Council, seizes power quickly, pre- assisted by Vulcan SubcommanderT'Pol, the Enterprise's
venting a civil war. first mission is to return a stranded Klingon courier to
Qo'noS. With the stellar completion of this mission,
2112: Bajorans Develop Warp Travel Earth's nascent Starfleet orders Archer and his crew to
Hundreds of thousands of years after the cultural continue to boldly go where no man has gone before....
height of their civilization, Bajorans develop warp trav-
el, spanning the short distance between each species' 2156-2160: Romulan-Earth Wars
homeworld in the Bajor Sector to make contact once A brief conflict between a Romulan vessel and the
again with their closest neighbors, the Cardassians. U.S.S. Endeavor near Cheron IV results in the retreat of
the Human ship and a new understanding between the
2118: Andorians Develop Warp Travel two races—war is inevitable. Romulan warships, far
After several catastrophic failures over the previous deadlier than their Terran counterparts, take months to
200 years, Andoria launches the Lor'Vela, its first warp- cross the distance to Human space. The war that erupts
capable ship. Over the next several decades Andorian swings immediately in the Romulans' favor, but as
explorers reestablish contact with former outposts Terran ship production increases, the Romulan lack of
established during the impulse era and begin their role faster-than-light technology ultimately prevents rapid
as leaders in the larger interstellar community. response and reinforcement, costing them the war. The
Cheron Treaty negotiated via radio establishes the
2139: Betazoids Develop Warp Travel Romulan Neutral Zone. During the war and through-
The Avandar, Betazed's first warp-capable ship, out the subsequent negotiations, Humans never see a
breaks the light barrier. Its crew explores nearby solar single Romulan. Romulan appearance remains a mys-
systems, making first contact with their neighbors, the tery for another 110 years.
Terabians, four light-years away. An initial period of
peace and commerce lapses into war as the nontele-
pathic Terabians begin to mistrust their mind-reading
neighbors. Betazoids living on Terabia are jailed in
internment camps, and a seven-year war erupts
between the two species. The war ends after Terabia
surrenders. The conflict prompts the religious
Betazoids to establish their first secular government.

2149: Transporter Technology Invented


Earth's scientists invent the the first practical trans-
porter device. Though initially rated for transporting sup-
plies and equipment, they later perfect the technology,
enhancing its ability to transport living creatures by 2151.
2252: First Contact with the Bolians
After decades spent torn between two warring
neighbors—the Uzor and the Iren—Bolarus IX makes
first contact with the Federation. Bolian antigravity
technology and metallurgy rivals that of the Federation,
and the Bolian people prepare their first warp-drive
tests. The Federation extends the offer of membership,
but the three governments ruling Bolarus IX are too
fractured to agree.

2252: Axanar Demands Federation


Membership
The Axanari, an aggressive interstellar culture on
2161: Founding of the UFP the verge of developing warp technology, demand
Following hard on the heels of the Cheron Treaty, admittance to the Federation. The request, from an
delegates from Andoria, Vulcan, Tellar, Earth, and oppressive and rigidly hierarchical society, meets with
Alpha Centauri draft the Articles of Federation on division in the Federation Council. The Axanari take
Epsilon Eridani. Talks break down once, but further the ensuing debate over their admittance as rejection,
meetings succeed in drafting a constitution acceptable quickly conquering several neighboring planets and
to all. Its language focuses on individual rights and offering them to the Federation as tribute. The Council
freedoms, granting each world the right to self-deter- disapproves of this action, and many member worlds
mination. Suvok of Vulcan suggests Earth assume the threaten to secede unless something is done. The
role of capital of the UFP. A representative government Council sends a fleet of Constitution-class ships to
is formed, the Federation credit is established, and force the Axanari to retreat from their newly conquered
Starfleet receives its mandate as a multispecies defense worlds. The brief conflict ends with Axanari compli-
force, while protection of the sovereignty of each ance, but the entire situation—specifically the passion-
world is secured by allowing each race its own space ate division in the Federation Council over Axanar's
fleet. The Tellarites ratify the Articles of Federation first, membership—proves one of the first significant chal-
with the other four races rapidly following suit. lenges to the UFP's form of government.

2230: Spock of Vulcan Is born


Son of Sarek, the great diplomat, Spock becomes
the first Vulcan to join Starfleet. In a distinguished Punctuated by constant skirmishes and posturing
career spanning over 100 years, Spock first serves as a between the Federation, Romulan Star Empire, Second
science officer aboard the legendary Enterprise under Klingon Empire, Gorn Empire, and Tholian Assembly
three captains. In his later years, his duties become among others, this period proves a time of great unease
diplomatic rather than scientific, as he participates in in the Alpha and Beta Quadrants. Beginning after the
the Khitomer Accords and later engineers the defection Axanar Rebellion and ending with the Khitomer
of Vice-Proconsul M'ret from Romulus to Vulcan. Accords, the Cold War period marks the end of limit-
Toward the end of his life, Spock works diligently to less expansion for the dominant races of the galaxy.
establish Vulcan-Romulan relations. While often seeming on the brink of open war, this
period is exemplified by courageous individuals and a
2233: Jarnes Tiberius Kirk Is born continued spirit of exploration and discovery.
As legendary captain of the U.S.S. Enterprise, Kirk's
tours of duty include some of the greatest adventures, 2264: Kirk Takes Command of Enterprise
battles, and discoveries the Federation will ever know. Captain James T. Kirk, already decorated for foiling
In later years, Kirk's tours of duty come to symbolize an assassination against the leaders of the new Axanari
the spirit of the age for the Federation. government, takes command of the Enterprise.

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.

2292: Klingon-Romulan Alliance Dissolves


After 21 years of worsening relations following the
Battle of Dumok'azen, the Romulan Senate dissolves
the Romulan-Klingon alliance. Klingon ships are
ordered to quit Romulan space, and Romulus with-
draws its ambassadors. This marks the beginning of a
protracted open hostility between the two races that
lasts several decades.

2293: Khitomer Accords


2275: First Contact with the Breen Praxis, moon of the Klingon homeworld and
The U.S.S. Eagle, an all-Andorian Const/tut/on-class source of much of the Empire's energy reserves,
ship with the most decorated crew in Starfleet, makes explodes after overmining destabilizes the moon's
contact with the enigmatic Breen. Captain Igrilan Kor core. The Klingon Empire, fearing attacks of opportu-
beams over to the Breen ship and, although language nity from the Romulans, approaches the Federation
barriers impede productive diplomatic negotiations, for aid. The two governments meet at Khitomer, a
reports the Breen are a peaceful, if somewhat with- Class-M planet near the Romulan/Klingon border, and
drawn, species. This contributes a great deal to future hammer out the Khitomer Accords, enabling the
confusion over the Breen's attitude when they inexpli- Federation to aid the weakened Klingon Empire and
cably become hostile. making the two powers uneasy allies. With the excep-
tion of a one-year abrogation of the accords almost
2277: Enterprise Emblem Adopted as the 100 years later, the alliance proves stable and prompts
Universal Symbol of Starflect the development of a more diplomatically sophisticat-
After the promotion of James Kirk to Chief of Starfleet ed Klingon Empire.
Operations and the retirement of many of his crew,
Starfleet adopts the Enterprise emblem as its symbol.
Previously, each ship in the fleet had its own emblem,
worn by each crewmember over the left breast.
ROLEPLAYING DURING THE AGE OF DIPLOMACY
2285: Khan Steals Genesis Technology The UFP that we see in Star Trek: The Next Generation,
(Classified) following the missions of the Enterprise-D under Captain
The U.S.S. Reliant, dispatched on a survey mission, Picard, is often described as a "kinder, gentler
stumbles upon Khan Noonien Singh on Ceti Alpha V. Federation." This is not the case. The Federation is devot-
Given a second chance to conquer the galaxy, Khan ed to peace just as passionately during this era as it was
quickly takes control of the Reliant and steals the data during the period of the Cold War. The difference is simply
and technology surrounding Project Genesis. Armed that the member worlds of the previous era did not know
with the Genesis Device—miraculous when used for if their reliance on diplomacy would carry the day. By this
terraforming, devastating when used as a weapon— era, the Federation is confident in its diplomatic skills, and
Khan sets out to build a new empire. Thwarted only many believe that new conflicts with the Tholians and
through the efforts of Admiral James T. Kirk, Khan and Cardassians can be settled peacefully.
his followers are killed in the Mutara Nebula when he This era represents not a kinder, gentler Federation, but
detonates the Genesis Device aboard the Reliant. one that has scored many triumphs in the diplomatic
arena. Ships, while still powerhouses of offensive and
defensive capability, now carry thousands of crewmem-
2286: Cardassian First Contact with
bers, including families. These ships embark on longer mis-
Klingons sions, are more committed to exploration, and are better
Cardassian troops, expanding into the Betreka outfitted for a wide array of scientific, archaeological, and
Nebula, make contact with the Klingon Empire. cultural tasks than their predecessors. If your Narrator
Initially considering the Klingons a race of incompe- sets her series in this era, you may still find yourself in
the middle of heated battle, but most people now believe
tent barbarians, the Cardassian Union ignores their
war is avoidable. Your character may seem less swash-
aggressive posturing. The Klingons eventually goad buckling than those on the original series, but he's
the Cardassians into open battle, resulting in eight- replaced swashbuckling with sophistication.
een years of border conflicts. While the Cardassian
to propel their ships. The Romulan Star Empire is weak-
ened, losing battle after battle over the next 30 years.
Beginning shortly after the Khitomer Accords and
stretching to Commander Benjamin Sisko's discovery 2320: Bolarus IX Joins the Federation
of a stable wormhole near Bajor, this era marks a long After internal debates come dangerously close to
period of relative peace between the Federation and open war, Bolarus IX adopts a single government—the
the rest of the galaxy. While many races—particularly World Council—and applies again for Federation
theTholians and Cardassians—engage in hostile activ- membership. Though the new government is young,
ities, peace with the Klingons and the withdrawal of the Federation Council is impressed and admits
the Romulans encourage many in the Alpha and Beta Bolarus IX into the UFP. The Bolian government proves
Quadrants to believe the specter of war has been left stable, and Bolian service in Starfleet is typified by
behind. Diplomacy rather than military posturing car- near-tireless, hard-working men and women devoted
ries the day, at least for a brief time. to Federation principles.

2294: Betazed Joins the Federation 2328: Cardassians Occupy Bajor


After over a century of peace, Betazed applies for Cardassians across Bajor throw off the cloak of
membership in the Federation. The Federation quickly friendly neighbor and, in one swift insurgency, take over
accepts, and Betazoid diplomats and counselors the planet. Mining camps are built to strip the planet of
become common advisors on Starfleet first contact its natural resources, and millions of Bajorans are
missions. Betazed itself becomes host to the pressed into service as slave labor. The Vedek Assembly
Federation's biannual Trade Agreement Conference. goes into hiding. Its first act of resistance is the abolition
of the D'jarra caste system. The now casteless Bajorans
2309: Cardassia Begins Diplomatic are free to bear arms, and the Bajoran resistance forms.
Relations with Bajor Eleven years later, the Detapa Council officially annex-
The technologically more advanced Cardassian es Bajor in order to funnel more troops onto the planet.
Union extends the diplomatic hand of friendship to
Bajor. The Bajorans welcome Cardassian technological 2335: First Contact between the Federation
assistance and bureaucratic aid. Soon, Cardassians and Cardassian Union
advise Bajorans at every level of government. The Cardassian Third Order makes contact with a
Federation exploratory vessel, and the Federation gains
2311: The Tomed Incident a new, aggressive neighbor. A series of border conflicts
As Federation technology advances, Romulan intelli- follow during which the Cardassian Central Command,
gence suspects that Starfleet is now capable of building a military body, slowly gains control of the government.
cloaking devices into their exploratory vessels. The
Federation denies these claims. Acting on reports from the 2335: Development of the Posifronic Brain
Romulan Senate's intelligence directorate, theTal Shiar, a Dr. Noonian Soong and his wife Juliana develop the
Romulan incursion fleet attacks Starbase 247 in the first functional positronic brain while on the Omicron
Tomed system. The battle results in thousands of Theta colony. After four unsuccessful attempts, the fifth—
Federation casualties. The Romulans retreat only after named Data—proves initially successful. After its activa-
Federation ships decloak and join the conflict. Romulan tion, Soong programs the android with social and creative
diplomats threaten war after the UFP duplicity. Federation subroutines to compensate for its lack of emotion. Dr.
officials claim the cloaking technology was developed by Soong becomes disappointed with Data's social develop-
Starfleet Intelligence without the Federation Council's ment and deactivates him, abandoning his research.
knowledge or approval. The two species, committed to
solving their differences, draft the Treaty of Algeron. The
treaty specifically prohibits Federation use of cloaking
technology. This satisfies the Romulan Senate, but negoti-
ations after this point are irregular, and the Romulan
Empire abandons its interests in the Alpha Quadrant.

2313: The Taurhai Attack the Romulan


Empire (Classified)
A previously unknown threat from the far side of
the Romulan Empire reveals itself. The Taurhai, an
aggressive, expansionist, technologically sophisticated
race, employ artificially constructed subspace funnels
Even though the Obsidian Order learns the outpost
is a civilian installation, the Central Command
refuses to back down, following the attack with a
series of skirmishes over the next several years.
During this time, the Central Command gains addi-
tional power and begins to subvert the authority of
the Detapa Council.

2351: Tholian Invasion Averted


Bolian Admiral Taneko, his fleet beaten and his
ship crippled, attempts to retreat more deeply into
Federation space after an assault by a Tholian fleet.
When it becomes clear that reinforcements will not
arrive in time, he detonates his ship's warp core, deci-
2343: Romulans AttacK the Taurhai mating the Tholian vessels and forcing the remainder
Homeworld (Classified) to withdraw.
Fighting a desperate, losing battle, the Romulan
Senate changes tactics. Mounting a suicide assault on 2352: Treaty of Alliance Signed
the Taurhai homeworld of Chi'tai, the battered remnants Operating openly as allies for several years outside
of the Romulan fleet win for the day and defeat their the bounds of the Khitomer Accords, the Federation
opponents in one swift battle. With the Taurhai no longer and Klingon Empire sign theTreaty of Alliance, formal-
a threat, the Senate prepares for renewed expansion. ly uniting the two powers in diplomatic allegiance.

2 3 4 4 Romulans Attach Narendra III 2353-2360: Federation-Tholian War


Filled with renewed vigor after the decisive battle of Starbase 277, constructed on the Federation-Tholian
Chi'tai, the Romulan Senate turns its attention to the border to monitor ongoing Tholian activity, is attacked
Klingon Empire, whose opportunistic border raids went almost immediately upon completion. There is only
unchecked during the lengthy Taurhai assault. The Senate one survivor—civilian mathematician Kyle Riker. The
resolves to wipe out the Klingon Empire once and for all. attack provokes a response by the Federation, and the
When Romulan warbirds attack the Klingon outpost at two cultures engage in open warfare for the next seven
Narendra III, the Federation comes to the aid of its years. The war ends in 2360 when diplomatic repre-
Klingon allies. The Enterprise-C is destroyed in the con- sentatives from Betazed negotiate a truce.
flict, but the outpost is saved. This marks the beginning of
a true alliance between the Federation and Klingons. The 2363: U.S.S. Gnterprise-D is Launched
Romulans, unwilling to face the Federation head-on after Devoted equally to space exploration, science, and
the long Taurhai siege, withdraw. diplomacy, Jean-Luc Picard is given command of
Starfleet's flagship, the newly commissioned U.S.S.
2345: Data Graduates from Starfleet Enterprise-D. This vessel and its captain prove instru-
Academy mental in later negotiations with the Romulans,
After being discovered on Omicron Theta and reac- Klingons, and Cardassians.
tivated by the crew of the U.S.S. Tripoli, Data joins
Starfleet and graduates with honors. He is posted to the
U.S.S. Trieste.

2346: Romulans Attach Khitomer


A renegade Klingon provides the Romulan Empire
with codes permitting a Romulan fleet to assault
Khitomer, slaughtering 4,000 Klingons. Once again,
the Federation comes to the aid of the Klingon Empire.

2347: Federation-Cardassian War


Viewing Federation build-up on the Cardassian
border as a sign of future aggression, the Obsidian
Order—the Cardassian intelligence directorate—
convinces the Cardassian Central Command to pre-
emptively attack the Federation outpost at Setlik III.
Picard, on Romulus in disguise, aids Ambassador
Spock. The two men discover the Tal Shiar's involve-
ment and foil the Romulan invasion of Vulcan.

2369: Tholian-Federation Truce


In a stunning and unexpected move on the part of
the Tholian Assembly, representatives from the enig-
matic species approach the Federation and propose a
truce. The Federation agrees, and the two governments
exchange ambassadors. The Tholians give no explana-
tion for the change in outlook.

2369: Cardassia Withdraws From Bajor


After 60 years of Cardassian occupation, the
2365: First Contact with the Borg Bajoran Resistance capitalizes on internal pressures
When a powerful intelligence known only as Q within the Central Command and forces the
hurls the Enterprise-D into the Delta Quadrant, the Cardassians to leave the world. With their economy
Federation inadvertently makes first contact with the smashed as a result of Cardassian resource exploita-
Borg. The Borg assess the strengths of the Enterprise tion, the Bajorans petition the Federation for aid.
and, finding them lacking, sets out to conquer the The Federation establishes a presence on Bajor by
Alpha Quadrant. managing the former Cardassian mining facility at
Terok Nor. Renaming the facility Deep Space 9,
2367: The Battle of Wolf 359 Starfleet posts Commander Benjamin Sisko to the sta-
A lone Borg cube enters Federation space and heads tion. Sisko is chosen for his skill at managing complex
for Earth, destroying everything in its path. Starfleet, station-based activities such as the development of the
caught unprepared, dispatches a fleet of forty ships to stop top-secret, anti-Borg Defiant project.
the Borg assault. Thirty-nine of the ships are destroyed and
Captain Jean-Luc Picard is captured in a Borg attempt to
gain access to Starfleet information and strategy. This tac- The Federation faced many challenges throughout its
tic ultimately backfires when the crew of the Enterprise-D history. Internal, external, political, and military threats
recaptures Captain Picard and debriefs him. The crucial emerge time and again, and the members of the UFP
understanding of the Borg they gain allows them to turn overcome them by standing together. Until now. The
the tide of battle and repel the invaders. Dominion War represents the greatest conflict the
Federation has ever known. The Dominion, a vast coali-
2367: Klingon Civil War tion of species ruled by the shapeshifting Founders, pres-
Before his death, K'mpec, Chancellor of the ents the first real threat to the fundamental political land-
Klingon Empire, selects Captain Picard as Arbiter of scape of the Alpha and Beta Quadrants. To face these
Succession. Picard refuses to accept the illegitimate new enemies and the allies they recruit in the Alpha
son of the Duras family as the next Chancellor of the Quadrant, the Federation must form its own coalition.
Klingon High Council, instead backing Gowron's bid At the center of this maelstrom sit the Bajoran
in an attempt to install a Chancellor friendly to the wormhole and the man who discovered it. Just as
Federation. The Empire erupts in civil war as the great James Kirk personified an era of high adventure, and
houses choose sides. Picard roots out a Romulan con- Jean-Luc Picard represented the triumph of diplomacy
spiracy behind the Duras family's attempt at succession over war, so does Benjamin Sisko represent this age of
and advises the Federation to blockade the Romulans desperate conflict. A complex, sophisticated man,
rather than enter the Klingon conflict. Without Commander Sisko proves equally adept at handling the
Romulan support, the Duras faction crumbles and subtle social dynamics surrounding the Bajor affair,
Gowron becomes the new Chancellor. dealing with internal conflicts from within the
Federation, negotiating alliances with former enemies,
2366: Romulan Invasion of Vulcan Foiled and ultimately leading the Federation to war.
(Classified)
Ambassador Spock travels to Romulus to meet with 2369: Discovery of the Wormhole at Bajor
the leaders of the Romulan Reunification Movement, Commander Benjamin Sisko and science officer Jadzia
who seek reconciliation with Vulcan. While the move- Dax discover an artificial wormhole in the Denorios Belt,
ment is real, Spock's invitation and presence are part of in the Bajor star system, which facilitates safe and regular
an elaborate ruse on the part of the Tal Shiar. Captain passage to the Gamma Quadrant. The Bajoran people
ROLEPLAYIRie IIU THE AGE OF WAR 2371: Destruction of New Bajor
Your Narrator decides to set your series during this era. A small but successful Bajoran outpost colony in
Consider that few species in the Alpha and Beta the Gamma Quadrant is destroyed by the Jem'Hadar.
Quadrants remained unaffected by the Dominion War. This marks the end of any foreign power's presence in
Regardless of what character you're playing, the war the Gamma Quadrant.
affects you to some extent. The Dominion threatens your
homeworld and your way of life, and there's the very 2371: Romulans Trade Cloaking Device for
good chance the Dominion might win, enslaving you and
Dominion Intelligence (Classified)
everyone you know. How you and your fellow crewmates
choose to deal with this is up to you and your Narrator. The Romulan Senate authorizes an exchange with the
If you're playing Federation or Starfleet characters, Federation: a cloaking device for all of the Starfleet
expect to see a lot of combat. Even the Klingon and Intelligence data on the Dominion. The Federation
Romulan Empires join the war against incredible odds to Council agrees, and Starfleet installs the new Romulan
preserve their own cultures and territories.
cloaking device on the Defiant. A gunboat once designed
War affects civilian characters as well as military per-
for use as part of an anti-Borg assault fleet, Starfleet assigns
sonnel. Will your characters choose to ignore the war,
hoping for business as usual? Will you attempt to per-
the Defiant to Deep Space 9 for use against the Dominion
suade your governments to join the fight, or remain neu- threat. Production on the Defiant class—previously halted
tral? Rogue and merchant characters can exploit the war when the Borg threat was reassessed—resumes.
for their own benefit. As the Ferengi say, "War is good
for business." The Dominion War provides an excellent 2372: Detapa Council Overthrows the
backdrop for a series detailing Starfleet Intelligence or Tal Cardassian Central Command
Shiar missions. More advice for your Narrator on how to
run this type of series appears in the Narrator's Guide.
The Detapa Council, long a powerless figurehead,
overthrows the rule of the Cardassian Central Command.
Reports of this reach the Klingon High Council, which
ascribe deep spiritual significance to the wormhole and the interprets the coup as evidence that shapeshifting
aliens who reside within. They consider Commander Sisko Founders have replaced key members of the Detapa
a religious figure—the Emissary—whose arrival was foretold Council. An assault on Cardassia Prime is planned.
in their holy texts. Though uncomfortable with the notion,
Sisko respects the Bajoran belief system, carefully walking a 2372: Klingons Attach Cardassian Outposts
line between spiritual leader and secular authority. The Federation Council refuses to back the hawkish
Access to the Gamma Quadrant draws the attention policies of Chancellor Gowron and instead supports the
of the Dominion, the dominant force in that distant new Detapa Council. Gowron proceeds with his invasion
region of the galaxy. Led by the Founders, the plans and, when Federation officers help the members of
Dominion seeks nothing less than the conquest and the Detapa Council escape to Deep Space 9, he official-
subjugation of all species and cultures in the galaxy. ly breaks the Treaty of Alliance, calls for the withdrawal of
his ambassadors, and assaults the space station. Klingon
2370: First Contact with the Jem'Hadar troops lay siege to Deep Space 9, standing down only
The Jem'Hadar, the Dominion's elite shock troops, when a Federation fleet arrives. Klingon raids of key
destroy the U.S.S. Odyssey, a Ca/axy-class ship explor- Cardassian worlds continue.
ing the Gamma Quadrant. The Jem'Hadar are literally
bred for war. With an average lifespan of less than 15 2373: Klingon Empire Breaks the Treaty of
years, the Jem'Hadar require neither food nor sleep, Alliance
and worship the Founders as gods. A team of undercover Starfleet officers led by Captain
Sisko identifies a key aide of Gowron's as a Founder spy.
This revelation allows Gowron to understand the
Founders' role in the anti-Cardassian movement, and he
calls off the attacks on Cardassian outposts.

2373: Cardassia Joins the Dominion


With much of their industrial capacity destroyed by
the Klingons, the Detapa Council finds itself ruling a
battered Cardassian Union. Gul Dukat negotiates an
alliance with the Dominion, hoping it will restore his
people to their previous strength. The new allies assault
Deep Space 9, taking it from the Federation. This marks
the official beginning of the Dominion War.
enlists the aid of the Breen. The Breen prove potent
allies as their energy-dissipater weapons shut down
entire starships with a single blast. The Breen strike
swiftly, carrying the battle to Earth.
The Breen assault on Earth destroys much of San
Francisco and Starfleet Headquarters before the First
Fleet, under the command of Admiral David Miles, can
respond and force the Breen to withdraw.
Following the First Fleet's victory, the Federation
develops a defense against the Breen energy dissipa-
ter and takes the offensive. Several decisive victories
lead the Alliance to press the attack toward
Cardassia, the center of Dominion command in the
Alpha Quadrant.
2373: Deep Space 9 taken by Dominion
At the recommendation of Captain Sisko, Bajor 2375: Cardassians Join the Federation-
negotiates a nonaggression pact with the Dominion, Rornulan-Klingon Alliance; the Dominion
and Cardassian soldiers once more administer Deep Falls, End of the Dominion War
Space 9. The Alliance decides to attack Cardassia after
learning of Cardassian rebel Legate Damar's attempts
2374: Federation-Klingon Alliance Retakes to lead his people out from under the oppressive rule
Deep Space 9 of the Dominion. When the final assault on Cardassia
The Dominion presence on Deep Space 9 proves begins, the Cardassian fleet, under the order of Legate
short-lived when Cowron reinstates the Federation- Damar, turns against the Dominion and joins the
Klingon alliance. The subsequent battle to retake Deep Alliance attack. The leaders of the Dominion, upon
Space 9 becomes the first decisive Federation victory in learning of this treachery, order the destruction of all
the war. After providing aid in the assault, Cowron life on Cardassia. Over 800 million people are slaugh-
leaves a contingent of Klingon troops on Deep Space tered before the Alliance can force the Dominion to
9, led by the brilliant General Martok. Martok and sue for peace. This marks the first Dominion surrender
Sisko work together as joint military advisors to both in its history.
Starfleet and the Klingon High Council, coordinating
the war effort.

2374: Befazed Falls to the Dominion


The tide of war appears to turn after Captain Sisko AFTER THE WAR
convinces the wormhole aliens to collapse the worm- What happens to the Cardassian-Klingon-Romulan-
hole, destroying a fleet of 2,800 Jem'Hadar ships en Federation alliance in the wake of the Dominion War is
route to Deep Space 9. The loss of such a significant up to your Narrator. If she chooses to set her series in
portion of their fleet does not deter the Dominion, and the Alpha Quadrant after the events detailed here, you
Cardassian-Jem'Hadar forces take Betazed. and your fellow players can influence the further devel-
opment of the Alliance, for good or ill, and write your
2 3 7 4 : Rornulan S t a r £ r n p i r e J o i n s the own entries into this history!
Federation-Klingon Alliance
With the war once again turning in favor of the
Dominion, Captain Sisko—acting against his personal
convictions—tricks the Romulan Senate into believing
the Dominion plans to take and hold the entire Alpha
and Beta Quadrants, including Romulus. The Senate
agrees to join the Klingon-Federation alliance, and the
tripartite power now opposes the Dominion with
equal force.

2375: Breen J o i n the D o m i n i o n


Seeking to shore up the perceived deficiencies in
Cardassia's contribution to the war, the Dominion
high casualties as a result of Starfleet's dependence on
the Klingon armada. If members of the Klingon High
CURRENT A F FA I R S Council recommend breaking the Treaty of Alliance to
In the following sections you'll find brief descrip- spare Klingon lives, Worf would almost certainly
tions of the current outlook for the major powers in the advise against it. The two powers' fates are now inex-
Alpha and Beta Quadrants. tricably intertwined.
The United Federation of Planets
The Federation remains a rich, prosperous alliance of The Romulan Star Empire
worlds that rebuilds swiftly after the staggering losses Like the Klingon Empire, the Romulans suffered
incurred during the Dominion War. The only thing that comparatively few losses during the course of the
might prevent the Federation from reestablishing its Dominion War. As in virtually every other instance
dominance over the Alpha and Beta Quadrants is anoth- they have worked closely with another race, the
er, as yet unseen, threat from the stars. Romulan alliance with the Federation and Klingons
Many Federation diplomats see Cardassia as a was built purely out of self-interest. Expect the Star
potentially strong ally. Cardassian history is littered Empire to continue to act in this manner.
with conquests, since the seizure of resources was Some believe the Romulan alliance with the
viewed as a necessity to compensate for the notorious- Federation will dissolve after the cessation of the
ly poor resources of Cardassia Prime. The benefits of Dominion War. This is not necessarily the case. The
membership in the Federation precisely match the Federation has skilled diplomats who, realizing
Cardassians' long-standing plan for prosperity and cul- Romulans ally only with those they feel they can
tural development. The only stumbling block: exploit, may maneuver the Federation into a position to
Cardassian stubbornness and pride. Cardassians, to put provide the Romulans with something they need in
it bluntly, are not "joiners." Careful diplomacy, the order to maintain the alliance.
UFP's greatest strength, will be necessary to soothe If the Romulans return to conquest, it makes sense
Cardassian fears as their sovereignty diminishes. they would strike while the Federation remains weak.
While the Federation rebuilds it will likely rely on Considering the UFP's weakness with its necessary
its Klingon allies, but the Federation has other, as yet dependence on the Klingon Empire, whom the
untapped resources at its disposal. Vulcan, Bolarus IX, Romulans have tried to eradicate more than once in the
and Andoria have vast populations devoted to UFP past, and the Romulan notion of manifest destiny,
principles, only small fragments of which participate in known as D'era, and you're left with a Romulan Empire
Starfleet. If the need arises, expect to see huge influxes that might seize the opportunity war provides.
of Vulcans, Bolians, and Andorians into Starfleet, to
protect the Federation they helped to build. The Cardassian Union
The Cardassians, led once more by the Detapa
The Second Klingon Empire Council, face many of the same problems the Second
Led by Chancellor Martok, the Klingon Empire has Klingon Empire did in 2293. Their population decimat-
emerged as a strong and stable ally of the UFP. Martok ed, their industrial machine destroyed, the Cardassians
understands the virtues of the Federation, and while almost certainly require the aid of a powerful neighbor
the Federation Council continues to respect the sover- in order to rebuild. The new leaders of Cardassia,
eignty of the Empire, the Empire's citizens count on inspired by the transformation of Legate Damar from
Martok to serve their best interests and decide the fate militaristic opportunist to contrite reformist, may take
of the Alliance. advantage of Federation aid, at least for the present.
During the Dominion War, the Federation took the It's difficult to predict how a beaten foe will behave,
brunt of civilian as well as military losses. More and many other powers in the galaxy could approach
Federation starships were destroyed and planets the Cardassians, offering aid in exchange for support
assaulted than any other faction in the Alpha and Beta against the Federation or any of the other governments
Quadrants. Expect the Federation to rely upon the in the area. Past history has proven that Cardassia will
Klingon Empire to make up for the deficiencies in attend to its own interests and needs above all else.
Starfleet's capabilities until the fleet is rebuilt. Finally, analysts must consider the unlikely notion
It's no mistake that the Klingon ambassador to the that the Cardassian people could suddenly reject aid
Federation is former Starfleet officer Worf. Martok from any foreign power and attempt to rebuild on their
chose him because of his dual heritage, as well as for own. The fact that the proud Klingons accepted aid
the personal debt Martok owes him. Born Klingon and from the Federation does not mean the Cardassians
raised by Humans, Worf understands the two peoples will do the same. Many outsiders view Cardassians as
better than anyone. If war breaks out between the stubborn, and such a policy of isolationism at this time
Federation and another race, Klingons would suffer remains a possibility.
The Ferengi
The Ferengi, like the Cardassians, have emerged as
a species in flux in the post-war era. Once passionate-
ly devoted to the principles of exploitative capitalism,
the Ferengi under new Grand Nagus Rom have entered
a period of increased political sophistication. Formerly,
the Ferengi were simply a race of merchants and
scoundrels. Now, with a new leader less convinced of
the virtues of the classic Ferengi economic model of
government, we may finally see a new era of Ferengi
diplomacy. Already we've seen a Ferengi in Starfleet,
and, when observed under pressure, individual Ferengi
have exhibited strong, if somewhat underdeveloped, areas of space classified as "territorial annexes." This
instincts for valor and courage. fierce territoriality extends beyond political policy,
While the Ferengi wouldn't subject themselves to the instead appearing to be almost an innate racial trait. In
yoke of Klingon or Romulan rule, Ferenginar might ally all instances, the Tholians have responded to any
itself with the Federation. While this prospect was incon- incursion with force.
ceivable a few years past, the new political landscape of The Tholians played no part in the Dominion War
the Alpha Quadrant presents many new opportunities. and currently remain in a state of quiet neutrality
toward the rest of the species in the Alpha and Beta
The Borg Collective Quadrants. No race has yet enlisted the Tholians in any
Reports from the recently returned U.S.S. Voyager conflict, although—considering their unpredictable
are both promising and frightening. The Borg threat to nature—this should not be discounted as a possibility.
the Alpha and Beta Quadrants has apparently decreased Just as unpredictably, the Tholians could suddenly
since the Battle of Wolf 359. This is in no way a result of declare war on any of their neighbors, or on a distant
any change in the Borg obsession with integrating every species, for no easily discernable reason. Intelligence
species in the galaxy into their collective. Instead, the analysts can presume almost nothing about the
Borg face their own threat on the home front. Species Tholian Assembly.
8472, a powerful and violent race from fluidic space,
hunt the Borg across their own territory. While Voyager The Gorn
Captain Janeway entered into brief negotiations with The Gorn, a strong and powerful empire unto them-
representatives from Species 8472, Federation xenobiol- selves, have yet to see their star rise to a position of
ogists fear the race may, as yet, prove a significantly eminence on the galactic stage. While aggressive and
more serious threat than the Borg. combative, the Gorn understand the notion of diplo-
Negotiation and diplomacy are meaningless when macy, and Gorn ambassadors reside on many planets
dealing with the Borg. As with the Dominion War, the in the Alpha and Beta Quadrants. They are not as
races of the Alpha and Beta Quadrants may find their intractable a species as the Tholians; while their psy-
alliance tested once more if the Borg decide to invade chology remains distinctly alien, they seem to grasp the
Romulan and Klingon space. This ongoing threat, underpinnings of galactic politics and diplomacy.
replacing the former threat of the Dominion, could Gorn space, like that governed by the Federation,
result in an even stronger alliance among the Cardassians, or Tholians, includes a considerable num-
Federation, Klingons, and Romulans. If significantly ber of worlds. Many cultural experts believe the Gorn
threatened, other species such as the Corn and have spent the last several hundred years carefully
Tholians could also join a new alliance. exploring world after world in their own domain. The
expansion of borders seen during the Cold War meant
The Tholian Assembly many races, especially the Federation, Romulans, and
The Tholians, currently coexisting in relative peace Klingons, could explore only a small percentage of the
with the other species of the galaxy, represent a race as systems encompassed by their new frontiers.
potent as they are enigmatic. The Tholians alternately Others believe that the Gorn, a reptilian race not
attacked, made war with, then made peace with the well adapted to many worlds, have extensively
Federation over a period of several decades. Nobody researched terraforming, ultimately perfecting it as a
can accurately predict how they will behave from one science. If the Gorn can transform a world to suit their
moment to another. needs in years rather than decades, a Gorn empire, dis-
The one constant of Tholian diplomacy is their tributed across thousands of terraformed worlds, could
unswerving intolerance for any intrusion into those suddenly emerge as a major power in the Quadrant.
A non-Starfleet Federation differences and find common
series can also be fun. Any ground on matters of galactic
Federation series, Starfleet-based or import. Moreover, members, by
otherwise, requires at least a curso- working together, can advance the
ry knowledge of the nature of the cause of knowledge through
UFP. In the first half of this chapter, shared research and exploration
we cover the structure and function (best embodied by Starfleet).
of the Federation. Following that, INSTANT RECOGNITION: Once
we examine Starfleet itself. the Federation Council accepts a
petitioning world into the UFP, that
I n the previous chapter, world instantly gains recognition
we presented a history of Two hundred years after its as a full member, along with all
the galaxy, necessarily from founding, the Federation stands at associated rights. The planet earns
a Federation-centered point 1 50 member worlds, with dozens a seat on the Federation Council
of view, but nonetheless of planets under consideration for and an equal vote just as Earth,
covering a great deal of membership at any time. Ideally, Vulcan, and the other founding
non-Federation history. We the UFP would like all species in worlds do. This means the evalua-
did this to encourage play- the galaxy to benefit from working tion period is necessarily long—at
ers and Narrators alike to together. least a few months, often a year or
run series set outside the more—to ensure the prospective
bounds of the Federation. A Benefits of M e m b e r s h i p world is mature enough to shoul-
Klingon pirate series, or a There is strength in unity. With der this responsibility. Instant
Romulan Tal Shiar series, the thousands of inhabited worlds recognition and the voting equali-
can be every bit as fun as a and dozens of alien species pres- ty of all members represent two of
traditional Star Trek game ent in the galaxy, a forum where the strongest lures to membership
set on a starship. differing opinions can be peace- for prospective worlds.
fully resolved is valuable. E C O N O M I C S U P P O R T : Worlds
Membership in the Federation with economic difficulties need
offers mutual aid, protection, and more than influxes of capital to
political benefits. Governments solve their problems. Fortunately,
can share their resources, sending the Federation has both vast expe-
medicine to a planet in need or rience in these matters and power-
relieving the burdens of famine. ful technological solutions to most
They can offer a united front issues. The world of Bajor, though
against potentially hostile mem- not a member world, represents
bers. The Federation offers a forum an excellent example. After
where members can discuss their decades of exploitation at the
hands of the Cardassian Union, the Federation—as a So far, each Federation world admirably meets these
sign of goodwill—provided industrial replicators capa- expectations, and requirements are intentionally kept
ble of producing large agricultural equipment and the low enough for every world to fulfill its responsibility.
technology necessary to turn one of Bajor's moons into
a limitless energy source. Joining
MILITARY S U P P O R T : The need for defense on the New worlds join the UFP in one of two manners.
part of member worlds is of paramount significance, Either they and the UFP have a history of past relations
especially for those worlds near the border of a hostile and the world opts to petition for membership, or the
or potentially unfriendly neighbor like the Romulans. world is unknown to the UFP and joins after first con-
Many potential members cite protection from more tact has been made. In both cases, the requirements for
powerful aggressor species as a major reason for joining are the same.
requesting admittance to the UFP. Once a world joins FIRST CONTACT: Prior to considering a world for
the Federation, Starfleet dispatches special tactical membership, the Federation Council must first make
advisors along with the normal contingent of contact with the prospective civilization. Often, this
Federation ambassadors and diplomats to evaluate the first contact results from Starfleet's normal course of
extent of Starfleet's future presence in the system. In business—exploring the galaxy. Any time Starfleet dis-
those cases where the new member world is under covers an intelligent species, it dispatches a first-con-
imminent threat, the Council postpones this require- tact team. The team reports directly to the First
ment, tasking Starfleet Command with the responsibil- Contact Division, based on Vulcan, under the
ity of securing the planet's safety immediately. Director of Exosocial Relations. If the newly encoun-
tered species does not possess warp technology the
Responsibilities of Membership team covertly observes the culture, evaluating its
Membership in the Federation has its responsibili- social and technological status. The contact team files
ties; it is not a free ride at the expense of other mem- its report along with a recommendation for further
bers. The Council expects each world to contribute study, without the culture's knowledge. If the species
material or financial resources to maintain Starfleet, possesses warp drive technology, the rules are some-
fund research by the Science Council, and provide what looser. First contact can be made directly via
emergency services for any Federation members in subspace radio or direct intervention. Optimally, this
the area. Local officials must regulate local trade and occurs after a period of observation, but warp-capable
protect the freedom of interstellar commerce, and cultures can usually detect such covert activities and
provide facilities, either on the planet or in orbit often dislike the notion of being observed. As a result,
around the planet, for Federation administrators. any starship exploring the galaxy has the potential to
Finally, members agree to uphold Federation laws make first contact with other beings. Almost every
ensuring individual freedoms as well as those safe- ship has at least one first-contact specialist aboard,
guarding due process. often—in the case of Galaxy- or Sovereign-class
ships—a whole division.
Both situations are delicate. First contact teams make • EXIST PEACEFULLY WITH ITS NEIGHBORS. In most cases, if
mistakes, sometimes revealing themselves to the prewarp a petitioning species meets the faster-than-light
culture. Seemingly primitive cultures sometimes show requirement, it dominates its local area technologi-
surprising aptitude in detecting and ferreting out hidden cally. How it uses or exploits this superiority is an
observers. The team must rely heavily on technology as excellent test of the planet's worth as a potential
well as its own scientific training to remain hidden. Some member race.
officers operate within the culture itself. Known as heavy
integration operatives, these agents spend months study- If a potential member is at war with its neighbor, the
ing a society so they can insert themselves into it as Federation often extends the opportunity for peaceful
seamlessly as possible. negotiation to both warring members. Responses to
Similarly, warp-capable cultures often represent their these overtures go a long way toward providing the
own coalition of worlds or single, very aggressive worlds. Council some notion of the participants' demeanor. The
First contact with these cultures can not only damage the Federation, in all cases, prefers any warring cultures to
culture if not handled properly, but also damage the resolve their grievances peacefully. It is possible, how-
Federation if misunderstanding causes war. In all cases, a ever, for a potential world to impress the Council with
well rounded first contact team relies on psychology, its sincerity while at the same time the opposing race
sociology, diplomacy, and technology to get the job done. impresses the Council with its belligerence. In these
cases a treaty with the potential member world is
REQUIREMENTS FOR M€MB6RSH!P: The require- signed, aid is given, and the war usually comes to a
ments for acceptance into the Federation are kept peaceful end. Then the petitioning race is reevaluated.
intentionally simple. The Council considers complex
requirements difficult to explain, difficult to meet, dif- • ACCEPT THE PRINCIPLES OF FEDERATION. This, the most
ficult to evaluate, and difficult to navigate. In every obvious requirement, demands the most rigorous
case, the Council appoints a cultural attache, evaluation. The principles of Federation allow many
described below, to examine the issue. fine interpretations, some of which result in behav-
Before being accepted, potential worlds must: ior subtly contrary to the Federation's goals. The cul-
tural attache spends most of his time studying the
• POSSESS TRUE FASTER-THAN-LIGHT TRAVEL. This does not potential world, trying to understand as precisely as
necessarily mean warp travel, although so far this possible the mores and folkways of the planet's cul-
has exclusively been the case. If the world devel- tures to make sure they understand and agree with
oped FTL travel through means other than research the principles found in the Federation Constitution.
and development—stealing it, trading for it, discov-
ering it archaeologically, or through some other TH6 Review BOARD: The Review Board, a per-
manner—the review process becomes more com- manent subcommittee of the Council, has all first con-
plex. The cultural attache must spend more time tact and diplomatic data at its fingertips, and often sends
evaluating FTL travel's impact on the developing board members on fact-finding missions as well. Once
cultures of the world. Societies acquiring warp trav- the request is made the Board assigns a cultural attache,
el through outside means—as with the Klingon with a team to aid him, to the culture in question.
Empire—often experience developmental prob- The cultural attache must be a skilled and highly
lems as sudden access to other planets puts unnat- experienced diplomat. The job requires nothing short
ural pressures on the indigenous society. of an extensive tour of the planet (or planets, in cases
involving world- or system-spanning cultures) and an
The Federation experienced first-hand the way in exhaustive review of the culture's society, economy,
which exposure to an advanced race can corrupt the science, religion, government, and resources. The
development of a younger race. The UFP believes each importance of attention to detail in these matters can-
species has a right to develop on its own, even if this not be overstated. A cultural attache might have no
means risking the self-destruction of the society. The notion that, for instance, a society considers its chil-
Council selected the milestone of warp travel, building dren slaves belonging to the parents, usable for debt
it into the Prime Directive to protect developing cul- payment or as collateral on a loan. Such an attitude,
tures from this kind of shock. contrary to Federation principles, could pass unnoticed
until a review of the world's educational system took
• BENEFIT FROM ONE GOVERNMENT. The Council considers place. This makes the attache's team necessarily large
factionalism a sign of immaturity. The world must and the review period long.
speak with a single voice. Furthermore, this global gov- When the review period ends, the attache files the
ernment must have a proven track record of internal report with the Review Board, which returns a verdict
stability and adherence to the principles of Federation. usually within a few weeks. The verdict is rarely a sur-
prise to the potential member, since one of the
attache's duties is to explain the Federation
Constitution to the culture and ensure the prospective
species understands these principles.

REJECTION: Those applicants who pass the review


gain UFP membership and all associated benefits. For
those worlds rejected, the reasons are usually obvious
and fall into one of three categories: the culture is too
belligerent, does not respect the personal liberty of its
citizens, or does not respect the right of each citizen to
achieve his full potential. While these last two may seem
like the same thing, many cultures believe in personal
liberty—the right of the individual to live free from fear
or exploitation—while at the same time confining the
individual's development to a given "caste" or other
socio-economic subclass. Caste systems, for instance,
often protect the rights of the individual and grant all
members of every caste representation in the govern-
ment, but do not permit members of one caste to rise
beyond the limits of the caste into which they were born.
These cultures often have a difficult time understanding
why the Federation would reject them. These notions are
covered in great detail in the Federation Constitution.

Rule of the Council


The Council is the Federation's legislative branch
and as a result has the greatest impact on the daily lives
of Federation citizens. Each member world sends a
contingent of up to five representatives, formally known
as "Councilors", to sit on the Council. Each world
receives a single vote, regardless of how many repre-
sentatives it sends, and the leader of each delegation—
the individual who actually casts the vote—is that
world's ambassador. Some worlds intentionally send
three or five representatives to the Council, so each rep-
resentative can weigh the issues, then vote on how to
vote. The final vote represents a poll of the representa-
tives, with the majority opinion holding sway. Other
governments send only one ambassador with no fellow
councilors and no staff. Still others maintain large
offices in the buildings surrounding Federation Hall,
from which hourly communications between delega-
tion and homeworld dictate how the ambassador votes.

Voice of the Council


Every three years, the Council votes on a new
speaker (though there is no restriction on the number
of consecutive terms an individual may hold). The
Speaker of the Federation Council has no legislative
power, instead wielding considerable organizational
power. First among equals, the speaker schedules
debates, decides when a representative has spoken for
his allotted time, and delays debates for given allot-
ments of time. In most cases, the speaker's decisions
THE CONSTITUTION OF THE UNITED FEDERATION OF PLANETS

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.

FEDERATION ARCHIVE DATABASE*2261


can be overridden by a two-thirds majority vote by the
Council. This prevents the Speaker from abusing his THE FEDERATION ECONOMY
power. It is possible for a Speaker to be removed from
office after a vote of no confidence is called. The economy of the future is vastly different from that
of previous centuries. The Federation meets the basic
P o w e r s of the Federation C o u n c i l needs of the majority of its citizens, and few want for
The Council is the primary governing body of the anything. Homelessness and starvation are horrors of
Federation, with broad and sweeping powers. These the past. Greed is only a memory.
powers can be expanded only by amending the In earlier ages people worked for monetary gain, using
Constitution, an arduous and lengthy process that pre- the money they earned to buy goods and services.
vents the Council from suddenly overstepping its Disparate incomes led to a wide gap between what were
bounds. The Council's responsibilities can be divided called the "haves" and the "have-nots," with money
into several broad categories: (and greed) skewing the allocation of even the most
basic resources. Each citizen of the Federation receives
• PASS LEGISLATION: Any citizen may propose a law. goods each according to his needs and is encouraged to
This usually occurs at the planetary level, where the provide for the Federation each according to his abilities.
local legislative body debates the merit of the bill. If Traders ply the trade routes, selling wares from across
the planetary government considers the bill worthy, the galaxy. Colonies produce the raw materials and agri-
the planet's ambassador makes a formal proposition cultural goods the Federation needs. Merchants through-
in Council. The President usually creates a subcom- out the Federation—from Vulcan shopkeepers to Terran
mittee to evaluate the pros and cons of the law. The restaurateurs—provide their unique services to the gen-
subcommittee researches the subject and presents eral public. People are productive for productivity's
its report to the Council, and the Council formally sake, not because they are paid.
votes. As with most acts of the Council, a two-thirds To handle interstellar trade, the Federation Constitution
majority is required for a bill to become a law. established the credit as the unit of exchange within the
Legislation passed by the Council affects the entire UFP, to determine the relative value of planetary
Federation. Laws addressing a single planet's needs economies and as a means of trading with other, non-
must be passed in that society's own legislative body. Federation cultures. Most often, inside the Federation
the credit simplifies the equation of the value of, for
• ELECT THE PRESIDENT: Every six years the Council example, grain produced on Alpha Centauri and dilithium
elects a new President, by secret ballot, from it imports. In this way, the credit serves as a stable unit
among its ranks. Each President may serve only one of measure, allowing resources to move between worlds
term. Only members of the Council may vote, and efficiently. Credits normally have a value tied to the
only for another Council member. Any voting mem- local currency, set by the Federation Council. For exam-
ber can be nominated for the position, with no limit ple, on Vulcan the credit is worth 100 Vulcan rials.
on the number of nominees possible. Voting takes Though intended for interstellar trade, there are times
place in a series of rounds, with each round elimi- when Federation citizens require currency, and the cred-
nating roughly half of the nominees, until finally it fills that void. Although society provides for many
only two remain in the final round. basic needs, such as housing, food, and clothing, some-
times individuals want to acquire a memento of their
• RESOURCE ALLOCATION: Each year the Council visit to Risa, buy a tribble, or sample some of the local
receives an annual report from the Economics cuisine. Often, local proprietors expect payment for their
Council, detailing exactly what resources the work, particularly on non-Federation worlds. Although
Federation has available. The Federation Council many worlds still use some form of local or regional cur-
then spends roughly one month working on the rency—either out of tradition or because they have
next yearly budget. Because the Federation's oper- recently joined the UFP—some have abandoned coinage
ation is neatly divided—between the various per- entirely in favor of the credit.
manent subcommittees of the Council, Starfleet, Federation computers keep track of credits electronically,
and the Secretariat—into about 100 different making fraud and counterfeiting extremely difficult on
departments, the process of determining which anything but the most limited basis. Most starfaring races
department gets how many resources is far less inside the Federation recognize the credit as the most sta-
complex than might be expected. ble and viable form of exchange in the quadrant. In this
vein, the credit sees its widest use along the frontier and
• OVERSIGHT AND FACT-FINDING: Of the many other on worlds outside the Federation sphere of influence and
functions of the Council, only two more bear men- tends to be more popular among reputable traders.
tioning here. The Presidential Oversight
Subcommittee monitors the professional activities
of the President, ensuring he does not abuse his Life in the Federation
power. Activity on this committee is low, as most For the majority of Federation citizens, the local
Federation Presidents have been entirely trustwor- planetary government has a greater impact on peo-
thy men and women with the support of the ple's daily lives than the Council. While the
Council behind them. No Federation President has Federation Council oversees the legislative agenda for
ever been impeached. Many important agencies— the entire Federation, governance of individual worlds
such as Starfleet Intelligence and the Economics remains with local officials. For instance, on Andoria
Council—have permanent oversight subcommit- the Council of Clans regulates planetary trade, estab-
tees on the Council as well, reviewing their per- lishes food and drug safety regulations, enacts local
formance to prevent abuse of power. laws and ordinances, and allocates resources to vari-
ous committees, bureaucracies, and groups. If a visi-
Lastly, the Council forms and dispatches hun- tor inadvertently insulted an Andorian and he
dreds of fact-finding committees throughout the demands retribution (in the traditional Andorian fash-
year to worlds, colonies, outposts, stations, ships, ion—a duel), the visitor would appeal to the Council
and anywhere else something significant to a of Clans for immunity. Appeal to the Federation
Council vote takes place. Each fact-finding com- Council is possible, but in almost all instances it
mittee reports directly to the Council. would defer to the local planetary authority. Of
course, you could accept the duel! Unless local laws
violate the Federation Constitution, the Council is
reluctant to interfere.

Traveling in the Federation


One of the great benefits of Federation membership
is free and unrestricted travel throughout all the UFP's
member worlds.
If a Vulcan scientist wanted to journey from Vulcan
to Andoria, he would have several options. He could
usually charter passage on a Vulcan Science Academy
vessel, if he worked for the Vulcan Science Academy,
for instance. Alternatively, he could use one of the
many Federation vessels that frequently travel from
one world to another. The Federation Bureau of
Tourism and Trade would sponsor his journey in this
case. This vessel could be any one of a wide variety of
ships—traders, science vessels, dedicated tourism
ships. Very rarely, a Starfleet vessel might be made
available, although in these cases there must be spe-
cial circumstances.
While unlimited travel is a legal right of every
Federation citizen, the Federation monitors visa appli-
cations and immigration. Some planets, such as Risa
and some worlds in the Rigel system, carefully monitor
the influx of tourists over the course of the year to pre-
vent overloading their civilian infrastructure. A world
can accommodate only so many visitors before strains
on the public and private sector become too great.
Local planetary authorities supervise permanent
immigration to their worlds, and some restrictions may
apply (usually based on population density, environ-
mental impact, and infrastructure capacity). Earth, to
use a popular example, simply couldn't accommodate
the sheer volume of citizens who would move there if
they could. Some planets, such as those along the fron-
tier, are less attractive as tourist destinations due to the
unique problems these planets face.
Colonial Life
The frontier lies at the extreme boundary of the Some long-established colonies, such as those on
Federation's influence. Supplies and aid take longer to Mars, Rigel, and Deneva, are essentially member
get to the frontier than anywhere else in the Federation. worlds, and life on these older colonies is indistin-
The frontier also lies closest to the Federation's ene- guishable from life on a member world. They enjoy a
mies. Those governments, such as the Romulan Star high degree of technological sophistication, such as
Empire and Cardassian Union, typically view estab- replicators, a large, stable population, and local indus-
lished colonies as staging points for potential invasion try. On the stereotypical "rugged" colonies along the
and new colonies as attempts to redraw interstellar frontier, however, life is markedly different.
boundaries. Yet the frontier also contains a large num- Colonists typically work hard for many of the things
ber of unexplored, unpopulated, and possibly inhabit- most Federation citizens take for granted, including their
able worlds. Because of these basic facts, the frontier is survival. Science outposts are often isolated and depend
a harsher, more dangerous place. Federation colonies on supply shipments from the Federation. On farming and
are both more numerous and more vulnerable. mining colonies, people work long hours to maintain
their precarious existence. On some colonial outposts,
Colonies replicators may be unavailable because they require phe-
Colonies result from a number of factors. At any nomenal amounts of energy, and such basic requirements
point in a planet's history, including the review period as food and water must be acquired through farming or
for Federation membership, some subset of the planet's supply shipments. Buildings may either be prefabricated
population may desire to break off from the planet's structures or constructed locally using primitive tech-
governmental authority and form their own society. For niques. Some colonies, by their nature, may be located in
some, it is a chance to start anew, far from perceived hostile environments or inhospitable worlds—under-
restrictions—a new beginning on worlds such as ground pergium mines or penal colonies on barren
Cestus III, Caldos, or Deneva. For others, it is the rocks—requiring sophisticated life support. Governments
chance to participate in some kind of social experi- typically range from appointed colony administrators
ment, such as living the less technological lifestyle of (since small colonies cannot support large bureaucracies)
Dr. Sandoval's colony on Omicron Ceti III. For still oth- to various political and social systems—democracy,
ers, opportunity attracts them to even the harshest socialism, Luddism, and so forth. At any time, a colony
colony worlds—dilithium miners to Rigel XII, farmers could suffer utter catastrophe, from a Borg attack on the
to Coltar IV, or scientists to Omicron Theta. Jouret IV colony to radiation-induced hyperaccelerated
The Federation and other powers willingly sponsor aging on Gamma Hydra IV, from famine on Tarsus IV to
colonies. At any time, there are hundreds of extant government collapse on Turkana IV
Federation colonies, with roughly 10% of applications Finally, life on a colony requires, more than anything
for Federation membership in a given year coming from else, reliance on oneself and one's fellow colonists.
colonial outposts. The UFP provides supplies, resources, Colonies are often so remote that, it can take time for a
advisors, and Starfleet protection. The Federation starship to arrive. If a strange alien race shows up in
Bureau of Colonization must approve all prospective orbit, it is often up to colonists to decide the best course
colonies. The Bureau assigns a survey team to examine of action, whether to negotiate or fight, then follow
the site, ensuring it meets the Bureau's requirements. through. To participate in a colony a colonist needs the
The new site must not be on an inhabited world, must ability and willingness to stand on his own two feet.
have sufficient resources to support a stable population,
and must be relatively free of threat. If a group wanted The Frontier and Exploration
to colonize an uninhabited world on which an Iconian The frontier also provides limitless opportunities for
gateway existed, the Bureau would turn the application exploration. Starfleet's mandate devotes fully half its
down because of the possible risk to colony safety and resources to exploration. Federation starships, unlike their
Federation security (not to mention the scientific value). Romulan, Klingon, or Cardassian counterparts, are packed
For some people colonial life represents the best of with exploratory technology. From advanced sensor arrays
two worlds. They gain some of the benefits of sophisticated enough to catalog a planet's flora and fauna
Federation life while benefiting from a higher degree of to dozens of probes designed for everything from atmos-
cultural and governmental freedom than might other- pheric survey to spectrographic isotope isolation, Starfleet's
wise be possible as a full member. Most colonies start capacity for exploration is unrivalled in the galaxy.
on moons or planets near the founding culture's home- But the "frontier" of exploration is not always the edge
world. Occasionally, colonists desire to start complete- of the Federation. New discoveries await on even the old-
ly anew, moving as far away from the parent home- est, best known Federation worlds. Where Starfleet con-
world as possible. Thus are frontier colonies born. centrates its resources changes from era to era.
represented by new worlds to explore and new civi-
The Frontier in Star Trek lizations to study—could be anywhere: the next plan-
In the 23rd century, starships sped outward from the et, system, or sector.
Federation's core worlds, boldly exploring new worlds Additionally, contact between starship captains and
and encountering new civilizations. The frontier was Starfleet Command became, thanks to improved tech-
often "just around the corner." Planets that would one nology, much more frequent. Starfleet Command could
day join the Federation had yet to be discovered at this advise on emerging situations, provide information
time—Betazed, Bolarus IX, the Trill homeworld. more readily, and dispatch reinforcements more quick-
Starships, with their relatively primitive, early warp ly and in greater numbers. As a result, starship crews
drives, spent years seeking out new worlds and new became less isolated. Rather than as a group of indi-
life-forms—the cloud dwellers of Ardana, the comput- vidual, far-flung ships, Starfleet could act as a concert-
er-controlled planet of Gamma Trianguli VI, Talos IV ed whole.
the galaxy was a limitless expanse of opportunity and
adventure. That is, until Federation starships strayed The Frontier in Star Trek: Deep Space Nine
into the territory of hostile neighbors. The Klingons, By the time the Federation assumed nominal
Romulans, Tholians, and Gorn curtailed ceaseless out- authority over Deep Space 9, the frontier had become
ward expansion. a fixed boundary. Hemmed in by the Klingons and
Starships typically operated far from home and Romulans in the Beta Quadrant and the Cardassians
were often the only enforcement in the sector. As the and Ferengi in the Alpha Quadrant, it seemed as
instruments of Federation policy, they safeguarded though Starfleet and the Federation had pushed as far
remote colonies from attack, delivered medical sup- outward as it could. Like American experiences in the
plies in an emergency, and "showed the flag" when Ancient West, the frontier became less about discover-
needed. Because of the limitations of subspace radio ing new territory and more about settling the region.
and the astronomical distances involved, captains had That is, until the discovery of a stable wormhole lead-
wide latitude in dealing with new problems and ing to the Gamma Quadrant.
unknown threats. Any response from Earth wouldn't With the discovery of the Bajoran wormhole came
reach the ship until long after an exchange would be access to a new, unexplored quadrant of space and a
over. As long as captain and crew followed Starfleet way to peacefully circumvent old political boundaries.
policy, Starfleet often endorsed the captain's decisions. A new era of exploration seemed on the horizon. On
Still, despite rigorous training and psychological test- the other side of the wormhole lay a whole new fron-
ing, mistakes occurred (the Horizon's contamination of tier, stretching thousands of light-years in every direc-
Sigma lotia II, Captain Tracy's actions at Omega IV), tion. Suddenly the Federation gained the opportunity
and of 12 Constitution-ciass vessels only one—the to return to the previous age of near-limitless expan-
Enterprise—returned intact. sion and the challenges that came with it. Starships
plunged through the wormhole, discovering new
The Frontier in Star Trek: The Next species such as the Hunters and Dosi... and the
Generation Dominion, a powerful alliance opposed to Alpha
During the 24th century, Starfleet devoted itself to Quadrant incursions. The Dominion War put a halt to
exploring more fully those planets merely surveyed in exploration along the frontier for several years.
the previous century. The Federation couldn't simply
continue forward, crossing political boundaries for the The Frontier in Star Trek: Voyager
sake of exploration. With the Romulans and Klingons Pulled into the Delta Quadrant by a powerful being
thwarting outward expansion in the Beta Quadrant, known as the Caretaker, the U.S.S. Voyager truly went
Starfleet at first changed direction, exploring spinward where no one had gone before. Faced with a 70,000
until it ran into the Cardassians and Ferengi. In effect, light-year journey home, the crew of the Voyager took
the major powers of the Alpha and Beta Quadrants the opportunity to explore, in the best Starfleet tradi-
"bumped up" against each other, making further out- tion. They faced new political realities, as they crossed
ward exploration difficult. through Kazon and Borg space; faced new threats,
As a result, exploration during this era meant from the plague-stricken Vidiians and the Hirogen; and
detailed surveys of planets and systems only cursorily encountered strange new life-forms, such as Species
reported on previously, if at all. Ships in the previous 8472. Moreover, they faced challenges few other star-
century often expanded the Federation's frontiers by ships had—maintaining their dedication under
hundreds of light-years at a time, without stopping to extreme circumstances, locating supplies like dilithium
catalog all the planetary systems and other stellar phe- crystals and food, and finding ways to perform routine
nomena they passed. Starfleet concentrated on filling maintenance on their ship. The crew had no one to
in the gaps on its star charts. It seemed the frontier— depend upon except themselves; there were no
Starfleet Corps of Engineers to repair the ship, no ensure a standard code of conduct, and serve as
Starfleet Diplomatic Corps to back them up, no plane- guidelines for how a Starfleet officer is expected to
tary survey reports from the Office of Planetary behave. The Starfleet Manual of General Orders and
Exploration. Starfleet could not come to the rescue. Regulations contains rules governing virtually every
Voyager's experiences demonstrate that exploration facet of starship operation, from manual checks of
beyond Federation borders remains possible—includ- warp core efficiency and dilithium crystal degenera-
ing other times, dimensions, and galaxies. tion to the behavior of flag officers during diplomatic
dinners. These rules come in three types: General
Orders, Orders, and Regulations. General Orders are
STARFL€€T broad, sweeping rules of primary importance to the
Starfleet serves as the instrument of policy for the continued functioning and security of Starfleet, the
Federation, as well as safeguarding its borders and most famous of which is the Prime Directive. Orders
expanding the boundaries of knowledge through cover more mundane operational rules, such as out-
exploration and research. No other organization in the lining a vessel's chain of command and establishing
UFP embodies its principles of brotherhood and peace officer responsibilities aboard ship. Regulations detail
as Starfleet does. Serving among Starfleet's ranks is one specific codes of conduct and procedures, such as
of the highest aspirations for citizens (and many nonci- mandating the ship go to yellow alert when detecting
tizens) of the UFP. an unidentified ship or establishing a weekly check of
Control over the fleet is centralized at Starfleet deuterium tanks. Violations of the Regulations could
Command, located in San Francisco near the be met with a simple reprimand (for neglecting a
Federation Council hall. Because of the vast distances Regulation) to a court-martial (for violations of a
involved in space exploration, starship crews answer to General Order).
their captain, who in turn reports to a fleet admiral, in
order to coordinate operations and maintain cohesion. The Function of Starflect
The Chief-in-Command of Starfleet oversees a staff of Starfleet's two basic functions, defense and explo-
fleet admirals charged with various responsibilities ration, manifest themselves in a wide variety of mis-
ranging from a specific region of space to a related set sion types. A given ship may, over the course of the
of operations (such as exploration and research, or year, undertake several of each mission type. Other
intelligence gathering). The C-in-C answers directly to ships serve for long periods in one mission posting—
the Federation President, though he is also answerable threat alert or deep-space exploration, for instance.
to the Federation Council. Indeed, entire fleets are sometimes posted to a nar-
Each Starfleet officer, from a lowly cadet to a fleet row category of duties because of the specific
admiral, is expected to follow Starfleet regulations. strengths of the fleet's ships—Starfleet's Extended
While a starship crew may find itself two weeks' jour- Exploration fleet, for example, comprised mostly of
ney from the nearest starbase and have wide latitude Nova-class science ships. The basic mission types are
in dealing with unexpected circumstances, it does not listed below.
have carte blanche. Starfleet's regulations are meant to
STARFLEET GENERAL ORDERS

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.

CATEGORY 0: ROUTINE MISSIONS: Encompassing the majority ot


GENERAL ORDER FIVE: WELFARE OF THE CREW: This Order allows a Starfleet missions, a starship crew may undertake dozens ol
captain to disregard regulations and mission priorities in order to save routine assignments at the same time: categorizing gaseous
the lives of a crewman or crewmen. It also prevents commanding offi- anomalies, measuring pulsar fluctuations, researching le life
cers from taking actions that would unnecessarily jeopardize the lives cycle of the Gamelan root beast, conducting soil analyses, and
of those under their command. General Orders One and Four putting in an appearance at Caldos Colony, for example. Routine
supercede this order. missions include most patrols, exploration, and research duties.
tionally give Starfleet a high profile in these areas, to
Gxploration ensure hostile and potentially hostile species under-
In every era, exploration comprises the bulk of ship stand Starfleet's commitment to defense, and to main-
missions. Every ship in the fleet, in every era, over the tain a ready defense force should any potentially hos-
course of a five-year tour of duty, adds immeasurably tile species attack.
to the sum total of Federation knowledge of its own THREAT A L E R T M I S S I O N S : Patrols along current-
space and that of the frontier. Consider the discoveries ly hostile borders, such as the Romulan Neutral Zone
made by the Enterprise over the course of two TV or, in some eras, the Klingon border, and responses to
series. TheTholians, the Gorn, the Borg, the Iconians, acts of aggression against the Federation constitute
the Cardassians, and over a dozen more races and threat alert missions. If a starbase or colony is attacked,
countless planets and systems were encountered and a ship is dispatched on threat alert to respond.
explored by the Enterprise. Multiply that by the hun- TACTICAL M I S S I O N S : These missions almost
dreds of ships in Starfleet, and you gain some notion of always involve combat or the threat of combat.
the role of exploration in Starfleet. Each ship is respon- Federation lives or the lives of its allies are at stake and
sible for volumes of new information every year, yet at ships are required to defend against the aggressors.
the same time Starfleet has explored only a tiny frac- These include everything from the incursion of alien
tion of the galaxy. There are two broadly defined types probes intentionally or unintentionally threatening the
of exploration mission: Federation to full-fledged war.
DEEP-SPACE EXPLORATION: These missions CONVOY AND €SCORT: Universally considered the
involve cataloguing planetary systems, nebulae, black most uneventful of defense missions, convoy and
holes, and other stellar phenomena. A deep-space escort missions require a starship to follow along with
exploration mission might catalog the location of a a fleet of freighters or serve as hosts to important dig-
planetary solar system. The number of planets, their nitaries on their way to an important diplomatic func-
types, locations, and number of moons, and any tion. Despite the "babysitting" aspect of these kinds of
comets or asteroids would be filed for examination by mission, their completion is often vital, and starship
Starfleet's Department of Astronomical Phenomena. crews remain on alert for potential threats. In the event
PLANETARY GXPLORATION: Starfleet's primary of trouble, a starship's primary duty is to avoid danger
goal is the search for new worlds, life-forms, and civi- and get its charges through safely.
lizations. Once a noteworthy planet has been discov-
ered, Starfleet dispatches a ship to explore its surface.
Planetary missions begin with extensive sensor scans of
the surface, cataloguing atmosphere, hydrosphere,
geology, and abundance of plant life. Modern sensors
can accumulate a wealth of information before an
away team beams down. Often, after the sensor scans
are completed and the planet's surface is fully mapped,
survey teams are sent to examine the world more
closely. This might mean traveling through the upper
atmospheric layers of a gas giant in a shuttlecraft, or
actually setting foot on the planet's soil.
Most observation of intelligent life occurs during
planetary missions. Extensively trained first contact
teams can spend weeks studying a new species with-
out their subjects' awareness. Warp-capable cultures,
however, are usually contacted by the deep-space sur-
vey crews, since most warp-capable cultures are able
to detect Starfleet warp signatures.

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

reviewing the ship's status and answering questions or


handling problems. Afterward (0900 hours) he holds a After the meeting, Alex talks with one of the many
staff meeting in which he debriefs everyone in his teams on his staff, the Tactical Defense Division. These
department on the ship's status and their duties. This is junior officers are responsible for the maintenance and
typically brief, since everyone usually knows what their repair of the Resolute's shipboard weapons systems.
jobs for the day are, but if someone's going to be Alex has made a note to talk to them about the per-
assigned a new task, he learns about it at this meeting. formance of the phasers and projected modifications to
This is also the place where any unforeseen difficulties enhance their effectiveness. Afterward, he'll have
can be discussed and clarifications can be made. At lunch with the Resolute's captain, Matthew MacKenzie
0930 hours Alex supervises an inspection of the (scheduled by Captain MacKenzie).
Resolute's ablative armor, something mandated by And so on through the day until the end of Alex's
Starfleet regulations. Afterward, at 1 000 hours, he meets duty roster and a return to his personal schedule.
with the other senior staff members, where they discuss
issues that might impact the other departments. Alex, for
instance, informs everyone that his crew plans on per-
forming the monthly warp drive maintenance, which
means running on impulse power for a few hours.
This chapter sets forth the rules your characters' actions. These
hen your charac- for keeping track of your character's two different modes of handling
ter tries to scan a planet for actions when it's really important, the story action call for distinct
alien life-forms, fix a burnt- beginning with the structuring of methods of handling action in
out flux capacitor in the game time and character actions, game time: namely, breaking
warp coil, or stun a charg- followed by movement, and ending events down into "action time" or
ing targ with a phaser, the with perhaps the most important maintaining more fluid pacing in
game rules dictate how the kind of tactical operation—combat "narrative time," respectively.
Narrator determines the resolution. Combined with the
outcome of your action. information on attribute tests (page
Sometimes these actions 83), reaction tests (page 146), and Action rounds are useful for
can be described over the skill tests (page 102), the material determining whether one charac-
normal course of play as in this section covers everything ter can initiate an action before
part of an overall scene. you need to know in order to another, as well as for determining
Saying "Negotiate with the, undertake the actions and confront whether someone can finish a task
Nekrit merchant" or "I scan the situations that emerge during before another event begins.
the planet" during the Star Trek game episodes. Although action time moves swift-
Narrator's description of ly round after round, it takes
your ship's approach are longer to play through a short
good examples of perform- period of an episode using action
ing actions as part of a run- time because the Narrator must
ning narrative. describe what transpires during
At other times, it is During a Star Trek RPC game, every 6 second round. Action
important to know precisely the Narrator and players together rounds represent the default man-
where your character stands, establish the pace at which events ner for handling combat scenar-
how long it takes to get transpire. At first, the Narrator sets ios, vehicle chase scenes, and
from point A to point B, or the pace by describing events that other fast-paced action sequences.
whether or not you can fix have already occurred and pre-
the warp drive before the senting the current circumstances
star explodes. In these to which the your characters can In contrast, narrative time
cases, the Narrator may respond. Depending on what you advances the story line much
break things down into do, the Narrator may handle each more rapidly by enabling the nar-
action time. action one by one, calling for dice rator to jump ahead to important
tests now and then, or she may events and gloss over the interven-
242 simply jump forward in time to
describe the eventual outcome of
ing "down time." Narrative time is
the default method for recounting
most events that occur in a scene or episode, as well as the character will do, is what makes the ST:RPC so fun
for resolving game tests made to perform extended and challenging to play.
actions lasting minutes, hours, or days (such as repair- The rest of this section presents an assortment of
ing a malfunctioning impulse drive). actions that characters commonly perform during an
episode of the game. These actions fall into one of sev-
eral categories, including movement actions (running
Characters accomplish things by performing or diving), combat actions (aiming or firing), free
"actions." An action represents a single feat such as actions (dropping an object or issuing a command),
running down a corridor, using a Vulcan nerve pinch, and full-round actions (searching for a concealed
or requesting information from the ship's computer. object or deciphering an alien glyph). Within each cat-
Many of the actions a character attempts can be egory, the action descriptions present the intended
assumed to be automatically successful; in other effects, the type of dice test required (if any), and the
words, they do not require any type of dice test to action cost of performing the deed.
determine success. Walking, conversation, picking up
an object—characters can automatically do these sorts Movement Actions
of things in most circumstances without worrying During a round, a character may perform any of the
about failing in their attempts. movement actions listed on Table A.1. Each movement
Other actions require tests. Traversing a narrow option requires the character to spend 1 action to
ledge, explaining a scientific theory in an alien lan- achieve the desired effect.
guage, lifting a fallen bulkhead to unpin an injured
companion—these actions challenge the average char- Combat Actions
acter and require specific dice tests to determine his During a round, a character may perform any of the
success or failure. Moreover, these feats represent combat actions listed in Table A.2. Some actions a
actions preventing the character from performing other character may wish to perform during combat (admin-
activities at the same time. While a Starfleet officer can istering first aid, repairing a weapon malfunction) are
explore a strange environment and communicate treated as full-round actions (see "Full-round Actions").
through his combadge simultaneously, he might not For more information on combat and actions, see
have sufficient focus to issue commands in an alien lan- "Combat", page 247.
guage while trying to deactivate an overloading phaser.
Many of the efforts Star Trek characters attempt Free Actions
translate into a series of sequential actions, such as During a round, a character may perform the free
drawing, aiming, and firing a phaser. While seeming to actions listed in Table A.3. Free actions do not cost any
be a fluid motion on screen, these three acts represent actions and may be conducted simultaneously with
separate actions in the ST:RPC. In order to handle such other actions.
feats, the Narrator needs to break them down into
manageable actions which occur one after another in Full-round Actions
sequential action rounds. Determining what a charac- During a round, a character may perform a single
ter can and cannot do in a round, then deciding what full-round action instead of multiple combat and move-

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.

ACTION COST EFFECT

Target acquire a new target in combat


Observe notice something
Command issue a several word command
Drop Object drop item/weapon to ground
Warn/Alert shout warning/sound alert
Ride Mount stay mounted, guide steed
'Specific environmental (actors such as obscuring haze, choking smoke, or loud din may warrant tests
(or specific actions.
Search
Computer Work
Read Thoughts
Set Explosive

First Aid
Repair Weapon
Deactivate Explosive
Disarm Alarm

Regardless of whether your Narrator is using tacti-


cal, casual, or travel movement, your character always
moves at one of the following paces. Table A.6 lists
movement rates by pace and movement type.
WALK: A normal brisk walk (approximately 5
km/hour) requires a single movement action.
JOG: A jog (approximately 10 km/hour) normally
requires two movement actions.
RUN: A run (approximately 15 km/hour) normally
constitutes a full-round action and may require a test if The pace rates listed on Table A.6 assume charac-
the character is engaged in combat. ters move over flat, unobstructed surfaces, such as star-
SPRINT: A sprint (approximately 25 km/hour) nor- ship corridors, floors, roads, and so on. Numerous
mally constitutes a full-round action and may require a obstacles and obstructions hinder a character's move-
test if the character is engaged in combat. Encumbered ment. The Narrator decides what obstacles, if any,
characters cannot sprint. impede character movement.

Walk
Jog
Run
Sprint

Uneven/moderately obstructed terrain


Broken/heavily obstructed terrain
Slick surface/uncertain footing
Slippery surface/poor footing
Poor visibility
If the characters use casual or travel movement to DEMANDING: Actions requiring rigorous, sustained
journey from one place to another or to conduct an activity or attention to detail, such as most sports,
extended search, Table A.7 provides a list of penalties heavy manual labor, searching a house, and mountain
for obstructed movement over longer periods of time. climbing. Academic skills tests performed under pres-
These penalties are cumulative; a character moving sure or used in a physical test, and many non-combat
through dense foliage (1/2 normal pace) in a hilly physical skills, are considered Demanding.
region (1/2 normal pace) would move at only 1/4 his STANDARD: Actions requiring an average
normal pace. amount of activity, such as jogging, administer-
ing first aid, searching a room, and routine uses
of most physical skills. Most social tests are con-
Certain types of forced or prolonged movement can sidered Standard.
fatigue or exhaust characters. The following guidelines RELAXED: Actions requiring minimal physical activi-
apply for characters moving at the various paces. ty, such as walking at an easy pace, performing
research, and simple uses of most physical skills. Most
academic tests are considered Relaxed.

Sustained activity leads to fatigue. Characters typi-


cally grow tired from sustained movement, prolonged
activity (such as computer programming), and lost sleep.
Extreme
Your character makes Stamina reaction tests to
Demanding
resist fatigue depending on the type of action in
Standard
which he or she engages, as described on Table A.9:
Relaxed
Fatigue Rates.
LEVEL: Refers to the level of activity in which your
character is engaged. Manning a bridge station dur- The difficulty for fatigue-related Stamina tests isTN
ing a normal eight-hour shift is considered Relaxed, 10. Characters progress through six stages of fatigue,
while climbing Mount Seleya is considered from Energetic to Collapse. Table A.8: Fatigue illus-
Demanding. Thus, climbing a mountain prompts trates the fatigue levels and associated penalties. If a
fatigue-related Stamina tests more frequently than character fails a Stamina test to resist fatigue, he
operating a duty station. becomes "Winded" and suffers a penalty. If he fails
BASE TIME: The amount of time in which a character another Stamina test, he becomes "Tired" and suffers
can engage in a particular level of activity before additional penalties. If the character continues to push
prompting the first Stamina reaction test. himself and fails his Stamina tests, he becomes more
INTERVAL: Defines the amount of time your charac- fatigued and the penalties increase accordingly. These
ter can sustain activity before making an additional penalties are cumulative with injury penalties. For
Stamina test. This test is made as soon as the time inter- example, a character who is both Injured (-2 to all
val passes, with modifiers resulting from failed tests tests) and Tired (-2 to all tests) suffers a cumulative -4
applying immediately. penalty. These penalties apply to future Stamina tests
EXTREME: Actions requiring rigorous activity, such as to resist fatigue. Should a character continue to push
combat, psionic use, and sprinting. Some physical skill himself while Exhausted, he collapses if he fails anoth-
tests are considered Extreme, such as Athletic tests er Stamina test.
made to run a foot race or Demolitions tests to defuse EXAMPLE: Lieutenant Ward attempts to decipher
a bomb. All combat-related skills (Armed, Unarmed, ancient Debrune glyphs on an obelisk, which the
and Ranged) are considered Extreme activities. Narrator considers to be a Computer Use test. After
four hours of research, the Narrator calls for a Stamina
test to resist fatigue and determines it to be a Relaxed
activity. Ward's first Stamina test has a TN 10, which
FATIGUE LEVEL
she fails with a test result of 7, and suffers -1 to all
Energetic (normal) future tests. Ward continues the job, and after two
Winded
more hours makes a second TN 10 Stamina test. This
time the test is modified by - 1 , and she rolls an 11.
Tired
She succeeds with a modified test result of 10. After
Fatigued
another two hours of uninterrupted study, Lieutenant
Exhauste
Ward attempts another test, and so on until she either
Collapse
rests or collapses.
A character can remain awake and active for a
number of hours equal to (1 6 + Vitality modifier) with-
out suffering from fatigue. Thus, a character with a +2
Vitality modifier can remain awake for 18 hours.
Beyond this point, a character must make a Stamina
test (TN 10+1 per additional hour) every hour to avoid
accumulating fatigue. Whenever the character fails a
test he accumulates fatigue levels and will eventually
reach the level of Collapse (see Table A.8: Fatigue for
more information).
These conditions are cumulative. A character (+2
Vit mod.) remaining awake for 19 hours and then
engaging in a Demanding physical test for 1 hour
makes a total of three Stamina tests—the first for loss of
sleep, the second to perform an hour-long Demanding
test, the third for remaining awake for another hour. Of all the action sequences typical to a Star Trek
Should the character fail the first test, he suffers a -1 adventure, combat scenarios generally create the most
penalty to all tests. Failing the second test (for the dramatic tension because of the potential for physical
Demanding activity), he drops to Tired (-2). Finally, injury and death. Although combat-related actions are
failing his second test for remaining awake, he drops to generally resolved as standard skill and attribute tests,
Fatigued (-4). combat tests are somewhat more involved in terms of
A character must rest to recover a fatigue level, as the number and type of test modifiers and character
described on Table A.9: Fatigue Rates. These rates are options available.
cumulative. An exhausted character who rests for four
hours becomes Fatigued. After another two hours of
rest, he is only Tired. The Narrator defines what consti- Whenever hostilities erupt into violence, the
tutes "rest;" sleep obviously counts, but in many cases Narrator should begin describing events in terms of
simply sitting, relaxing, and engaging in no strenuous action rounds. Your character may take a number of
activities may suffice (particularly for lower fatigue lev- actions equal to his action allowance each round.
els). Less than restful circumstances may prevent Although you describe what your character does in any
recovery of fatigue levels altogether. amount of detail, the Narrator interprets the actions in
terms of the rules options available to you.

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

CHARGE: Charging permits a character to use his


Surprise strength, mass, and momentum to deliver a particular-
If a character is unaware of assailants or simply ly forceful attack after running a short distance. If suc-
doesn't suspect violence, it is possible for one or more cessful, the character multiplies the damage inflicted
attackers to surprise him and automatically win initia- by 1.5 (round up) and forces the target to make a
tive. To determine if your character is surprised, the Strength attribute test (TN = charging character's
Narrator might require you to make an Observe test Strength +2) to avoid being knocked prone. Charging
(TN 1 0 plus any applicable modifiers). Characters who gives the attacking character a +1 bonus on his attack
succeed at the test then make initiative checks, where- test roll, but also confers a -3 penalty to any dodge or
as characters failing the test automatically lose initia- parry test results he makes during the same round. In
tive and suffer the loss of one action during the addition, the charging character's Defense is lowered
upcoming round. by 1 for the remainder of the round.
To perform a charge, the character must be at least
5 meters, but no more than 12 meters, away from the
When it is your character's turn to act, you must target. Charging costs 2 actions (this combines the cost
describe what your character attempts to do. Typically of moving plus a single attack). A character cannot split
characters perform one or more combat actions (see the movement and the attack into subsequent rounds
Table A.11 for options), but you might instead disen- and still receive the benefits of a charge.
gage from combat to perform noncombat actions such DELAY: Instead of acting in order of initiative, a
as making repairs, administering first aid, or hailing the character may delay one or more of his actions until
ship. he sees what other combatants do. A character who
has delayed one or more actions may interrupt any
Combat Actions character acting in order of initiative and act before
Table A.11 presents some of the more common him. However, if two or more characters all have
actions performed during combat encounters. delayed actions and then try to act simultaneously,
Narrators determine the costs and test factors for any they must make new quickness reaction tests to deter-
variations on these actions. mine who acts first. You cannot "carry over" delayed
actions from one round to the next. Delayed actions
Common Attack Actions not used by the end of the current round are lost. See
ATTACK: TO inflict damage with a weapon (including "Dodge" and "Parry" for more information about
natural weapons such as fists and feet), a character per- delayed actions.
forms an appropriate skill-based attack action (Armed,
Unarmed, or Ranged Combat) and makes an attack test Common Defense Actions
(see "Attack Tests," page 249). An attack costs one action. DODGE: In response to any close combat or ranged
If successful, an attack inflicts damage based on weapon attack, a character may dodge to avoid injury. Dodging
or attack type (see "Inflicting Damage", page 250). costs 1 action, and you must declare your dodge action
AIM: An aim action gives the attacker a +1 modifier prior to the attacker rolling his skill test. The attacker
to Close Combat and a +3 modifier to Ranged Combat then makes the appropriate skill test. If successful, the
attack skill tests. attacker's modified test result becomes the target number
for the target's dodge action, conducted as a Quickness rying costs 1 action, and you must declare your action
reaction test. With a successful Quickness test, the char- in response to the attacker rolling the skill test. The
acter dodges out of the way and avoids all damage. If the attacker then makes the appropriate skill test. If suc-
attacker's attack test fails, no Quickness reaction test cessful, the attacker's modified test result becomes the
need be made; the character defers the roll until he is target number for either an Armed or Unarmed Combat
successfully hit within the same combat round. test (parry or block respectively). With a successful
Declared dodges that remain unused—either because Armed or Unarmed Combat test, the character thwarts
remaining attackers fail to successfully hit or no further the incoming attack and avoids all damage. Unlike
attacks are made—are lost. dodge actions, however, parrying or blocking only
Once a dodge action has been declared, the action applies to a single incoming attack.
applies to all attack tests made in the current round. Resolving a parry or block action works just as
Thus, a character who declares a dodge, but does not resolving a dodge; the player makes an opposed Armed
make a Quickness reaction test (because the first Combat or Unarmed Combat test against his oppo-
attacker failed his test), still gains the benefit of the nent's attack test result. Parrying and blocking each
declared dodge for attack tests made later in the round. cost one action, and you must declare the action prior
If the dodge action is successful, this test result to the attack test. If the block or parry succeeds, it
becomes the new Defense rating for the character for entirely thwarts the incoming attack and prevents the
the rest of the round. Finally, the defender can use attacker from making a damage roll.
additional dodge actions in a single round, to improve NONCOMBAT ACTIONS: If your character attempts
his chances of being missed. noncombat actions in combat, you conduct the tests
EXAMPLE: Kor rolls a Ranged Combat test to shoot normally, but must pay special attention to the amount
Lieutenant Ward. Ward's player declares a dodge of time (action rounds) taken to complete the intended
action. Kor fails his attack test, rolling under Ward's actions. If you're disengaged from combat you might
Defense. Koloth makes a Ranged Combat test and suc- be interrupted by other combat participants depending
cessfully hits with an 11 test result. Ward's player now on your character's proximity to the conflict. In such
makes a Quickness reaction test for her previously cases the Narrator determines whether injury, evasion,
declared dodge action, rolling a 12. She dodges out of or any other type of distraction affects a noncombat
the way. Ward's test result (12) becomes the TN to hit action in progress, and if so to what extent.
her when Kang attacks her later in the round.
A character may use delayed actions to perform a
dodge action, and may dodge even if he has already Attack tests are conducted as skill tests of the appro-
used up his action allowance (but suffers a cumulative priate type (Armed Combat, Unarmed Combat, or
—5 test penalty per additional action required). Your Ranged Combat). See the skill descriptions in Chapter
character can declare a dodge action prior to his turn 6: Skills for more information about these skills.
in response to an attack, though this counts toward
your action allowance for the round. See "Actions" and Armed Attach Tests
"Action Allowance" for more information. When your character uses an Armed Combat skill
PARRY/BLOCK: In close combat, your character may to perform an attack with a weapon, make an Armed
attempt to block an unarmed attack or parry an armed Combat skill test. The base difficulty of the attack test
attack to avoid injury. Resolving a parry or block action equals the target's Defense. Physical test modifiers and
works just as resolving a dodge action. Blocking or par- close combat test modifiers (see Tables 6.3 and A. 12)
may apply to the test.
Scoring a marginal success or better (see p.104) indi-
cates a successful attack. You roll the weapon's damage
SITUATION TN MODIFIER
dice to determine the damage inflicted. If the attack test
Defender prone -5 TN
resulted in an extraordinary success, you inflict maximum
damage for the weapon used (consider all dice rolled for
Attacker in advantageous position -1 to - 3 TN*
damage to come up 6's). To try to avoid damage from an
Defender in advantageous position +1 to +3 TN*
incoming attack, the target may perform a dodge or
Defender behind cover See Table A.I S
parry/block action and make any necessary tests.
Off-hand penalty H E R B +8 TN**
'Narrator must determine exact modifier based on her
Unarmed Attack Test
assessment of the situation.
When your character uses his body (fists, elbows,
**The off-hand penalty applies whenever a character
feet) to make an unarmed attack, make an Unarmed
relies on his nondominant hand to perform a close
Combat skill test. The base difficulty of the attack test
combat action (such as swinging a club or blocking a punch)
equals the target's Defense. Physical test modifiers and
close combat test modifiers (see Tables 6.3 and A.I 2)
may apply. A character can perform a dodge or
parry/block action in response to an incoming attack.
Scoring a marginal success or better indicates a
successful attack. The attacker rolls damage equal to
1 d3+STR modifier to determine the damage he inflicts.
Complete success increases the damage of an unarmed
attack by +2, extraordinary success by +4.

Ranged Attack Tests


Make a Ranged Combat skill test to successfully hit
a target. The base difficulty of the test equals the oppo-
nent's Defense. Physical test modifiers and ranged
combat test modifiers may apply. Stationary, inanimate
objects are considered to have a Defense of 5 (modi-
fied by size and range). Each ranged weapon is
RANGED COMBAT MODIFIERS assigned five range increments: point blank, short,
RANGE CATEGORY medium, long, and extended range. Determine the
Point Blank physical distance from shooter to target and consult the
Short weapon's range increment (see Table 10.3: Star Trek
Medium Weapons for weapon range increments). Apply the
Long appropriate target number modifier for range listed on
Extended Table A.13: Ranged Combat Tests. If the distance does-
n't match one of the range increments exactly, use the
SITUATION TN MODIFIER
next highest range increment. A character can perform
Defender prone +5 TN
I—I a dodge action as an opposed test in response to an
incoming attack (See "Dodge," page 248).
Attacker in advantageous position -1 to - 5 TN*
GXAMPLG: Lieutenant Ward attempts to fire her
Defender in advantageous position +1 to +5 TN*
Type I phaser at a Cardassian soldier 25 meters away.
Defender behind cover See Table A. 15
The range increments for her weapon are
5/10/25/5O/+10, so the Cardassian is at medium
TARGET'S SIZE
range. The base TN to hit the soldier equals his
1/8 man-sized (.25 m height)
Defense (9), modified by range (medium: +2 TN) for
1 /4 man-sized (.5 m height)
a total attack TN of 11. Ward's player rolls an 8, and
1/2 man-sized (1 m height)
adds +4 (Energy Weapon skill) + 1 (Agility mod.) for
Man-sized (approx. 2 m height)
a test result total of 13. She hits!
1.5 x man-sized (3 m height) Scoring a marginal success or better indicates a
2 x man-sized (4 m height) successful attack. Roil the weapon's damage dice to
3 x man-sized (6 m height) determine the damage inflicted. If the attack test result-
4 x man-sized (8 m height) ed in an extraordinary success, your weapon inflicts
maximum damage (consider all dice rolled for damge
TARGET MOTION come up 6's).
Moving 3 to 6 m per round (walk) +2 TN
Moving 7-12 m per round (jog) +4 TN
Moving 13-18 m per round (run) +6 TN Successful attacks inflict a certain amount of dam-
Moving 19-40 m per round (sprint) +9 TN age on the defender. The amount of damage varies by
Moving 41-80 m per round +12 TN weapon or attack type. See Tables 10.3 and 10.4 in
Moving 81-160 m per round +15 TN Chapter Ten: Equipment.
Moving 161+ m per round +20 TN or more A character's Strength modifier applies to the dam-
Off-hand penalty +8 T N " age tests made for all close combat attacks, but not to
'Narrator determines exact modifier based on her
ranged weapons or ranged combat attacks.
assessment of the situation
The degree of success a character achieves on an
attack also modifies the damage he causes. If he
**The off-hand penalty applies whenever your character
achieves an extraordinary success, the attack inflicts
relies on his nondominant hand to perform a ranged attack
maximum damage to the target. Don't roll damage;
(such as firing a phaser).
*The listed penalty applies to physical tests (including combat-related tests); for academic tests apply half the listed penalty.

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

100% (nothing exposed)


7 5 % (head, arm exposed)
5 0 % (some or all of upper body exposed)
2 5 % (all upper body, some lower body exposed)
10-24% (most of body exposed)
Natural Healing
Whenever your character sustains damage, he may Injuries heal naturally over time, although First Aid,
be injured or killed depending on the total amount of Medicine, and medical technology can speed the nat-
damage he has accumulated. As characters suffer dam- ural healing process dramatically. Without the benefit
age from attacks, they progress from Healthy to of medical attention, characters must rely on their
Injured, then Incapacitated to Near Death. Characters innate vitality and Stamina to fight off infection, regen-
can also suffer damage from other sources, such as erate lost tissue, and recuperate lost fluids.
poison and radiation. Natural healing requires substantial rest, decent
nutrition, and a sanitary environment. Assuming a
character sleeps at least six hours per day, maintains a
As your character suffers damage, he progresses sufficient diet, and keeps open wounds clean of infec-
through a number of Wound Levels describing his over- tion, he recovers 1 wound point per day. In these con-
all degree of injury. Starting with Healthy, the wound ditions, a character can also make a Stamina test (see
levels include Dazed, Injured, Wounded, Table A.1 6) at the end of every week to recover a num-
Incapacitated, and Near Death. Surpassing Near Death ber of additional wound points equal to his Vitality
indicates your character has died from sustained modifier. If your character has received successful first
injuries. Within each wound level, your character can aid, he may make a Stamina reaction test twice per
withstand an amount of damage equal to his Health week to recover a number of additional wound points
(see page 146). Once a character has accumulated equal to his Vitality modifier. Failed Stamina tests incur
damage equal to this threshold, he begins accumulat- no ill consequences; your character just doesn't show
ing damage in the next wound level and suffers action remarkable progress in his healing.
penalties as a result of greater injury (see Table 8.5: If the Narrator determines that your character has
Effects of Injury). These penalties apply to your charac- not taken the proper precautions during a particular
ter's dice tests, such as skill and attribute tests. This day, he may suspend the recovery of wound points for
process continues until either the damage ceases to the day. Weekly Stamina tests can also be denied on
accumulate and the character begins to heal, or the the same grounds.
character dies from his injuries, whichever comes first.
Once a character has suffered damage equal to his Recovering from Attribute Reductions
Health, he drops to the next wound level and immedi- Some hazards, such as radiation and toxins, tem-
ately incurs action penalties resulting from greater porarily reduce attributes as they wreak havoc on your
injury (see Table 8.5: Effects of Injury). character's body. Should one or more of your charac-
ter's attributes be reduced to zero (or lower) through
such an attack, he remains alive but suffers reduced
Aside from combat, characters can suffer damage attribute modifiers until his attribute recovers.
and injury from a variety of sources, such as fire,
falling, poison, and radiation. The Star Trek RPC Recovering from Stun Effects
Narrator's Guide has information on these other Stun effects wear off naturally without the need for
sources of damage. medical attention of any kind. Once the duration of a
stun effect expires, your character regains conscious-
ness (if unconscious) and returns to full functionality;
With medical attention and time, injuries heal as any action penalty for being stunned ceases to affect
the body restores lost fluids and regenerates damaged the character.
tissue. There are two ways to heal—natural healing and
medical attention. Medical Attention
Medical attention enables characters to recover
from damage even more rapidly. Advancements in
23rd- and 24th-century medical science permit medics
SUBJECT'S WOUND LEVEL and physicians to mend flesh and knit bone with
Dazed miraculous results. The skill descriptions for First Aid
Injured (page 115) and Medicine (page 120) have information
Wounded on healing damage through medical attention.
Incapacitated
Near Death
First contact era: 212-214.
A Crew: 19, 205.
Cultural Flexibility edge: 133. Fit edge: 134.
Ability. See Profession and Species. Culture: 29; Bajoran: 30; Betazoid: 32; Cardassian: 34; Ferengi: Flat-footed flaw: 142.
Academic tests: 101, 102. 36; Human: 38; Klingon: 40; Ocampan: 42; Talaxian: 44; Trill: Flaws: 139-143; acquiring: 86. See also Traits.
Actions: 242-244; action rounds: 242, 247; action time: 108; com- 46; Vulcan: 48. Flight control officer elite profession: 68-69.
bat: 243, 244, 248-249; extended: 105-106; free: 243, 244; Curious edge: 133. Flight control systems: 188.
full-round: 243-244, 245; movement: 243; non-combat: 249; Currency: 1 70, 229. Forgery skill: 115-116.
performing actions: 244; retrying failed actions: 108. Free actions: 243-244.
Addiction flaw: 139.
Adept elite profession: 156-157. D-e Free trader elite profession: 162-163.
Friendly edge: 134.
Advancement: 152-169; experience points: 152; picks: 152-153; D'k tahg: 185. Frontier: 208, 231-233.
professional ability upgrades: 52; trait upgrades: 128. Damage: 147, 250-252. inflicting damage: 79, 250-251; recording Full-round actions: 243-244.
Adventure. See Episodes. damage: 147; sustaining damage: 252. See also Injury and
Adventuring: 200-207. Healing.
Affinity: 102-104, 108. Dark Secret flaw: 140. Q-H-I
Age: 144-145. Dead Aim edge: 133. Galaxy: 208-223; current affairs: 222-223; Deep Space Nine era:
Agility attribute: 79. Deep Space Nine series: 15-1 7, 203; adventures: 16-1 7; Deep 219-221; early history: 208-212; Enterprise era (NX-01 era):
Ahn-woon: 184. Space 9 space station: 194; era: 219-221; events: 16; role- 213; history: 208-223; map of: 210; Next Generation era: 217-
Aiming: 248. playing in: 220; U.S.S. Defiant: 193. 219; Original Series era: 214-216; quadrants: 208, 210. See
Alert edge: 130. Defense: 146. also Homeworld.
Ally edge: 130. Defensive Attack edge: 133. Game Master (CM). See Narrator.
Alpha Quadrant. See Galaxy. Deflector shields: 196. Gaming skill: 116.
Ambassador elite profession: 157-158. Degrees of success: 104. Gamma Quadrant. See Galaxy.
Ambidextrous edge: 131. Delay action: 248. Gill pack: 179.
Anti-sensor belt: 1 78. Deliberate Attack edge: 133. Glossary: 8-9.
Appraise skill: 109. Delta Quadrant. See Galaxy. Gorn: 223.
Archetypes: 21-27; Bajoran StarfleetOps Officer: 22; Ferengi Demolitions skill: 112. Gravitic calipers: 177.
Merchant: 23; Human Starfleet Command Officer: 24; Dermal regenerator: 176. Great Stamina edge: 134.
Klingon Rogue: 25; Trill Diplomat: 26; Vulcan Starfleet Development: 84-97; acquiring edges: 86; acquiring flaws: 86; Great Vitality edge: 135.
Science Officer: 27. acquiring skills: 85-86; creating advanced characters: 97; Gullible flaw: 142.
Armed Combat skills: 109. packages: 87-96; personal development: 84, 87; professional Gymnastics skill: I I 6.
Arrogant flaw: 139. development: 84-85, 90. Healing: 252. See also Health.
Assassin elite profession: 158-159. Devotion flaw: 140. Health: 79, 80, 146-147; calculating: 21; recording damage: 147;
Athletics skill: 109-110. Die rolls. See Tests. Wound Level: 147.
Attack actions: 248. See also Combat. Difficulty. See Target number. Healthy edge: 135.
Attributes: 51, 78-83; Agility: 79; aging effects: 145; attribute Dim-witted flaw: 140. High Pain Threshold edge: 135.
modifiers: 81; attribute scores: 78-81; attribute tests: 83; Diplomat profession: 50, 53-54; character archetype: 26; develop- Holodeck: 198.
changing attributes: 82-83; generating attributes: 20, 81-82; ment packages: 90. Holographic recorder: 174.
Intellect: 79; Perception: 80; Presence: 80; Psi: 136; recovering
Disguise kit: 178. Homeworlds: 29; Bajor: 30; Betazed: 32; Cardassia Prime: 34;
attributes: 252; roleplaying attributes: 83; species adjustments:
Disruptors: 183; shipboard: 196. Earth: 38; Ferenginar: 36; Ocampa: 42; Qo'noS: 40; Talax: 44;
28, 29; Strength: 79; using attributes: 78; Vitality: 80.
Doctor. See Medical Officer. Trill: 46; Vulcan: 48.
Autosuture: 176. Dodge action: 248-249; edge: 134. Human species: 38-39; character archetype: 24.
Dominion War: 16, 219-221. Hyperspanner: 1 77.
B-C Dullard flaw: 140.
Duty stations: 187.
Hypospray: 176.
Impersonate skill: 116-117.
Background: 84-85; elite profession: 155; personal development;
Dylec memory ten): 173. ipulse drive: 195-
84, 87-89. See also Development.
Earth: 38. See also Galaxy. Increased Range edge: 135.
Bajoran species: 30-31; character archetype: 22.
Easily Distracted flaw: 140. indoctrinate skill: 11 7.
Bat'Ieth: 184.
Easily Winded flaw: 141. nfamy flaw: 142.
Beta Quadrant. See Galaxy.
Economy of the Federation: 170, 229. Influence skill: 1 I 7.
Betazoid species: 32-33.
Blends In edge: 131. Edges: 130-139; acquiring: 86; upgrades: 128, 153. See also Traits. Initiative: 247-248.
Block/Parry actions: 249. Eidetic Memory edge: 134. Injury and Healing: 252-256; wound levels 146-147, 252.
Bloodlust flaw: 139. Elite professions: 67-77, 154-169; acquiring elite professions: 155; Innovative edge: 135.
Blunt Attack edge: 131. adept: 156-157; ambassador: 157-158; assassin: 158-159; elite inquire skill: 117-118.
profession descriptions: 155-169; envoy: 159-160; explorer: ntellect attribute: 79.
Bold edge: 131.
161-162; freetrader: 162-163; inventor: 163-164; mercenary: ntoleranf flaw: 142.
Bonuses: 100-104.
164-165; restrictions: 155; smuggler: 165-166; special forces: nventor elite profession: 163-164.
Borg Collective: 223.
166-167; spy: 167-168; starship command officer: 67-68; star- Investigate skill: 118.
Bridge: 186-187. See also Starships.
ship counselor: 73-74; starship engineer: 70; starship flight m Willed edge: 135.
Campaign. See Series.
control officer: 68-69; starship medical officer: 75-76; starship Isolation suit: 179.
Captain. See Command edge, Promotion edge.
operations officer: 71-72; starship science officer: 76-77; star-
Cardassian species: 34-35.
ship security officer: 72-73; weaponmaster: 168-169.
Cardassian Union: 222; ships: 199.
Carrying capacity: 79, 247. Emergency beacon: 173. K-L-M
Emergency medical hologram (EMH): 198. Klingon Empire: 222; ships: 199.
Character: 7; anatomy of: 19-27; archetypes: 21-27; attributes: 78- Klingon species: 40-41; character archetype: 25; melei
83; character selection: 205; characteristics: 144-149; concept: Empathy skill: 126-127. \ipnns:
Encumbrance: 247. 184-185.
19; creating advanced characters: 97; creation: 20-27; devel-
Enemy flaw: 141. Knife: 185.
opment: 84-97; equipment: 1 70-185; formings Crew: 19; pro-
Engineer. See Starship engineer elite profession. Knowledge skills: 118-119.
fession: 50-77; skill descriptions: 108-127; species: 28-49. See
Engineering: 187; branch: See Operations branch; kit: 177; skills: Language: 29; Bajoran: 30; Betazoid: 33; Cardassian: 35;
also Crew.
112-113. See also Power and propulsion systems. Federation Standard: 39; Ferengi: 37; Klingon: 40; Ocampo:
Characteristics: 144-149; age: 144-145; Courage: 147-148; 43; Talaxian: 45; Trill: 46.
Defense: 146; Health: 146-147; personality: 144; physical Enlisted personnel: 65.
Enterprise: series: 213; skills: 113-114; starship: See U.S.S. Language skills: 119-120.
description: 144; reactions: 145-146; Renown: 148-149. Laser weapons: 184.
Enterprise.
Charge action: 248. Latinum: 1 70. See also Currency.
Entertain skills: 114-115.
Class. See Professions or Starships. Life Support: 196.
Envoy elite profession: 159-160.
Close combat: 249-250. Lightning Reflexes edge: 135.
Club: 184. Episodes: 200-201.
Equipment: 170-185; acquiring equipment: 170; equipment descrip- Likeable edge: 135.
Cold war. See Original Series. Lirpa: 185.
tions: 172-185; master equipment list and prices: 171; personal
Colonies: 231. Low Energy Level flaw: 142.
equipment: 172-176; range: 172; settings: 172; specialty equip-
Combat: 247-251; action round: 247; armed attacks: 249; attack Low Pain Threshold flaw: 142.
ment: 176-179; specifications: 172; weapons: 180-185.
actions: 248; attack tests: 249-250; close combat modifiers: Mace: 185.
249; combat actions: 248-249; cover: 251; defense actions: EVA suit: 173.
Everyman edge: 134. Magnetic probe: 178.
248-249; disintegration effect: 251; inflicting damage: 250-
Excellent Metabolism edge: 134. Main cast characters: 205. See Crew.
252; initiative: 247-248; ranged attacks: 250; ranged combat
Exceptional Concentration edge: 134. Martial Artist edge: 135.
modifiers: 250; stun effect: 251; sustaining damage: 252-256;
Exceptional Fortitude edge: 134. Medical attention: 252.
unarmed attacks: 249.
Experience points 152. See also Advancement. Medical kit: 176.
Combined tests: 106. Medical officer elite profession: 75-76; medical facilities: 196, 198.
Explorer elite profession: 161-162.
Command: 67; chain of command: 239; character archetype: 24; Medicine skill: 120.
command branch: 67-69, 238; command officer elite profes- Extended tests: 105-106, 108.
Mek'leth: 185.
sion: 67-68; command station: 186; commanding crew: 240; Mercenary elite profession: 164-165.
edge: 131; pulling rank: 240. See also Rank.
Merchant profession: 50, 55-56; character archetype: 23; develop-
Commendation edge: 132. Fame edge: 134. ment packages: 90.
Communicators: 172. Familiar Face flaw: 142. Meticulous edge: 135.
Competitive edge: 132. Famous Event edge: 134. Mind Control skill: 127.
Computer Systems: 187-188. Fatigue: 246-247. Mind Shield skill: 127.
Computer Use skill: 110-111. Favored profession: 29; Bajorans: 31; Betazoids: 33; Cardassians: Missions: 5 1, 155, 235-238; defense: 235; diplomacy: 236; emer-
Conceal skill: 111. 35; Ferengi: 37; Humans: 39; Klingons: 41; Ocampa: 43; gency response: 236; exploration: 235; scientific: 236-238.
Confident edge: 132. Talaxians: 45; Trill: 46;Vulcans: 48. See a I so Starfleet.
Construct skill: 111. Federation: 222, 224-241; benefits of membership: 224-225; colo- Mixed species: 28.
Contacts edge: 133. nial life: 231; Constitution of: 228; economy: 170, 229; Modifiers: 100-104; academic: 102; physical: 101; psionic: 103;
Coordinator edge: 133. Federation space: See Galaxy; Federation starships: 186-198; social: 102.
Counselor elite profession: 73-74. frontier: 231-233; joining: 225-227; life in: 230-231; powers Movement: 244-246; carrying capacity: 247; encumbrance: 247;
Courage: 147-148; recovering Courage: 148; spending Courage: pf the council: 229-230; responsibilities of membership: 225; fatigue: 246; movement actions: 243; obstacles: 245-246;
148; starting Courage: 21; supporting cast characters: 148. rule of the council: 227; Starfleet: 233-241; traveling in: 230- pace: 245.
Courageous edge: 133. 231; voice of the council: 227-229. Movie era. See Original series.
Cover: 251. Ferengi species: 36-37; character archetype: 23; Ferengi Multitasking edge: 135.
Coward flaw: 140. Alliance: 223. Mystic profession: 50, 57-58; development packages: 91.
Craft skills: 112. Field modulator: 179.
Credits. See Currency. First Aid skill: 115.
Voyager: 17-18, 204. See also Galaxy.
N -O Setting. See Galaxy and Series. u . v- w-x- z
Narrator: 7.
Shaky flaw: 143.
Negotiate skill: 120-121. U.S.S. Defiant: 193.
Sherpa edge: 137.
Neural stimulator: 1 77. U.S.S. Enterprise: 189.
Shipboard life: 199,240-241.
Next Generation series: 13-15, 202; adventures: 14-15; era: 217- U.S.S. Enterprise-D: 190.
Shrewd edge: 137.
219; events: 14; roleplaying in: 216; U.S.S. Enterprise-D: 190; U.S.S. Enterprise-E: 190.
U.S.S. Enterprise-E: 190. Sickbay: 196, 198.
U.S.S. Enterprise NX-01: 213.
Sickly flaw: 143.
Night Blind flaw: 142. U.S.S. Voyager: 197.
Skills: 98-127; acquiring: 20, 85-86, 98-99; affinities: 102-104, Unarmed Combat skills: 126.
Night glasses: 179.
108; degrees of success: 104; descriptions: 108-127; groups: United Federation of Planets. See Federation.
Night Vision edge: 136.
99; improving: 152-153; levels: 98; master skill list: 107; pro- Untrained skill use: 102.
Observe skill: 121.
fessional skills: 98; range: 108; retrying failed actions: 108; Unyielding edge: 138.
Obstacles: 245-246. See also Movement.
specialties: 86, 98-99, 108; species skills: 29, 85; test cate- Upgrades; professional abilities: 52; traits: 128. See also
Ocampan species: 42-43.
gories: 108; lests: 102-104; trained or untrained: 102, 108; Advancement.
Operations: 69-73; branch: 238; character archetype: 22; opera- using: 100-106.
tions systems: 186-188. Vitality attribute: 80. See also Attribute.
Skill Focus edge: 137-138. Voyager series: 17-18, 204; adventures: 18; events: 17-18; role-
Operations officer elite profession: 71-72.
Sleight of Hand skill: 123. playing in: 204; U.S.S. Voyager: 197.
Opposed tesls: 105.
Slow flaw: 143. Vulcan species: 48-49; character archetype: 27.
Original series: 10-13, 202; adventures: 12-13; era: 214-216;
Slow Healing flaw: 143. Warp drive; propulsion system: 192; warp travel: 212.
events: 11-12; roieplaying in: 215; U.S.S. Enterprise: 189.
Smuggler elite profession: 165-166. Weak Willed flaw: 143.
Social tests: 101, 102. Wealth edge: 139.
Soldier profession: 50, 63-64; development packages: 92-93. Weapon Mastery edge: 139.
Pace: 245. See also Movement. Space. See Galaxy. Weaponmaster elite profession: 168-169.
Pacifist flaw: 142. Space stations. See Starships. Weapons: 180-185; archaic ranged weapons: 184; close combat
PADD: 174. Special Forces elite profession: 166-167. weapons: 184-185; energy weapons: 180-184; game stats:
Parry/Block action: 249. Species: 28-49, 51; attribute adjustments: 28, 29; Bajorans: 30-31; 181; laser weapons: 184; projectile weapons: 184. See also
Pattern enhancer: 1 74. Betazoids: 32-33; Cardassians: 34-35; choosing species: 20; Starships: tactical systems.
Penalties: 100-104. See also Tests. Ferengi: 36-37; Humans: 38-39; Klingons: 40-41; mixed Willpower reaction: 146.
Perception attribute: 80. species: 29; Ocampa: 42-43; species abilities: 28, 29; species Worlds. See Homeworlds.
Personality: 29, 144; Bajorans: 30; Betazoids: 32; Cardassians: 34; skills: 29; Talaxians: 44-45; Trill: 46-47; Vulcans: 48-49. See Wound levels: 147, 252; wound points: 252. See also Health.
Ferengi: 36; Humans: 38; Klingons: 40; Ocampa; 42; also Characters. Zero-G Trained edge: 139.
Talaxians: 44; Trill: 46; Vulcans: 48. Species Enmity flaw: 143.
Personnel systems: 196. Species Friend edge: I 38.
Speed edge: 138.
TABLES 28.
Persuade skill: 121. Table 2.1: Species Attribute Adjustments
Phasers: 180-183; shipboard: 195-196; stun effects: 251-252. Sport skill: 123. Table 3.1: Diplomat Skills 54.
Physical description: 29, 144; Bajorans: 30; Betazoids: 32; Spy elite profession: 167-168. Table 3.2: Merchant Skills 56.
Cardassians: 34; Ferengi: 36; Humans: 38; Klingons: 40; Staff: 185. Table 3.3: Mystic Skills 58.
Ocampa: 42; Taiaxians: 44; Trill: 46; Vulcans: 48. Stamina reaction: 146. Table 3.4: Rogue Skills 60.
Physical tests: 100, 101. Starfleet: 233-241; a day in the life: 240-241; branches and duties: Table 3.5: Scientist Skills 62.
Picks: 152-153. See also Advancements. 238-239; divisions: 237-238; function: 233-237; general Table 3.6: Soldier Skills 64.
Planet. Sec Homeworld. orders: 234; missions: 235-238; ranks: 239-241; tours of duty: Table 3.7: Starship Officer Skills 66.
Plasma torch: 178. 238. See also Federation. Table 3.8: Command Officer Skills 68.
Player character (PC). See Characters. Stars. See Galaxy. Table 3.9: Flight Control Officer Skills 69.
Power and propulsion systems: 192-195. Starship engineer elite professions: 70. Table 3.10: Engineer Officer Skills 70.
Powered binoculars: 174. Starship officer profession: 50-51, 65-77; character archetypes: Table 3.11: Operations Officer Skills
Prerequisites elite profession: 155; traits: 128. 22, 27; development packages: 93-97; elite professions: 67- Table 3.12: Security Officer Skills
Presence attribute: 80. 77; enlisted personnel: 65; and other professions: 66. Table 3.13: Counselor Skills
Prices: 171. See also Currency and Equipment. Starships: 186-199; Cardassian ships: 199; Constitution-class: 189; Table 3.14: Medical Officer Skills 75.
Professions: 50-77; abilities: 52, 155; attributes: 51; background: Deep Space 9 space station: 194; Defiant-class: 193; flight Table 3.15: Science Officer Skills 76.
51; choosing profession: 20; descriptions: 51-52; Diplomat: 50; control systems: 188; Galaxy-class: 190; Intrepid-class: 197; Table 4.1: Attribute Modifiers 81.
game information: 51-52; Merchant: 50; missions: 51; Mystic: Klingon ships: 199; operations systems: 186-188; personnel Table 6.1: Universal Target Numbers 100.
50; professional development: 84-85, 90; reactions: 51; Rogue: systems: 196-198; power and propulsion systems: 192-195; Table 6.2: Test Modifiers Summary 100.
50; role: 51; Scientist: 50; skills: 51, 155; Soldier: 50; species: replicators: 192; Romulan ships: 199; sensors: 188-191; sepa- Table 6.3: Physical Test Modifiers 101.
51; Starship officer: 50-51. See also Elite professions. ration systems: 191; shields: 196; shipboard life: 199, 240- Table 6.4: Social Test Modifiers 102.
Projectile weapons: 184. See also Ranged combat skills. 241; skills and systems: 125; Sovereign-class: 190; tactical sys- Table 6.5: Academic Test Modifiers 102.
tems: 195-196; tractor beams: 191; transporters: 191-192; Table 6.6: Psionic Test Modifiers 103.
Promotion edge: 136. See also Command edge.
U.S.S Defiant: 193; U.S.S. Enterprise: 189; U.S.S. Enterprise-D: Table 6.7: Degree of Success 104.
Proud flaw: 142.
190; U.S.S. Enterprise-E: 190; U.S.S. Enterprise NX-01: 213; 105.
Psionic Coverage edge: 136. Table 6.8: Sample Opposed Tests
U.S.S Voyager: 197.
Psionic edge: 136. Table 6.9: Master Skill List 107.
Psionic Focus edge: 137. Stealth skill: 124. Table 6.10: Sample Craft Skills 112.
Psionic skills: 126-127. Story types: 200-201. Table 6.11: Sample Entertain Skills 115.
Psionic tests: 102, 103. Strength attribute: 79. Table 6.12: Sample Language Skills 120.
Stun: 251-252. See also Phasers. Table 6.13: Sample Unarmed Combat Skills 126.
Stunrod: 185. Table 6.14: Empathy 126.
Q- R Suit Trained edge: 138. Table 7.1: Master Trait List 129.
Quadrant. See Galaxy. Surprise: 248. Table 7.2: Promotion 136.
Quick Draw edge: 137. Survival skill: 124. Table 7.3: Skill Focus 138.
Quick Shot edge: 137. Sword: 185. Table 8.1: Species Ages by Category 145.
Quickness reaction: 146; determining initiative: 247-248. System Operation skill: 124-125. Table 8.2: Aging Effects 145.
Race. See Species. Systems. See Starships. Table 8.3: Reactions 146.
Range equipment range: 172; skill range: 108. Table 8.4 Sample Reaction Tests 147.
Ranged combat: 250.
Ranged Combat skills: 122. T Table 8.5: Effects of Injury
Table 8.6: Renown Modifiers
147.
148.
Rank: 239-240. Tactical systems: 195. Table 8.7: Base Recognition Test Difficulty 149.
Rapid Healing edge: 137. Tactics skill: 125. Table 8.8: Recognition Test Modifiers 149.
Reactions: 145-146; assigning: 146; calculating: 20; favored: 51; Talaxian species: 44-45. Table 9.1: Advancement Picks 153.
tests: 146. Target number (TN): 100. See also Tests. Table 9.2: Elite Professions 154.
Reckless flaw: 143. Targeting module: 184. Table 10.1: Sample Prices 171.
Recognition: 148-149. See also Renown. Technology. See Equipment, Starships. Table 10.2: Hypospray Agents 177.
Recovering attributes: 252. Telepathy skill: 127. Table 10.3: Star Trek Weapons 181.
Recovering from stun effects: 252. Television series. See Series. Table 10.4: Phaser & Disrupter Effects 183.
Recreation aboard Starships: 198. Tests: 101-108; academic: 101-102; attack: 249-250; attribute: 83; Table: A.1: Movement Actions 243.
Renown: 21, 148-149; modifiers: 148. combined: 106; degrees of success: 104; extended: 105-106, Table A.2: Combat Actions 244.
Repair skill: 122. 108; initiative: 247-248; modifiers: 100-104; opposed: 105; 244.
Table A.3: Free Actions
Replicator lock pick: 179. physical: 100; psionic: 102; reaction: 145-146; retrying failed 245.
Table A.4: Full-Round Actions
Replicators: 192. actions: 108; skill: 100-106; social: 101; target number (TNI: Table A.5: Additional Actions 245.
Resolute edge: 137. 100; variants: 105-106. Table A.6: Pace 245.
Rival flaw: 143. Thick Skull edge: 138.
Table A.7: Obstacle 245.
Rogue profession: 50, 59-60; character archetype, 25; develop- Thin-blooded flaw: 143.
Table A.8: Fatigue 246.
ment packages, 91. Thinker edge: 1 38.
Table A.9: Fatigue Rates 246.
Role; elite profession: 155; profession: 51. Tholian Assembly: 223.
Table A.10: Encumbrance and Movement 247.
Roleplaying: 6, 206-207. Throw Weapon edge: 138
Table A.11: Combat Actions 248.
Romulan Star Empire: 222; Romulan ships: 199. Throwing weapons: 184.
Table AJ2: Close Combat Modifiers 249.
Round: 242, 247. Time: 242-243; action round: 242, 247; action lime: 108, 242;
Table A.13: Ranged Combat Modifiers 250.
narrative time: 242-243. Table A.14: Stun Effects 251.
Timeline: 208-223; using: 209. 251.
Table A.15: Cover Protection
Tractor beams: 191.
Table A.16: Natural Healing 252.
Savvy reaction: 146. Trained skills: 102, 108.
Science officer elite professions: 73-77; character archetype: 27; Traits: 128-143; choosing traits: 21; combining edges and flaws:
science branch: 238. 130; edges: 130-139; flaws: 139-143; master trait table: 129;
Science skills: 122-123. prerequisites: 128; upgrades: 128, 130, 153.
Scientist profession: 50, 61-62; development packages: 92. Trait Upgrade edge: 138.
Security officer elite profession: 72-73. Transport inhibitor: 175.
Sense of Direction edge: 137. Transporters: 191-192.
Sense of Time edge: 137. Tricorder: I 75.
Sensor systems: 188-191. Trill species: 46-47; character archetype: 26.
Separation systems: 191. Two-handed Fighting edge: 138.
Series: 201-204; Deep Space Nine: 15-17, 203; Enterprise: 213;
Next Generation: 13-15, 202; Original Series: 10-13, 202;
8 EXPANDED SPACECRAFT OPERATIONS

EXPANDED SPACECRAFT CONSTRUCTION

Only the ejection and detonation of


ADDITIONAL the warp core (usually happening upon the
destruction of the ship) or a similar explosion
SYSTEMS can seal the tear. Doing so requires a core
This chapter deals with new systems that ejection (see p.46) then a System Opearions
can, unless specified otherwise, be installed on (Tactical) at TN 15 to time the explosion right.
both starships and starbases. Otherwise it has no effect.

BEAM WEAPONS MISSILE WEAPONS


What follows is a list of missiles that can
This chapter expands on be fired from spacecraft.
the starship creation rules found Isolytic Weapons
in the Narrator’s Guide and in These subspace weapons are widely
the Starships supplement. It is outlawed because of their destructive nature Chroniton Torpedoes
fully compatible with this system, towards subspace – yet the Son’a and some The explosive charge of these torpedoes
developing it even further but not other belligerent peoples still use them. is coupled to a chroniton generator, and as a
changing the basics. They open a tear in subspace near the result, the warhead exists slightly out of phase
Here, you will find more targeted ship, that moves towards it at the speed with the space-time continuum, allowing the
systems to install aboard your of light (warp 1). The ship cannot escape by weapon to pass through shields.
favorite starships, but even a fully- going to warp – the tear is dragged along with it, These are very uncommon warheads
fledged set of rules designed to at the same speed at which the ship goes. When developed by only a handful of civilizations,
simulate and build starbases and the ship goes back to impulse, the distance such as the Krenim empire in the Delta
vehicles, all following the basics of separating it from the tear is unchanged – only a Quadrant.
the CODA system. vastly superior region of space is affected. PREREQUISITE: Chroniton torpedo launcher
New and specialized rules SPACE COST: 13 (see Table 1.1)
designed for running games using MINIMUM SIZE: 4 EFFECT: Ignore all threshold when firing on
spacecraft, old and new, can be AVAILABILITY: 2349 a ship protected by a non regenerative shield;
found in the next chapter. EFFECT: If the tear reaches the starship (in ignore half the threshold (rounded up) if the grid
2D6 rounds minus 1 for a complete success on is regenerative. Shield grids developed after
the attack maneuver, 2 for a superior success 2378 behave normally.
and 3 for an extraordinary success), it suffers
5D6 + 20 damage (as per a cosmic string
damage).
Gravimetric Torpedoes
Because of the nature of the weapon, These torpedoes are photon warheads.
only a single shot can be fired in a round with a high yield They send violent and focused
(preventing the use of several Fire maneuvers, gravimetric waves, increasing the damage of the
or of the likes of Spread and Multifire), and only charge. They cannot be fired at FTL speeds.
once every five rounds. PREREQUISITE: Mk 90 DF or greater torpedo
launcher; available 2372

STAR TREK ROLEPLAYING GAME


CHAPTER 1 – EXPANDED SPACECRAFT CONSTRUCTION 9

TABLE 1.1: CHRONITON TORPEDO LAUNCHERS


TYPE SPACE OFFENSE VALUE MINIMUM SIZE AVAILABILITY
C-A 13 6 5 2352
C-B 15 8 8 2369
C-Ca 18 11 10 2378
Use Starships Table 1.17, p.20, to determine penetration values.

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).

STAR TREK ROLEPLAYING GAME


10 EXPANDED SPACECRAFT OPERATIONS

ADDITIONAL TRAITS TABLE 1.2: NEW TRAITS


EDGES
These new traits can all be installed aboard vehicles or stations; Isokinetic warhead
they are listed in Table 1.2. Multispectral shields
Redundant power grid
Sentient computer
EDGES Silent service
FLAWS
Intricate system
Isokinetic Warhead Limited coordination
Particle weakness
Isokinetic weapons are somehow situated halfway between
Visible
a beam weapon and a missile. They are fired by a specially fitted
Weak power grid
warhead launcher, qualified as “isokinetic cannon”. The projectile fired
is made of packed kinetic energy, that is transmitted to the target upon
contact, disorganizing its very molecular structure. The nature of this
warhead prevents rapid fire.
Redundant Power Grid
Thanks to a very reliable power generator or to an optimized
power distribution network, the ship has always some power to spare.
EFFECT: One “free” damage point can be restored to a damaged
system, without having to take it from another system. The engineer
still has a roll to make to ensure the power transfer happens (see
Narrator’s Guide, p.99-101). In case of a failure, nothing happens; the
engineer may try again next round.
Only one point to one system at a time can be restored in this
manner.

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.

STAR TREK ROLEPLAYING GAME


11
EFFECT: The TNs of all sensor tests performed on the ship increase Weak Power Grid
by +2.
The ship either has insufficient generators or a bad power
distribution network, which creates shortages in power-demanding
FLAWS situations.
EFFECT: At the beginning of combat, one system chosen either
by the CO or the Engineering officer automatically suffers one point of
damage. This damage cannot be repaired until the combat ends.
Intricate System
One system aboard the ship is particularly complex: either
because space was limited and the machinery had to be set up in an
unusual way, or simply because the system is very complicated, if BUILDING STARBASES
it’s experimental for example. This can make the engineers’ jobs very
difficult. AND VEHICLES
EFFECT: All repair attempts on this particular system suffer +4 to There are not only starships out there – but also places where
the TN. This flaw can be taken multiple times, for the same system and the ships halt, for repairs, stocking supplies, or even to allow the crew
for other ones. a break.
This is usually done in starbases. Most of them are orbiting
Limited Coordination planets, but starbases can be found in nebulae, on the face of asteroids,
or even in the vacuum of interstellar space.
The ship has a limited crew, especially in the Command branch; Starfleet and other major powers also have – albeit rarely – uses
or the computer capabilities are limited when it comes to synchronizing for ground-based vehicles such as the Argo.
shipboard operations. Therefore, the ship’s capabilities are limited,
especially when it comes to coordinating ship-wide operations and
performing Command maneuvers. BUILDING STEPS
EFFECT: The Command Modifier of the ship is reduced by 5.
Building a starbase or a vehicle follows the same path as when
building a starship – basically, you have to determine the basic
Particle Weakness concept, pick a classification (new types are provided, reflecting the
During the conception of the ship, or of its class, a very rare roles of stations and vehicles) and a Size, that will give you some
effect arose: when showered with a highly focused a beam of a precise onboard space. Each system takes up some of it, from defensive grids
type of particles, a system can be knocked out temporarily, or an to weapons arrays. Then, you can add some finishing touches using
unexpected effect (such as cloaking automatically) can occur, for as edges or flaws and maneuver modifiers.
long as the ship remains in the particle beam. Starbases and vehicles can both be improved following starship
EFFECT: Choose a type of particle in Table 1.3 (or make up your experience rules (Starships, p.33). Renown (Starships, p.30) also
own), and one “Design defect” flaw effect as found in the corresponding applies, although it seems more logical to keep track of it for starbases
tables (Table 1.22, Table 1.39 and Narrator’s Guide Table 9.18, p.144). than vehicles, which are mainly auxiliary craft.
Double this effect for as long as the craft is showered in the adverse
particle type.
BUILDING SPACE
Visible
The ship’s sensor signature is difficult to miss; for example, it
STATIONS
may emit unusually high levels of by-product energy, or particles. Basically, when it comes to the building rules, starbases are
Hence, it is easier to detect than the average. nothing more than big, static ships. Most starship systems can be
EFFECT: The TNs of all sensor tests conducted on the ship get -2. installed aboard a starbase. But a starbase has more to offer; thus, some
systems can only be installed aboard stations.
Indeed, it is a haven, a place of rest; most stations have civilian
facilities such as shops, bars, or holosuites. But just as these are not
TABLE 1.3: PARTICLE TYPES noted in detail for starships, neither are they for starbases. Just design
Antiprotons the facilities you’d like aboard, while staying true to the era of you
Dekyons series and the general concept of the station.
Gravitons (used in tractor beams)
Nadions
Neutrinos STARBASE SIZES
Polarons
Starbases use the same size chart as starships (Starships, Table
Protons
1.3, p.8). There are a few more considerations to be taken into
Tachyons
Tetryons
account, though.

STAR TREK ROLEPLAYING GAME


12 EXPANDED SPACECRAFT OPERATIONS
Starships are usually built symmetrically, like the Galaxy-class
starships. That is, the starboard and port sides are basically the same.
The concepts of “length”, “height” and “beam” do make sense.
On the other hand, starbases are – usually – built around an
axis of symmetry. That means that if the concept of “height” is still
meaningful, beam and length are usually about the same, if not exactly
the same in the case of a cylindrically-shaped facility.
To resolve this little problem, it is advised to swap the “length”
and “height” columns of the Size tables when designing starbases.
Structure points can be “sold” and “bought” by increments of 5
points of space, as with starships.

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.

STAR TREK ROLEPLAYING GAME


13
TABLE 1.4: STARBASE CLASSIFICATIONS
STARBASE TYPE CLASSIFICATION CODE MINIMUM SIZE MAXIMUM SIZE
SPACE STATIONS / STARBASES
Light SL 6 8
Medium S 7 9
Heavy SH 9 10+
TACTICAL FACILITIES
Tactical Platform TP 1 3
Light Defense Station DSL 4 6
Medium Defense Station DS 6 10+
Heavy Defense Station DSH 10+ 10+
OUTPOSTS
Light OL 4 6
Medium O 5 8
Heavy OH 7 9
SPECIALIZED
Administrative Center AD 5 8
Communications Station COM 3 10+
Factory FAC 7 10+
Medical SMD 7 10+
Observatory OB 4 10+
Recreation R 5 10+
Research / Laboratory BRS / BRL 5 8
Hub HUB 6 10+
SPACEDOCKS
Light SD 4 10+
Medium SDM 6 10+
Heavy SDH 9 10+

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

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14 EXPANDED SPACECRAFT OPERATIONS
TABLE 1.7: POWER SYSTEM COSTS Starbase Propulsion Systems
TYPE SPACE RELIABILITY AVAILABILITY Starbases sometimes have limited mobility, used to correct an
Basic None A - orbit, or even to change locations. These two categories mirror the
Basic reinforced 4 + half Size AA 2082 two types of propulsion that can be installed on a starbase: orbital
Class 1 3 + half Size B 2135 correctors, and propulsion systems per se.
Class 1R 6 + half Size BB 2151 In any case, these systems totally forbid warp travel under
Class 2 5 + half Size C 2193 normal circumstances; only sublight speeds are possible.
Class 2R 8 + half Size CC 2218 The systems detailed here are the same for all species.
Class 3 7 + half Size D 2271 ORBITAL CORRECTORS: Since most bases are positioned in
Class 3R 10 + half Size DD 2312 orbit, all station classes generally have orbital correctors. These allow
Class 4 9 + half Size E 2345 for minute rectifications of orbital decay, that happen normally as the
Class 4R 12 + half Size EE 2369 station brushes the upper layers of atmospheres; or, when the starbase
Class 5 11 + half Size F 2385
is pushed out of its way by a deliberate attack. Speeds are irrelevant for
these systems: they cannot be used to move the station, only to orient
TABLE 1.8: POWER SYSTEM DAMAGE TRACK it so that the orbit may always stay even.
RATING PENALTY Orbital correctors can be found in Table 1.10. Three types,
F -3 to engineering facilities bonuses (minimum 0) mirroring the thrusters and impulse drives found aboard starships,
E +5 TN to transferring power tests exist: chemical thrusters, ion thrusters and fusion thrusters. As for all
D -2 to helm maneuvers and orbital corrections systems, there is a space cost attached, a maximum station Size that
C -1 to tactical maneuvers the system can manage (it can be installed multiple times, in that case
B -1 to command maneuvers for each system beyond the first, the maximum Size moved is increased
A System offline: core overload! by one), and a date at which it becomes available. The Helm modifier
indicates the bonus or penalty applied to all orbital (and only orbital)
operations.
still be installed aboard the station, but are very specific and no longer SUBLIGHT DRIVES: Usually, when stations are built in some
considered a critical system. place they stay put; however some may need to change locations. This
On starbases, the usual starship propulsion system is replaced remains a rare operation; it is impossible to move a station around to
by the power system. Aboard a starbase, power is generated by one or dodge fire the way a starship does.
several main reactors (that may overload just as easily as a warp core), It is however fully possible to equip a starbase with a limited
making up the whole power system. There are several power systems moving capability: for that, a drive chosen in Table 1.11 must be
to choose from, that can be found on Table 1.7. installed.
As these take damage, the starbase’s capabilities are hindered;
Table 1.8 shows the damage track for the system. A station main
reactor can be destabilized, and explode just like a ship’s. For rules Docking Facilities
about this topic, see p.46. Starships usually dock inside one another by the use of
shuttlebays, however starbases allow for more complex docking
operations – and allow for much larger ships to dock. The facilities
Life Support, Operations, Cargo Space, available are docking bays, docking ports and docking pylons or berths
Transporters (Table 1.12).
These three components share the same range of options DOCKING BAYS: Starbases can include docking bays, following
as starships. For life support and operations systems, refer to the classical rules and limitations for including shuttlebays on a starship
Starships Table 1.6 (p.10). For cargo space and transporters, refer to (see Narrator’s Guide, p.139).
the Narrator’s Guide (p.138 and 139 respectively). DOCKING PORTS: These are just clamps on the base’s surface,
that allow ships of average size to dock at the exterior of the station.
These provide little to no support to the ship, other than re-supplying
Cloaking Systems and embarking facilities. Each docking port costs 2 space, and can
Starship cloaking systems can be installed on a alien starbases accommodate a third of the station’s space worth of ships. No ship
(Starships, Table 1.9, p.12); additionally, other systems, available only bigger than half the station’s size may use them; however, the station
to starbases, can be used (Table 1.9). can have as much docking ports as its Size.
DOCKING PYLONS / BERTHS: These usually extend from the
station’s mainframe to allow for the biggest ships to dock the station;

TABLE 1.9: STARBASE CLOAKING SYSTEM COSTS


TYPE SPACE RATING MAXIMUM SIZE AVAILABILITY
Class G Cloak 10 + Size 28 10 2368
Class K Cloak 16 + Size 34 15 2372

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15
TABLE 1.10: ORBITAL CORRECTORS COST
SYSTEM SPACE MAXIMUM SIZE AVAILABILITY HELM MODIFIER (ORBITAL)
CHEMICAL THRUSTERS
RCS-B-115 4 3 2038 -5
RCS-B-130I 7 5 2071 -4
ION THRUSTERS
IT-ST1 3 5 2095 -4
IT-ST4b 6 7 2102 -3
FUSION THRUSTERS
TTSa 2 4 2110 -4
TTSb 3 6 2168 -4
TTSc Mod.1 4 7 2189 -3
SBT-1 5 7 2215 -2
SBT-2 7 9 2242 -1
SBT-EX 10 12 2273 0
ST-A 12 16 2327 0
ST-B 12 10 2344 +1
ST-C Size x 2 18 2351 +2
ST-CX Size x 2 15 2368 +3
STs 15 16 2380 +3

TABLE 1.11: STARBASE PROPULSION SYSTEM COSTS


SYSTEM SPACE MAXIMUM SIZE AVAILABILITY RATING
ION DRIVES
ITU-SB 3 6 2114 .05
IMPULSE DRIVES
ISB-1 2 6 2136 .05
ISB-2 3 5 2147 .1
ISB-3 4 7 2163 .1
DHCID/SB 4 6 2183 .15
S-SBD 5 8 2204 .2
S-SBE 5 5 2245 .25
SRS1 Size 9 2261 .05
SRS2 Size x 2 16 2280 .15
SBFIA 4 10 2316 .2
SBFIB 4 12 2339 .15
SBFIC 4 16 2351 .15
SB-IDb 6 16 2373 .3

TABLE 1.12: DOCKING FACILITIES COSTS


FACILITY SPACE SHIPS SIZE WORTH MAX. SHIP SIZE MAX. INSTALLABLE NUMBER
Docking Bay 2 Size 2 Size ÷ 2*
Docking Port 2 Size ÷ 3 Size ÷ 2 Size
Docking Pylon / Berth Size ÷ 2 Size ÷ 2 Size Size ÷ 2*
* rounded down.

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

STAR TREK ROLEPLAYING GAME


16 EXPANDED SPACECRAFT OPERATIONS
docking bays, and the number of docking pylons / berths. Spacedock-
type facilities purchase these at –3 space cost (minimum of 1).

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).

Ship Propelling Systems


These kind of systems allow ships to travel much faster than what
they would have been able on their own. This kind of travel is quite
rare; only a few aliens use this technology.
Ship propelling systems can only be installed on hub station
types. Some examples can be found Table 1.15.
operations cannot be held at docking ports – it just means any help SHIP CATAPULT: Using a highly focused graviton beam, this
provided by the engineering facilities won’t apply. installation literally “hurls” ships across vast distances (600 light-years)
Engineering facilities provide a bonus that applies to every in a matter of minutes. However, ships undergo some structural stress
Engineering skill group test done on a ship docked at a shuttlebay or in the process: they suffer 5 structural damage each time they pass
pylon / berth. These bonuses do not apply to any work done on the through the device.
station itself. BORG TRANSWARP GENERATOR: Even though most Borg
Available engineering facilities can be found on Table 1.13. Their ships are equipped with transwarp coils, their spacecraft can be
space cost is equal to the sum of the bonus provided, half the number of further accelerated through the use of transwarp conduits such as those
generated by this installation. Moreover, even ships not equipped with
transwarp coils can use these conduits to attain transwarp speeds.
A transwarp generator increases the speed of ships passing
TABLE 1.13: ENGINEERING FACILITIES COSTS through it to 30 times that of a standard warp drive, for as long as the
TYPE SPACE BONUS conduit is generated.
Class 1 1 + nb of bays ÷ 2 + nb of pylons +1
Class 2 2 + nb of bays ÷ 2 + nb of pylons +2
Class 3 3 + nb of bays ÷ 2 + nb of pylons +3 Tactical Systems
Class 4 4 + nb of bays ÷ 2 + nb of pylons +4 All starship tactical systems can be installed aboard a station (see
Class 5 5 + nb of bays ÷ 2 + nb of pylons +5 “Tactical Systems” in Starships, p.18 onwards).
All spacedocks (SD, SDM, SDH) purchase engineering facilities at -2
space cost (minimum cost of 1).

TABLE 1.14: STARBASE LONG RANGE SENSOR COSTS


TYPE SPACE BONUS RELIABILITY AVAILABILITY
Class S1 2 0/0/0/0/+1 B 2090
Class S1a 4 0/0/0/0/+1 AA 2141
Class S2 4 0/0/0/+1/+2 C 2152
Class S2a 6 0/0/0/+1/+2 BB 2195
Class S3 6 0/0/+1/+2/+3 D 2229
Class S3a 8 0/0/+1/+2/+3 CC 2297
Class S4 8 0/+1/+2/+3/+4 E 2353
Class S4a 10 0/+1/+2/+3/+4 DD 2369
Class S5 10 +1/+2/+3/+4/+5 F 2378
Class S5a 12 +1/+2/+3/+4/+5 EE 2388
Observatories (OBS) purchase sensor systems at –1 space cost.

TABLE 1.15: SHIP PROPELLING SYSTEMS


TYPE SPACE RATING MAXIMUM PROPELLED SHIP SIZE
Ship catapult Two thirds of available space 600 LY Size - 3
Borg transwarp generator Half available space Boosts transwarp Size - 1

STAR TREK ROLEPLAYING GAME


17
Some other beam and missile weapons are available, but these Defensive Systems
can only be fitted on starbases (Table 1.16 and Table 1.17). Strategic
As for tactical systems, any starship defensive system can be
Facilities buy weapon systems at –1 space each, minimum cost 1.
installed aboard a space station, but there again, other systems are

TABLE 1.16: STARBASE BEAM WEAPON COSTS


TYPE SPACE OFFENSE VALUE MINIMUM SIZE AVAILABILITY
LASER CANNONS (Use Starships Table 1.17, p.20, to determine penetration values)
LCS-B57 10 4 6 2082
PLASMA WEAPONS (Use Starships Table 1.17, p.20, to determine penetration values)
TDM-c51 10 7 6 2140
PHASE CANNONS (Use Starships Table 1.17, p.20, to determine penetration values)
PC-S 9 8 7 2192
PC-S2 10 9 6 2200
PHASERS (Use Starships Table 1.18, p.21, to determine penetration values)
Type XIII 7 12 8 2365
Type XIV 8 13 9 2371
Type XV 9 14 10 2379
BORG (Use Starships Table 1.18, p.21, to determine penetration values)
Focused particle beam 10 20 10 -
CARDASSIAN / KLINGON (Use Starships Table 1.17, p.20, to determine penetration values)
C/K-GDM-2b 6 7 8 - / 2148
CARDASSIAN / KLINGON (Use Starships Table 1.18, p.21, to determine penetration values)
C/K-GDM-6 7 12 8 2361 / 2346
C/K-GDC-2 10 16 9 - / 2371
DOMINION (Use Starships Table 1.18, p.21, to determine penetration values)
DPB-4 7 12 5 2325
DPB-5 8 14 8 2352
ROMULAN (Use Starships Table 1.17, p.20, to determine penetration values)
RPFD-A 7 7 6 2204
ROMULAN (Use Starships Table 1.18, p.21, to determine penetration values)
RPFD-B 10 15 9 2351
Strategic facilities purchase beam weapons at -1 space cost (minimum 1) each.

TABLE 1.17: STARBASE MISSILE WEAPON COSTS


TYPE SPACE OFFENSE VALUE MINIMUM SIZE AVAILABILITY
SPATIAL TORPEDOES (Use Starships Table 1.17, p.20, to determine penetration values)
FST Mk IV 7 7 6 2155
PHOTON TORPEDO LAUNCHERS (Use Starships Table 1.17, p.20, to determine penetration values)
Mk 4 IF 6 7 6 2182
ADVANCED PHOTON TORPEDO LAUNCHERS (Use Starships Table 1.18, p.21, to determine penetration values)
Mk 30 DF 5 9 7 2300
Mk 65 DF 5 8 8 2316
MULTIFUNCTION PHOTON TORPEDO LAUNCHERS (Use Starships Table 1.18, p.21, to determine penetration values)
Mk 85 DF 7 9 8 2352
Mk 105 DF 8 11 7 2370
Mk 150 (macro) 10 13 9 2385
BORG (Use Starships Table 1.18, p.21, to determine penetration values)
Photonic Missiles, macro 8 25 7 -
KLINGON PHOTON LAUNCHERS (Use Starships Table 1.18, p.21, to determine penetration values)
KT-Z 5 6 5 2182
KP-7 6 10 5 2268
KP-12 10 15 6 2360
ROMULAN NUCLEAR FUSION MISSILES (Use Starships Table 1.17, p.20, to determine penetration values)
RNF-3 5 6 5 2191
ROMULAN PLASMA TORPEDOES (Use Starships Table 1.18, p.21, to determine penetration values)
RPT-4 Plasma 11 20 6 2301
RPT-6 Plasma 14 26 8 2368
RPT-10 Plasma 20 37 10 2383
Strategic facilities purchase missile weapons at -1 space cost (minimum 1) each.

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18 EXPANDED SPACECRAFT OPERATIONS
TABLE 1.18: STARBASE DEFENSIVE SYSTEM COSTS
TYPE SPACE PROTECTION RATING MIN. / MAX. THRESHOLD RELIABILITY AVAILABILITY
HULL PLATING
Type A Size 10 - - 2069
HULL POLARIZATION
HPG-st 8 12 1/1 CC 2148
DEFLECTOR SHIELDS
PFF 2c 7 14 1/3 B 2261
CIDSS-RS 10 16 1/4 C 2329
FSQ-5 Size x 2 15 1/2 C 2362
FSR-3 16 17 2/6 E 2371
FSS-2* 18 20 3/7 F 2371
Outposts (O, OM, OL) purchase defensive systems at –2 space cost (minimum of 1).
* This shield grid is regenerative.

TABLE 1.19: STARBASE SHIELD STRENGTH TRACK


available, and only to space stations
STRENGTH EFFECT (IF ANY)
(Table 1.18).
15 Full strength
Outposts purchase defensive
14
systems at -2 space cost (minimum 13 Ops panel shorts! (TN 10 Stamina to shrug off or stunned 1D6 rounds)
of 1). 12 Shield protection rating reduced by 1
It must be noted as well that the 11 Orbital decay: +1*
shield strength of stations is stronger 10 Primary system hit, make a roll on
than for starships: station shields have 9
a strength of 15 instead of 10. The 8 Shield threshold reduced by 1 (minimum 0)
shield strength track used for starbases 7 Primary system hit, make a roll on
can be found in Table 1.19. 6 Orbital decay: +1*
5 -2 to orbital maneuvers
4 Ops panel explodes! (1D6 wounds)
Maneuver Modifiers 3 Shield protection rating reduced by 1
Stations get bonus maneuver 2 Orbital decay: +2*
modifiers depending on their Size, as 1 Primary system hit, make a roll on
stated in the Narrator’s Guide, p.142. 0 Shields down! Protection set to 5, no threshold.
The maneuver modifiers ranges * See Orbital decay, p.32
of the different kinds of facilities are
consigned in Table 1.20. TABLE 1.20: STARBASE MANEUVER MODIFIERS
CLASSIFICATION BASE / MAXIMUM
COMMAND HELM TACTICAL
STARBASE TRAITS Space station, starbase +3 / +5 -10 / +0 +2 / +5
Some traits destined to starships can be used for starbases, some Strategic facility +2 / +5 -10 / -3 +3 / +7
cannot. The edges that cannot be ported to a starbase are listed in Table Outpost +1 / +4 -8 / +2 +0 / +3
Specialized -1 / +2 -10 / +0 -1 / +2
1.21 – all Star Trek RPG starship flaws can be used on stations.
Spacedock -2 / +5 -10 / +0 -3 / +4

Modifications To Starship Traits TABLE 1.21: EDGES NOT INSTALLABLE ON STARBASES


Because the system damage track changes for stations (the power ACB jacketing
system replaces the propulsion system), some starship traits do not Nimble
apply exactly the same way to starbases. Pulse upgrade
The traits Hardened system, Battle scarred, Jury-rigged and
Vulnerable system cannot be applied to the propulsion systems of
stations, but can be taken for the power system.
however (Table 1.23); other ones found in the Narrator’s Guide, Table
What follows describes in detail the other traits that change.
9.18 (p.144) can be chosen as well.
BLIND LUCK: Propulsion systems cannot be improved using
ENHANCED SYSTEM: The starship version of this edge cannot
this trait, but new effects are suggested in Table 1.22. Other effects
be taken for a station’s propulsion system; but it can be applied to other
(Starships Table 1.24, p.26) apply.
systems with new effects (Table 1.24), and the other effects found in the
DESIGN DEFECT: The starship version of the trait cannot be
Narrator’s Guide, Table 9.16 (p.144) apply.
taken for propulsion or warp systems. Some new effects are available,

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19
FLAGSHIP: The effects are the TABLE 1.22: STARBASE BLIND LUCK EFFECTS
same as the starship version of the SYSTEM EFFECT
edge, but the name is modified to Orbital Correctors Orbit cannot decay by more than 1 at a time
“Central Installation” for stations. Power System Power transfers always succeed
PROTOTYPE: The starship Propulsion System Allows warp travel (warp 1)
version of the trait cannot be taken for
the propulsion systems, but new effects
using the conventional rules can be TABLE 1.23: STARBASE DESIGN DEFECTS
found in Table 1.25. For other effects, SYSTEM EFFECT
see Starships Table 1.25 (p.27). The Engineering Facilities +25% repair time
new station systems insert themselves Orbital Correctors -2 structure for each round of emergency orbital corrections
in the Starships corresponding tables, Power System +5 TN to all power transfer tests
according to availability dates. Sublight propulsion system -2 structure for each round of use
EXAMPLE: Table 1.18 specifies that
the development date of the CIDSS-RS TABLE 1.24: STARBASE SYSTEM ENHANCEMENTS
shield grid is 2329. Therefore, on SYSTEM EFFECT
Starships Table 1.19 (p.22), it would Engineering Facilities -25% repair time
insert itself between the CIDSS- Orbital Correctors +3 to all orbital maneuvers
3 (availability 2320) and CIDSS-4 Power System -5 TN to all power transfer tests
(availability 2337) shield grids, with
regard to row shifts for the application
of the Prototype trait.
TABLE 1.25: STARBASE PROTOTYPE EFFECTS
SYSTEM EFFECT
What follows is a list of traits Orbital Correctors Orbital helm modifier (-3/-0), Maximum size (-0/+4)
that can only be installed on starbases; Power System Reliability (-1/+1)
Sublight Engine Max c (-2/+1), Maximum Size (-1/+1)
they are listed in Table 1.26.

TABLE 1.26: STARBASE TRAITS


Starbase Edges EDGES
Multi-vector targeting systems
Modularity
Multi-vector Targeting System Rotary weapon systems
The static position of some stations grant them tactical FLAWS
advantages. With the help of advanced targeting computers, some Weak shield grid
facilities can even target several ships at the same time.
RESTRICTION: Available 2260
EFFECT: The station can choose two Primary Targets instead of
one, and apply maneuvers to one or the other. When the maneuvers
are revealed, the targets they apply to must be specified as well.

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.

Rotary Weapon Systems


The size of stations allows the installation of the biggest tactical
systems. Some are even designed to fire missiles using salvos of several
warheads at once to increase damage or score easier hits; beam
weapons can be fixed on rotary emplacements.
RESTRICTION: At least Size 6; available 2340
EFFECT: +2 to the station’s Tactical modifier.

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20 EXPANDED SPACECRAFT OPERATIONS
Starbase Flaws VEHICLE CONSTRUCTION
As said previously, vehicle construction follows the same basic
Atmospheric set of rules than starbase or starship construction. This allows for a
The station is set up in a unusually low atmosphere, to facilitate seamless integration of all craft scales (however, the rules of action and
transfers to and fro the surface. This is very convenient but also very combat are a little different, as detailed in the next chapter).
dangerous in case the orbital correctors fail: there’s almost no way the Vehicles are small craft (Size 1 to 6) designed for planetary,
station can be prevented from crashing on the surface. or, generally speaking, atmospheric operations. They can be ground-
RESTRICTION: Must have orbital correctors; cannot leave Low based, such as the Argo buggy seen in Star Trek Nemesis, or travel in
Atmosphere (see p.33). low orbit, like the travel pods of Star Trek: The Motion Picture. They
EFFECT: The station crashes if the orbital decay reaches 5 (instead can be transporting craft, attack tanks, or support vehicles.
of 10). They all have one thing in common: they are unable to leave
the celestial body they are deployed on without external assistance,
such as a shuttlecraft or a starship to carry them. It should be noted
Weak Shield Grid that star-faring species seldom rely on vehicles; transporters, or orbital
The station shield generators are undersized for the station, bombardment for military operations, allow for a much quicker and
therefore the subspace bubble generated is weaker than normal. easier deployment of ground forces. These two strategies will always be
EFFECT: The shield strength of the station is 10 instead of the preferred to the use of a vehicle whenever possible.
regular 15; the shields cannot get higher than 10 strength – always Indeed, vehicles are generally limited in their capabilities
tick the five first levels on the starbase shield strength track (but do not because of their lesser power output (they cannot be equipped with
apply the effects accompanying the first five levels of damage). warp drive or similar technology). All the equipment that can be
installed onboard therefore suffers from this limitation.
This lesser importance also implies renown (Starships, p.30)
BUILDINGS is quite meaningless for vehicles. However, individual vehicles can
be improved through experience if the players wish it (see Starships,
The rules for designing stations also allow you to set up buildings
p.33).
or blocks of buildings. They could be situated on an asteroid, or even
on the surface of a planet. Using the corresponding Size, you could
even model a whole city acting as one big stations.
When designing such static installations, remember that they do
VEHICLE SIZES
not need any kind of propulsion systems and that helm maneuvers will As said previously, vehicles use the same size chart as starships
be forever forbidden to them. Shields are also very rare. Other than (Starships, Table 1.3, p.8). As with starships and stations, structure
that, just follow the basic steps. points can be “sold” and “bought” by increments of five points of
space, but in any case, the structure of a vehicle cannot exceed 30
points – they are, after all, light craft. If you want to have a vehicle
with a stronger structure, maybe you should consider building a small
starship with atmospheric capability instead.

STAR TREK ROLEPLAYING GAME


21
VEHICLE CLASSIFICATIONS Cargo carriers must buy at least five times their Size in cargo
units.
As with starships and stations, vehicles are classified depending
on their role, from light exploratory buggies to heavy attack hovercrafts.
Vehicle classifications can be found in Table 1.27. As for starships, Specialized
vehicles have minimum and maximum Size requirements. These vehicles are devoted to some specific, but various tasks,
of an auxiliary nature.
CONSTRUCTION: These vehicles are the Star Trek equivalent of
Reconnaissance Vehicles cranes, bulldozers and similar heavy machines used in public works,
These vehicles provide ground or atmospheric support for like building construction, or even terraforming.
exploration teams in hostile environments, or when transporters cannot AGRICULTURAL: These are various utilitarian craft used for all
work properly. Usually, these are rather light and fast craft, equipped agricultural purposes, from seeding, environment maintenance, to
with sensors and especially nimble. harvesting. Usually they are equipped with antigrav generators in order
Unless they are Size 1, recon vehicles must trade at least 5 points to float above the landscape, thus avoiding to damage it.
of structure for 5 points of space. They purchase engines at a -1 space MEDICAL: These vehicles are involved in a variety of medical
cost. tasks, like transporting the wounded, providing an emergency response
in case a catastrophe happens, or acting as medical support in a
battlefield.
Transports
These are among the most common type of vehicles found in
star-faring civilizations. They provide means of personnel transportation Tactical
over long distances, or even in atmospheres. The conditions can These vehicles are used for a variety of military operations
be elementary, for short trips, or outstandingly comfortable, as for requiring ground support: they can act as strike craft, bombers,
pleasure cruises. Transports can also be drop-ships, designed for the interceptors, and sometimes, as troop transports.
deployment of ground soldiers. Tactical vehicles must be equipped with shields and have an
Transports must buy at least twice their Size in cargo units. offense value equal to at least five times their size. They also purchase
shields at a -1 space cost.

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.

TABLE 1.27: VEHICLE CLASSIFICATIONS


VEHICLE TYPE CLASSIFICATION CODE MINIMUM SIZE MAXIMUM SIZE
RECONNAISSANCE VEHICLES
Light Scout VSL 1 1
Medium Scout VS 1 2
Heavy Scout VSH 1 3
TRANSPORTS
Light VTL 1 2
Medium VT 2 3
Heavy VTH 3 5
CARGO CARRIERS
Light VCL 2 3
Medium VC 3 4
Heavy VCH 4 6
SPECIALIZED
Construction VC 2 6
Agricultural VA 1 6
Medical VM 3 6
TACTICAL
Light VHL 1 2
Medium VT 2 4
Heavy VHT 4 6

STAR TREK ROLEPLAYING GAME


22 EXPANDED SPACECRAFT OPERATIONS
The multipliers in Table 1.28 indicate how much passengers
can come aboard the vehicle – just multiply the vehicle’s Size by the
TABLE 1.28: VEHICLE PASSENGER CAPACITY
figures provided. TYPE OF VEHICLE MULTIPLIER
Reconnaissance 0-5
Transports 100-500
SYSTEMS OVERVIEW Cargo carriers 5-15
Construction, agricultural 0-5
Just like with starships and starbases, vehicles are equipped with Medical 75-300
systems of various reliabilities, and that can break down if damaged. Tactical 0-50
Vehicles are equipped with the same systems as starships (namely,
propulsion – called engines for a vehicle –, weapons, shields, sensors,
operations and life support) but the system damage track differs, to for more on these categories) comes a multiplier to that basic cost, that
reflect the different rules that apply to vehicles (see Table 1.29). The indicates the overall cost of the engine. Then, you must purchase the
systems that can be installed on a vehicle are also very different from engine reliability with additional space. The maximum reliability factor
the ones found on starships or starbases – otherwise specified, starship of the engine is dictated by the maximum speed factor it can attain (for
or starbase systems cannot be installed on a vehicle at all. instance, an engine attaining a speed factor of 3 must have at least a
reliability of C). See Table 1.30.
When some high speeds are attained, people need the assistance
VEHICLE SYSTEMS of machines to continue piloting safely. Thus, a vehicle requires sensors
of a class equal to at least its speed factor, except for speed factor 1.

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

TABLE 1.29: VEHICLE SYSTEM DAMAGE TRACK


SENSORS ENGINES
RATING EFFECT RATING EFFECT
F +5 TN to system ops (Sensors) tests F Cannot charge
E -1 initiative E -1 intiative
D -1 maneuverability D -1 maneuverability
C -1 tactical C -1 initiative
B Cannot lock on B -1 maneuverability
A System offline: vehicle limited to Speed 1 A System offline
OPERATIONS WEAPONS
RATING EFFECT RATING EFFECT
F +5 TN to computer use tests F Lose lock on
E -1 initiative E -1 tactical
D -1 maneuverability D -1 penetration all cannons
C -1 tactical C Only basic fire allowed
B -2 maneuverability B -2 tactical
A System offline: camouflage offline, no steering A System offline
LIFE SUPPORT SHIELDS
RATING EFFECT RATING EFFECT
F Emergency lighting: -1 to all physical tests F -1 shield strength
E Panel shorts: TN 10 stamina or stun 1D6 rounds E -1 shield strength
D Panel explodes: TN 10 quickness or 1D6 wounds D -1 shield threshold
C Depressurization: -2 to all physical tests C -1 shield strength
B Thin atmosphere: TN 10 stamina or stun 1D6 rds B -2 shield protection
A System offline: 1D6 rounds to abandon vehicle A System offline: shields down

STAR TREK ROLEPLAYING GAME


23
TABLE 1.30: VEHICLE ENGINES COSTS
PROPELLING MEANS
SYSTEM MAX. SPEED FACTOR MAX. SPEED SPACE
Pulled by animals or people 0 15 KPH 0
Sails, small chemical engine… 1 100 KPH Size x 2
Chemical rockets or propellers… 3 2,000 KPH 4
Ion thrusters 7 10,000 KPH 8
Cold fusion thrusters 10 25,000 KPH 12
ALTITUDE CAPACITY
SYSTEM MAXIMUM ALTITUDE MULTIPLIER
Wheels, skis … Ground-based x1
Wings, anti-gravity field… Low atmosphere x2
Rockets, starship atmospheric systems… High atmosphere x3
RELIABILITY
FACTOR MAX. SPEED FACTOR SPACE
A 0 0
AA 0 1
B 1 2
BB 1 3
C 3 4
CC 3 5
D 7 6
DD 7 7
E 10 8
EE 10 9
F 10 10
Reconnaissance vehicles purchase engines at -1 space cost.

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

TABLE 1.31: VEHICLE CAMOUFLAGE SYSTEMS COSTS


TYPE SPACE RATING MAXIMUM SIZE AVAILABILITY
Class alpha Size 8 3 2345
Class beta Size x 1.5 10 4 2352
Class gamma Size x2 12 5 2361
Class epsilon Size x3 15 6 2370

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24 EXPANDED SPACECRAFT OPERATIONS
TABLE 1.32: VEHICLE BEAM WEAPON COSTS
TYPE SPACE OFFENSE VALUE MINIMUM SIZE AVAILABILITY
LASER CANNONS (Use Starships Table 1.17, p.20, to determine penetration values)
LCS-V 8 1 2 2090
PLASMA WEAPONS (Use Starships Table 1.17, p.20, to determine penetration values)
TDM-50e 6 1 3 2145
PHASE CANNONS (Use Starships Table 1.17, p.20, to determine penetration values)
PC-35v 8 2 2 2181
PHASERS (Use Starships Table 1.18, p.21, to determine penetration values)
Vehicular Type IV 7 3 1 2270
Vehicular Type V 8 4 2 2334
Vehicular Type VI 9 5 4 2371
CARDASSIAN / KLINGON (Use Starships Table 1.17, p.20, to determine penetration values)
C/K-GDM-1a 7 1 2 - / 2150
CARDASSIAN / KLINGON (Use Starships Table 1.18, p.21, to determine penetration values)
C/K-GDM-4v 8 2 1 2352 / 2330
C/K-GDC-1 modified 10 3 3 - / 2369
DOMINION (Use Starships Table 1.18, p.21, to determine penetration values)
DPB-alpha 6 2 2 2192
DPB-alpha revised 7 3 3 2251
DPB-beta 9 5 4 2316
ROMULAN (Use Starships Table 1.17, p.20, to determine penetration values)
RPFD-atmospheric 7 1 2 2235
ROMULAN (Use Starships Table 1.18, p.21, to determine penetration values)
RPFD-3b 9 2 1 2339

TABLE 1.33: VEHICLE MISSILE WEAPON COSTS


TYPE SPACE OFFENSE VALUE MINIMUM SIZE AVAILABILITY
NUCLEAR/FUSION MISSILES (Use Starships Table 1.17, p.20, to determine penetration values)*
SBM 12 12 2 4 2070
SBM 18 15 3 5 2099
MAGNETICALLY GUIDED SHELLS (Use Starships Table 1.17, p.20, to determine penetration values)
MagS 6 1 3 2107
MagS-II 10 2 4 2231
MagS-III 14 3 4 2314
ULTRITIUM MISSILES (Use Starships Table 1.18, p.21, to determine penetration values)
UL-25 5 1 2 2331
UL-35 6 2 3 2349
UL-50 7 3 4 2355
UL-70e 8 4 5 2370
* These types of warhead are usually banned, as they are very harmful for the environment.

TABLE 1.34: VEHICLE DEFENSIVE SYSTEM COSTS


TYPE SPACE PROTECTION RATING MIN. / MAX. THRESHOLD RELIABILITY AVAILABILITY
HULL PLATING
Vehicular Type I Size 6 - - 2041
Vehicular Type II Size x 1,5 7 - - 2062
Vehicular Type III Size x 2 8 - - 2084
VEHICULAR DEFLECTOR SHIELDS
PFF-V 7 12 1/1 A 2234
PFF-V2 8 13 1/1 B 2261
Vehicular CIDSS-1 9 14 1/2 BB 2301
CIDSS-3b 10 15 1/3 C 2342
FSQ-1 11 16 1/4 CC 2351
FSQ-5 13 17 2/3 D 2362
FSS-AV* 16 18 3/3 E 2381
Tactical vehicles (VHK, VT, VHT) purchase defensive systems at -1 space cost (minimum of 1).
* This shield grid is regenerative.

STAR TREK ROLEPLAYING GAME


25
rules are detailed further: see p.36),
instead of the one used for starships.
TABLE 1.35: VEHICLE SHIELD STRENGTH TRACK
STRENGTH EFFECT (IF ANY)
5 Full strength
Tactical Systems 4 Shield protection rating reduced by 1
3 Control panel shorts! (TN 10 Stamina to shrug off or stunned 1D6 rounds)
Because of power output issues,
2 Shield threshold reduced by 1 (minimum 0)
vehicle tactical systems are far less
1 Primary system hit, make a roll on
powerful than starships’ or stations’,
0 Shields down! Protection set to 5, no threshold.
but they can still inflict serious damage
in combat situations, especially when
used on other vehicles or platoons. TABLE 1.36: VEHICLE MANEUVER MODIFIERS
Vehicle beam weapons can be found in Table 1.32; warhead CLASSIFICATION BASE / MAXIMUM
weapons are listed in Table 1.33. MANEUVERABILITY TACTICAL
Reconnaissance +0 / +3 -2 / +1
Transports -2 / +1 -2 / +0
Defensive Systems Cargo carriers -2 / +0 -1 / +2
Vehicular shields work the same way as starships do – they have Specialized -3 / +1 -4 / -1
a strength, a protection rating and a threshold. In addition, vehicles can Tactical -2 / +1 0 / +3
receive improved hull plating for protection. The defensive systems that
can be installed on vehicles are listed in Table 1.34. TABLE 1.37: TRAITS NOT INSTALLABLE ON VEHICLES
Just as station shields are stronger than starships’, because of
Ablative Armor
vehicles’ lower power output, vehicles use a lower shield track, with a
ACB jacketing
strength of 5 instead of 10: see Table 1.35. Battle tested
Famous
Flagship

TABLE 1.38: VEHICLE SYSTEM ENHANCEMENTS


SYSTEM EFFECT
Engines +1 speed factor (no matching operations or sensor systems needed)
Operations +2 maneuverability
Weapons +2 tactical

Vehicles Maneuver Modifiers TABLE 1.39: VEHICLE DESIGN DEFECTS


Vehicles have only two maneuver modifiers, maneuverability SYSTEM EFFECT
– which describes the nimbleness of the vehicle – and tactical – which Engines -1 speed factor
reflects the accuracy of its tactical systems. All rules pertaining to Operations -2 maneuverability
Weapons -2 tactical
vehicles handling and combat are described in the next chapter.
The maneuver modifiers of the different types of vehicles are listed
in Table 1.36. Start with the base modifiers; you can then invest some
extra points (as much as Size ÷ 2, rounded down) in one, the other, or BLIND LUCK: Propulsion systems cannot be improved using
both modifiers, the way it is done with starships and starbases. this traits, but new effects are suggested in Table 1.22. Other effects
(Starships Table 1.24, p.26) apply.
DESIGN DEFECT: Choose one effect in the Narrator’s Guide,
VEHICLE TRAITS Table 9.18 (p.144), if you choose to apply this flaw to transporters,
sensors, cloaking, tactical or shield systems. Engines can also be
Just like starships and stations can be customized with traits, so
chosen: the effect is then Reliability (0/-4).
do vehicles. However, vehicles have specific traits, which are widely
ENHANCED SYSTEM: Choose one effect in the Narrator’s
different from the ones reserved to starships or stations.
Guide, Table 9.16 (p.144), if you choose to improve the transporters,
Some traits reserved to starships can be ported to vehicles, some
sensors, cloaking, weapons or defensive systems. Otherwise, refer to
with heavy rule modifications that are detailed further on.
Table 1.38.
Others cannot be applied at all – they are listed in Table 1.37.
NIMBLE: The trait can only be taken for vehicles of Size 3 and
smaller; it adds +3 to the craft’s maneuverability.
Modifications To Starship Traits PROTOTYPE: You can choose effects found in Starships, Table
1.25 (p.27), if you wish to alter operations, life support, sensors, cloak,
As the scale of vehicles is globally inferior to starships and weapons, or the defensive systems.
starbases, some traits cannot be applied exactly as written in the
Narrator’s Guide or Starships. However the spirit remains.

STAR TREK ROLEPLAYING GAME


26 EXPANDED SPACECRAFT OPERATIONS

TABLE 1.40: VEHICLE TRAITS


that can detonate upon an external impact. This helps absorbing some
EDGES
of the shock’s kinetic energy, lessening internal vehicle damage.
Improved responsiveness
The downside is that the vehicle must be almost entirely covered
Reactive armor
FLAWS with the armor so that it may be effective; this implies the installation
Cumbersome of life support systems.
Makeshift shields RESTRICTION: At least Size 3; life support system installed;
Opened available 2370
Scale Shift EFFECT: When the vehicle loses its first five points of structure,
do not roll a system critical hit. Contrary to ablative armor, buying this
edge does not imply increasing the vehicle’s structure.
Others traits (Hardened system, Jury-rigged, Monotanium
plating, Outdated, Unique system, Vulnerable system) are applied just
as written in those previous supplements.
Vehicle Flaws
Vehicle-specific traits are listed in Table 1.40.
Cumbersome
Vehicle Edges Due to their mass or hull profile, some vehicles are harder to
maneuver than others. They respond less well to commands, making
them harder – and more dangerous – to handle.
Improved Responsiveness EFFECT: Subtract –3 to the vehicle maneuverability. This flaw can
Due to a good synchronicity between the steering systems and be taken a second time, porting the penalty to –6.
the engines’ power output, the vehicle is able to accelerate and break
much faster than others.
PREREQUISITE: Speed 3 or faster; Size 3 or smaller
Makeshift Shields
EFFECT: Charge takes only one action instead of two. Vehicles rarely use shields in atmospheres, relying preferentially
on their hull plating for protection. Such vehicles can be equipped
with shields, but the weakness of their generators or the generally low
Reactive Armor power output of the vehicle diminish their efficiency.
Following research on ablative armor, it has been tried to adapt RESTRICTION: Cannot be installed on tactical vehicles
the concept to lighter craft – namely, vehicles. Reactive armor consists EFFECT: When the vehicle is hit by a successful attack that reduces
of separate microscopic hull segments, filled with controlled explosives the shields’ strength, subtract one point as well to the protection.

STAR TREK ROLEPLAYING GAME


27
Opened experience, do not forget in the calculation the possible additional
space units that may have been bought.
Generally, exploration is peaceful and does not need armored
Then, consider each of the six vital systems aboard the craft. The
vehicles. Indeed, it’s more pleasant – and practical – to have opened
more reliable the systems, the more advanced they are, and hence,
vehicles in order to take on the surroundings. However, of course, the
the more expensive they get. Consider the reliability modifier of each
crew is more or less exposed to exterior harm, only partially (or not at
system, and add +1 to it; then multiply this number by ten billion
all) protected by the vehicle’s structures.
latinum strips (ten million for a vehicle). Just add the estimations of the
RESTRICTION: Vehicle can only operate in breathable atmospheres
individual costs of each system to the price.
EFFECT: External attacks can target vehicle operators – this
Finally, add fifty billion latinum strips (fifty million in the case of
requires the use of an aim action. The vehicle operators are considered
a vehicle) for each edge the starship or station has; subtract the same
to be at 50% cover. This flaw can be bought a second time, at which
amount for each flaw.
case operators are totally devoid of any cover. If the vehicle is hit by a
EXAMPLE: An Ambassador-class starship (Starships p.40) is Size 8,
starship or station weapon, all personnel aboard are killed instantly.
which represents 119 space units: the cost for sheer onboard space
equals 119 x 2 = 238 billion latinum strips.
Scale Shift The base reliability of the shields system is C, which makes a
reliability modifier of +4. 4 +1 = 5: the shield system alone costs 50
The vehicle is so small, frail, primitive or underpowered that
billion latinum strips . The weapon systems (base reliability D) cost 90
it’s absolutely no match for a starship or station. It’s best used against
billion latinum strips, the engines cost 30 billion strips, the life support
personnel, or other like vehicles.
and operations systems cost 60 billion strips each. The total price of the
EFFECT: The vehicle’s structure and damage is considered to be at
systems is therefore 270 billion latinum strips.
the personnel scale. Before applying the flaw, you may exceptionally
Finally, the vessel has an edge, adding 50 billion strips to the
“sell” structural points one by one (primitive vehicles, like cars or
base cost.
tanks, won’t have more than 1 or 2 structure in this manner). Then
The base price of an Ambassador-class starships is, therefore,
multiply the structure and weapon penetrations by 50; these values
558 billion latinum strips.
are only used against personnel or vehicles with Scale Shift. System
criticals happen every 25 damage.
Versus starships and stations, consider the vehicle as personnel,
not as a vehicle (see “Mixing the combat scales”, p.63). In essence,
PRICE MODIFIERS
the vehicle is instantly destroyed if touched by weapon equipped on a Several conditions can alter the base estimation of a spacecraft
starship, station or vehicle without Scale Shift. Versus those, divide the price. They are far too numerous to be described in detail, but they
vehicle’s new weapon penetration by 50 (that is, apply the damage as can alter the price – or availability – of a given starship: the ultimate
determined before adding this flaw). decision is the Narrator’s. For example, some equipments such as warp

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.

THE BASE PRICE


The first step is to estimate the base price of the starship, station
or vehicle. Consider the total space available to the craft, depending
on the Size factor, as found in Starships, Table 1.3 (p.8). The bigger a
ship is, the more expensive it gets: each space unit is worth two billion
latinum strips for a starship or a station, and worth two million latinum
strips in the case of a vehicle. If spacecraft has been upgraded using

STAR TREK ROLEPLAYING GAME


28 EXPANDED SPACECRAFT OPERATIONS

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).

Classification Modifiers Bargaining


In any case, depending on the classification, on the secrecy of a The overall state of the craft can also have an influence on the
project, on its availability to the public, a vessel can cost more, or less cost: if repairs need to be made, if the ship or station has terrible flaws,
than its base price. Apply the following modifiers to calculate the final the cost can be lowered by the seller. The Narrator can require all sorts
price of your spacecraft: use Table 1.41 for starships, Table 1.42 for of skill tests, such as Appraise or Negotiate (Bargain) for the financial
stations and Table 1.43 for vehicles. aspects of the deal. Engineering tests can also be invoked when
EXAMPLE: Based on our previous calculations, the base cost of an estimating precise aspects of the merchandise examined.
Ambassador-class heavy cruiser is 558 billion latinum strips. The final Refer to the Player’s Guide for more details about commercial
price is therefore equal to 837 billion strips (a heavy cruiser costs 50% negotiations.
more than the base price).

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).

STAR TREK ROLEPLAYING GAME


29

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%

STAR TREK ROLEPLAYING GAME


30 EXPANDED SPACECRAFT OPERATIONS

SPATIAL AND VEHICULAR OPERATIONS

relatively to other ships. The phenomena scale is


CELESTIAL applied once the phenomena has been entered
(inside a planet’s atmosphere, a star’s corona, a
BODIES comet’s tail, a star system, or a nebula).
Often, starship operations do happen When outside a space phenomena,
in the vacuum of space – plain stretches of consider it like a static starship. Entering it
nothingness happening for thousands, millions needs to be at Point Blank range (meaning the
of kilometers, except for the occasional gas ship may have to select the phenomena as its
atom or elementary particle. Primary Target, and execute Close maneuvers).
But of course, space is also full of celestial Then, depending on the phenomena, different
How does a ship land on bodies – stars, planets, nebulae, asteroid fields operations may take place. It is a free action to
an asteroid? What is required of – where starship operations often occur, like enter a stellar phenomena.
the mother ship when launching mining, rescue operations, or scientific studies. EXAMPLE: During a battle, the USS
shuttlecraft? Is it possible to boost The nature of celestial bodies and Enterprise heads towards Earth’s star system. On
the shields using the navigational space hazards is already extensively covered her round of action, the first maneuver brings
deflector? in chapters 10 (p.156) and 13 (p.222) of the her at Point Blank range of the system. Then,
What follows mirrors the Narrator’s Guide. In what follows, we will focus she decides to enter the solar system.
“Starship operations” chapter primarily on the starship operations happening If a ship enters a phenomena while
found in the Narrator’s Guide. In in such environments, and the corresponding being the Primary Target of others, these can
it you will find precise information game mechanics. follow; they just need to Close on their target
about operating ships, stations until they enter the phenomena. Note that if
and vehicles, in space or in other a targeted ship enters some phenomena, the
environments. Combat effects STELLAR PHENOMENA attackers don’t lose target lock nor the relative
are also expanded, describing distances do change (unless the ships enters
casualties, hull breaches, and
SCALES an atmosphere, see p.33); however, the ship
critical conditions. For game purposes, space phenomena may be more difficult to target because of the
This rules add a greater are considered to be individual bodies, just like conditions, or the weapon penetration may be
degree of realism to spacecraft spacecraft. Because the Star Trek RPG always reduced.
operations while remaining simple focuses on the players’ actions, and not the
and coherent with the other books tactical positions of each ship and celestial
of the Star Trek RPG line. body relatively to another, what really matters STELLAR AGGREGATES
is the distance of ships relatively to space
Aggregates are probably the commonest
phenomena, not their size or position. For
of all space phenomena – they imply a grouping
instance, until a ship declares it enters the
of several celestial bodies. They can be a star
atmosphere of a planet, the planet is considered
system, an asteroid field – even a nebula if
to be a celestial body just like any other ship: it
some large bodies are found in it.
is considered as a “dot” on the space map.
Scales can nest: for example, a ship may
Therefore, spatial phenomena are treated
approach a star system at Point Blank range,
following two scales: the ship scale and the
phenomena scale. The ship scale merely means
that the phenomena is treated as any target

STAR TREK ROLEPLAYING GAME


31
fight in, since asteroids can be quite
TABLE 2.1: WARPING OUT TN MODIFIERS big, and collisions with them are often
TRAFFIC fatal.
None +0 Navigating an asteroid field is
Light (Remote System) +2 difficult work, that requires skill on
Heavy (Central System: Earth, Vulcan…) +5
the part of the helmsman. Depending
SUBSPACE DISTORSION
on the asteroid field density, the TN
1-3 Planetoids +1
4-8 Planetoids +3
for piloting rolls may increase. It may
More than 9 Planetoids +6 also be necessary to know what kind
STELLAR BODY PROXIMITY of asteroid is near a ship; during a
Point Blank +5 round, there are a random number
Short +4 of asteroids near a given ship (Point
Medium +3 Blank range); this number and their
Long +2 characteristics change at the following
Extended +1 round (unless the ship desires to follow
one of them). If the characters are
looking for a particular asteroid Size,
then enter it. Once there, it can approach an asteroid field, once more
and that it is not near their ship, just decide (unless the plot indicates
at Point Blank range, to enter it.
otherwise) that they find one, at Medium range.
Entering an aggregate requires no skill test; it counts as a free
Asteroid field characteristics can be found in Table 2.2.
action.
DENSITY: This indicates the overall density of asteroids in the
field.
Warping Out HELM PENALTY: Every helm test or maneuver suffers this
It is not recommended to try to leave a stellar system or a nebula penalty while in the field. If a Failure happens on any helm roll,
with FTL drives. As FTL drives inflict some minute damage to subspace, the ship suffers a minor collision (see p.45) with one of the asteroids
the heavy traffic happening in star systems would soon rip subspace (randomly determined) situated at Point Blank range. For a Complete
to pieces, hampering further warp travel. The second reason is traffic Failure, a major collision takes place; for a Catastrophic Failure, a full
itself: it is more difficult to calculate a safe route out of or into a system collision occurs.
if many ships are traveling within. Finally, the heavy gravitational fields TACTICAL PENALTY: As asteroids block the normal aim of the
due to planets, stars or asteroids cause great disturbances in subspace, ship, these penalties are applied whenever weapons have to be fired
making things even more difficult. when in the field, or when targeting a ship inside the field (even if the
Warping in a stellar aggregate is impossible because the insides acting ship is not in it).
have to be monitored closely beforehand in order to calculate a safe SENSOR PENALTY: Asteroids generate a lot of interference
route. Warping out of a solar system or a nebula is dangerous, yet that hamper the sensors’ normal functions, and make readings more
possible. It’s impossible to warp out of an asteroid field. difficult to decipher. This penalty is applied whenever a ship wishes to
Warping out requires a Science: Space (Subspace Dynamics) test use sensors in a field, or towards an object in the field.
at TN 20, taking a full-round action, modified following Table 2.1. EXT’D SENSOR TEST TN’S: Asteroid fields are very difficult
Warp travel cannot attempted if the roll is failed (the ship would be to scan thoroughly – it takes much time to check every formation in the
instantly destroyed). If the ship is near a star, strange temporal effects field to find something precise. Following the manner of Tables 7.2 and
occur – the ship can be forwarded or sent back in time; the effects 7.3 in the Narrator’s Guide (p.102), apply this multiplier to determine
are almost impossible to guess (see the Slingshot effect maneuver in the overall TN of the extended text that has to be conducted to scan
Starships, p.29). the whole asteroid field.
ASTEROIDS AT RANGE (1): Roll on this column to find out
how many asteroids are at Point Blank range (1) during a given round.
Asteroid Fields To know the Size of a given random asteroid, roll 2D6 on Table 2.3.
Asteroid fields are aggregates of rocks moving randomly. They An asteroid has as much structure as 5 times its Size, and a
can be more or less dense (see Narrator’s Guide, p.171). That makes protection equal to 5.
them difficult places to navigate, and even more dangerous places to

TABLE 2.2: ASTEROID FIELDS CHARACTERISTICS


DENSITY HELM PENALTY TACTICAL PENALTY SENSOR PENALTY EXT’D SENSOR TEST TN’S ASTEROIDS AT RANGE (1)
Scarce +1 +2 +1 TN x 10 1
Light +2 +3 +2 TN x 15 1D3
Medium +4 +5 +3 TN x 25 1D6
Heavy +6 +8 +4 TN x 50 2D6

STAR TREK ROLEPLAYING GAME


32 EXPANDED SPACECRAFT OPERATIONS
TABLE 2.3: ASTEROID SIZES
ROLL (2D6) SIZE
2 17
3 14
4 8
5 6
6 3
7 4
8 5
9 7
10 10
11 12
12 20

STELLAR PHENOMENA

Wormholes PLANETARY OPERATIONS


Entering a wormhole is normally impossible for a ship; most
wormholes’ entrances have the size of a pin needle. Moreover, exit
points are often random.
Some wormholes are however stable, like the Bajoran Wormhole ORBITAL OPERATIONS
discovered near Deep Space Nine. Entering a wormhole requires to
approach it at Point Blank range. Some must be opened with the
emission of a precise kind of particle; this decision, and the required Stations Maintaining Orbit
test, is up to the Narrator. Many stations orbit stellar bodies: planets, nebulae, even
wormholes or black holes. That allows them to maintain their situation
around the body they study, or provide access to, with a minimal use
Comets of power.
Comets are relatively small and rare objects. Yet, it is possible to Orbits are always decaying because of frictions with the upper
try to enter a comet’s tail to hide, or to land on its core. To determine layers of atmospheres, of varying gravitational fields, or of minute but
a comet’s Size, just use Table 2.3. repetitive impacts of interstellar dusts. This modifies the stations’ vector
Entering a comet’s tail requires to approach the comet at Medium and therefore the orbit.
range at least (Point Blank is required only for landing attempts). A The role of orbital correctors is to keep the orbit steady. These
System Ops (Flight Operations) is required at a TN of 15 to adjust for minute thrusters located on the stations’ surface orient it so as to divide
the comet’s course and speed. Any change in the starship’s course (like evenly the friction with the atmosphere, therefore keeping the orbit
the use of a Helm maneuver) means the test has to be taken again. level.
When in a comet’s tail, all base sensor TN’s (in and out) are
increased by +4 because of the interference generated by the fine
particles there. While a ship stays in a comet’s tail, it suffers 1 point of
structural damage per round.

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).

STAR TREK ROLEPLAYING GAME


33
In normal times, no roll is needed – the orbital corrections are
automated. However, when an event aggressively disturbs the orbit,
corrections have to be made by the officers.
A decaying orbit can be a serious problem, because if it is left
unattended, it goes exponentially worse. As the station closes to the
object it orbits, it falls more and more quickly towards it; the situation
worsens, leading eventually to a terrible crash, or to fatal damage to the
base’s structural integrity.
The state of orbital decay is expressed in points ranging from
0 to 10. At 0, the orbit perfectly level; if it reaches 10, it has failed
completely and has become impossible to correct. In this case, station
personnel and passengers have 2D6 rounds to evacuate the facility.
A station gains orbital decay through combat damage (see
Orbital decay, p.57). If the orbital decay reaches 5, the station loses
one additional point of orbital integrity per round.
Orbits can be corrected in emergency situations – mostly, in
combat – to avoid crashes. To do so is a full-round action, usually
attempted by the Operations officer. The roll involved is System
ON THE THICKNESS OF ATMSOPHERES
Operations (Flight Operations), and the TN is equal to 10 + the level of
Point Blank range represents 1,000 km from the target.
orbital decay. Modifiers due to the orbital correctors apply.
But atmospheres are often much thicker than that – several
In the case of a Complete Success, orbital decay is reduced by thousands of kilometers at least.
1. For a Superior Success, reduce it by 2 points; for an Extraordinary When approaching a planet at Point Blank range, it is
Success, reduce it by 3. In case of a Disastrous Failure, orbital decay is considered that the upper limits of the atmosphere are at Point
further increased by 1 point. Rolls can be attempted each round until Blank range.
orbit is restored. Going deeper in an atmosphere is a matter of
EXAMPLE: Starbase 47 has suffered an attack by rogue Klingons, atmospheric operations.
and orbital decay equals 8 – a pretty dangerous situation. The station is
equipped with SBT-1 orbit correctors (orbital operations modifier: -1).
Lieutenant Wells attempts to correct the orbit, and rolls 22 (after taking
into account the orbit corrector modifier). The TN being 18 (10 + 8 or
orbital decay), this is a Complete Success and the orbital decay equals Atmospheric Ranges
7 at the end of the round. However, since orbital decay is more than Ships that have successfully approached a planet at Point
5, at the following round, it increases, going back to 8. Things are not Blank range can choose to enter its atmosphere (or lack thereof – in
looking good for the population of Starbase 47. what follows, we use the broad term “atmosphere” to refer to the
region surrounding the planet’s surface). Of course, only ships with
atmospheric capability can descend in an atmosphere.
Establishing Orbit Atmospheres are composed of two layers, varying in density
The easiest way to monitor a stellar phenomena, a planet or and distance from the planet’s surface: Low Atmosphere and High
a star is to establish orbit with it. It is possible for starships, or even Atmosphere. Low Atmosphere represent all that is close to the surface,
stations equipped with sublight drives; smaller ships can even orbit or on it (landed ships, cities, geographical features). High Atmosphere
around much bigger starbases. However, it is much more difficult for is the height at which most atmospheric craft travel, and reaching open
starbases to establish an orbit since they are much less maneuverable space at its upper limit.
than starships. These are as much as new range increments (they do not really
To establish orbit, a ship or stations must first close at Point represent distances, but atmospheric conditions), that represent the
Blank range, then succeed at a System Operations (Flight Operations) distance separating a ship in orbit from another one situated in the
roll (TN 10). Starships succeeding at this roll have an orbit correctly atmosphere. Weapon penetration, and all other penalties, are applied
established; they receive the benefits of a full stop maneuver (+5 accordingly, because of the atmosphere’s friction that reduce the
tactical maneuvers, -5 protection). Starbases succeeding still have to weapons’ impact, and planetary curvature that may hide targets from
correct their orbit; they begin with an orbital decay of 3. sight.
EXAMPLE: A B’rel Klingon cruiser is in orbit; so it is at Point Blank
range (1) of the planet. It tries to fire on a landed shuttlecraft. Since
ATMOSPHERIC OPERATIONS the shuttle has landed, it is in Low Atmosphere (2). Therefore, the
Atmospheres are very diverse. They can range from light and shuttle is considered to be at Medium range (3) from the Klingons. As
harmless gases to dense layers of corrosive material. Some planets even the penetration of the disruptors is 3/3/2/0/0, firing them would do 2
have no atmosphere. damage – provided they reach the shuttle.
The nature of the atmosphere is determined by the planet class EXAMPLE: A Starfleet shuttle tries to stop a rogue Talon-class ship.
(see Narrator’s Guide, p.171). The shuttle is in High Atmosphere while the Talon class is in Low
Atmosphere; both ships are considered to be at Point Blank ranges.

STAR TREK ROLEPLAYING GAME


34 EXPANDED SPACECRAFT OPERATIONS
Atmosphere Effects TABLE 2.4: ATMOSPHERE CHARACTERISTICS
Atmospheres have various effects, generally because of the PLANET CLASS HELM PENALTY DAMAGE / ROUND
resistance and friction they exert. Because of that; and because of the D, F +0 0
difficulties of atmospheric high velocity travel, where colliding with a G -1 0
building or a mountain is an ever-present danger, no ship can go faster H, K, L, M -2 0
than 30,000 km per hour in an atmosphere. Warp travel is out of the J -3 3*
question. T -3 2*
Classical warheads break up harmlessly in atmospheres. Y -5 3
Therefore, only specially modified torpedoes, called stratospheric * When in Low Atmosphere.
torpedoes, may be fired efficiently in an atmosphere. Both kinds of
missiles are available to ships, they can fire one or the other.
Atmospheres have various effects that are discussed in Table Specific Atmospheres
2.4. Some very violent atmospheres often have barriers than make
PLANET CLASS: This is directly tied to the nature of the
approaches difficult, if not impossible. For example, miniature ion
atmosphere. storms could rage in the upper layers of the atmosphere, inflicting
HELM PENALTY: Subtract this modifier to all atmospheric flight
important damage to ships trying to pass through.
control operations. The effects are generally plot-driven, and are left to the Narrator.
DAMAGE PER ROUND: Some atmospheres, because of their
Generally, it is just a matter of increasing – or decreasing – the
pressure or aggressive compounds, may inflict some damage on ships. modifiers on the sample atmospheres given in Table 2.4. For example,
Apply this damage for every round the ship passes in the atmosphere, you could decide that in the atmosphere of the class M world you’re
unless it landed. designing, vicious storms create unstable air currents in the upper
layers of the atmosphere; you could decide to increase the Helm
Atmospheric Maneuvers penalty to -4 and inflict 1 point of structural damage per round to ships
located in High Atmosphere.
Ships may either want to reach space or the planet’s surface. This
is done following the space combat rules.
To reach the surface (space, respectively), the ship has to perform Star Coronae
enough Close maneuvers to reach the wanted layer of atmosphere, Stars can be considered to have an atmosphere, too. In fact,
with “surface” (“space”, respectively) chosen as Primary Target. There they have a coronae, made of dense layers of highly-energized plasma.
is one side effect to being in an atmosphere, though: no more than Because of this, it is not often a good idea to try and penetrate a star’s
one range increment can be increased or decreased while in the corona, but it is possible – and works just like classical atmospheric
atmosphere by any maneuver (preventing the use of Fast Attack and all operations.
such maneuvers requiring to close by more than one range increment The two layers – High and Low Atmosphere – are both present,
in one maneuver). but they reflect the technical capabilities of the ship and not distances
Other than this limitation, atmospheric combat takes place just to the star’s core – since a ship would be crushed by the star’s pressure
like regular space combat. well before diving deeply into the corona. So, if for any reason, the
Landing requires to be in Low Atmosphere, and then the ship is forced to descend lower than Low Atmosphere, it is instantly
execution of the Land maneuver (see p.48). While landed, a ship destroyed.
benefits from some penalties and bonuses, depending on where the While in a star’s corona, add +3 to the TN’s of all helm rolls and
enemies are. apply 6 points of damage per round to the ship.
For enemies situated in the atmosphere, the landed ship loses -5
protection and -10 to its Tactical modifier; it is obviously not a good
idea to be a sitting duck, with half of the weapons array turned towards
the ground, while other ships are chasing.
Towards enemies situated in space (range 3 and more), however,
a landed ship gains +10 protection, but still suffers from the -10 penalty
to tactical maneuvers.
EXAMPLE: The USS Voyager tries to enter the atmosphere of Earth
(a class M planet) to land. It will have to perform at least two successive
Close maneuvers to reach Low Atmosphere, before being allowed to
perform the Land maneuver.

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.

STAR TREK ROLEPLAYING GAME


35
Crashes
Sometimes, ships do not choose to enter an atmosphere, but
YOU MUST CRASH!
are forced to do so; they can even lose control while executing their Sometimes, the Narrator has designed an episode
approaches. that requires the Crew to be stranded on a planet – involving
If a ship with an offline propulsion system finds itself at Medium generally a shuttle crash (Star
(Star Trek Voyager has done that on
(3) range or shorter of a planet (or similar celestial body, such as a star, numerous occasions). How can you force a Crew to crash if
a very large asteroid or a black hole), it will begin a slow but steady they are cautious in their approaches?
descent towards it. Each round, the range between the planet and the Several solutions are available – you could design a
ship will decrease by one. When the ship is at Point Blank (1) range, particularly violent atmosphere, decreasing structure until
it will continue to descend, first in High Atmosphere, then in Low half has been lost, putting the shuttle in a crash situation.
You could also decide that as soon as the shuttle enters the
Atmosphere, then it will crash.
atmosphere, it will be knocked ouf of control and begin a crash
To correct the situation, the only way is to get the propulsion approach. Or even start your episode just after the crash, with
system back online, if only for a few minutes, the time to establish all the players in the dire situation you devised, having to find
orbit, or, if worst comes to worst, to ease planetfall. a way out.
The situation should be corrected in space before atmospheric
entry – things are much harder to level after that. If the propulsion
system is brought back online while being in space, the ship instantly
stops losing altitude. If the system fails again while the ship is still in the
gravity well, though, the fall resumes – so if the system threatens to fail automatically crash – that is, take the ship at its current atmospheric
again, it’s a good idea to get farther than Medium (3) range. height and apply an orbital decay of 5. Then resolve things normally.
If, however, the ship reaches the atmosphere, it is impossible When the ship crashes, multiply the Size with the remaining
to reach space again because the acquired velocity is too important, orbital decay to determine the overall damage suffered. If the ship
even if the propulsion system is brought back online or if the ship entered a star corona, a black hole or similar phenomena generating
has atmospheric capability; it’s only possible to try and minimize the dangerous gravimetric fields, it is destroyed when it should reach the
impact of the crash. Consider the ship to have an orbital decay of “atmosphere”.
5. This evolves and can be corrected using the usual rules (use the EXAMPLE: The saucer section of the Enterprise-D is forced to make
ship’s Helm modifier, corrected with all damage modifiers, instead of an emergency landing. Entering High Atmosphere, orbital decay starts
the orbital correctors’ modifier); but the range still decreases at the at 5. Commander Troi tries to level their entry, and manages to achieve
following round, until the ship finally hits the planet’s surface. a Complete Success. Orbital decay is reduced by 1; it equals 4 when
Any ship present in an atmosphere that lost more than half its the ship enters Low Atmosphere. Another correction yields a Complete
structural integrity, or whose propulsion system goes offline, does Success, reducing the orbital decay at 3. The saucer section being Size
not generate enough power to resist to the gravitational pull. It will 6, it finally suffers 3 x 6 = 18 points of structural damage.

STAR TREK ROLEPLAYING GAME


36 EXPANDED SPACECRAFT OPERATIONS
VEHICLE OPERATIONS restored. Of course, they do not get the repair benefits of the complete
shutdown, since they stay online.
As said previously, vehicles can operate in a variety of
environments. Because of their intermediate scale, vehicles can
interoperate with large craft (other vehicles, or even small starships Restarting Systems
with atmospheric capability), or people. Although restarting shut down systems is greatly computer-
The set of rules used for simulating vehicle operations is therefore assisted, it is still a long and intricate task. All power relays must be
intermediary to the starships rules and individual personnel rules. reestablished, the protocols must be reinitialized, the systems must be
All points detailed previously can be applied to vehicles. Just checked.
apply the corresponding maneuver modifiers (maneuverability for Restarting the systems require an extended Systems Engineering
helm, or tactical). test (TN 30) per system (base time interval: 1 minute). Corresponding
specialties apply. If the life support or the operations systems were kept
at minimal running power, the TN to restart them is lowered to 15.
Operating Vehicles
On modern vehicles, such as those produced by star-faring
powers, computer systems are usually similar to those used aboard
starships; however, the quickness at which vehicles react, and the
multiplicity of obstacles present in ground environments, requires
the use of the System Operation (Fight Control) skill (see Starfleet
Operations Manual, p.25).
Typically, at least two crew members are needed to operate a
vehicle – one for the tactical systems and one for the steering. The
same person can manage all tasks, with the according multiple actions
penalties.
Pre-modern vehicles (typically those with speed factors ranging
from 1 to 3) require the use of the Vehicle Operations skill group (see
Starfleet Operations Manual, p.32).
When piloting the vehicle, add the Maneuverability bonus to
the roll, and subtract possible penalties (due to the conditions, damage
and so on). Also subtract the current speed factor at which the vehicle
is travelling.
When firing the vehicle weapons, the Tactical bonus is added
to the roll. Ship-To-Ship Transfer
Power can also be transferred from a ship to another, or to a
starbase, by the use of the navigational deflector. This is a rather lengthy
and dangerous process, that should only be used out of combat.
SYSTEM OPERATIONS To do so, both ships must be static and have lowered their
shields. The “donor” ship must then reconfigure its navigational
deflector to emit a coherent energy beam toward the receiving craft;
POWER MANAGEMENT this requires an extended Systems Engineering (Navigational Deflector)
test at TN 45 (test interval: 1 minute).
Then the donor ship chooses how much power to transfer – this
happens just like the “Transferring power” rules (Narrator’s Guide,
Complete Systems Shutdown p.99). The engineer inflicts voluntary damage to the ship’s systems in
All power aboard a spacecraft can be shut down, for maintenance order to restore the receiving ship’s system, and must roll each power
reasons, or if the systems need be completely reinitialized (note that transfer accordingly.
this differs from Run Silent, Narratoir’s Guide p.103). This is used very Each power transfer takes one minute to perform. The damage
rarely, since restarting all systems is a slow and difficult process. All inflicted on the donor ship is permanent until repaired; on the receiving
systems go offline: no power is available at all, with the exception of ship, it lasts accordingly to the test result (from 10 to 20 minutes as per
life support and operations systems that can stay online at minimal the classical rules).
capacity. If any test during the power transfer results in a Failure, the
Shutting down all systems first require to shut down the main navigational deflector is burned out (see “Secondary Systems Damage”,
reactor (see below), then an extended System Operations (Operations) p.45) and cannot be used until repaired. If a Complete or a Disastrous
skill test (TN 45, interval time of one minute). All TN’s of the repairs Failure occurs, a feedback loop in the energy beam happens. The beam
on these systems are then halved, although the engineers must think of must be immediately shut down (Systems Engineering (Navigational
having independent power sources for tools, lighting etc. Deflector) test at TN 25, only one attempt can be made) or the donor
If it has been chosen to retain minimal life support or operations ship suffers as much damage as its Size x 3. The navigational deflector
systems, these are considered to have A reliability until all power is is then burned out and must be repaired.

STAR TREK ROLEPLAYING GAME


37

Disrupting Warp Engines SHUTTLECRAFT OPERATIONS


As most of an enemy ship’s power comes from its warp engines,
it may be a good tactic to try to strand it by disrupting the normal flow
of its warp energy. Doing so requires the focused emission of an inverse Launching And Retrieving Craft
graviton pulse through the main deflector array. Obviously, this can Launching and retrieving shuttlecraft is pretty straightforward.
only be attempted by a starship, on a starship equipped with a warp Shuttlebays are protected with light forcefields that allow the passing
drive. of spacecraft, yet retain the atmosphere safely within the dock. Of
The ship’s engineer must first generate the pulse with an Systems course, in case of an emergency, shuttlebays can be depressurized,
Engineering (Navigational Deflector) test at TN 25, taking a full round and isolated with airtight bulkheads.
action. Then the pulse must be fired at Point Blank (1) or Short (2) To launch or retrieve shuttlecraft (or fighters), the mother ship
range; that action is counted as a command maneuver against the ship’s must stabilize its attitude, going relatively stable for some seconds. One
allowance. Firing the pulse requires a System Operation (Tactical) test craft per bay can be launched in replacement to a classical maneuver;
with a TN equal to the enemy’s protection. this counts as a command maneuver, so any previous maneuvers giving
If any of those two tests fail, the navigational deflector burns bonuses might be lost.
out. Launching (or retrieving) craft requires a ship to lower its shields
If the pulse succeeds, however, the propulsion system of the for the whole round.
targeted ship is taken off-line; it and gains all the advantages pertaining It’s however possible, albeit risky, to open only a small window
to the Full Stop maneuver. No core overload happens, and the in the shields to allow the passage of small craft. Doing so requires a
propulsion system can still suffer damage – continue to mark it off on System Operations (Shields) test at TN 15. In case of a failure, no craft
the corresponding track. cannot leave or reach the ship. No matter what happens, the acting
At each round, starting with the following one, the ship may ship loses -5 protection until the following round.
roll a reliability test for the propulsion system (TN 10). When the test Departing from a ship’s shuttlebay follows the rules of the Take
succeeds, the propulsion system goes back online. Off maneuver (see p.50). Going back in means following the classical

STAR TREK ROLEPLAYING GAME


38 EXPANDED SPACECRAFT OPERATIONS
Transporting Through Shields
The normal operation of shields prevent any transporter beam
from going through. Trying to beam through an active shield means
having a way to circumvent this limitation.
Knowing the enemy shields’ modulation is a way – it then
requires a System Operation (Transporters) at TN 15 to reconfigure the
transporter system. This can also be attempted so as to beam through
cloaks, provided the crew knows or accessed the cloak frequency.
Many maneuvers force shields to drop – during this time, crew
members can beam over enemy ships without problems.
Some circumstances may drop shield partially, opening shield
windows – like when a ship is launching or retrieving craft, or when a
dimple is punched through the shields (see the Shield Dimple maneuver
p.52). Transporting people in the short time the window opens requires
a System Operation (Transporter) at TN 15.
Transporter beams may finally be carried aboard enemy ships
using radion beams; tachyon bursts are another way to disrupt the
approach maneuvers (closing with the mother ship until being at Point shield modulation, allowing for a transporter beam to pass through.
Blank (1) range). However, if the mother ship is moving, the shuttle As this uses the navigational deflector, only starships may attempt this
has to establish Match Speed before being allowed to board. This then trick. In the same round, first an Systems Engineering (Navigational
requires the use of a Land maneuver by the shuttle (see p.48). Deflector) roll at TN 20 is needed to configure the system (a Complete
Failure or worse burns out the deflector). Then a System Operation
(Transporters) at TN 15 is required just after that.
Emergency Docking Operations
Sometimes, heavily damaged shuttlecraft cannot board mother
Mis-rematerialization
ships correctly. In this case, emergency forcefields can be put in place,
in order to try and slow the incoming craft. When trying to use transporters in ways that are out of the
Setting up these emergency forcefields requires a System Ops ordinary (site-to-site transport, transporting through shields…), there is
(Operations) test at TN 15. This is a full-round action. a great risk involved for the subjects.
If the shuttle fails its Land maneuver while the emergency A Complete Failure or worse at any System Operation
forcefields are in place, the damage suffered is halved. (Transporters) means the subjects fail to transport, and drop instantly
to Near Death health status as they incorrectly rematerialize (as for a
failed intraship beaming, see Narrator’s Guide p.108).
TRANSPORTER OPERATIONS
Masking Transporter Use
Deflecting Transporter Beams Transporters, being an intricate process, generate a vast power
output that doesn’t go easily unnoticed on sensors and tricorders.
It’s possible, but quite difficult, to deviate a transporter beam in However, it’s possible to force the computer system to hide transporter
order to have it rematerialize elsewhere than the intended location. use. This is done through a classic Computer Use (Invasion) test. Any
Doing so requires knowing precisely when to act; that implies having
inside knowledge, or detecting the beam just as it is emitted, and acting
within the round.
This requires a System Operation (Tractor Beam) test at TN 20.
A complete failure or worse means the tractor beam emitters suffer
damage; they burn out.

Turning A Replicator Into A Transporter


Replicators and transporters are based on the same technology
– using a molecular imager and an Heisenberg compensator, they
disassemble and reassemble matter.
A skilled technician can try to turn a replicator into a transporter
by re-aligning the energy-conversion matrix. This only applies for the
transporting of objects that can fit in the replicator of course.
Doing so requires a System Operation (Transporters) test at TN
15. Failure means the object transported will be destroyed.

STAR TREK ROLEPLAYING GAME


39
attempt to find out what really happened would require an opposed Interference
test, implying Computer Use (Invasion) as well.
A ship can generate energy fields mimicking ion storms in order to
interfere with another’s sensors and communication systems. Doing so
COMMUNICATIONS SYSTEMS requires inflicting one point of damage to any system, then an Systems
Engineering (Navigational Deflector) test. The TN of this test is equal
Information is all. In a conflict, or even in a war, having to 15 + the level of the ion storm effects generated, to a maximum of
information before the other side is one of the keys to victory. For this 8 (Narrator’s Guide p.231). Only the penalties to communications and
reason, communications systems can be vital aboard a ship. That’s the sensors are applied. The effects last for 10 minutes (15 for a Superior
duty of the communications, or operations officer. Success, 20 for an Extraordinary Success), and act on every ship from
Point Blank (1) to Medium (3) range – friends and foes alike.
If the Systems Engineering roll is a Complete Failure or worse,
Secured Channels the navigational deflector burns out. In any case, the damage point is
Some matters are too grave to be discussed freely on the opened still spent.
channels of subspace radio, even if all channels are secured to some
degree. Secured channels offer more privacy; the communications
are encrypted using the latest and strongest algorithms known. Such SENSOR OPERATIONS
channels must be decrypted with the appropriate code (usually the
personal code of the person to whom the message is destined).
Secured channels are broken down following their level of Warp Signatures
priority (Table 2.5). They increase the TN of any Computer Use
Ships going to warp leave a unique trail in subspace that can be
(Invasion) tests rolled to decrypt the communication.
tracked and identified, called a warp signature. This is relatively easy
PRIORITY ONE: As the name indicates, these communications
to find, although it fades over time: a warp signature can be detected
are top priority. They are usually reserved to dire emergencies or top
with a System Operation (Sensors) test. The TN of this test equals 5 + 3
secret data such as ship specifications.
for every two hours after the passage of the ship.
PRIORITY TWO: These communications carry sensible data
that must not fall into the wrong hands, such as fleet movements and
positions. Detecting Cloaked Ships Alone
PRIORITY THREE: These messages carry sensible information
When sensors aren’t powerful enough to penetrate enemy
that should be protected in some way – such as regular mission orders
cloaks, some tricks are available to crew trying to locate ships.
or personnel files.
Antiproton beam and tachyon pulses can sometimes destabilize
cloak modulations, allowing ships to see them for a short while.
Generating this kind of energy needs a navigational deflector, hence
limiting the trick to starships. Antiproton beams work up to Medium (3)
TABLE 2.5: SECURED CHANNELS range, while tachyon pulses work up to Extended + 1 (6) range. They
PRIORITY INVASION TN MODIFIERS must be generated in the supposed general direction of the enemy ship;
One +15
Two +10
Three +5

STAR TREK ROLEPLAYING GAME


40 EXPANDED SPACECRAFT OPERATIONS
SHIELD OPERATIONS
Several “tricks” can be attempted to reinforce failing shields.
However, these are unconventional uses of the craft’s system, and
because of their difficulty, they should only be used in emergency
situations.

Regenerating Lost Shield Strength


Shields are bound to lose strength in battle; it’s necessary to
reestablish this strength afterwards.
To do so, the shields must be lowered. Then the rules labeled
“Reinforcing Shields” p.106 of the Narrator’s Guide apply; however,
since the operation is done in no hurry, no power transfer is required,
but each test takes fifteen minutes.

Warp Power Through Shields


hence, they can be fired only if the presence of a ship is suspected, and A ship can attempt to route the subspace bubble generated by its
will reveal only one ship at a time. warp drive to reinforce the shield bubble. Doing so requires, of course,
Generating the emission requires an Systems Engineering the presence of a warp drive aboard.
(Navigational Deflector) at TN 15. If the result is a complete failure or To route warp power to the shield bubble, the engineer must
worse, the navigational deflector burns out. inflict an intentional damage point to the propulsion system. The shield
If successful, the cloaked ship appears on the sensors; the cloak system must still be online. Then an Systems Engineering (Shields) test
can be remodulated immediately by its operator (provided he still can at TN 20 is required; add the propulsion system reliability modifier to
perform actions) with a System Operation (Cloaking Device) at TN the roll. If the test succeeds, 2 points of shield strength are restored for
10. In case of a success, the ship vanishes immediately to sensors; no a Marginal Success, 3 for a Complete Success, 4 for a Superior Success
precise fix on its position can be obtained – it merely showed there was and 5 for an Extraordinary Success.
a ship present. In the case the cloak operator fails, remodulating the If the test fails, the propulsion system still takes damage, and the
cloak can be attempted once per round afterwards, but giving as much shield system takes one point of damage as well.
time to the other ship to pinpoint the cloaked ship’s location. Only a starship can attempt this trick.

Cloaked Ships Betraying Themselves Deflectors Feedback Loop


Cloaks are not perfect – there is an ongoing technological war By establishing a resonance feedback between the navigational
between cloak and sensors developers. Cloaks do their best to mask the deflector emitter and the shield grids, the ship can try to enhance its
energy signature of the ship they protect, but there are some ways in shield strength. Only ships can attempt this.
which a careless ship might betray itself. Establishing the resonance requires an extended Systems
The first phenomenon can appear at warp speeds. When pushed, Engineering (Shields) test at TN 50 (interval: one round). If the roll
the engines of a ship leave a warp signature like any other’s. If a succeeds, the shields current strength and protection are doubled. The
cloaked ship goes higher than warp 6, it leaves a signature. loop must be maintained each round with an Systems Engineering
Another blunder, much more straight-forward, is simply when (Shields) test at TN 15.
the ship passes through some material that may deposit itself on the If at any time, one of these rolls fail, that means the energy
hull, such as magnesite ore. If this happens, the effects of the cloak increase was more than the system could tolerate; the navigational
are nullified. deflector is burned out, and check all remaining shields damage track,
Finally, a special detection net can be put in place – fifteen or taking them offline.
more ships must place themselves as the meshes of a network, then
fire continuous tachyon beams. This tachyon detection grid allows the
member ships to detect immediately any ship passing through the net, Tachyon Pulse And Antiprotons
with a System Operation (Sensors) at TN 5. This trick is not very widely known; it takes advantage of the
special nature of subspace near the shield bubble.
It implies remodulating the shield to emit a beta-tachyon pulse;
Flying Blind then antiprotons are emitted into the shield bubble. This technique
If the craft’s sensor systems are knocked out, the vessel is blind. multiplies the current shield strength and threshold by ten.
This involves a -8 penalty to all maneuvers. To execute it, a successful Systems Engineering (Shields) must
be executed (TN 25), counting as a full round action. The test must
be conducted for each round the engineer wishes to maintain the

STAR TREK ROLEPLAYING GAME


41
overload. If such a test fails, shield strength and threshold is reduced to
0, and mark off all remaining damage tracks of the shield system.

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.

Boosting Shield Threshold


A shield’s lost threshold can be restored, following the rules
described as “Reinforcing Shields”, Narrator’s Guide p.106. The power
transfer and the test are the same – but, prior to attempting the boost, 35 (interval one round). This also lowers the shield protection by two
the engineer must decide if he wants to reinforce lost shield strength units.
or threshold. Trying to pass for a specific ship (such as the USS Enterprise)
If the subsequent Systems Engineering (Shields) test scores a requires the same test, but the TN here is 50, and the shield protection
Superior Success or better, one point of threshold is added to the is lowered by five units.
shield. Spacecraft scanning the masking ship must achieve an
Extraordinary Success to see the deception.

Masking Shield Harmonics


Most sensor systems determine a spacecraft type by comparing Collapsing Enemy Shields
its shield harmonics to a database of known signatures. Therefore, it’s Other than regular attacks, there are many ways to try and
possible, by modifying shield harmonics, to pass for another vessel. It collapse the shields of an enemy; they are often used in desperate
only works for as long as the shields are up, and it’s more difficult to situations, or require a minimum of planning.
try to pass for a specific ship than for a generic ship of a class. The ship If personnel has access to the enemy’s shield system, it’s possible
must also have had access to the precise specifications of the shield to plant there a phase inverter. This requires someone near the system
harmonics it’s trying to forge. and an Systems Engineering (Shields) test at TN 10. If successful, the
Trying to behave like a generic ship (or station), such as a Galaxy- shields will collapse and will not activate again for as long as the
class starship, requires an extended Systems Engineering (Shields) at TN device is in place. Once removed, the shields are back to their former
strength.

STAR TREK ROLEPLAYING GAME


42 EXPANDED SPACECRAFT OPERATIONS
TACTICAL OPERATIONS Doing so requires an Systems Engineering (Weapon Systems or
Navigational Deflector) at TN 15. The deflector is then charged; it can
These unconventional operations are as much “tricks” developed be fired as a normal beam weapon, only one time, with a penalty of
by seasoned officers who found ways to improve, albeit temporarily, -3 to attack rolls and using the beam weapon penetration reduced by
the efficiency of their weapons. one for all range increments. Once the deflector has been fired, it is
burned out.
Pulse Phaser Advantages
Pulse phasers have an excellent penetration a Point Blank (1)
range, but the energy disspates much quicker than regular phasers,
making them less efficient at a distance. However, their ability to fire in
salves can make them deadly.
Whenever a tactical officer fires pulse phasers, he can choose
to fire a short spread. Intentionally lowering the weapon’s penetration
by -1, he thus gains +3 to the skill test made for attacking. Or, he can
decide to concentrate fire in a short salvo: he then takes a -3 penalty
to his skill test to increase the weapon’s penetration by +1. All these
modifications can be decided as free actions, and are calculated when
the maneuver takes place – they last only for the said maneuver,
however. They can be taken again after that of course.
All these bonuses do stack with other maneuver’s particularities,
such as Spread or Multifire.

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.

STAR TREK ROLEPLAYING GAME


43
EXAMPLE: Mr. LaForge tries to jacket the Enterprise-D’s phaser
beams (penetration 6/6/6/0/0). The roll is a success; the new penetration
is therefore 6/6/0/6/0.

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.

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44 EXPANDED SPACECRAFT OPERATIONS

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

Tractor Beam Locks


The rules for tractor beams can be found p.139 of the Narrator’s
Guide. One tractor beam allows a ship to tow a ship up to the active
ship’s Size-1; if it desires to tow bigger ships, it will have to lock other
beams on the target – each additional beam increases the towable Size
by one. Of course, the craft’s geometry must not prevent this.
Establishing a lock requires the use of a Tractor Lock maneuver
(see p.55). Reasonable captains, when locked by tractor beams, will succeed at a Disengage maneuver so as to leave the battlefield. A ship
allow their ships to be boarded. Some other, however, are desperate can however be followed at warp speeds – the chase continues.
to escape and are willing to do anything. A locked tractor beam can
be disrupted with a feedback pulse, a plasma surge, an optronic pulse,
a particle beam or a polaron beam along the tractor beam. Doing so WARP SPEEDS
requires inflicting one damage point to the operations system then a
successful System Operations (Operations) test, with a TN of 25. This
can be only attempted once. The officer can sacrifice its navigational Ranges
deflector to lower the TN of this test to 15.
As with normal combat, range increments (from Point Blank (1)
Escaping a tractor beam can also be achieved through talented
to Extended (5)) apply in warp combat.
piloting. The two ships take an Opposed Test; the trapped one has to
The initial range separating ships is established depending on the
attempt a Helm maneuver, and the attacker’s operations system must
time at which they went to warp. The distance separating both ships
take a reliability test, with a +2 bonus for each beam additional locked
is equal to the number of rounds separating the moment they went to
after the first. If the Helm maneuver is a Superior Success or better, the
warp, plus one.
locked ship manages to escape.
EXAMPLE: The IKS B’moth chases a Jem’Hadar attack ship. The
Klingons go to warp three rounds after the Jem’Hadar in order to pursue
them: they are at Long (4) range.

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

STAR TREK ROLEPLAYING GAME


45
not be fired unless ACB jacketed
(see Starships, p.27). No command
TABLE 2.8: COLLISION DAMAGE
maneuver can be used at warp. TYPE DAMAGE
Minor Collision One quarter of the other ship’s current structure + remaining shield strength
Major Collision Half the other ship’s current structure + remaining shield strength
Stopping A Ship At Warp Full Collision The other ship’s current structure + remaining shield strength
Stopping a starship at warp
speeds implies the use of a tractor TABLE 2.9: SECONDARY SYSTEMS DAMAGE
beam. This is a very risky maneuver, ROLL (2D6) SYSTEM
because of the tremendous gravimetric 3 Escape Pods
stresses suffered by both ships. 4 Medical Facilities
First the acting ship must have 5 Starship: Navigational Deflector* / Station: Orbital Correctors and Sublight Systems
caught up with the ship it pursues. 6 Autodestruct System
Then, it must establish its tractor beam 7 Starship: Separation System / Station: Engineering Facilities
lock (at warp speeds, the pursued 8 Personnel Transportation (Turbolifts…)
ship must be willing to be locked 9 All Docking Facilities (Shuttlebays, Docking Ports and Pylons / Berths)
on; otherwise the lock cannot be 10 Recreational Facilities
established), then it slows down at 11 Cargo Holds and Replicators
impulse with a System Operation 12 Transporters
13 Tractor Beams
(Flight Control) test (TN 20). If this
14 Science Systems
fails, the attempt fails and both ships
15 Inertial Dampening Fields* and Shield Modulators**
suffer 5D6 + 10 damage. In the case
16 Communications Systems
of a Disastrous Failure, both ships 17 Internal Security Systems (Brig, internal and emergency forcefields…)
are destroyed, ripped apart by the 18 Fire Suppression System
gravimetric shear. * See p.47 for effects at warp speeds.
** Prevents any modification in shield modulation.
Warp In And Attack p.119). Collisions might be very serious and often lead to catastrophic
When an officer desires to have an element of surprise, a consequences – they are to be avoided whenever possible.
technique often used is to warp in just above the target. To do so, the There are three types of collision severity:
flight control officer must calculate precisely the emergence point; he MINOR COLLISION: Both ships either brush each other as high
must succeed at a Space Sciences (Astrogation) roll with a TN of 20. speeds, or hit one another fully but at minimal speeds.
Additionally, for this technique to work, the target must not be aware MAJOR COLLISION: Both ships hit one another at medium
of the attacker’s presence. speeds, but with different vectors, hence allowing each ship to escape
If the roll is successful, the acting ship drops out of warp at Point the worst.
Blank range and gains automatically the combat’s initiative. FULL COLLISION: One (or possibly both) of the ships sets a
If failed, the acting ship drops out of warp at random range collision course with the other, fully intending to ram it and do the
(roll 1D6, 1 being Short (2) range and 6 being Extended + 1 (6)); the maximum damage (like the Ramming Speed (H) maneuver).
attacked ship gains initiative. When a collision happens, both ships suffer damage based on
the other’s remaining structure and shield strength – see Table 2.8.

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.

STAR TREK ROLEPLAYING GAME


46 EXPANDED SPACECRAFT OPERATIONS
REACTOR OVERLOADS
The main reactor of the ship, or starbase (the warp core for
Federation ships, the quantum singularity for Romulan ships…) is a
delicate system, that, if destabilized in battle, may explode, resulting
in the total destruction of the spacecraft. These rules develop the ones
found in Starships (“Core Breach”, p.34).
Each time the propulsion (or power, for a starbase) system suffers
battle damage (and battle damage only), roll 2D6 and add the reliability
modifier (Starships Table 1.4, p.9) of the corresponding remaining
blocks. The TN for this test is 10. If failed, the reactor overloads (on a
Federation starship, the warp core breaches). Roll 1D6 on Table 2.10
to determine the severity of the breach.
Depending on the situation and their judgment, the Crew have
four solutions at their disposal to prevent the destruction of the craft:
eject the reactor, shut it down, separate the ship (if possible) and leave
the part with the reactor behind, or attempt to contain the overload.
MINOR OVERLOAD: The integrity of the reactor is not harmed,
but a secondary system fails, flooding Engineering and adjacent sections
Main Reactor Shutdown
with harmful radiations and gases: all characters in Engineering suffer
6D6 damage – or casualties can occur (see “Casualties”, p.47). For safety reasons, to prevent an overloading or just for
MAJOR OVERLOAD: The main reactor is destabilized (for maintenance, the main reactor may need to be shut down. All systems
example, a warp core micro-fracture occurs). The Crew has 2D6 then function at minimal condition until power is restored; only
rounds to contain the situation, otherwise the reactor automatically life support, minimal computer power, and half impulse speed are
passes into Critical Overload status. The test needed to contain the available.
overload is the same as the one used for containing a core breach. This requires an extended Systems Engineering (Power Systems)
If the system suffers another critical hit before the situation is skill test (TN 30), with a base interval of one round.
contained, a critical overload happens automatically, and all benefit
from previous Engineering tests is lost.
Restarting The Main Reactor
CRITICAL OVERLOAD: The main reactor fails catastrophically;
for example, on a Starfleet vessel, the warp core breaches. Consult Restarting the main reactor is much more complicated than
Starships p.34 to see how the breach can be contained. shutting it down. The reaction taking place must be properly reinitiated
If the system suffers another critical hit before the overload is and controlled, until it reaches its full capacity.
resolved, the ship (or station) explodes automatically, killing everyone Restarting the main reactor requires an extended Systems
on board. Engineering (Power Systems) test (TN 45) with a base interval of half
an hour.

Ejecting The Main Reactor


As a last-ditch measure, it may be necessary to eject the reactor STRUCTURAL DAMAGE
so as to prevent the effects of its explosion.
If the propulsion system is still on-line, this requires no skill test;
it is an computer-controlled automated maneuver (otherwise a test is Hull Breaches
required, see Starships p.34). The vocal order that activates the ejection If damage does reduce ship capabilities, the first ship component
is a free action. When the reactor has been ejected, minimal power to suffer from it is, of course, the hull. As ships receive damage, hull
is available (with the same effects as “Main Reactor Shutdown”, see breaches can occur.
below). These can be a major problem because what’s inside the ship
It’s also possible to retrieve the reactor if necessary, using the can be sucked into space – atmosphere, but also supplies, hardware,
tractor beams. Putting it back in place requires an extended Systems and, unfortunately, people.
Engineering (Power Systems) test (TN 45) with a one-hour interval. On modern ships, emergency forcefields kick in automatically,
Then, it must be restarted (see “Restarting The Main Reactor”, below). and form a barrier on the breach, isolating the inside of the ship from
the vacuum of space. If these fail (for example, if the internal security
secondary systems are out), airtight sections close automatically in
order to separate the depressurized section from the rest of the ship.
TABLE 2.10: MAIN REACTOR OVERLOADS More primitive spacecraft only have these sections.
Each time the ship suffers damage, a breach can occur: see
ROLL (1D6) EFFECT how much the ship has received in one blow, and compare it to Table
1-2-3 Minor overload
2.11.
4-5 Major overload
6 Critical overload (Core breach)

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47
MICROSCOPIC BREACHES: These cannot be seen to the naked TABLE 2.11: HULL BREACHES
eye, yet, if no containment measure (forcefields or airtight sections) is DAMAGE SUSTAINED BREACH TYPE
taken, the atmosphere will slowly leak into space. Less than half Size (round up) Microscopic breaches
SMALL BREACH: A breach this size is roughly one meter in Equal to half Size (round up), to Size Small breach
diameter; atmosphere, cargo and people will be projected into space if Equal or more than Size Hull breach
no safety measure is present.
HULL BREACH: The effects are
the same as for small breaches, but the
TABLE 2.12: CREW CASUALTIES
breach, several meters wide, spans DAMAGE SUSTAINED CASUALTIES
some sections or decks. System critical 10% total crew, divided as 90% wounded, 10% deaths
Small breach 5% total crew, divided as 70% wounded, 30% deaths*
Hull breach 10% total crew, divided as 50% wounded, 50% deaths*
Damaged Ships And FTL Minor reactor overload 10% total crew, all wounded
* Provided emergency forcefields are in place; if not, 100% of the casualties are deaths.
Travel
All percentages are rounded down.
Heavily damaged ships often
lose structural integrity. While this is
not a real problem at sublight speeds, it can become critical when TABLE 2.13: REDUCED CREW PENALTIES
trying to attain warp speeds: the structural integrity field can collapse REMAINING CREW ON DUTY TEST PENALTY
very quickly due to gravimetric shear. 100% – 80% 0
If a ship attempts any kind of FTL travel while having lost than 80% – 60% -2
more than half its structure, it sustains as much structural damage than 60% – 40% -5
the warp factor it travels at, per hour. 40% – 20% -9
Navigational deflectors are another critical component that Less than 20% -15
prevent terrible damage from happening to ships traveling at warp:
they deviate minute interstellar matter that could cause serious harm if
it hit the ship at warp speeds. Wounded personnel need medical care, as their lives are in
Ships attempting warp travel with no navigational deflector (for danger. And sometimes, crew members are killed as soon as the attack
example, if it burned out while using a Pentis Maneuver) sustain as is sustained, as often happens in the case of hull breaches.
much structural damage than the warp factor it travels at per hour. This Casualties occur upon several events: when a system is critically
stacks with damage caused by a weak structural integrity field. hit, when a hull breach occurs or when the main reactor overloads, as
If the inertial dampening fields are down, no warp travel might per Table 2.12.
be attempted – the crew would be killed by the acceleration forces.
Reduced Crew Shipboard Operations
As the crew members are wounded, fewer valid personnel
remain on duty. That may hamper normal ship operations, asthe tasks
CASUALTIES to be done remain the same, yet there are less personnel available.
All tests done aboard the ship that require cooperation between
Unfortunately, as the combat unfolds and ships suffer damage, the crew therefore suffer penalties, as per Table 2.13. Obviously, these
some crew members may be wounded, or even not survive the fight. penalties do not apply to tasks requiring only one person, such as firing
The rules presented here help keep track of shipboard casualties. a weapon or piloting the ship.
Please note this only applies to NPCs – PCs should always be treated
with full respect to the game mechanics: they should be granted dodge
rolls, and damage should be precisely counted. Healing Casualties
Since these rules also rely heavily of statistics, they should only It is the medical team’s work to undo what terrible damage
be applied to capital ships with a personnel of 30 or 40 people at least. the weapons may have caused. This may be a lengthy, difficult task,
In the case of smaller ships, it’s better to handle damage on a case-per- sometimes made of terrible choices – this is the grim reality of the
case basis. battlefield.
In terms of gameplay, the medical officer’s player should keep When it comes to healing casualties, time is the essence. Each
track of casualties. round, the medical team heals a number of people equal to half the
result of a Medicine (Traumatology) Combined Test. Among the treated
people, two thirds are stabilized but must remain in sickbay; one third
Determining casualties is fit to return to duty. Among the other people, who were not treated,
Each time the vessel sustains damage, casualties are likely 20% (rounded down) die.
to occur. In order to simplify game mechanics, the detailed health
levels are not used. Personnel is qualified as either “Wounded” or
“Healthy”.

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48 EXPANDED SPACECRAFT OPERATIONS

THE RULES OF ENGAGEMENT

NEW Playing Command Maneuvers


Some players feel that having the
MANEUVERS commander make a single Tactics test for the
resolution of Command maneuvers does not
Extended Spacecraft Operations provides reflect reality. Indeed, while the commanding
new maneuvers, presented using the format officer has to coordinate the individual actions
introduced in the Narrator’s Guide (p.116 and of his crew, individual crew members still have
following). These maneuvers (Tables 3.1 and to perform the duties thay have been assigned
3.2) are generally designed to be performed by – and perform them correctly.
starships, although stations can attempt some of If the Narrator likes, he can have
Space combat is much them as well – the specific aspects of station individual crew members roll tests according
more complicated than it may combat are explained further on. to the maneuver that is being attempted, after
seem: with the experience of the commanding officer succeeded at his test.
commanders come many refined Depending on the level of success, each crew
and secret tactics that can mean
CLARIFICATIONS ON member can receive bonus for their actions. On
the difference between life and PREVIOUS MANEUVERS the other hand, if the commanding officer fails,
death. the maneuver cannot be attempted at all.
This chapter expands the This slows down the game, but involves
combat system, describing many Effect And Duration all players and follows more closely the actions
new maneuvers, and total novelties The Narrator’s Guide stipulates that of each. This makes command maneuvers more
such as maneuver patterns or fleet the Z-Axis maneuver (p.120) bonuses can be difficult to perform as well, as any test failure
and combat. The particularities of applied only if the maneuver following Z-Axis will tend to have the maneuver fail.
starbases and vehicles fighting are is a Helm one. However, it should be noted
detailed as well. that this maneuver does not necessarily have
This rules are complementary to happen in the same round; if a ship finishes
TIER ONE MANEUVERS
to the CODA base set. They add a its round by performing Z-Axis and that its next
greater degree of realism to tactical round opening maneuver is a Helm maneuver,
operations while remaining simple the Z-Axis bonuses apply. Land (Helm)
and coherent with the other books All maneuver write-ups should be This maneuver allows ships with
of the Star Trek RPG line. considered in the same way – for instance, the atmospheric capability to land on planets,
bonuses given by Swoop can be applied to a starbases’ landing pads, asteroids…
maneuver happening in the round following PREREQUISITES: Ship in Low Atmosphere;
Swoop, for as long as Swoop is the previous planet of class any other than J or T OR ship
round’s last maneuver and the opening of the at Point Blank (1) range with its mother ship,
following round is a tactical maneuver. Match Speed (H) if mother ship is moving.
As for maneuvers giving bonuses to the DURATION: Instant
acting ship for an unspecified length of time TN: 5 + 2 x Size + eventual modifiers due
(such as Come About), it is assumed that the to conditions
bonuses last until the ship’s next round of EFFECT: To have a character perform this
action. maneuver, the Narrator might want to add some

STAR TREK ROLEPLAYING GAME


49
TABLE 3.1: MANEUVERS BY TYPE TABLE 3.2: MANEUVERS BY TIER
HELM MANEUVERS TIER ONE
NAME TIER TN NAME TYPE
Dodge 2 20 Land Helm (H)
Evasion 2 10 + 3 / attacker Maximum Coverage Helm (H)
Head On Approach 2 Protection + 10 Shallow-Z Helm (H)
Intercede 2 15 Take Off Helm (H)
Land 1 5 + 2 x Size TIER TWO
Maximum Coverage 1 Protection NAME TYPE
Shallow-Z 1 10 Chain Collision Tactical (T)
Swoop 2 15 Concentrate Fire Tactical (T)
Take Cover 2 15 Dodge Helm (H)
Take Off 1 5 Evasion Helm (H)
TACTICAL MANEUVERS Exploit Weakness Tactical (T)
NAME TIER TN Feint Tactical (T)
Chain Collision 2 Sum of Protections + 10 Fire En Passant Tactical (T)
Concentrate Fire 2 Protection Head On Approach Helm (H)
Exploit Weakness 2 Protection + 10 Intercede Helm (H)
Feint 2 Protection + 5 Lock On System Tactical (T)
Fire En Passant 2 Protection + 5 Random Fire Tactical (T)
Lock On System 2 Protection + 10 Shield Dimple Tactical (T)
Random Fire 2 Protection + 15 Swoop Helm (H)
Shield Dimple 2 Protection + 10 Take Cover Helm (H)
Target Secondary System 2 Protection + 15 Target Secondary System Tactical (T)
“Watch And Learn” 2 Sum of Protections + 5 “Watch And Learn” Tactical (T)
COMMAND MANEUVERS TIER THREE
NAME TIER TN NAME TYPE
Antimatter Pod Detonation 3 Protection + 10 Antimatter Pod Detonation Command (C)
Combine Fire 3 Protection + 2 / ally Combine Fire Command (C)
Forge Readings 3 15 Forge Readings Command (C)
Photonic Pulse 3 20 Photonic Pulse Command (C)
Plasma Field 3 25 Plasma Field Command (C)
Reassess Battlefield 3 N/A Reassess Battlefield Command (C)
Shield Disruption 3 Protection + 15 Shield Disruption Command (C)
Shield Repulsing 3 Protection - Size + 5 Shield Repulsing Command (C)
Solar Flare 3 25 Solar Flare Command (C)
Thruster Knockout 3 Protection - Size + 10 Thruster Knockout Command (C)
Tractor Disruption 3 20 Tractor Disruption Command (C)
Tractor Dodge 3 20 Tractor Dodge Command (C)
Tractor Hold 3 Protection + 5 Tractor Hold Command (C)
Tractor Lock 3 Protection + 10 Tractor Lock Command (C)
Verteron Pulse 3 Protection + 20 Verteron Pulse Command (C)

penalties due to the conditions, such as visibility or the stability of the


landing ground.
If the maneuver is successful, the ship manages to land. In the
case of a Failure, the approach maneuver fails and the Helm officer
has to try again; in the case of Complete Failure, the ship crashes
more than it lands, and suffers damage equal to its Size. In the case of
a Dramatic Failure, the ship does crash and suffers damage equal to
double its Size.
Crash damage is halved if the shuttle tries to land in a shuttlebay
with emergency forcefields raised.
The ship gains then all effects relative to landing.

Maximum Coverage (Helm)


The ship orients itself toward its Primary Target so as to maximize
the impact of its weapons arrays.

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50 EXPANDED SPACECRAFT OPERATIONS
TIER TWO MANEUVERS

Chain Collision (Tactical)


The ship fires at its target, hoping to send it on a collision course
with one of its allies, or at least, hoping that good-sized hull fragments
will collide with the other ship.
PREREQUISITES: Lock On (T), both targets in the same range
DURATION: Instant
TN: Target’s protection + other ship’s protection + 10
EFFECT: If the maneuver is a Complete Success, both ships suffer
damage as per a minor collision. In the case of a Superior Success,
a major collision happens, and for an Extraordinary Success, a full
collision occurs.

Concentrate Fire (Tactical)


PREREQUISITES: None The ship fires one weapon system as a concentrated volley in
DURATION: Instant an attempt to increase the damage in one point, but at the sacrifice of
TN: Target’s protection pinpoint accuracy.
EFFECT: If the maneuver is successful, the overall penetration PREREQUISITES: Cannot be used after Evasive Attack (C), Fast Attack
of the ship’s next tactical maneuver is increased by 1 in the case of (C)
a Complete Success, by 2 for a Superior Success, and by 3 for an DURATION: Instant
Extraordinary Success. TN: Target’s protection
If the acting ship does not perform a tactical maneuver just after EFFECT: When applying this maneuver, choose one weapon
Maximum Coverage, then the effects are lost. system, such as phasers, disruptors or photon torpedoes. For each
missile launcher or beam bank available of the given weapon, the
tactical officer can choose to apply a -3 penalty to the skill test made to
Shallow-Z (Helm) attack, for a bonus of +1 to the weapon’s penetration.
This maneuver is a variant of Z-Axis, easier to perform but with
lesser advantages. The ship either dives or climbs following a shallow
vector, taking advantage of the third dimension of space to orient Dodge (Helm)
itself. The acting ship chooses a vector, begins its movement, but
PREREQUISITES: None before completing it, changes direction completely in a dodging feint
DURATION: Instant versus one ship.
TN: 10 PREREQUISITES: Cannot be used after Full Stop (H)
EFFECT: If the maneuver is successful, the acting ship gains +2 to DURATION: Instant
its next maneuver, if it is a Helm or Tactical maneuver. If a Command TN: 20
maneuver is executed after Shallow-Z, the effects are lost.

Take Off (Helm)


This maneuver allows ships with atmospheric capability to take
off from their landing point.
PREREQUISITES: Landed ship
DURATION: Instant
TN: 5
EFFECT: If the maneuver is successful, the ship manages to take
off. The ship loses all effects relative to landing.
In the case of a Dramatic Failure, the ship takes off momentarily
then crashes back again, suffering damage equal to its Size.

STAR TREK ROLEPLAYING GAME


51

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

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52 EXPANDED SPACECRAFT OPERATIONS
PREREQUISITES: Used by ships only; cannot be used after Evasive its next attack. If the attack penetrates the shields, damage is applied
Attack (C), Fast Attack (C), or Z-Axis (H) directly to the said system. Only beam weapons can be used to perform
DURATION: Instant this maneuver.
TN: Target’s protection + 5 PREREQUISITES: Lock On (T)
EFFECT: When applying this maneuver, choose a weapons array DURATION: Instant
such as torpedoes or phasers. The acting ship may choose to lower TN: Target’s protection + 10
its protection by increments of -3 to increase the chosen weapon EFFECT: Choose a system targeted by this maneuver. For the next
penetration by increments of +1. The weapon penetration may not be tactical maneuver performed by the acting ship against its primary
increased in this fashion by more than +3. target, the damage is applied directly to the chosen system (instead
of general structural damage). For every 3 points of structural damage
suffered by the vessel, the system targeted takes 1 point of damage.
Fire En Passant (Helm) If the acting ship does not perform a Tactical maneuver just after
The acting ship takes the opportunity to fire on a ship at range, Lock On System, the effects are lost.
that is not its primary target, as it passes near.
PREREQUISITES: Targeted ship at Medium range (3) or closer
DURATION: Instant Random Fire (Tactical)
TN: Targeted ship’s protection + 5 Where one doesn’t know where the target is, for example if the
EFFECT: Make an attack roll on a ship that is not the primary ship is blind or the enemy cloaked, a desperate way to fight is to shoot
target, and that is at range Medium (3) or closer. Apply one weapon wildly in all directions in a hope to hit something.
penetration normally, as per the Fire maneuver. PREREQUISITES: None
DURATION: Instant
TN: Protection + 15
Head On Approach (Helm) EFFECT: As this maneuver implies shooting blind, if the ship’s
The acting ship approaches its primary target straight-on, then sensors are offline, the usual -8 penalty is not applied for this maneuver.
moves out of its way at the last moment in order to pass behind. This is Only beam weapons may be used for Random Fire.
a risky strategy since both ships pass very near one another. If this maneuver succeeds, the acting ship actually hits the target.
PREREQUISITES: Cannot be used after Immelmann Turn (C) However, since the weapon has been fired in short pulses, it lacks
DURATION: Instant real power. Only a third (rounded down) of the penetration damage is
TN: Target’s protection + 10 applied. On a Complete Failure or worse, the ship hits an ally.
EFFECT: If the maneuver is successful, the acting ship finds itself at
Point Blank (1) range of its target, and gains +5 to tactical maneuvers
against its primary target until next round. If it fails, both ships suffer Shield Dimple (Tactical)
Full Collision damage. This technique implies firing a beam weapon at the opponent’s
shields to weaken them in one point, then firing immediately a
warhead, hoping the shield will let is pass and that it will detonate
Intercede (Helm) directly against the enemy hull.
The acting ship tries to interpose itself between an attacked ship PREREQUISITES: Beam and warhead weapons; Medium range (3)
and its attacker, in order to protect it by drawing enemy fire. or closer.
PREREQUISITES: Cannot be used after Evasive Attack (C), Full Attack DURATION: Instant
(C); object to protect of equal Size of smaller than the acting ship TN: Target’s protection + 10
DURATION: Until broken, or the attacker changes range EFFECT: When attempting this maneuver, choose a beam weapon
TN: 15 and a warhead weapon to be used. If the maneuver is a success, apply
EFFECT: If this maneuver is a success, the acting ship loses -5 directly the warhead penetration to the enemy’s structure, ignoring
Protection against all ships; one ship attacking the protected object shields. People can be transported aboard the enemy ship in the short
cannot fire beam weapons at its target and suffers +3 to the TN when time the window opens (see “Transporting Through Shields”, p.38).
firing warheads. The attacker also cannot reduce the range separating
it from its primary target for as long as the maneuver lasts. These
effects remain as long as the range between the attacker and acting Swoop (Helm)
ship doesn’t change, or when the acting ship decides to break the Like Z-Axis, the acting ship takes advantage of the third
intercession. dimension of space, but the objective here is to gain a better aim: the
In any case, the attacking ship can freely choose to abandon its acting ship swoops on its target, hoping to fire more easily.
primary target and choose the ship that interposed itself as new primary PREREQUISITES: Cannot be used after Full Stop (H), Z-Axis (H) or
target. Immelmann Turn (C)
DURATION: Instant
TN: 15
Lock On System (Tactical) EFFECT: If the maneuver is a success, the acting ship gains +3 to
The tactical officer locks weapons onto an opposing ship system its next tactical maneuver. This maneuver must take place just after
(weapons, life support…) in the hopes of greatly damaging it during Swoop, otherwise the effects are lost.

STAR TREK ROLEPLAYING GAME


53
DURATION: Instant
TN: 5 + sum of the targets’ protections
EFFECT: If the maneuver is successful, all targets suffer the
penetration ratio of the warhead plus the beam weapon used. For every
3 points of damage suffered by the vessels, the operations system takes
1 point of damage.

TIER THREE MANEUVERS

Antimatter Pod Detonation (Command)


A desperate starship equipped by antimatter pods and offline
weapon systems can try to eject a pod and detonate it, like a torpedo.
PREREQUISITES: Lock On (T); Point Blank (1) or Short (2) range
DURATION: Instant
TN: Target’s protection + 10
EFFECT: If the maneuver succeeds, the pod does 5 damage to the
Take Cover (Helm) enemy. If the pod was detonated at Point Blank (1) range, the acting
The acting ship tries to hide behind a large object and relatively ship suffers 2 damage (splash damage).
static, such as a large asteroid, a planet or a starbase, in order to suffer
less from enemy fire.
PREREQUISITES: Cannot be used after Evasive Attack (C), Full Attack Combine Fire (Command)
(C); object to hide behind at Point Blank (1) range, bigger than the ship Several starships combine their fire on their primary target, under
and no bigger than a planet the lead of the acting ship, in an attempt to penetrate the shields more
DURATION: Until broken, or the range with the cover changes efficiently.
TN: 15 PREREQUISITES: Lock On (T)
EFFECT: If this maneuver is a success, one attacker cannot fire DURATION: Instant
beam weapons at the acting ship and suffers +3 to the TN when firing TN: Target’s protection + 3 per ship combining fire
warheads. This attacker also cannot reduce the range with the acting EFFECT: The TN of this maneuver is the target’s protection + 3
ship. These penalties are canceled as soon as the range between the for each ship the commanding officer wants to rally. If successful, the
attacker and the cover change. acting ship gets an immediate additional tactical maneuver to attack the
If the result is a Dramatic Failure or worse, the acting ship is primary target. It gets a penetration bonus for this maneuver, equal to
considered to have entered the phenomena, with no penalties to the +1 per rallied ship. In the case of an Extraordinary Success, the acting
attacker. If this is irrelevant (i.e., the ship attempted to hide behind ship gets +1.5 overall penetration per rallied ship (rounded down).
an asteroid) then a Major Collision occurs. In any case, the chosen
attacker can freely choose to abandon its primary target and choose the
object that served as cover as new primary target. Forge Readings (Command)
Using the navigational deflector as an emitter for a certain type of
energy, a ship can try to fool its enemies’ sensors. It can try to create an
Target Secondary System (Tactical)
The tactical officer chooses a specific secondary system on the
attacked ship – fire suppression, escape pods… and fires on it in an
attempt to disable it.
PREREQUISITES: Lock On (T)
DURATION: Instant
TN: Target’s protection + 15
EFFECT: Choose a secondary system targeted by the maneuver and
make an attack roll. If it succeeds and the attack inflicts at least 3 points
of structural damage, the chosen system goes offline until repaired.

"Watch And Learn" (Tactical)


The tactical officer fires a warhead in the vicinity of enemy ships,
then uses a beam weapon to detonate it, sending an EM shockwave to
disrupt systems.
PREREQUISITES: All targets in the same range increment; acting ship
or station equipped with a warhead launcher and a beam weapon.

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54 EXPANDED SPACECRAFT OPERATIONS
echo of itself, or a shadow of its warp signature, for example, creating Reassess Battlefield (Command)
the illusion that there are two ships instead of one.
The commanding officer takes some time to reassess the tactical
PREREQUISITES: Starship with a functional navigational deflector
situation of the battlefield, hoping to see a way to gain an advantage.
DURATION: Until revealed (see Effect)
Ignore this maneuver if you use the rule of rolling initiative at the
TN: 15
beginning of each round.
EFFECT: If the maneuver succeeds, the ship’s engineer must take
PREREQUISITES: None
an Systems Engineering (Navigational Deflector) test at TN 20 to create
DURATION: Until initiative changes again
the illusion (he must still have available actions to perform). If the test
TN: Not applicable
succeeds, roll 1D6 for each enemy ship intending to take the acting
EFFECT: The acting ship makes a new initiative roll (reduced by -5
ship as primary target. On an odd result, the acting ship is indeed taken
to account for the combat stress), and keeps this new score as if it was
as primary target; on an even result, the image is taken. If the test is a
the one rolled at the beginning of combat. The new acting order takes
Complete Failure or worse, the navigational deflector burns out.
place at the following round and onwards.
The illusion lasts for a certain time, determined by the test result
of the maneuver roll: one round for a Complete Success, two for a
Superior Success and three for an Extraordinary Success. Shield Disruption (Command)
However, if any enemy ship succeeds at a Tactical maneuver
The ship reconfigures its navigational deflector to emit a beam of
against the illusion, the trick is revealed and all effects lost. Enemy
antiprotons, or an interferometric pulse, at very short range against its
ships having taken the image as primary target may choose freely
target. This may disrupt the enemy shields.
another primary target at the beginning of the following round.
PREREQUISITES: Starship only; functional navigational deflector;
This maneuver can only be used once in combat.
Point Blank (1) range
DURATION : Instant
Photonic Pulse (Command) TN : Target’s protection + 15
EFFECT: If the maneuver is successful, have the ship’s engineer
Focusing an intense emission of photons in its main deflector
roll an Systems Engineering (Shields) at TN 15 – he must still be able
dish, a ship can release a high-energy pulse that can blind enemy
to perform individual actions. If this succeeds, the tactical officer may
sensors.
perform a Fire maneuver for free – but no damage is applied, instead,
PREREQUISITES: Point Blank (1) or Short (2) range; starship with a
if the Fire maneuver succeeds, the target’s shield strength is reduced
functional navigational deflector
to zero.
DURATION: One to three rounds (see Effect)
If the Engineering test results in a Complete Failure or worse, the
TN: 20
navigational deflector burns out.
EFFECT: If the maneuver succeeds, the ship’s engineer must take
an Systems Engineering (Navigational Deflector) test at TN 25 to charge
the deflector (he must still have available actions to perform). If the test Shield Repulsing (Command)
succeeds, the primary target’s sensors are knocked offline for a certain
The acting ships reverses the polarity of its shields, then brushes
time, determined by the test result of the maneuver roll: one round
its primary target’s so as to push it through space, sending it tumbling
for a Complete Success, two for a Superior Success and three for an
out of the way. The acting ship may also manage to “bounce” on its
Extraordinary Success.
target’s shields, increasing the distance separating both ships.
If the Engineering test is a Complete Failure or worse, the acting
PREREQUISITES: Used by ships on ships only, Point Blank (1) range,
ship suffers the effects of the pulse for two rounds, and the navigational
cannot be used after Full Stop (H), shield grid or similar system installed
deflector burns out.
aboard the acting ship, must be used immediately after a succeeded
System Operation (Shields) test
Plasma Field (Command) DURATION: For the next round
TN: Target’s protection - Size + 5
A ship can attempt to channel warp plasma through its
EFFECT: Immediately before using this maneuver, the acting ship
navigational deflector, emitting it as a coherent energy beam to try to
must roll a successful Starship Operations (Shields) (TN 13) to reverse
knock the enemy propulsion systems out of commission.
its shields’ polarity. Then, if the maneuver succeeds, the target loses -1
PREREQUISITES: Point Blank (1) or Short (2) range; starship equipped
to all Helm maneuvers for the next round, and the range between the
with a warp system and a navigational deflector
ships is increased by 1 in the case of a Superior Success and by 2 for
DURATION: Instant
an Extraordinary Success.
TN: 25
In case of a Complete Failure, the two ships suffer damage as
EFFECT: If the maneuver succeeds, the ship’s engineer must take
per a Minor Collision; for an Dramatic Failure, a Major Collision
an Systems Engineering (Navigational Deflector) test at TN 15 to focus
happens.
the beam (he must still have available actions to perform). If the test
succeeds, the primary target’s propulsion system suffers damage equal
to half the acting ship’s shield system reliability modifier (round up). Solar Flare (Command)
If the Engineering test is a Complete Failure or worse, the acting
A ship can attempt to generate a solar flare by firing an
ship suffers the effect of the plasma field, and the navigational deflector
electromagnetic pulse into the corona. This is a very dangerous
is burned out.
maneuver to perform – but very efficient.

STAR TREK ROLEPLAYING GAME


55
PREREQUISITES: Acting ship in the star’s Low Atmosphere
DURATION: Instant
TN: 25
EFFECT: If the maneuver succeeds, a massive solar flare is
generated, obliterating everything on its path (300 million kilometers in
a straight line), from ship to station. If it results in a Dramatic Failure,
the acting ship itself is obliterated as well...

Thruster Knockout (Command)


The acting ship brushes its primary target’s shields in an attempt
to knock out its thrusters, therefore hampering its normal helm
operations.
PREREQUISITES: Used by ships on ships only, ship and target
equipped with shields, Lock On (T), Match Speed (H)
DURATION: Until helm penalties reach 0
TN: Target’s protection - Size + 10
EFFECT: If the maneuver succeeds, the target loses -1 to all Helm
maneuvers for the next round in the case of a Complete success, -2 for Tractor Hold (Command)
a Superior success and -3 for an Extraordinary success. These penalties The ship or base tries to disrupt its primary target’s moves by
are reduced by 1 on the following round until they are again equal to 0. locking a tractor beam on it.
Thruster Knockout can not be attempted again for as long as the target PREREQUISITES: Lock On (T), target at Point Blank (1) or Short (2)
suffers helm modifiers due to a previous Thruster Knockout maneuver. range, towable with the available tractor beams
EXAMPLE: The USS Defiant tries to knock out a Dominion attack DURATION: Instant
ship’s thrusters. The roll is a Superior Success; the Dominion ship will TN: Target’s protection + 5
suffer -2 to all is helm maneuvers on the following round, then -1 on EFFECT: Before executing this maneuver, choose how much
the round after that. The Defiant will be able to attempt a Thruster protection points you will lose. If the maneuver succeeds, for each -3
Knockout maneuver again on the third round. points of protection lost, the target loses -1 to all maneuvers. It cannot
lose more than -3 in this fashion.
Tractor Disruption (Command) Against Klingon ships, this maneuver have them lose -10 to
tactical maneuvers instead of the classical -1, because their targeting
The ship or station modulates its tractor beam emitters against its systems are vulnerable to coherent graviton emissions.
primary target so as to create an energy surge in its systems, hoping to
disrupt them.
PREREQUISITES: Functional tractor beams, Lock On (T), Point Blank Tractor Lock (Command)
(1) range, enemy status successfully analyzed The ship or base tries to hold its primary target in place, to
DURATION: Instant prevent it from escaping.
TN: 20 PREREQUISITES: Lock On (T), target at Point Blank (1) range, towable
EFFECT: This maneuver may only be attempted if the acting ship with the available tractor beams
has already analyzed its primary target’s status (Narrator’s Guide p.102), DURATION: Until broken
explicitly searching for the right tractor beam modulation. TN: Target’s protection + 10
If the maneuver if successful, the acting ship must then succeed EFFECT: If the maneuver is a success, the acting ship or base
at an Systems Engineering (Tractor Beam), the TN being the target’s becomes completely immobile and therefore gains automatically the
protection + 5. If this test is successful, the target suffers two critical hits effects of Full Stop (H). However, it cannot attack the ship it holds in
to its propulsion system if it is a starship, or to its power system in the its tractor beam because of its closeness. The locked ship cannot go
case of a station. If this test is a Complete Failure or worse, the tractor to warp.
beams are destroyed. The targeted ship suffers a penalty equal to the acting ship’s size
to all helm maneuvers. Tractor lock lasts until broken by the acting
Tractor Dodge (Command) ship, or if the targeted ship manages to escape the lock, either by
overloading the generators – inflict one damage point to the operations
The ship or base tries to use its tractor beams in a desperate system then roll a successful System Operations (Operations) test, TN
attempt to deflect enemy weapons’ fire. 25, that can be lowered to 15 through the sacrifice of the navigational
PREREQUISITES: Functional tractor beams, Lock On (T) deflector; this can be only attempted once – or through talented
DURATION: Until next round piloting – pull off a Superior Success or better during an Opposed Test
TN: 20 pitting the acting ship attempting a Helm maneuver, and a reliability
EFFECT: If the maneuver if successful, the acting ship gains +5 test for the opponent’s operations system. See “Escaping”, p.44 for
protection against its primary target. more details.

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56 EXPANDED SPACECRAFT OPERATIONS
Verteron Pulse (Command)
A ship can attempt to emit a verteron pulse through its
navigational deflector. These particles interfere with subspace,
TABLE 3.6: ATTACK PATTERNS
NAME DESCRIPTION
knocking out vital ship systems.
Alpha Close, Fire
PREREQUISITES: Point Blank (1) range; starship equipped with a
Beta Scorpion Evasive, Multifire, Open
navigational deflector
Beta-2 Hard About, Fire
DURATION: Instant Beta-3 Hard About, Multifire
TN: Targer’s protection + 20 Beta-4 Minimal Aspect, Swoop, Fire
EFFECT: If the maneuver succeeds, the ship’s engineer must take Delta Maximum Coverage, Fire
an Systems Engineering (Navigational Deflector) test at TN 20 to focus Delta-2 Swoop, Fire
the verteron pulse (he must still have available actions to perform). Delta-3 Swoop, Multiweapon
If the test succeeds, the enemy ship’s shield, propulsion and sensor Delta-4 Mutliweapon, Close, Multiweapon
systems are knocked out for a certain time. The time is determined by Delta-5 Shallow-Z, Fire
the test result of the maneuver roll: one round for a Complete Success, Kappa 0-1-0 Maximum Coverage, Swoop, Fire
two for a Superior Success and three for an Extraordinary Success. Kappa 0-2-0 Full Attack, Open
If this test is a Complete Failure or worse, the acting ship suffers Omega Minimal Aspect, Evasive Attack
the effect of the pulse, and the navigational deflector is burned out. Omega-2 Maximum Coverage, Multifire
Omega-3 Evasive Attack, Evasion
Omega-4 Close, Multiweapon
MANEUVER PATTERNS Sierra Swoop, Exploit Weakness
Sierra-2 Come About, Feint
Maneuvers are organized in patterns. These patterns represent Sierra-3 Minimal Aspect, Multifire
series of elementary maneuvers executed following a sequence that Sierra-4 Swoop, Feint
have proven themselves over time. These sequences are mostly Theta Full Attack, Full Attack
comprised of two maneuvers for a round; some are comprised of three,
requiring experienced officers to perform, since they must be able to
execute more than the classical two maneuvers per round. Namely,
TABLE 3.7: DEFENSIVE PATTERNS
that means flight control officers having Combat Piloting or tactical NAME DESCRIPTION
Alpha Come About, Shallow-Z
officers with Combat Tactician (see p.66).
Alpha-2 Z-Axis, Minimal Aspect
Only ships can use maneuver patterns.
Beta Shallow-Z, Z-Axis
Beta 1-4-0 single Come About, Hard About
Executing Maneuver Patterns Beta 1-4-0 dual Minimal Aspect, Evasion
Beta-2 Shallow-Z, Hard About
At the beginning of a round, instead of declaring a series of Beta-3 Come About, Open
maneuvers, the commanding officer may declare a maneuver pattern. Beta-4 Z-Axis, Hard About, Shallow-Z
To do so, he or she rolls under Tactics with a TN of 15 – this counts Beta 9-3 Z-Axis, Evasion
as a free action. Failing the Tactics test does not prevent the ship from Delta Close, Minimal Aspect
executing the maneuver pattern – it may, however, prove more difficult Delta-2 Z-Axis, Swoop
to do. Delta-3 Hard About, Open
If the Tactics roll is a Complete Success, officers performing Delta-4 Hard About, Shallow-Z
the maneuver receive +1 to all their System Operations rolls to do Delta-5 Hard About, Z-Axis
so. In the case of a Superior Success, they receive +2; and +3 for an Gamma Shallow-Z, Open, Hard About
Extraordinary Success. They get -1 if the Tactics roll is a Complete Gamma-2 Come About, Z-Axis
Failure, -2 for a Dramatic Failure and -3 for a Disastrous Failure. Gamma-3 Shallow-Z, Open, Z-Axis
Gamma-4 Hard About, Z-Axis, Open
Gamma-5 Z-Axis, Dodge
Attack Patterns Lambda-1 Minimal Aspect, Minimal Aspect
Lambda-2 Minimal Aspect, Z-Axis
Attack patterns try to position the ship so as to maximize the
Omega Evasion, Evasion
damage caused, to gain a tactical advantage, or to attack with caution,
Omega-1 Come About, Z-Axis, Hard About
trying to minimize the exposition of the ship.
Omega-2 Come About, Open, Come About
Attack patterns are found in Table 3.6. Omega-3 Dodge, Open
Omega-4 Hard About, Immelmann Turn
Omega-6 Dodge, Z-Axis
Defensive Patterns
Theta Come About, Z-Axis, Close
Defensive patterns allow an attacked ship to escape, dodge, or Theta-1 Come About, Z-Axis, Hard About
position itself in a more favorable position for an assault. Sometimes Theta-2 Dodge, Z-Axis
defensive maneuvers accomplish all that. Theta-3 Come About, Shallow-Z, Dodge
Defensive maneuvers are listed in Table 3.7.

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57
Customizing Maneuver Patterns
When it comes to maneuver patterns, seasoned officers have
preferences and habits. Some have studied, and used with success TABLE 3.8: STARBASE SYSTEM DAMAGE
specific maneuver patterns so much that they develop their own HEAVY AND OUTPOSTS CLASSIFICATIONS
variants of them. ROLL SYSTEM
Players can buy maneuver patterns as specialties for their 2 Life Support
characters, using the advancement rules. A maneuver pattern is a 3 Shields
specialty of Tactics, and therefore the character receives the bonuses 4-5 Power
when rolling maneuver patterns. 6-7 Operations
8-9 Weapons
10-11 Sensors
STATIONS IN COMBAT 12 All Systems
SPECIALIZED AND SPACEDOCKS
Combat for stations happens just like for starships: initiative is ROLL SYSTEM
rolled, bases choose primary targets situated at a given range, and 2 Life Support
maneuvers take place. Of course, there are some differences due to the 3 Shields
static position of bases. 4 Power
5-6 Operations
7-8 Weapons
Station Shields 9-10 Sensors
Stations have stronger shields – they use a different shield track 11 All Systems
than starships, that can be found on Table 1.19 (p.18). The shield 12 All Systems x 2
ALL OTHER STATION CLASSIFICATIONS
strength is reduced as per the normal rules.
ROLL SYSTEM
2 Life Support
Orbital Decay 3-4 Shields
5-6 Weapons
Orbital decay (see p.32) can happen in two circumstances: 7-8 Operations
• When the shield track indicates so; 9 Sensors
• Each time the station suffers 5 points of structural damage (at the 10 Power
same time a system receives critical damage), the station gains one 11 Power & Operations
point of orbital decay: that is, at 5 point of structural damage, then 12 All Systems
10, 15 and so on.
TABLE 3.9: MANEUVERS FORBIDDEN TO STARBASES
Station Systems Damage TIER ONE
Just like starships, hull damage (or lost shield strength) implies Full Stop Helm (H)
the performance of systems is reduced. When a critical system is hit, Land Helm (H)
roll 2D6 on Table 3.8 to determine which one. Take Off Helm (H)
TIER TWO
(All) Helm (H)
Station Situation Cloaked Attack Tactical (T)
Feint Tactical (T)
As starbases are static, or in orbit, they are much easier to hit. TIER THREE
Therefore, all static stations, or those in orbit, gain the Full Stop (H) Cochrane Deceleration Command (C)
bonuses (see Narrator’s Guide, p.117), unless they decide to use Helm Evasive Attack Command (C)
maneuvers. In this case, the Full Stop effects are lost until the station Fast Attack Command (C)
decides to take another Full Stop maneuver – orbit, if applicable, must Forge Readings Command (C)
still be reestablished, though. Full Attack Command (C)
Immelmann Turn Command (C)
Pentis Maneuver Command (C)
Station Targets And Maneuvers Photonic Pulse Command (C)
Since stations are static they cannot execute some maneuvers. Picard Maneuver Command (C)
Especially, all Tier 2 Helm maneuvers cannot be executed by stations. Riker Maneuver Command (C)
Some Tier 1 Helm maneuvers can be attempted, and only if the station Shield Disruption Command (C)
is equipped with a sublight drive; but due to the difficulty of moving Shield Repulsing Command (C)
an important facility, a station can execute only one such maneuver Slingshot Effect Command (C)
every other round. Thruster Knockout Command (C)
A summary of all maneuvers forbidden to starbases can be found Verteron Pulse Command (C)
in Table 3.9. Maneuvers resolved to stations are found below.

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58 EXPANDED SPACECRAFT OPERATIONS
Tier One Maneuvers

Reacquire Target (Tactical)


Following a tactical threat reassessment, the station commander
decides to change targets and report its offensive elsewhere.
PREREQUISITES: None
DURATION: Until targets change
TN: None.
EFFECT: To execute this maneuver, no roll is required; it succeeds
automatically. The base can choose a new primary target (two if it is
equipped with a multi-vector targeting system).

Tier Two Maneuvers

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

STAR TREK ROLEPLAYING GAME


59
to fight; the wing cannot fight anymore, even if it has Size points
TABLE 3.10: UNIT STRENGTH TRACK remaining. As the strength of the unit decreases, its status are changed
STRENGTH EFFECT (IF ANY) following Table 3.10.
10 Full wing strength WING COMMANDER: Choose one ship in the unit – this one will
9 -1 Movement be the leading ship of the unit. Write down the Tactics skill value of the
8 -1 to Tactical modifier
commanding officer of the ship. Have maybe some other ships ready to
7 -1 to all penetration ranges
take that place should the wing commander go down.
6 -1 to Command modifier
MANEUVER MODIFIERS: Average all the maneuver modifiers of
5 -1 Protection
4 -1 to Helm modifier the wing to determine the wing’s modifiers (rounded down). These are
3 -2 Protection used each time the wing acts as one; when a ship acts individually, use
2 -1 to all penetration ranges its own maneuver modifiers instead.
1 -2 Movement
0 Unit down, too crippled to fight
WING COMBAT
Wings are situated relatively to one another through range
shield grid. Subtract 1 for each station that has the weak shield grid increments; they are the same as for classical starship combat.
flaw. Fleet combat is divided in rounds, just like regular combat.
MOVEMENT: In fleet combat, the quickness at which wings The same way, wings act using maneuvers or maneuver patterns:
move can be a determining element. To calculate the movement score the same sequence of initiative, of maneuver choosing and declaring
of a wing, find the lowest sublight speed among the fleet. Multiply this is applied. Wings also have primary targets, mirroring the starship
per 10, and round down. Stations always have a movement of 0. combat system.
STRENGTH: This track reflects the wing’s global status; if the However, there are some differences due to the scale used.
wing if made up of undamaged ships, the wing strength equals 10. Wings use maneuvers, just like ships: some of the regular
When the status are equal to 0, the remaining ships are too crippled

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60 EXPANDED SPACECRAFT OPERATIONS
starship maneuvers can be used (Table 3.11). Replace “acting ship or
station” per “acting wing” and “Target’s protection” per “Target wing’s
TABLE 3.11: WING MANEUVERS protection”. For the specific differences, see below.
Maneuver patterns can also be used – only those which employ
TIER ONE
maneuvers that can be performed by wings. For example, the Sierra
NAME TYPE
attack pattern, which uses the exploit weakness maneuver, cannot be
Close* Helm (H)
used. Table 3.12 lists the maneuver patterns forbidden to wings.
Come About* Helm (H)
The individual maneuvers are rolled by the commanding officer
Fire Tactical (T)
Full Stop Helm (H) of the wing commander: make a Tactics test, matching the TN of
Maximum Coverage* Tactical (T) the maneuver, and add the corresponding wing’s maneuver modifier
Minimal Aspect* Helm (H) (Helm, Tactical, Command).
Open* Helm (H)
Reacquire Target Tactical (T)
Shallow-Z Helm (H)
Spread Tactical (T)
TIER TWO
NAME TYPE
Cross-Fire Tactical (T)
Disengage** Tactical (T)
Fire En Passant* Tactical (T)
Head-On Approach* Helm (H)
Hard About* Helm (H)
Feint Tactical (T)
Intercede* Tactical (T)
Match Speed Helm (H)
Multifire Tactical (T)
Multiweapon Tactical (T)
Ramming Speed*** Helm (H)
Random Fire Tactical (T)
Scorpion Evasive* Helm (H)
Swoop* Helm (H)
Z-Axis* Helm (H)
Specific Wing Maneuvers
TIER THREE MOVEMENT-CRITICAL MANEUVERS: When rolling these
NAME TYPE maneuvers, add the Movement score of the wing to the test.
Combine Fire Command (C) DISENGAGE: When performing a Disengage maneuver, all
Evasive Attack* Command (C) wings that target the acting wing can immediately perform a free Fire
Fast Attack* Command (C) maneuver – it’s dangerous to turn your back on your enemy.
Full Attack Command (C) RAMMING SPEED: There is a slight modification to this
Immelmann Turn Command (C) maneuver: when performed, each wing suffers the other’s remaining
Reassess Battlefield Command (C) Size, plus Protection, plus Strength.
* Add the wing’s Movement score to the roll.
** All wings targeting the active wing may immediately perform a free
Fire maneuver. Wing Damage
*** Damage suffered is the remaining unit’s Size + Protection + Status
When a wing inflicts damage upon another, subtract the offense
value of the corresponding range to the unit’s size.
TABLE 3.12: MANEUVER PATTERNS FORBIDDEN TO WINGS Each time a wing achieves a superior success or better during a
ATTACK PATTERNS Tactical maneuver, the target loses -1 strength. It loses -2 strength in the
NAME DESCRIPTION case of an extraordinary success.
Omega-3 Evasive Attack, Evasion At the end of each round, roll 2D6 and add the remaining
Sierra Swoop, Exploit Weakness wing strength; check the roll on Table 3.11 to see the fate of the wing
DEFENSIVE PATTERNS commander. If the wing commander is put out of combat, the wing
NAME DESCRIPTION loses -1 strength as morale suffers; another ship has to take its place.
Beta 9-3 Z-Axis, Evasion You might also use Table 3.11 in order to announce to the
Gamma-5 Z-Axis, Dodge players the fate of a given ship that is of an interest to them.
Omega Evasion, Evasion
Omega-3 Dodge, Open
Omega-6 Dodge, Z-Axis PCs As Wing Members
Theta-2 Dodge, Z-Axis
Obviously, it is clear that the most important and glamorous
role in a wing is that of wing commander. Players commanding wings

STAR TREK ROLEPLAYING GAME


61
TABLE 3.11: INDIVIDUAL SHIP’S FATE
ROLL (2D6 + STRENGTH) RESULT
Tragedy: The ship is totally destroyed without having been able to inflict serious damage. Only escape pods might
3-5
possibly be salvaged.
Disabled: The ship suffered heavy damage during the battle; it is too crippled to continue fighting and leaves the unit,
6-9 stopping where it is. Four systems out of six are offline, the remaining two are down to reliability A. Shields are down.
Remaining structure: 1D3.
Defeat: The ship didn’t fare well in battle: it mostly suffered serious damage without being able to return heavy fire. The
10-12
ship loses a third of its structure and 7 shield strength; one system is offline; two others suffer a critical hit.
Standoff: The ship managed to pull its own during the round, without tipping the balance one way or another. It loses 8
13-15
structure, 3 shield strength, its systems suffer two random critical hits.
Victory: The ship managed to pull off a minor victory over the course of combat. It loses 2 shield strength, 5 structure, one
16-19
system suffers a critical hit. The ship gains +1 starship renown.
Extraordinary Victory: The ship achieved a superior offensive while suffering minimal damage. It loses 3 structure and
20-22
gains +2 starship renown.

can have a great time – although they are in a situation of prominent


danger.
The players’ ship should always perform the maneuvers ordered
by the wing commander separately.
If they are wing commander, have the commanding officer
roll the maneuvers for the whole wing as usual; rolling the whole
wing maneuvers of the round counts as one action. Then, have the
individual players manning the stations roll the maneuvers for their
own ship as with usual starship combat. To do so, take the opposing
wing’s protection as individual TN for the individual ship maneuvers.
However, do not apply the damage – it’s already accounted for in the
general wing penetration.
Have the players roll their maneuvers separately as well if they
are wing members.
At the end of the round, have them roll on Table 3.11 to
determine the fate of their own ship. However, the players can have
a decisive influence on the combat and on their own fate – they’re
the stars of the show, after all. For each maneuver they performed WING-SPECIFIC MANEUVERS
individually, check the test result. Subtract -3 to the roll determining
their fate for each Disastrous Failure they achieved in the round. These maneuvers can only be used by wings.
Subtract -2 for each Complete Failure, and -1 for each Failure. On the
other hand, add +1 for each Complete Success, +2 for each Superior Flank (Helm)
Success, +3 for each Extraordinary Success.
The wing intends to encircle its enemy, in order to hamper its
movement and increase the offensive pressure.
Leaving Or Joining A Wing PREREQUISITES: Point Blank (1) range; not after Full Stop (H)
Disabled ships (as rolled on Table 3.11) have to leave their wing. DURATION: Until next round
They are of no more use to it. They remain static, at least until the end TN: 20 - acting wing’s movement
of combat. Individual ships can also leave a wing willingly, in order to EFFECT: If the maneuver succeeds, the acting wing gains +1 to
retreat, join another wing, launch a rescue mission… its Point Blank range penetration value; the targeted wing loses -2
Ships (or a subset of ships) leaving or joining wings must do so at movement (minimum 0).
the end of a round (in the case of disabled ships, just after the fate has
been determined). This counts as a free action. Harass (Tactical)
When ships leave or join wings, recalculate the corresponding
The wing uses a harassment tactic, attacking relentlessly its
values based on the remaining ships.
enemy then retreating, in order to weaken it.
If functional ships leave a wing, divide the lost points of unit
PREREQUISITES: Not after Full Stop (H)
strength as you wish between the two subsets. Do not do so if the ships
DURATION: Instant
leaving the unit are forced to do so, such as if they are disabled or
TN: Target’s protection - acting wing’s movement + 10
destroyed (such ships have a strength of zero).
EFFECT: The acting wing loses -2 movement and -5 protection
until next round. Damage applied to the enemy is equal to half the
offense rating of the wing. However, if the maneuver is a Complete

STAR TREK ROLEPLAYING GAME


62 EXPANDED SPACECRAFT OPERATIONS
Success, the targeted wing’s strength is reduced by 1; by 2 for a
superior success, by 3 for an extraordinary success.

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

TABLE 3.11: VEHICLE COMBAT TESTS


ACTION ACTION COST TEST TYPE COMMON MODIFIERS
Aim 1 None +2
Attacking 1 System Operation (Tactical) Ranged combat
Charge 2 Vehicle piloting test Depending on conditions
Delay 0 None None
Evade 1 Vehicle piloting test Depending on conditions
Dodge 1 Vehicle piloting test Ranged combat
Lock On 1 System Operation (Tactical) Ranged combat

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63
results in a hit, damage is applied. As with Starships, the TN for hitting Protection. The Narrator will forbid any firing upon ships if the
a vehicle is equal to the enemy’s Protection. conditions renders the action impossible – for instance, it’s hopeless to
CHARGE: Using its speed and maneuverability, the vehicle fire an hand phaser on a starship travelling at warp…!
charges its target. This can be devastating on personnel, as these are Needless to say, direct fire from any ship or vehicle weapon
ran over; it can be effective on other machines and vehicles as well. results in the instant death of a character. The TN for hitting somebody
Charging gives an advantage to the acting vehicle’s dodging actions (+2 with vehicle or starship weapons is equal to the dodge roll of the target
to dodge rolls against all enemies), and hampers the target’s movement (if it still can dodge, otherwise the vehicle hits automatically).
(-2 to the target’s piloting rolls). Vehicles can fire their weapons at people to the full extent of
If a person or a group of persons is targeted, all the people failing their ranges, but starships and stations, due to the different ranges used
their dodge rolls suffer damage equal to the vehicle size times its speed and the difficulty of locking on someone precise with weapons that big,
factor times 10. can only fire at persons situated at Point Blank (1) range. Of course,
DELAY: Instead of acting in the initiative order, a vehicle can that does not prevent from shooting at bigger targets situated further,
delay its actions until it sees how other vehicles act. Similar to the delay and whose destruction might be harmful to personnel, like vehicles or
action in personnel combat (Narrator’s Guide, p.87), the vehicle can buildings.
act later in the round when it desires, however if two vehicles wish to The damage scale for stations, starships and vehicles is the same.
act at the same time, they must take an Opposed vehicle piloting Test. The exception is vehicles with the Scale Shift flaw: they are instantly
The winner acts first. destroyed by starships, stations and vehicles without the flaw. Against
DODGE: The basic maneuver of evading enemy fire. The those, they only apply 1/50th of their penetration value (once the flaw
mechanic is the same as personnel dodging (Narrator’s Guide, p.87): if is taken into account).
the attacker fails to hit the vehicle, no piloting test is needed.
EVADE: This action allows to nullify the target locking of a
single enemy vehicle. The acting vehicle must perform an Opposed
Test against the crew member manning the enemy’s tactical systems (he
must still have available individual actions to perform in order to keep
the lock). If the test is successful, the enemy vehicle loses Lock On.
The enemy can also decide not to maintain the lock, or may
not have individual actions to spare; in this case the Evade action is
automatically successful, and no actions are spent on the enemy side.
LOCK ON: Using the advanced targeting systems onboard the
vehicle, the gunner locks on one target so as to hit it more easily. In
order to perform Lock On, the vehicle must have tactical systems with
D reliability or better. Only one target can be locked on at the same
time (abandoning a lock is a free action). If the lock is successful, the
gunner gets +5 to all attack tests against this target.

MIXING THE COMBAT


SCALES
THE ORDER OF ACTION
On some rare situations, personnel might find themselves in a
position to attack a starship with their hand phasers, or stations might No matter what, starships and stations are the best craft existing:
try to fight atmospheric vehicles in low orbit. These rules allow the designed as platforms able to perform the widest range of tactical
porting of one combat scale to the next. operations possible, they outmaneuver all other types of craft. In a
fight involving starships and/or starbases and other types of craft, the
stations and starships always act first (resolve the initiative between
DAMAGE SCALES them normally).
Vehicles and personnel can however act simultaneously.
Crew wanting to attack ships, stations or vehicles using However, as vehicles are more maneuverable and have better reactions
hand weapons may find themselves surprised – the damage scale times than personnel, they gain a +5 bonus when rolling their initiative.
is completely different for personnel and spacecraft combat. Hand That does not mean vehicles will always act first when engaged in a
phasers, albeit very powerful, can only hope to scratch a starship or combat with personnel, but they are more likely to.
vehicle hull – even more if it is protected by shields.
If a precise correlation between damage scales is needed,
take the energy weapon setting, divide by 10 (rounding down): this
is the damage applied on the spacecraft scale. The shields’ strength
is only reduced (by one point) if the attacking character manages
an Extraordinary Success. The TN for hitting a ship is equal to its

STAR TREK ROLEPLAYING GAME


64 EXPANDED SPACECRAFT OPERATIONS

THE WAY OF THE CRAFT

ADDITIONAL COMMAND OFFICER


PROFESSIONAL
Tier 1 Professional Abilities
ABILITIES
Ø GET OFF MY SHIP: Sometimes they just don’t
listen, don’t they? The character gains +4
STARSHIP OFFICER for all Influence (Intimidate) tests.

Ø SKELETAL CREW: The officer is a master


Tier 1 Professional Abilities of logistics and knows exactly how to
dispatch his crew and resources. When a
Being a starship officer is starship or station has to operate with a
Ø EVA NATURAL: On a starship or starbase,
the most glamourous position in reduced crew, calculate the penalties as if
everyone has to go out in space at one time
the galaxy. The opportunity to the crew was 30% bigger.
or another; training help adapting oneself
discover strange new worlds fills to EVA operations. When donning an EVA
many people’s dreams. suit, the character does not suffer from the
Starship officers spend years
Tier 2 Professional Abilities
usual -2 penalty to physical tests.
travelling from star to star on the
decks of stations or ships. With Ø BATTLEFIELD INTUITION: A well-seasoned
Ø SECURE THE DEAL: Starship officers, visiting
the dangers and training comes officer is the central axis around which the
many worlds and sometimes having to
many a refined skill: these are the whole ship revolves; by timing his actions
buy components and repair parts in the far
tools of the trade, the way of the right, he can create a synergy between all
reaches of space, often develop a knack for
(space)craft. the members of his crew. When declaring
bargaining thanks to their knowledge of the
This chapter details with a maneuver pattern, the officer gains +2 to
universe. When conducting a Negotiate
new advancement possibilities for his roll. PREREQUISITE: Fighting Captain.
(Bargain) test, the character receives an
starship officers. affinity bonus equal to half his levels in the
Ø THINK LIKE CLAUSEWITZ: The officer is a
Specific World skill.
passionate of strategy, keeps an extensive
library about the subject and spends much
Tier 2 Professional Abilities time playing strategic simulations and
games. When performing a Command
maneuver, the character receives +2 to his
Ø UNIVERSAL WISDOM: Starship officers travel
roll. PREREQUISITE: Tactics 6+.
much and meet many cultures and strange
people. These experiences make them
harder to fool than most. The character Tier 3 Professional Abilities
gains +2 Savvy. PREREQUISITE: Secure The
Deal.
Ø WING SYNERGY: Some command officers
are able to synchronize perfectly a ship

STAR TREK ROLEPLAYING GAME


65
wing’s actions through intuition and experience. When the
officer commands the ship that is wing commander, the wing can
perform an additional maneuver per round. PREREQUISITE: Battlefield
Intuition.

FLIGHT CONTROL OFFICER

Tier 1 Professional Abilities

Ø CELESTIAL MECHANIC: The knowledge of celestial mechanics, of the


moves of planetoids transcends science and becomes a second
nature. When correcting an orbit, add +3 to the roll.

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.

ENGINEER Tier 1 Professional Abilities

Ø POWER MANAGER: As the engineer Tier 2 professional ability.


Tier 1 Professional Abilities
Ø PROGRAMMER: Operations officers often have to opitmize and
write programs for the systems. The character receives +4 for all
Ø DO YOUR BEST: The character works efficiently and knows how to Computer Use (Programming) tests.
use all help available, especially hardware. When the character
takes advantage of the engineering facilities present aboard
stations, all Engineering rolls receive +4. Tier 2 Professional Abilities
Ø RESOURCEFUL: The character has a good sense of organization, and Ø CELESTIAL MECHANIC: As the Tier 1 fight control officer professional
especially of engineering resources available onboard a facility. ability. PREREQUISITE: System Operation (Flight Control) 6+.

STAR TREK ROLEPLAYING GAME


66 EXPANDED SPACECRAFT OPERATIONS
Ø SYSTEM INTUITION: A trained operations officer knows intuitively how tactical maneuvers, the character rolls an additional die and keeps
to use systems to their maximum efficiency. When rolling a System the best two for his result. The rule of double 6’s still applies.
Operation (Mission Ops) test, the character rolls 3D6 and keeps PREREQUISITE: Gun Mender or Tactics 6+.
the highest two (the rule for double 6’s still applies). PREREQUISITE:
System Operation (Mission Ops) 6+ or Level-Headed. Ø GET OFF MY SHIP: As the Tier 1 command officer professional
ability. PREREQUISITE: Influence (Intimidate) 6+.

Tier 3 Professional Abilities


Tier 3 Professional Abilities
Ø SYSTEM PRIORITIZING: The officer can quickly divert power but also
personnel or resources to vital systems in times of battle. Once per Ø COMBAT TACTICIAN: Security officers train in various combat
round, at the cost of an action, he can subtract -1 to a maneuver simulations, honing their reflexes and learning to make the best
modifier to add +1 to another one. No more than one point at out of their computer systems. When manning the tactical systems,
a time can be transferred in this manner. PREREQUISITE: System the officer can execute an additional tactical maneuver per round
Intuition. without suffering any additional action penalties. PREREQUISITE: Aim
True

SECURITY OFFICER
COUNSELOR

Tier 1 Professional Abilities


Tier 1 Professional Abilities
Ø GUN MENDER: Onboard a ship or station, the weapon systems
are at the core of the tactical officer’s job. Security officers so Ø BODY LANGUAGE: People often betray their own emotions by their
learn to repair and modify these systems. Add +4 to all Systems attitudes, postures, and way of speaking. When conducting an
Engineering (Weapons) the officer makes. Inquire (Interview) test, the character gains an affinity bonus equal
to half his Observe levels.
Ø IMPROVED INITIATIVE: The character has worked on his reflexes and
vigilance to avoid being surprised. He gains +3 Initiative. Ø SECRETS OF THE HEART: Unconsciously, the knowledge counselors
have of the mind and heart give them an advantage when it
comes to romantic relationships. The character adds +4 to all his
Tier 2 Professional Abilities Influence (Charm) tests.

Ø AIM TRUE: Tactical officers are adept at firing ships of stations


weapons at the right angle, just where necessary. When executing

STAR TREK ROLEPLAYING GAME


67
Tier 2 Professional Abilities die, instead of 20%. PREREQUISITE: Emergency Room or Medicine
(Traumatology) 6+.
Ø WE’RE AMONG FRIENDS: The character radiates an aura of friendliness
that transcends cultural differences. When rolling an Inquire Tier 3 Professional Abilities
(Interview) test, ignore all social test penalties. PREREQUISITE: Secrets
Of The Heart.
Ø MEDICAL TEAM COORDINATION: The medical officer evaluates quickly
the members of his team and knows best how to use them.
Ø NO FOOL: Counselors are especially trained to detect lies and
When treating mass casualties in Combined Tests, the officer
perceive hidden meanings in other’s words. When rolling a Savvy
receives double bonuses from characters working alongside him.
reaction test, the character rolls an additional die (3D6), keeping
PREREQUISITE: Nerves Of Steel or Medicine (Traumatology) 8+.
the highest two. The rule for double 6’s still applies. PREREQUISITE:
Body Language or Savvy 3+.
SCIENCE OFFICER
Tier 3 Professional Abilities

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.

Tier 1 Professional Abilities Tier 2 Professional Abilities


Ø EMERGENCY ROOM: Meticulous medical officers often engage in
Ø PROGRAMMER: As the operations officer Tier 1 professional ability.
training scenarios in order to face the worst combat situations
possible. That allows them to quickly organize medical facilities
Ø STARSHIP AFICIONADO: Some officers are just passionate about
in order to prioritize treatments. When treating mass casualties,
starships and stations: they collect blueprints, specifications, and
half of the people treated is fit to return to duty (instead of a third)
learn to recognize systems at first glance. When analyzing a ship’s
and half must remain in sickbay (instead of two thirds).
status (as per the Narrator’s Guide, p.102), add +4 to the test roll.
PREREQUISITE: Working Model.
Ø EXOANATOMY: As physiologies and characteristics vary widely from
species to species, medical officers document themselves on
alien medicine in order to perform their jobs at peak efficiency. Tier 3 Professional Abilities
Choose a species: the officer receives +4 to his Medicine (Chosen
Species’ Medicine) rolls. This ability can be taken multiple times Ø SCIENTIFIC BREAKTHROUGH: Just like with medicine, science is
for multiple species (Klingon, Romulan, Talaxian…). developed through the sharing of information and ground-breaking
discoveries; and being aboard a starship or station is a wonderul
Tier 2 Professional Abilities opportunity to do reseach. When rolling an Extraordinary Success
during any Science skill test, the officer gains +1 Renown at the
end of the episode. This can be used only once per game session.
Ø NERVES OF STEEL: When lives are at stake, medical officers cannot
PREREQUISITE: Science Tech.
allow themselves to be distracted. When performing medical tests,
the officer never suffers from academic test penalties like noise,
stress due to time constraints etc. PREREQUISITE: Willpower 3+.
CREW PROFILES
Ø STAY WITH US: Medical officers don’t want to let the people
placed under their care to die without a fight: they are ready to The repartition of personnel aboard starships and starbases is
do everything in their power, and then more, to save them. When optimized: you want to have as much people as needed, working at
treating mass casualties, 10% of the people who were not treated

STAR TREK ROLEPLAYING GAME


68 EXPANDED SPACECRAFT OPERATIONS
peak efficiency. Resources aboard spacecraft are not extensible, even For instance, “0%” does not mean the position will never be found
with the advent of the replicator; nobody should stay idle. on the given starship or station type; just that they are very rare, but
The guidelines provided here allow you to determine roughly the one may encounter them occasionnally. The same goes for generic
way crews (not counting passengers) are organized aboard starships percentages: do not calculate all figures down to the decimal point, just
and stations, following the usual branches and subdivisions (Tables 4.1 use the information provided as ideas to build your crew.
and 4.2). These are very rough estimates; moreover, different missions, Different species have different ways of organizing their crews;
ships or situations may require different crew profiles. Therefore, feel for instance, Klingons will have more developed tactical branches than
free to adjust all these tables widely in order to suit the concept of the scientific ones. Adjust the percentages given for Starfleet vessels with
ship or station you’re building: these tables are only rough guidelines. Table 4.3.

TABLE 4.1: STARSHIP CREW BREAKDOWNS


COMMAND OPERATIONS SCIENCE
SHIP TYPE COMMAND FLIGHT CTRL. ENGINEERING OPERATIONS SECURITY COUNSELING MEDICAL SCIENCE
WARSHIPS
Battleship 10% 5% 15% 25% 35% 0% 10% 0%
Dreadnought 10% 5% 15% 20% 40% 0% 10% 0%
Fast Attack 10% 5% 20% 30% 35% 0% 5% 0%
Fighter 30% 30% 5% 5% 30% 0% 0% 0%
EXPLORERS
Explorer 15% 10% 10% 25% 10% 5% 10% 15%
Heavy 15% 10% 10% 15% 15% 5% 10% 20%
Light 15% 10% 15% 20% 15% 0% 10% 15%
CRUISERS
Cruiser 10% 10% 10% 20% 20% 5% 10% 15%
Battle Cruiser 10% 10% 15% 15% 25% 0% 10% 15%
Exploratory Cruiser 10% 10% 15% 25% 10% 5% 10% 15%
Heavy Cruiser 10% 10% 10% 25% 15% 5% 10% 15%
Light Cruiser 10% 10% 20% 20% 15% 0% 10% 15%
DESTROYERS
Destroyer 10% 5% 20% 25% 30% 0% 10% 0%
Heavy Destroyer 10% 5% 20% 10% 35% 0% 10% 0%
ESCORTS
Escort 10% 5% 20% 30% 25% 0% 10% 5%
Destroyer Escort 10% 5% 20% 25% 30% 0% 10% 0%
Heavy Escort 10% 10% 25% 30% 25% 0% 10% 5%
Light Escort 10% 5% 25% 25% 25% 0% 10% 0%
FRIGATES
Frigate 5% 5% 20% 30% 10% 5% 10% 15%
Fast Frigate 5% 10% 20% 30% 10% 0% 10% 15%
Heavy Frigate 10% 10% 20% 20% 15% 5% 10% 10%
SCOUTS
Scout 5% 10% 30% 35% 5% 0% 5% 20%
Fast/Far Scout 5% 15% 30% 30% 5% 0% 5% 20%
Heavy 10% 10% 15% 20% 10% 0% 10% 25%
SPECIALIZED
Courier 10% 15% 30% 40% 0% 0% 5% 0%
Medical 5% 5% 15% 15% 5% 15% 30% 10%
Surveyor 5% 10% 25% 35% 0% 0% 5% 20%
Deep Space Surveyor 5% 10% 25% 30% 0% 0% 10% 20%
Research / Laboratory 5% 5% 15% 15% 5% 5% 10% 40%
SUPPORT / AUXILIARY
Cargo Carrier 10% 20% 35% 30% 0% 0% 5% 0%
Runabout 10% 20% 20% 20% 5% 0% 5% 20%
Shuttlecraft 15% 25% 5% 25% 5% 0% 5% 20%
Tanker 10% 20% 35% 30% 0% 0% 5% 0%
Tender 10% 10% 45% 30% 0% 0% 5% 0%
Transport 10% 20% 35% 30% 0% 0% 5% 0%
Transport, Armored 10% 20% 30% 30% 5% 0% 5% 0%
Tug 10% 10% 40% 35% 0% 0% 5% 0%

STAR TREK ROLEPLAYING GAME


69
TABLE 4.2: STARBASE CREW BREAKDOWNS
COMMAND OPERATIONS SCIENCE
SHIP TYPE ENGINEERING OPERATIONS SECURITY COUNSELING MEDICAL SCIENCE
SPACE STATIONS / STARBASES
Light 15% 20% 30% 10% 5% 10% 10%
Medium 15% 20% 25% 15% 5% 10% 10%
Heavy 15% 20% 20% 15% 10% 10% 10%
TACTICAL FACILITIES
Tactical Platform 35% 10% 15% 35% 0% 5% 0%
Light Defense Station 10% 20% 30% 35% 0% 5% 0%
Medium Defense Station 10% 20% 25% 35% 0% 10% 0%
Heavy Defense Station 10% 15% 25% 40% 0% 10% 0%
OUTPOSTS
Light 10% 20% 30% 10% 5% 10% 15%
Medium 10% 20% 25% 15% 5% 10% 15%
Heavy 15% 20% 20% 15% 10% 10% 10%
SPECIALIZED
Administrative Center 45% 15% 20% 5% 5% 10% 0%
Communications Station 15% 35% 40% 0% 5% 5% 0%
Factory 10% 40% 30% 0% 5% 15% 0%
Medical 10% 15% 15% 5% 15% 30% 10%
Observatory 10% 20% 30% 0% 5% 10% 25%
Recreation 25% 20% 20% 20% 5% 10% 0%
Research / Laboratory 10% 15% 15% 5% 5% 10% 40%
Hub 15% 35% 40% 0% 5% 5% 0%
SPACEDOCKS
Light 10% 50% 35% 0% 0% 5% 0%
Medium 10% 50% 30% 0% 0% 10% 0%
Heavy 10% 45% 30% 5% 0% 10% 0%

TABLE 4.3: ALIEN CREW BREAKDOWNS


COMMAND OPERATIONS SCIENCE
GROUP COMMAND FLIGHT CONTROL ENGINEERING OPERATIONS SECURITY COUNSELING MEDICAL SCIENCE
Andorian - - - -5% +5% - - -
Borg -5% - - +10% - None -5% -
Cardassian +5% - - - +5% -10% - -
Dominion +10% - -5% -5% +10% -10% - -
Kazon / Trabe +5% -5% +5% - +5% None -5% -5%
Klingon +5% - - - +10% None -15% -
Orion +5% - - - +5% -10% - -
Romulan +5% - - -5% +5% -5% - -
Vulcan - - -5% - - - - +5%

STAR TREK ROLEPLAYING GAME


21

+

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


mers confidently assumed that Jovian planets (Class-J


worlds, to Starfleet) didn’t form close to stars—but of Expanded Star System Creation Checklist
the many new planets discovered since then, almost • Pick system name
all of them have been Jovian worlds relatively (in some • Determine system affiliation (see Narrator's Guide, -3
cases amazingly) near their suns. In ten (or fifty, or two pages 168-169)
hundred) years, perhaps modern astrophysics (with its • Determine system type (see Table 10.5, Narrator's
“rare Earth” assumption that Class-M worlds will be Guide, page 170)
-
vanishingly thin on the ground) will similarly yield • Determine orbital separation (see Table 1.1)
to a Star Trek universe where Earthlike planets wait • Determine stellar classification (see Table 10.5A,
around every corner hoping to be rid of their evil com- Narrator's Guide, page 170)
puter overlords. Third, these rules are as compatible • Derive stellar basic data (see Table 1.2)
as possible with the ones in the core rulebook—they • Determine number of planets (page 7)
000001
expand on, but do not replace, those systems. As a • Determine orbital distances for all planets (page 7)
result, using this system will occasionally ask you to • Remove (or explain) “impossible” planets (page 7)
reference a table or rule in the Narrator’s Guide, rather • Place any asteroidal and cometary belts (page 8)
than reprint material and waste space. • Place any other objects in the system (see page 8 and
Fourth, and most importantly, this system is option- Narrator's Guide, pages 170-173)
al. Never feel that the dice “force” your planet to turn 200001
out in a way you don’t like—given Star Trek’s panoply
of ancient meddling super-races, even astrophysics
can’t force a planet to do that. Feel free to use it to S ystem A ffiliation
spark creativity where need be; pick what sounds Use the guidelines on pages 168-169 of the
good or what the story requires. Boldly go to whatever Narrator’s Guide to help determine this question, or let
strange new world you imagine. the story drive it. The system’s recent past can help you
decide, too. Newly discovered empty worlds are likely
to be claimed by their discovering culture—espe-
Star Systems cially if they support life or have a strategic location.
Colony worlds usually stay aligned with their parent
Except for rogue planets like Trelane’s world or planets—a Ferengi mining colony is likely to stay in
Yonada, worlds depend on stars for light, energy, and the Ferengi economic sphere, for example. Rebel
life. The very stuff of the planet can vary depending colonies become neutral, or align with their parent 
on its stellar parent; before you can build a world, in world’s enemies—especially if those enemies stuck
other words, you need to find a star to steer it by. around after “liberating” the system! Worlds without
space flight are almost always neutral or contested; a
S ystem N ame few may be under quarantine or protection by another
The name of the star system is the name of its pri- world or major power. Spacefaring worlds will be right
mary star. Starfleet assigns names to newly-discovered in the soup of interstellar politics, and even theoreti-
stars based on a catalog number, or on their coordi- cally neutral worlds will likely slant to one or another
nates. However, many stars have pre-existing names major power.
based on earlier voyages of exploration, older stellar
surveys, astronomical observations, and even ancient O rbital S epar ation
star maps taken from bas-reliefs at archaeological sites. This value only applies to star systems with mul-
Human and Andorian star catalogs made up much of tiple stars—binary (two-star), trinary (three-star), and
the early Federation material; later additions from the so forth. (To determine the number of stars in the sys-
Vulcan Science Academy and scientific exchanges tem, consult Table 10.5 on page 170 of the Narrator’s
with the Klingons left the whole issue of naming in Guide.) Single-star systems can skip this step. Multiple
complete incoherence. Indeed, many stars have two or star systems can be “close” or “distant”; close com-
more names. A particularly bright star near a galactic panion stars orbit at near-planetary distances (within
border (such as Betelgeuse) may have as many as fifty 100 AU), while distant companions are, effectively,
names! In practice, the most euphonious name, or the other star systems. Of course, a prewarp civilization 3332
one preferred by the governing power, is the one that would find the planets of a companion star a useful
gets used. As Narrator, you can make up anything that stepping stone to true interstellar travel—or a source of
sounds remotely good; beginning with a Greek letter rivalry and danger. Use Table 1.1: Orbital Separation
111
adds the right note of astrobabble to the proceedings. to determine the specific values for each pair of the
+
Using real stars can work if you’re sure the body in system’s components.
question matches the story requirements, or if you’re
sure none of your players will catch you.


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

Black Zone: Here, water is a mineral, and the


sun is just another bright star in the sky. Methane and Table 1.3: Number of Planets 200001
ammonia are liquids, or even snowy solids. S tellar T ype N umber of P lanets *
A Ia, F Ia, G Ia 3d6+1
P lanetary S ystems A Ib, A II, F Ib, G Ib, K Ia-Ib 3d6
With the basic star type and system zones estab- A III, B II-IV, F II, G II, K II 3d6-1
lished, it’s time to find out how many planets the sys- A IV, B V, F III-IV, G III, K III, M Ia-III 3d6-2
tem has, and where among those zones they orbit. A V, F V, G IV, K IV 2d6+3
G V, K V, M V 2d6+2
Number of Planets D, L 1d6+2
Find the star’s type on Table 1.3, and roll dice to O, B Ia-Ib See text
determine the number of planets it has. Type O stars *Modifiers: Core, cluster, or spiral arm interior, +1; Dark regions -2;
and Type B supergiants are too young to have created Nearby supernova or planetary nebula, +2; 10 billion years or older -5
planetary systems spontaneously. Ancient terraform-
ers, aliens, or other unknown phenomena have placed 
or seeded planets around some young stars, such as Impossible Planets
Rigel. For such “seeded” systems, roll 3d6+3 or hand- Once you’ve got your orbital paths set up, remove
craft the system in question. any worlds that lie in the Red Zone of their star. Then
remove any worlds that lie outside the system bound-
Orbital Distances ary. Multiple star systems have unstable gravitational
Determining the orbital distance of planets from stresses that sweep out other orbits; a companion star
their star depends on a fairly intricate mechanism clears planets out of a zone between one-third and
known as Bode’s Law. According to Bode’s Law, plane- three times its own orbital distance. For example,
tary orbits follow a recognizable mathematical pattern Alpha Centauri B orbits Alpha Centauri A at 24 AU;
of development; this system replicates it. Roll a die to therefore, Alpha Centauri A cannot have any planets
create a “seed” number. (The Sol system’s seed number orbit it between 8 and 72 AU. (The reverse is true, of
is 3.) Beginning with 0 and then the seed, run a series course: no planets can orbit Alpha Centauri B between
of doublings out for as many planets as your system 8 and 72 AU, either.) Planets orbiting past that dis-
has. (For the Sol system, that series is 0, 3, 6, 12, 24, tance are actually orbiting both stars.
48, and so on.) Now roll the die again, and add that
constant to the seed series. (The Sol Bode’s constant is Belts
4, which gives 4, 7, 10, 16, 28, 52, and so on.) Now There are two kinds of belts that concern star
divide the new series by 10, and that’s your planetary system designers: asteroid belts and cometary belts.
orbit pattern in AU. (Again for the Sol system, we get Taking the easiest one first: almost every system has a 3332
0.4, Mercury; 0.7, Venus; 1, Earth; 1.6, Mars; 2.8, the cometary belt called an Oort Cloud on its outer rim.
asteroid belt; 5.2, Jupiter, and so on.) Even the Sol (See pages 172-173 of the Narrator’s Guide.) Roll 2d6:
system pattern breaks down with Neptune, so you can on an 11-12, the system’s outermost planet becomes
111
vary the Bode’s result if you like. an extra-thick Oort Cloud. On a 2-3, the system has an
+
exceptionally scanty Oort Cloud.


21

Scientifically, asteroid belts should be placed after


you have generated all the worlds in the system. The The Jupiter Effect
next innermost “planet” from the largest Class-J world Some astronomers believe that Jupiter's relatively
+ in the system becomes an asteroid belt instead. If the flat, circular orbit (Jupiter's inclination is lower than 2
innermost planet in the system is a Class-J world, move degrees, and its eccentricity is less than 5%) stabilizes
it out one orbit and add an asteroid belt between it and the other planetary orbits in the Solar system, as its
the star. A non-Class-J world immediately between two gravity tugs the other planets into less-eccentric, less-
0-
large Class-J worlds might become an asteroid belt as inclined orbits. A large Class-J planet on an eccentric or
well; roll a die, and on a 5 or 6, swap the planet for highly inclined path through a star system might well
a belt. A Class-D world in any of the aforementioned disrupt planetary orbits (or even planetary formation).
orbits becomes the largest body in that asteroid belt. Of For any star system, if the largest Class-J planet turns
course, you can always randomly place asteroid belts out to have an eccentric orbit, reduce the number of
-3
as follows: In the Yellow Zone, place an asteroid belt planets by 1d6 and replace half of them with sparse
in the first orbit on a 3 or 4 on two dice; in the Green asteroid belts.
Zone, place an asteroid belt in the first orbit on a 4 or
5 on two dice; in the Blue Zone, place an asteroid belt
in the first orbit on a 2 on one die; in the Black Zone,
21 place an asteroid belt in the outermost orbit on a 2 or Planets
3 on one die. Add one to the die roll for each asteroid
belt already placed; subtract one for close multiple With orbits, asteroids, comets, and less definable
systems or variable stars. Don’t generate planets for any objects placed, we can now turn to the planets them-
orbit with an asteroid belt in it; the belt takes up one selves. As always, remember that these are just guide-
of the star’s planetary “slots.” (Alternatively, consider lines rather than inflexible cookie-cutter formulas.
any orbit with an asteroid belt to be also the orbit of a Apply them creatively.
Class-D planetoid.)
O rbital C har acteristics
Other Objects Planets can orbit suns in neat circles, or widely
For anomalies of astrophysics, alien artifacts, hid- swinging ellipses; lined up in a plane or scattered in
den Romulan bases, and so forth, consult pages a halo. Since most planets form out of a spinning disk
170-173 of the Narrator’s Guide. You can also roll of proto-matter, they tend to have a low inclination
00 on Table 10.2 of the Narrator’s Guide to decide what (less orbital variation from their star’s equator) and
kind of odd thing to put there—but not every system low eccentricity (more circular orbits). Roll 2d6; a
should have one. Roll 4d6—on a 24, there’s something result of 12+ indicates an eccentric, highly-elliptical
unusual in the system besides planets and moons. orbit. (Add +1 for Black Zone worlds.) Use its original
orbit as its closest approach; add another 1d6 x 10%
of that distance to get its farthest approach. (This may
take the planet out of its original Zone—the world will
Expanded Planetary Creation Checklist have some cold winters.) Then, roll 3d6; on an 18, the
Pick planetary name (see Narrator's Guide, page 173) planet is highly-inclined, at 2d6 x 5 degrees out of
Determine orbital characteristics (see page 8) the ecliptic. Highly-inclined worlds can be missed by
Determine planetary class (see page 9) careless surveys; until located, sensor checks for such
Determine planetary size (see page 9) planets are at +5 TN.
Determine gravity (see page 10)
Determine number and type of moons or rings (see Planetary Year
page 10) To determine the length of the planetary year,
Determine rotational characteristics (see page 12) there’s nothing for it but to buckle down with one
Determine axial tilt (see page 13) of Kepler’s Laws. First, cube the orbital distance (in
Determine atmosphere (see page 13) AU) and divide it by the star’s mass (in Suns). In Earth
Determine temperature (see page 14) years, the planetary year equals the square root of that
213+ Determine hydrosphere (see page 16) quotient. (Multiply by 365 to get the year length in
Determine tectonics and terrain (see page 17) Federation standard days.) For example, Vulcan orbits
Determine life (see page 17) at 0.754 AU from 40 Eridani A, a star 0.89 times the
Establish any resources, and determine their abundance mass of Sol. The cube of 0.754 is 0.429, which divided

(see Narratorʼs Guide, pages 175-176). by 0.89 is 0.482. The square root of 0.482 is 0.69;
- Vulcan’s 250-day year is 0.69 times as long as Earth’s.


worldS 958


Planetary Classes Table 1.4: Planetary Class


Here is a brief summary of the Starfleet planetary clas- D ie R oll (2 d 6) Y ellow G reen B lue B lack
sification system. Example planets of each class appear in 2 Y G D D -3
parentheses. 3 D F F D
Class-D: Rocky planetoids. (Ceres, Regula) 4 D H J F
Class-F: Dry, airless worlds. (Luna, Mercury) 5-6 F D D G
-
Class-G: Low to medium gravity, unbreathable atmo- 7 K H H J
sphere, icy sludges. (Pluto, Titan) 8-9 K L J J
Class-H: Dry, thin atmosphere; terraformable. (Mars, 10 F J G F
Tau Cygna V) 11 J M L G
Class-J: Gas giant. (Jupiter, Uranus, Barnard III) 12 H M K J
000001
Class-K: Earthlike gravity, extreme temperature, poi-
sonous atmosphere. (Venus, Mudd, Elba II, Breen?)
Class-L: Earthlike gravity, oxygen-argon atmosphere.
(Indri VIII)
Class-M: Earthlike gravity, carbon-water chemis- Table 1.5: Planetary Masses 200001
try, oxygen-nitrogen atmosphere. (Earth, Vulcan, T ype M ass (E arth = 1.0)
Andoria, Cardassia Prime) D 3d6 x 0.0005
Class-T: Gas giant with significant ring system. F 3d6 x 0.005
(Saturn) G 3d6 x 0.01; on a 17 or 18, mass is 3d6 x 0.1
Class-Y: High temperature and pressure, corrosive H 2d6 x 0.5
atmosphere, deadly radiation levels. (Excalbia, J Roll on Table 1.5A
Tholia?) K, Y 2d6 x 0.1; on a 11 or 12, mass is 2d6 x 0.25
For further details, see page 171 of the Narrator's L, M (2d6+5) x 0.1; on a roll of 11 or 12, mass is 2d6 x 0.25
Guide.

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

Table 1.7: Planetary Diameters


M ass
D ensity 0.01 0.1 0.3 0.5 0.7 1 1.3 1.6 2 3
Ice (0.2) 0.37 0.79 1.14 1.36 1.52 1.71 1.87 2.00 2.15 2.47
Rock-ice (0.5) 0.27 0.58 0.84 1.00 1.12 1.26 1.38 1.47 1.59 1.82
Silica (0.66) 0.25 0.53 0.77 0.91 1.02 1.15 1.25 1.34 1.45 1.66
Earthlike (1) 0.22 0.46 0.67 0.79 0.89 1.00 1.09 1.17 1.26 1.44
Metal-rich (1.5) 0.19 0.41 0.58 0.69 0.78 0.87 0.95 1.02 1.10 1.26
Numbers are relative to Earth: mass is measured in Earth masses, density in Earth densities, and diameter in Earth diameters. To derive the diameter of the
00 world in kilometers, multiply the result by 13,000.

Table 1.7A: Class-J Planetary Diameters


M ass
D ensity 10 30 70 100 300 700 1000 2000 3000
Hydrogen (0.2) 3.68 5.31 7.05 7.94 11.45 15.18 17.10 21.54 24.66
Gas (0.3) 3.22 4.64 6.16 6.93 10.00 13.26 14.94 18.82 21.54
Numbers are relative to Earth: mass is measured in Earth masses, density in Earth densities, and diameter in Earth diameters. To derive the diameter of the
world in kilometers, multiply the result by 13,000. By comparison, the planet Jupiter is 317.8 Earth masses, has a density of 0.24 Earth densities, and has a
diameter of 10.97 Earth diameters.

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.

Low Gravity -


Under low gravity, reduce falling damage by a percentage equal to the value in G of the gravity field: a fall at 0.5 G
does half damage, for example. Jump distances, throwing distances, and other Athletics test values are multiplied by the
ratio of local gravity to G: in 0.5 G, a security officer can jump twice as far. Lifting weights and encumbrance loads are
similarly modified by gravity: in 0.2 G a load up to Str x 25 kg is considered normal encumbrance, rather than the Str x 5
kg in Earth gravity. Physical tests in low gravity are usually more difficult (see Table 1.8: Physical Test Gravity Modifiers),
000001
although the Zero-G Trained trait removes any low-gravity penalties as well. Fatigue in low gravity is the same as normal
gravity: the lessened weight of objects is counterbalanced by the stress of unfamiliar muscle operations, even with the
Zero-G Trained trait.

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).

roll on Table 1.11: Moon Distance to determine the


moon’s distance from its planet.
Almost any moon within 2.44 radii (a distance Table 1.8: Physical Test Gravity Modifiers
known as Roche’s Limit) of a planet will break up. % of H ome G H umans V ulcans T est M odifier 
(The exceptions are Class-D moons with Earth-like or 0% 0 G 0 G +7 TN
metal-rich densities.) Replace that moon with a ring. 15% 0.15 G 0.21 G +6 TN
If more than one large moon (Class-F, -G, or -K) of a 30% 0.3 G 0.42 G +5 TN
Class-J planet becomes a ring, the Class-J planet is 45% 0.45 G 0.63 G +4 TN
now a Class-T planet, spectacularly ringed like Saturn 60% 0.6 G 0.84 G +3 TN
in the Solar system. (Class-T worlds remain function- 75% 0.75 G 1.05 G +0 TN
ally identical to Class-J worlds throughout this chap- 125% 1.25 G 1.75 G +3 TN
ter, though.) If a moon winds up in the same orbit as 135% 1.35 G 1.89 G +4 TN
another moon, re-roll (for Class-J worlds) or drop it. 150% 1.5 G 2.1 G +5 TN
Class-K moons of Class-J worlds may not remain 165% 1.65 G 2.31 G +6 TN
Class-K, depending on their distance from the planet. 180% 1.8 G 2.52 G +7 TN
The energy generated by the planet’s tides creates sig- Apply the TN modifier in the direction away from normal gravity; hence,
nificant internal heat on a moon (and can often result Vulcans operating in 1 G suffer no modifier, Vulcans working in .5 G or 2
in volcanoes, or even a pure molten surface). In addi- G take a +4 TN to physical tests. Humans on Vulcan, with its 1.4 G, suf-
tion, falling helium or hydrogen microfusion causes fer the same +4 TN to physical tests.
Class-J worlds to emit considerable infrared (IR) heat
over and above the amount they receive or reflect from
their star. Consult Table 1.12: Hot Moons of Class-J
3332

Table 1.9: High Gravity Fatigue


% of H ome G H umans V ulcans E xertion F atigue D amage
111
126-175% 1.26-1.75 G 1.76-2.45 G +1 to exertion level —
+
176-225% 1.75-2.25 G 2.46-3.15 G +2 to exertion level 1 point each fatigue test
226-300% 2.26-3 G 3.16-4.2 G +3 to exertion level 1d6 points each fatigue test

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

213+ Table 1.12: Hot Moons of Class-J Planets


D istance (R adii ) T idal H eating J ovian IR S uperjovian IR B rown D warf IR
5 600 100 700 1,000
6 150 30 250 650

7 50 10 80 210
- 8 20 0 20 70
9 10 0 0 30

12
worldS 958


Table 1.13: Planetary Rotation


M ass D ay L ength (E arth hours )
<0.5 6d6; tidally locked on 32+ -3
0.5-5 5d6; tidally locked on 30
5.1-49.9 4d6
50+ 3d6
-

Table 1.14: Axial Tilt


R oll (1 d 6) D egrees of T ilt
000001
1-2 Minimal, 1d6
3-4 Moderate, 2d6+10
5 High, 2d6+20
6 Extreme, 2d6 x 10*
* A tilt greater than 90 degrees indicates retrograde rotation.
200001
0.3 AU are tidally locked, with one face always turned air has humanoids choking to death while stumbling
to the sun. Moons are always tidally locked to their around in the grip of peculiar visual distortions.
planet, although some moons have “libration zones” Atmospheric Composition: Roll 1d6-2 to deter-
where the planet seems to rise and set in the sky as the mine the number of major components in the planet’s
moon wobbles on its axis. atmosphere, treating any roll of 1 or less as 1. To tell
which components, roll as indicated on Table 1.15:
Planetary Axial Tilt Atmospheric Composition, depending on the planet’s
Earth’s axial tilt is 23 degrees, giving recogniz- class. Class-J, -L, and -M planets have predetermined
able summers and winters to wide stretches of both atmospheric makeups, as given in the table. For other
hemispheres in turn. Planets with extreme axial tilts classes, determine the percentage of each component
suffer from dangerous, even freakish, weather; those in the atmosphere. Roll 1d6+1 x 10% for the first com-
with minimal axial tilt have less arable land since arid ponent selected, 2d6+10% for the second component,
regions don’t even get seasonal rains, and tundras and 2d6% for the third, and 1d6% for the fourth if need 
taigas remain frozen year-round. Narrators should be. If you select a component you have already used,
impose a -1 modifier to population die rolls on Table roll again (or add more, at your discretion). Once
10.8 in the Narrator’s Guide, and a -2 modifier to the you reach 100%, stop rolling; if you’re out of major
resource abundance roll for agricultural resources (see components and you haven’t reached 60% yet, start
page 176 of the Narrator’s Guide), for planets with again and add the new components to the old ones. If
minimal or extreme axial tilts. you haven’t reached 100%, roll on Table 1.15B: Trace
Atmospheric Components, adding 1d6% for each ele-
Planetary Atmosphere ment until the atmosphere is full. The “Forbidden” col-
More than any other factor, atmosphere is the umn of Table 1.15B indicates that some components
make-or-break determinant of a planet’s class and suit- cannot be present in the atmosphere of certain worlds
ability. Liquid water, carbon-based life, and healthy over extremely small (less than a tenth of a percentage
gravity mean nothing if a 1% chlorine level in the point) amounts.

Table 1.15: Atmospheric Composition


P lanet C lass P otential A tmospheric C omponents (R oll 2 d 6)*
D, F No atmosphere
G 1-4, Carbon dioxide; 5, Argon; 6-7, Nitrogen; 8-9, Methane; 10+, Ammonia
H, K (Yellow Zone) 1-3, Nitrogen; 4-7, Carbon dioxide; 8-9, Sulfur dioxide; 10, Argon; 11, Fluorine; 12+, Chlorine 3332
H, K 1-3, Nitrogen; 4, Argon; 5-7, Carbon dioxide; 8, Sulfur dioxide; 9, Fluorine; 10, Chlorine; 11, Methane; 12+, Ammonia
J Hydrogen 3d6+70%, Helium 2d6+10%
L Argon 3d6+65%, Oxygen 2d6+15%
111
M Nitrogen 2d6+65%, Oxygen 2d6+15%
+
Y 1-4, Carbon dioxide; 5, Carbon monoxide; 6-7, Nitrogen; 8, Oxygen; 9, Sulfur dioxide; 10-11, Fluorine; 12+, Chlorine
Black Zone (any) 1-9, Hydrogen; 10+, Helium
*Modifiers: Giant or supergiant star, -1; Type A or B star, -1; Type M star, +1; Planetary mass under 0.2, -1; Planetary mass over 2, +1; Close moon of
Class-J planet, +2.

137
21

What Color Is the Sky?


The blue skies of Earth don't come from a blue sun, but Atmospheric Thickness: Table 1.15A: Atmo-
+ from the optical scattering behavior of Earth's atmo- spheric Thickness gives the thickness of the planetary
sphere. Red light shines straight through it, but shorter atmosphere. Roll 1d6, apply any modifiers, and then
wavelengths, such as blue light, get refracted all over find the result after the correct world class in the
the sky. Even red suns don't appear red from planet- Worlds column. For example, a modified die result of 4
0-
side; they are, after all, considerably more than “white- would indicate a thin atmosphere for a Class-G world,
hot” in real life. But they do emit more red-wavelength a standard atmosphere for a Class-L or Class-M world,
light, which will cause the atmosphere to seem redder, or a thick atmosphere for a Class-K world. Class-D, -F,
or even purplish on worlds toward the edges of the -J, and -Y worlds always have the same atmospheric
Green Zone. An orange sun might turn the sky some- class, as shown in the table. (Narrators who wish may
-3
what greenish, for analogous reasons. The planet of continue to use Table 10.7 in the Narrator’s Guide to
a white or blue-white sun, meanwhile, would have a determine atmospheric thicknesses for Class-L and
bright, azure sky like Earth's tropics. Mars' pink skies, Class-M planets; the values and probabilities from
or Vulcan's orange skies, are due to dust particles, not Table 1.15 are close but not identical.)
sun color—in thin atmospheres, dust stays up longer Once you’ve found the correct thickness for the
21 (thanks to static electricity and less wind) and colors the world’s atmosphere, determine its atmospheric density
sky more thoroughly. Methane, chlorine, or ammonia as shown in the Density column of Table 1.15. Given
atmospheres add greens, yellows, and blues—but don't the world’s atmospheric density, multiply that by its
occur on Class-M worlds. gravity. Multiply the result by 1000 millibars to get air
pressure at sea level. Earth has 20% oxygen at 1000
millibars of pressure, which gives a “partial pressure”
of 200 millibars (20% of 1000). Humans can tolerate
partial pressures between 100 and 400 millibars of

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


effects; all their water becomes glaciers on the night


side.) Make sure you compute the temperature for both
extremes of an eccentric planet’s orbit (page 8).
Surviving in Extreme Temperatures: If you -3
have the Survival skill, you can try to mitigate the
effects of extreme temperature. Make a Survival test
(TN 10). On a marginal success, treat the temperature
-
as one category closer to comfortable; on a complete
success, move it two categories, and on an extraordi-
nary success, move it three categories. Each Survival
test counts until the next fatigue test comes up.
Remember, a lack of appropriate tools may cause a
000001
penalty to the test. (See Table 6.3: Physical Test modi-
fiers on page 101 of the Star Trek RPG Player’s Guide.)
If you’re dropped in the middle of the desert totally
unequipped, that worsens the TN by 15—making sur-
vival a ridiculously difficult proposition!
Medicine in the 23rd and 24th century can offer 200001
partial solutions; injections of special compounds
may help to regulate body functions and thus prevent

Table 1.16: Temperature Tolerance


R elative T emperature E xertion D amage
Frigid +3 to exertion level 1d6 points each fatigue test
Cold +2 to exertion level 1 point each fatigue test
Cool +1 to exertion level —
Comfortable Normal —
Warm +1 to exertion level —
Hot +2 to exertion level 1 point each fatigue test
Scorching +3 to exertion level 1d6 points each fatigue test 

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.

Table 1.17: Hydrosphere Tectonic Activity


W orld C lass H ydrosphere ( surface liquid %) Very active worlds will always have at least trace
D, F, J None atmospheres (see page 14). Not all worlds have
G, K (Blue Zone) Dense atmosphere: liquid ammonia/methane tectonic activity: Class-D and -J worlds have none.
oceans equal to % of atmospheric ammonia/ Worlds with ice densities can have explosive freezing
methane and cracking—”icequakes” and “water lava”—driven
Other atmosphere: None solely by stellar heating, in some cases. Add +1 to the
H, K, Y 1-3, None; 4-5, 1d6%; 6, 3d6% abundance roll for metals and minerals (page 176 of
L, M Roll on Table 1.17A the Narrator’s Guide) on planets with active geology,
and +2 for very active worlds.

213+ Table 1.17A: Class-L or -M World Hydrosphere


R oll (2 d 6)* H ydrosphere (S urface water %)
0-7 20-90 (multiply roll by 10%)
8-11 99 (an ocean world like Pacifica with only scattered islands)

12+ 100 (no dry land at all; there may be polar icecaps)
- *Modifiers: Thick or dense atmosphere, +1; Thin atmosphere, -1; More than 4% atmospheric water vapor, +2; Red giant star, -1; Mass over 1.25, +1; Mass
below 0.75, -1; Temperature 20 to 50 degrees Centigrade, +1; Temperature 0 to -20 degrees Centigrade, -1; Temperature -20 to -50 OR 50 to 100 degrees
Centigrade, -2; Scanty Oort cloud, -1; Thick Oort cloud, +1.

16
worldS 958


-3

-

000001

Table 1.18: Tectonic Activity


200001

R oll (2 d 6)* T ectonic A ctivity L evel T emperature I ncrease (C entigrade )


1-4 Dead 0
5 Hot spot 1d6 degrees
6 Plastic 1d6+3 degrees
7-10 Active 2d6+3 degrees
11+ Very active 4d6 degrees
*Modifiers: Over 6 billion years old, -1; Less than 2 billion years old, +1; Diameter below 7000 km, -2; Diameter over 16000 km, +1; Mass below 0.5, -1;
Silica or rock-ice density, -3; Metal-rich density +1; Yellow Zone, +1; Large moon, +1; Large close moon, +2; Day less than 12 hours, +1; Thick Oort cloud,
+1; No hydrosphere, -2; Hydrosphere 1% to 30%, -1; Sulfur dioxide atmosphere over 3%, +2.

Terrain This very rough rule of thumb can be altered by 


Although each world’s geography may vary widely, the planet’s geography; if the sole continent sits on the
most worlds share certain basic terrain types in com- equator, there may not be any tundra to speak of. Or,
mon: desert, ice cap, tundra, and mountains. Earth’s of course, by its demographics; populations in the mil-
land area, for example, is about 25% desert, 9% ice lions or more will clear land for farms and cities.
cap, 10% tundra, and 6% mountains. The rest is rela-
tively flat, plant-covered land: 20% forest, 10% jungle, P lanetary L ife
18% grassland, and 2% marsh. Any world with water and a temperature between
As a very general rule of thumb, take the proportion -20 and 50 degrees Centigrade is likely to develop
of the planet covered by land, and cover that portion of some kind of recognizable life—by definition, all
the land in desert. (Vulcan is 72% land, which would Class-L and Class-M worlds have such life, since with-
indicate that 72% of that land is desert.) For every 3 out it, no oxygen atmospheres could develop. More
degrees of temperature below 50, increase the ice cap exotic life such as gaseous-form creatures and beings
and tundra percentages by 1% each. No world can other than carbon-water life forms (see box) may
have more ice cap cover than its hydrographic percent- have other temperature ranges, of course. However,
age, of course. Multiply the planet’s mass by 3% to get Class-D and Class-F worlds are unlikely to have any
the amount of surface covered by mountains, doubled indigenous life at all, and Class-G worlds will likely
for tectonically active worlds and doubled again for top out at complex bacteria or slimes. Class-H worlds
very active worlds. Now, take the hydrospheric cov- might support lichen or other tough primitive plants;
erage, subtract the land ice cap and half the tundra the clouds of some Class-J worlds have fairly com- 3332
percentage; this equals the percentage of the remaining plex (though often unrecognizable) ecologies. Life on
land that is forest or jungle. (Earth’s 75% water, minus Class-K and Class-Y worlds is either viral, mineral, or
9% ice and 5% tundra, equals 61%. Subtracting Earth’s exotic. Constructs and energy beings may exist on any
111
desert, ice, tundra, and mountains gives 50% of the world, even tiny, airless asteroids.
+
land area. 61% of 50% is 30% land area.) The remain-
der of the land is marsh or grassland.

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

PRODUCTION DATA HULL DATA


SHIP NAME LENGTH (m) HEIGHT (m) BEAM (m) NB. OF DECKS
CLASS AND TYPE STRUCTURE SPACE
ORIGIN
REGISTRY NB. RENOWN
YEAR LAUNCHED RENOWN MOD. INTEGRITY DAMAGE RANGE LOCATION
COM. HELM TAC. SIZE PICKS FREE SPACE MICRO BREACHES TO
SMALL BREACHES TO
HULL BREACHES TO
PRIMARY SYSTEMS STATUS
ALL SYSTEMS HIT ON ALL SYSTEMS HIT x2 ON DEFENSIVE DATA
SHIELDS RELIABILITY HIT ON DEFENSIVE SYSTEM SPACE
F -1 Shield Strength PROTECTION THRESHOLD
E -1 Shield Strength
D -1 Shield Protection STRENGTH
C -1 Shield Threshold 10 9 8 7 6 5 4 3 2 1 0
B -2 Shield Protection

Full strength
Panel shorts:
STA TN 10 or stun 1D6 rds

-1 Shield Protection

Critical system hit

-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

PRODUCTION DATA HULL DATA


STATION NAME LENGTH (m) HEIGHT (m) BEAM (m) NB. OF DECKS
TYPE AND ROLE STRUCTURE SPACE
ORIGIN
IDENTIFIER RENOWN
YEAR PUT ONLINE RENOWN MOD. INTEGRITY DAMAGE RANGE LOCATION
COM. HELM TAC. SIZE PICKS FREE SPACE MICRO BREACHES TO
SMALL BREACHES TO
HULL BREACHES TO
PRIMARY SYSTEMS STATUS
ALL SYSTEMS HIT ON ALL SYSTEMS HIT x2 ON DEFENSIVE DATA
SHIELDS RELIABILITY HIT ON DEFENSIVE SYSTEM SPACE
F -1 Shield Strength PROTECTION THRESHOLD
E -1 Shield Strength
D -1 Shield Protection STRENGTH
C -1 Shield Threshold 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
B -2 Shield Protection
Full strength

Panel shorts:
STA TN 10 or stun 1D6 rds
-1 Shield Protection

+1 Orbital decay

Critical system hit

-1 Shield Threshold

Critical system hit

+1 Orbital decay

-2 to Orbital maneuvers
Panel explodes:
QCK TN 10 or stun 1D6 wds
-1 Shield Protection

+2 Orbital decay

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 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

PRODUCTION DATA HULL DATA


VEHCILE NAME LENGTH (m) HEIGHT (m) BEAM (m) NB. OF DECKS
SERIES AND ROLE STRUCTURE SPACE
ORIGIN
IDENTIFIER CREW
YEAR DEPLOYED PASSENGERS
MAN. TAC. SIZE FREE SPACE
DEFENSIVE DATA
DEFENSIVE SYSTEM SPACE
PRIMARY SYSTEMS STATUS PROTECTION THRESHOLD
ALL SYSTEMS HIT ON ALL SYSTEMS HIT x2 ON STRENGTH
SHIELDS RELIABILITY HIT ON 5 4 3 2 1 0
F -1 Shield Strength

Full Strength

-1 Shield Protection
Panel shorts:
STA TN 10 or stun 1D6 rds
-1 Shield Threshold

Critical system hit

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

Original Data: Starship Construction Guide


FASA Corporation

Re-Created by: Bill Colley


Bryan Jecko

Update/Upgrade: Compilation Material from


Bill Colley
Bryan Jecko

Includes material from various official Star Trek resources.

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

STARSHIP CONSTRUCTION TERMS CONTROL COMPUTER REQUIREMENT


Each engine, weapon, and shield generator
The following list defines and describes the aboard a ship is controlled by the ship’s control
terms used in the construction of vessels for starship computer. The more complex the equipment, the
combat. Some of these terms are to be found heading more sophisticated the computer must be. The
columns in the various Ship Construction Tables, and computer requirement of the equipment is one of the
others pertain to the Ship Data Sheets in the various three factors limiting ship construction. Although the
recognition manuals, Stardate Magazine, Stardrive computers weigh a very small amount in comparison
Magazine, and fan created sources. Where a term is to most ships, there is a range of ship classes for
associated with particular units of measure, these are which each computer type is suitable, either because
given. equipment needed to run a ship of a certain size is too
complex or because the computer would be vastly
CLASS overpowered for the equipment available.
This is an indication of the mass of a ship, its
tonnage. The higher the class, the greater the ship’s DAMAGE
tonnage. The relationship between class and tonnage This number represents the damage done by a
is not constant. successful hit with a beam or missile weapon. The
greater this number, the greater the damage. The
SHIP CLASSES damage of a beam weapon equals the amount of
Class Mass (mt) power put into it and any damage modifiers; thus, this
I 0-5000 number is not given in the beam weapons chart. The
II 5,000-15,000 damage of a missile weapon is constant, and so it
III 15,000-25,000 appears in the missile weapon charts. The damage
IV 25,000-40,000 from a Romulan plasma weapon is a special chart.
V 40,000-60,000
VI 60,000-80,000 DAMAGE MODIFIER
VII 80,000-100,000 This is the bonus damage some beam
VIII 100,000-120,000 weapons do at various ranges. Damage modifiers
IX 120,000-140,000 emphasize the different ways beam weapons convert
X 140,000-160,000 power to damage. For most beam weapons, the
XI 160,000-180,000 damage modifiers will be greater at short ranges.
XII 180,000-210,000
XIII 210,000-240,000 DAMAGE PENETRATION COEFFICIENT (DPC)
XIV 240,000-300,000 This number is a measure of how well a shield
XV 300,000-350,000 will prevent damage from incoming fire. It is related to
XVI 350,000-400,000 the maximum shield power and the shield point ratio.
XVII 400,000-450,000 The more efficiently a shield generator converts power
XVIII 450,000-500,000 to shielding (that is, the lower the shield point ratio),
XIX 500,000-600,000 the lower the DPC. Because use of the shields
XX 600,000-700,000 reduces the power available for either movement or
weapons, the greater the power needed for the
generator to perform at maximum effectiveness, the
higher the DPC.

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

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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

Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 5
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.

Determine Superstructure Strength


Choose some additional superstructure
strength to add to the SS Requirement. The more
additional SS chosen, the longer the ship will last in
combat, the more the mass it will have, and the higher

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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

As with any rule change, there are advantages


Laboratories
and disadvantages to multiple computer cores during
combat. In a combat situation, any damage done to a One of the most versatile aspects of the
computer core applies only to a single core at a time. Constitution class of vessels was her 12 varying
If the ship takes damage to the computer, then the laboratories, giving her science crew unparalleled
second or third core can take over all functions and ability to study phenomenon on a daily bases.
remain on line until it is also damaged. All computer Starfleet has required certain minimums to be
damage in a single turn is applied to a single computer maintained on it’s starship to expand the research
core. This advantage provides significant combat capability of the Federation. The Romulans and

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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

Starfleet also maintains that at least 75% of


These numbers do NOT include extra crew the crew on a class XV vessel or larger be cross
members, such as research personnel, military tactical trained as EMT in one or more biologies. This
personnel, diplomatic specialists, or extended crew, provides a medical base capable of supporting
such as engineering specialists. Such additional patients equal to at least ¾ of the crew.

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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.

Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 10
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

Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 11
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

BATTLESHIPS CIVILIAN & SUPPORT STARSHIP TYPES


Dreadnought Pocket Battleship
FREIGHTERS
CARRIERS
Armed Freighter Bulk Cargo Freighter
Attack Carrier Battle Carrier
Container Freighter Light Freighter
Command Carrier Escort Carrier
Heavy Freighter Module Freighter
Fast Carrier Shuttle Carrier
Robotic Freighter Small Freighter
Through-Deck Carrier
TRANSPORTS
CRUISERS
Armed Transport Colonial Transport
Attack Cruiser Battlecruiser
Light Transport Heavy Transport
Command Cruiser Escort Cruiser
Exploration Cruiser Fast Cruiser
TENDERS
Heavy Cruiser Light Cruiser
Armed Tug Base Tender
Missile Cruiser Patrol Cruiser
Buoy Tender Light Tug
Penetration Cruiser Research Cruiser
Heavy Tug R-1 Tug
Star Cruiser Strike Cruiser
Repair Tender Rescue Tug
Survey Cruiser Tactical Cruiser
Supply Tender Tug
Through-Deck Cruiser Timeslip Cruiser

FRIGATES OTHER SHIPS


Courier Duterium Tanker
Assault Frigate Attack Frigate
Diplomatic Clipper Fuel Carrier
Fast Frigate Heavy Frigate
Hospital Ship Nutronic Fuel Carrier
Hospital Frigate Medical Frigate
Mobile Repair Facility Passenger Liner
Missile Frigate Small Frigate
Survey Vessel Tanker
Support Frigate
Warpshuttle Yacht

Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. SCG version 1.0 Page 12
2330
Version 4.0
CC00004.02

2330 Starship Construciton Charts


FASA Star Trek Starship Tactical Combat Simulator
Starship Tactical Combat Simulator Design Consortium

Construction Division
Department of Information Bryan Jecko
Starship Construction Group William Colley
STCSDC
FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

STARSHIP WEIGHT TABLE


Minimum Maximum

Ship Class Weight Weight


I 1,000 5,000
II 5,000 15,000
III 15,000 25,000
IV 25,000 40,000
V 40,000 60,000
VI 60,000 80,000
VII 80,000 100,000
VIII 100,000 120,000
IX 120,000 140,000
X 140,000 160,000
XI 160,000 180,000
XII 180,000 210,000
XIII 210,000 240,000
XIV 240,000 300,000
XV 300,000 350,000
XVI 350,000 400,000
XVII 400,000 450,000
XVIII 450,000 500,000
XIX 500,000 600,000
XX 600,000 700,000

P® Starship Tactical Combat Simulator 01:01:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

Computer Control Types


Maximum
Computer Appropriate Ship Date Entered
System Mass (mt) SS Requirement WDF Availability Cost
Control Type Classes Service
Allowed
L-12 50 I-II 0.1 2 LLL/90 2236 4
L-12A 30 I-IV 0.1 None LLL/100 2265 2
L-13 450 I-IX 0.3 5 LLL/88 2241 11
L-13A 250 I-XIV 0.2 None LLL/100 2266 4
L-14 1,050 II-XII 0.5 10 LLL/85 2242 17
L-14A 550 II-XIV 0.3 None LLL/100 2266 6
M-1 2,900 IV-XV 0.9 30 LLL/82 2243 48
M-1A 1,500 III-XX 0.5 None LLL/99 2267 16
M-2 3,800 VII-XII 1.1 40 LLL/74 2244 60
M-2A 2,000 IV-XX 0.7 None LLL/98 2268 20
M-3 4,700 VIII-XV 1.5 50 LLL/60 2245 71
M-3A 2,350 IV-XX 1.2 None LLL/96 2269 24
M-3B 5,000 VI-XV 1.6 90 RRR/30 2301 140
M-4 5,750 IX-XVII 2 70 LLL/42 2252 52
M-4A 2,900 IV-XX 1.7 None LLL/90 2269 61
M-4B 5,900 VII-XVII 2.1 110 RRR/28 2305 170
M-6 6,000 X-XX 2 90 LLL/20 2269 150
M-6A 6,100 IX-XVII 2.1 130 RRR/30 2272 200
M-7 11,500 IX-XX 3 150 None 2280 230
M-7A 11,500 X-XX 3.1 180 RRR/18 2288 276
M-8 12,000 XI-XIX 3.4 210 RRR/09 2284 323

RULES for Multiple Computer Cores


For multiple computer cores, add all computer mass together and multiple total by 10% (1.10)
Add all superstructure together and multiple total by 10% (1.10)
Add all WDF together and reduce total by list below

2 comptuer cores: -10% total wdf


3 computer cores: -20% total wdf
4 computer cores: -30% total WDF
5 computer cores: -40% total WDF
6 Computer cores: -50% total WDF
6+ Computer cores: -15% WDF Per Core

P® Starship Tactical Combat Simulator 02:01:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

WARP ENGINE TYPES


SINGLE ENGINE USE
Computer Stress
Warp Power Units
Mass (MT) Control Column Superstructure Availablilty Cost Year
Engine Type Available
Required (Eng/SS)
FWA-1 2,400 6 L-12 F/G 0.2 RRR/81 2.4 2241
FWA-2 2,400 8 L-12 H/L 0.2 RRR/80 3 2251
FWB-1 18,000 9 L-14 L/M 1.4 RRR/77 36 2241
FWB-2 18,000 12 L-14 L/N 1.4 RRR/74 42 2258
FWC-1 60,000 14 L-14 N/L 4.8 RRR/72 240 2245
FWC-2 60,000 20 M-1 M/K 4.8 RRR/68 264 2252
FWD-1 50,000 10 L-14 K/F 4 RRR/65 200 2247
FWD-2 50,000 16 M-1 L/F 4 RRR/63 227 2257
FWE-1 40,000 8 L-13 F/I 3.2 RRR/57 123 2249
FWE-2 40,000 12 L-13 F/J 3.2 RRR/57 135 2253
FWF-1 62,000 18 M-1 F/K 5 RRR/49 248 2254
FWF-2 62,000 34 M-3 G/L 5 RRR/27 479 2291
FWG-1 50,000 20 M-1 C/D 4 RRR/38 303.5 2270
FWG-2 58,000 22 M-1 G/L 4.4 RRR/40 328 2271
FWG-3 67,280 38 M-3 E/H 4.9 RRR/16 533.3 2287
FWH-1 4,000 10 L-12 P/Q 0.3 RRR/80 4.2 2243
FWH-2 30,000 12 L-14 Q/R 5.6 RRR/79 4.9 2299
FWI-1 1,000 5 L-12 N/P 0.3 RRR/91 2.1 2298
FWJ-1 78,000 38 M-3 D/F 6.2 RRR/15 533.3 2287
FWJ-2 83,000 42 M-4 D/F 6.2 RRR/3 589 2300
FWK-1 70,000 36 M-3 G/F 6.4 RRR/16 505 2293
FWL-1 50,480 20 M-2 D/E 3 RRR/21 280 2297
FWL-2 50,480 25 M-3 D/E 4.1 RRR/19 351 2298
FWM-1 75,000 32 M-3 E/F 5.6 RRR/11 448.7 2308
FWM-2 75,000 34 M-4 E/F 5.6 RRR/7 447 2318
FMWA 300 2 L-12 A/A 0.1 RRR/88 0.6 2250
FMWB 350 3 L-12 A/A 0.2 RRR87 1.1 2263
FMWC 400 4 L-12 B/B 0.3 RRR/71 1.6 2284
FSLA 6,350 8 L-12 -/- 0.1 RRR/99 0.6 2230
FSLB 10,625 12 L-14 -/- 0.1 RRR/91 0.9 2250

P® Starship Tactical Combat Simulator 02:02:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

WARP ENGINE TYPES


DUAL ENGINE USE
Computer Stress
Warp Power Units
Mass (MT) Control Column Superstructure Availablilty Cost Year
Engine Type Available
Required (Eng/SS)
FWA-1 4,800 6 ea. L-14 G/K 0.4 RRR/81 5.3 2241
FWA-2 4,800 8 ea. L-14 J/M 0.4 RRR/80 6.6 2251
FWB-1 36,000 9 ea. M-1 M/O 2.8 RRR/77 79 2241
FWB-2 36,000 14 ea. M-1 M/O 2.8 RRR/74 93 2258
FWC-1 120,000 16 ea. M-3 O/M 9.6 RRR/72 528 2245
FWC-2 120,000 20 ea. M-4 N/M 9.6 RRR/68 581 2252
FWD-1 100,000 10 ea. M-2 L/G 8 RRR/65 440 2247
FWD-2 100,000 18 ea. M-3 M/G 8 RRR/63 500 2257
FWE-1 80,000 8 ea. M-1 G/K 6.4 RRR/57 270 2249
FWE-2 80,000 13 ea. M-2 G/K 6.4 RRR/57 300 2253
FWF-1 124,000 20 ea. M-4 G/L 10 RRR/49 545 2254
FWF-2 124,000 34 ea. M-6a H/M 10 RRR/27 1065 2291
FWG-1 100,000 26 ea. M-6 D/F 8 RRR/38 668 2270
FWG-2 116,000 22 ea. M-4 H/K 8.8 RRR/40 700 2271
FWG-3 134,560 38 ea. M-6a F/I 9.8 RRR/16 1185 2287
FWH-1 8,000 10 ea. L-14 Q/R 0.6 RRR/80 9 2243
FWH-2 60,000 12 ea. M-2 R/S 11.2 RRR/79 11 2299
FWI-1 2,000 5 ea. L-13 O/Q 0.6 RRR/91 4.5 2298
FWJ-1 156,000 38 ea. M-7 E/G 12.4 RRR/15 1185 2287
FWJ-2 166,000 42 ea. M-7a F/H 12.4 RRR/3 1309 2300
FWK-1 140,000 36 ea. M-7 H/H 12.8 RRR/16 1122 2293
FWL-1 100,960 20 ea. M-6 E/F 6 RRR/21 623 2297
FWL-2 100,960 25 ea. M-6a E/F 8.2 RRR/19 779 2298
FWM-1 150,000 32 ea. M-7 F/H 11.2 RRR/11 997 2308
FWM-2 150,000 34 ea. M-7a G/H 11.2 RRR/7 1060 2318
FMWA 600 2 ea. L-13 A/A 0.1 RRR/88 1.2 2250
FMWB 700 3 ea. L-12 A/A 0.2 RRR87 1.8 2263
FMWC 800 4 ea. L-12 B/B 0.3 RRR/71 2.1 2284
FSLA 12,700 8 ea. L-14 -/- 0.1 RRR/99 1.3 2230
FSLB 21,250 12 ea. M-1 -/- 0.1 RRR/91 1.8 2250

P® Starship Tactical Combat Simulator 02:02:01:02


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

WARP ENGINE TYPES


TRI ENGINE USE
Computer Stress
Warp Power Units
Mass (MT) Control Column Superstructure Availablilty Cost Year
Engine Type Available
Required (Eng/SS)
FWA-1 7,200 6 ea. M-1 H/O 0.6 RRR/21 11.2 2250
FWA-2 7,200 8 ea. M-1 L/N 0.6 RRR/18 13.9 2254
FWB-1 54,000 9 ea. M-2 N/Q 4.2 RRR/20 167 2250
FWB-2 54,000 12 ea. M-2 N/P 4.2 RRR/16 196 2260
FWC-1 180,000 14 ea. M-4 P/N 14.4 RRR/9 1114 2250
FWC-2 180,000 20 ea. M-6 O/O 14.4 RRR/7 1225 2256
FWD-1 150,000 10 ea. M-3 M/H 12 RRR/17 928 2251
FWD-2 150,000 16 ea. M-4 N/H 12 RRR/14 1054 2261
FWE-1 120,000 8 ea. M-3 H/M 9.6 RRR/19 570 2253
FWE-2 120,000 12 ea. M-4 H/L 9.6 RRR/15 631 2256
FWF-1 186,000 18 ea. M-6 H/M 15 RRR/6 1150 2257
FWF-2 186,000 34 ea. M-7 I/N 15 RRR/1 2239 2292
FWG-1 150,000 20 ea. M-6a E/H 12 RRR/5 1409 2272
FWG-2 174,000 22 ea. M-6 I/J 13.2 RRR/4 1491 2273
FWG-3 201,840 38 ea. M-7 G/J 14.7 RRR/1 2492 2288
FWH-1 12,000 10 ea. M-1 R/S 0.9 RRR/22 19.1 2250
FWH-2 90,000 12 ea. M-3 S/T 16.8 RRR/18 23.1 2299
FWI-1 3,000 5 ea. L-14 P/R 0.9 RRR/35 9.6 2299
FWJ-1 234,000 38 ea. M-7a F/H 18.6 RRR/1 2492 2289
FWJ-2 249,000 42 ea. M-8 H/J 18.6 RRR/1 2752 2301
FWK-1 210,000 36 ea. M-7a I/J 19.2 RRR/1 2359 2294
FWL-1 151,440 20 ea. M-6a F/G 9 RRR/1 1309 2298
FWL-2 151,440 25 ea. M-7 F/G 12.3 RRR/1 1639 2299
FWM-1 225,000 32 ea. M-7a G/J 16.8 RRR/1 2096 2309
FWM-2 225,000 34 ea. M-8 I/J 16.8 RRR/1 2185 2319

P® Starship Tactical Combat Simulator 02:02:01:03


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

WARP ENGINE TYPES


QUAD ENGINE USE
Computer Stress
Warp Power Units
Mass (MT) Control Column Superstructure Availablilty Cost Year
Engine Type Available
Required (Eng/SS)
FWA-1 9,600 6 ea. M-1 I/S 0.8 RRR/14 15.4 2250
FWA-2 9,600 8 ea. M-1 N/O 0.8 RRR/10 19.1 2254
FWB-1 72,000 9 ea. M-3 O/S 5.6 RRR/12 229 2250
FWB-2 72,000 12 ea. M-3 O/Q 5.6 RRR/9 270 2260
FWC-1 240,000 14 ea. M-6a Q/O 19.2 RRR/8 1531 2250
FWC-2 240,000 20 ea. M-6a P/Q 19.2 RRR/4 1685 2256
FWD-1 200,000 10 ea. M-4 N/I 16 RRR/11 1276 2251
FWD-2 200,000 16 ea. M-4 O/I 16 RRR/5 1450 2261
FWE-1 160,000 8 ea. M-6 I/O 12.8 RRR/13 783 2253
FWE-2 160,000 12 ea. M-6a I/M 12.8 RRR/9 870 2256
FWF-1 248,000 18 ea. M-6a I/N 20 RRR/4 1581 2257
FWF-2 248,000 34 ea. M-7a J/O 20 RRR/1 3089 2292
FWG-1 200,000 20 ea. M-6a F/J 16 RRR/3 1937 2272
FWG-2 232,000 22 ea. M-6a J/I 17.6 RRR/2 2030 2273
FWG-3 269,120 38 ea. M-7a H/K 19.6 RRR/1 3437 2288
FWH-1 16,000 10 ea. M-2 S/T 1.2 RRR/15 26.1 2250
FWH-2 120,000 12 ea. M-4 T/U 22.4 RRR/9 31.9 2299
FWI-1 4,000 5 ea. M-1 Q/S 1.2 RRR/30 13.1 2299
FWJ-1 312,000 38 ea. M-8 G/I 24.8 RRR/1 3437 2289
FWJ-2 332,000 42 ea. M-8 J/L 24.8 RRR/1 3796 2301
FWK-1 280,000 36 ea. M-8 J/L 25.6 RRR/1 3254 2294
FWL-1 201,920 20 ea. M-6a G/H 12 RRR/1 1807 2298
FWL-2 201,920 25 ea. M-7a G/H 16.4 RRR/1 2259 2299
FWM-1 300,000 32 ea. M-8 H/L 22.4 RRR/1 2891 2309
FWM-2 300,000 34 ea. M-8 K/L 22.4 RRR/1 3074 2319

P® Starship Tactical Combat Simulator 02:02:01:04


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

MOVEMENT POINT RATIO TABLE


SINGLE WARP DRIVES
Movement Point Ratios
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
I FWA-1 FWA-1 FWA-1 FWA-1 FMWA
34 26 17 8.5 1.5
8/10 7/9 7/9 7/9 2/2
FWA-2 FWA-2
23 11.5
7/9 7/9
FMWA
3
2/3
II FWA-1 FWA-1 FWA-1 FWA-1 FWH-1
26 17 8.5 4 7
7/9 7/9 7/9 6/8 5/6
FWA-2 FWA-2
11.5 6
7/9 7/9
III FWB-1 FWA-2 FWH-1
13 6 7
6/7 7/9 5/6
FWB-2 FWB-2
17 8.5
6/7 5/6
IV FWB-1 FWB-2 FWH-1
13 8.5 5
6/7 5/6 4/5
FWB-2
17
6/7
V FWD-1 FWB-1 FWL-1 FWE-2 FWL-1 FWG-1 FWL-1 FWL-1
14 6.5 14.5 4 7.5 6 5 4.5
7/9 5/6 13/15 7/9 12/14 8/10 11/13 11/12
FWD-2 FWB-2 FWL-2 FWL-1 FWL-2 FWL-1 FWL-2 FWL-2
23 8.5 18 9.5 9 6 6.5 5.5
7/9 5/6 13/15 13/14 12/14 12/13 11/13 11/12
FWE-1 FWL-2 FWL-2
6 12 7.5
7/9 13/14 12/13
VI FWC-1 FWE-1 FWC-1 FWL-1 FWF-1 FWM-1 FWG-1 FWM-1 FWF-2 FWM-2 FWF-2 FWM-2 FWF-2 FWG-3
10 6 7 9.5 6.5 11.5 6 9.5 8.5 8.5 7 7 6.5 6.5
8/10 7/9 8/10 13/14 6/8 12/13 8/10 11/13 5/6 10/12 4/6 9/11 4/5 5/7
FWC-2 FWD-1 FWD-2 FWF-2 FWM-2 FWF-2 FWM-2 FWG-3 FWG-3 FWG-3
14 5 7.5 12.5 12.5 10 10 9.5 8 7
7/9 6/8 6/8 6/7 12/13 5/7 11/13 7/8 6/8 6/7
FWD-1 FWE-2 FWL-2 FWG-3 FWG-3 FWK-1 FWK-1 FWK-1
7 6 12 14 11 9 7.5 6.5
7/9 7/9 13/14 8/9 7/9 11/13 10/12 9/11
FWL-1 FWF-2 FWM-1 FWK-1 FWK-1 FWL-1 FWL-1 FWM-2
14.5 16.5 15.5 13 10.5 5 4.5 6.5
13/15 6/8 12/14 13/14 12/13 11/13 11/12 9/10
FWL-2 FWG-3 FWM-2 FWL-1 FWL-1 FWL-2 FWL-2
18 18.5 16.5 7.5 6 6.5 5.5
13/15 8/10 12/14 12/14 12/13 11/13 11/12
FWD-2 FWK-1 FWL-2 FWL-2 FWM-1 FWM-1
11.5 17.5 9 7.5 8 6.5
6/8 13/15 12/14 12/13 10/12 9/11
VII FWC-2 FWC-1 FWL-1 FWC-1 FWK-1 FWG-1 FWL-1 FWF-2 FWL-2 FWF-2 FWL-2 FWF-2 FWG-3 FWJ-1
14 7 9.5 5 13 6 6 8.5 6.5 7 5.5 6.5 6.5 5.5
7/9 8/10 13/14 7/9 13/14 8/10 12/13 5/6 11/13 4/6 11/12 4/5 5/7 9/10
FWE-1 FWD-1 FWE-2 FWF-1 FWL-1 FWF-2 FWL-2 FWG-3 FWM-1 FWG-3 FWM-1 FWG-3 FWJ-1
6 5 6 6.5 7.5 10 7.5 9.5 8 8 6.5 7 6.5
7/9 6/8 7/9 6/8 12/14 5/7 12/13 7/8 10/12 6/8 9/11 6/7 10/11
FWL-1 FWF-2 FWD-2 FWF-2 FWL-2 FWG-3 FWM-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-1
14.5 16.5 7.5 12.5 9 11 9.5 9.5 8.5 8 7 7
13/15 6/8 6/8 6/7 12/14 7/9 11/13 11/13 10/12 11/12 9/11 10/12
FWG-3 FWL-2 FWG-3 FWM-1 FWJ-1 FWM-2 FWJ-2 FWJ-2 FWJ-2
18.5 12 14 11.5 11 10 10.5 9 7.5
8/10 13/14 8/9 12/13 12/13 11/13 11/13 10/12 9/11
FWJ-1 FWM-1 FWJ-1 FWM-2 FWJ-2 FWK-1 FWK-1 FWK-1
18.5 15.5 14 12.5 12.5 9 7.5 6.5
13/15 12/14 13/14 12/13 12/14 11/13 10/12 9/11
FWK-1 FWM-2 FWJ-2 FWK-1 FWL-1 FWL-1 FWM-2
17.5 16.5 15.5 10.5 5 4.5 6.5
13/15 12/14 13/15 12/13 11/13 11/12 9/10

P® Starship Tactical Combat Simulator 02:03:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

SINGLE WARP DRIVES


Movement Point Ratios
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
VIII FWC-2 FWC-1 FWL-1 FWG-1 FWK-1 FWF-2 FWL-2 FWF-2 FWL-2 FWF-2 FWL-2 FWF-2 FWG-3 FWJ-1
9.5 7 9.5 6 13 10 7.5 8.5 6.5 7 5.5 6.5 6.5 5.5
6/8 8/10 13/14 8/10 13/14 5/7 12/13 5/6 11/13 4/6 11/12 4/5 5/7 9/10
FWD-1 FWE-1 FWE-2 FWF-1 FWG-3 FWM-1 FWG-3 FWM-1 FWG-3 FWM-1 FWG-3 FWJ-1
5 4 4 6.5 11 9.5 9.5 8 8 6.5 7 6.5
6/8 7/9 7/9 6/8 7/9 11/13 7/8 10/12 6/8 9/11 6/7 10/11
FWF-2 FWD-2 FWF-2 FWL-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-1
16.5 7.5 12.5 7.5 11 10 9.5 8.5 8 7 7
6/8 6/8 6/7 12/14 12/13 11/13 11/13 10/12 11/12 9/11 10/12
FWG-3 FWL-2 FWG-3 FWL-2 FWJ-2 FWJ-2 FWJ-2 FWJ-2
18.5 12 14 9 12.5 10.5 9 7.5
8/10 13/14 8/9 12/14 12/14 11/13 10/12 9/11
FWJ-1 FWM-1 FWJ-1 FWM-1 FWK-1 FWK-1 FWK-1 FWK-1
18.5 15.5 14 11.5 10.5 9 7.5 6.5
13/15 12/14 13/14 12/13 12/13 11/13 10/12 9/11
FWK-1 FWM-2 FWJ-2 FWM-2 FWL-1 FWL-1 FWL-1 FWM-2
17.5 16.5 15.5 12.5 6 5 4.5 6.5
13/15 12/14 13/15 12/13 12/13 11/13 11/12 9/10
IX FWE-1 FWC-1 FWE-2 FWF-1 FWL-2 FWG-1 FWL-2 FWF-2 FWM-1 FWF-2 FWG-3 FWJ-1
4 5 4 5 7.5 5 6.5 7 6.5 6.5 6.5 5.5
7/9 7/9 6/8 5/7 12/13 7/9 11/13 4/6 9/11 4/5 5/7 9/10
FWF-2 FWD-2 FWF-1 FWF-2 FWM-1 FWF-2 FWM-1 FWG-3 FWM-2 FWG-3 FWJ-1
16.5 6 6.5 10 9.5 8.5 8 8 7 7 6.5
6/8 5/7 5/7 5/7 11/13 5/6 10/12 6/8 9/11 6/7 10/11
FWK-1 FWF-2 FWL-1 FWG-3 FWM-2 FWG-3 FWM-2 FWJ-1 FWJ-1
17.5 12.5 7.5 11 10 9.5 8.5 8 7
13/15 6/7 12/14 7/9 11/13 7/8 10/12 11/12 10/12
FWL-1 FWG-3 FWL-2 FWJ-1 FWJ-1 FWJ-2 FWJ-2
9.5 14 9 11 9.5 9 7.5
13/14 8/9 12/14 12/13 11/13 10/12 9/11
FWL-2 FWJ-1 FWM-1 FWJ-2 FWJ-2 FWK-1 FWK-1
12 14 11.5 12.5 10.5 7.5 6.5
13/14 13/14 12/13 12/14 11/13 10/12 9/11
FWJ-2 FWM-2 FWK-1 FWK-1 FWL-1 FWM-2
15.5 12.5 10.5 9 4.5 6.5
13/15 12/13 12/13 11/13 11/12 9/10
FWK-1 FWL-1 FWL-1 FWL-2
13 6 5 5.5
13/14 12/13 11/13 11/12
X FWE-2 FWK-1 FWF-1 FWK-1 FWG-1 FWK-1 FWF-2 FWL-1 FWF-2 FWM-2 FWG-3 FWJ-1
4 13 5 10.5 5 9 7 4.5 6.5 6.5 6.5 5.5
6/8 13/14 5/7 12/13 7/9 11/13 4/6 11/12 4/5 9/10 5/7 9/10
FWF-2 FWL-1 FWF-2 FWL-1 FWF-2 FWL-1 FWG-3 FWL-2 FWG-3 FWJ-1
12.5 7.5 10 6 8.5 5 8 11/12 7 6.5
6/7 12/14 5/7 12/13 5/6 11/13 6/8 11/12 6/7 10/11
FWG-3 FWL-2 FWG-3 FWL-2 FWG-3 FWL-2 FWJ-1 FWM-1 FWJ-1
14 12/14 11 12/13 9.5 11/13 8 6.5 7
8/9 12/14 7/9 12/13 7/8 11/13 11/12 9/11 10/12
FWJ-1 FWM-1 FWJ-1 FWM-1 FWJ-1 FWM-1 FWJ-2 FWM-2 FWJ-2
14 11.5 11 9.5 9.5 8 9 7 7.5
13/14 12/13 12/13 11/13 11/13 10/12 10/12 9/11 9/11
FWJ-2 FWM-2 FWJ-2 FWM-2 FWJ-2 FWM-2 FWK-1 FWK-1
15.5 12.5 12.5 10 10.5 8.5 7.5 6.5
13/15 12/13 12/14 11/13 11/13 10/12 10/12 9/11
XI FWE-2 FWF-2 FWK-1 FWF-2 FWL-1 FWF-2 FWL-1 FWF-2 FWM-2 FWG-3 FWJ-1
4 10 10.5 8.5 5 7 4.5 6.5 6.5 6.5 5.5
6/8 5/7 12/13 5/6 11/13 4/6 11/12 4/5 9/10 5/7 9/10
FWF-2 FWG-2 FWL-1 FWG-3 FWL-2 FWG-3 FWL-2 FWG-3 FWJ-1
12.5 5 6 9.5 6.5 8 5.5 7 6.5
6/7 4/6 12/13 7/8 11/13 6/8 11/12 6/7 10/11
FWJ-1 FWG-3 FWL-2 FWJ-1 FWM-1 FWJ-1 FWM-1 FWJ-1
14 11 7.5 9.5 8 8 6.5 7
13/14 7/9 12/13 11/13 10/12 11/12 9/11 10/12
FWJ-2 FWJ-1 FWM-1 FWJ-2 FWM-2 FWJ-2 FWM-2 FWJ-2
15.5 11 9.5 10.5 8.5 9 7 7.5
13/15 12/13 11/13 11/13 10/12 10/12 9/11 9/11
FWK-1 FWJ-2 FWM-2 FWK-1 FWK-1 FWK-1
13 12.5 10 9 7.5 6.5
13/14 12/14 11/13 11/13 10/12 9/11

P® Starship Tactical Combat Simulator 02:03:01:02


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

SINGLE WARP DRIVES


Movement Point Ratios
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
XII FWJ-2 FWF-2 FWM-1 FWG-2 FWK-1 FWF-2 FWL-1 FWF-2 FWM-2 FWG-3 FWJ-1
15.5 10 9.5 5 9 7 4.5 6.5 6.5 6.5 5.5
13/15 5/7 11/13 4/6 11/13 4/6 11/12 4/5 9/10 5/7 9/10
FWK-1 FWG-3 FWM-2 FWF-2 FWL-1 FWG-3 FWL-2 FWG-3 FWJ-1
13 11 10 8.5 5 8 5.5 7 6.5
13/14 7/9 11/13 5/6 11/13 6/8 11/12 6/7 10/11
FWJ-1 FWG-3 FWL-2 FWJ-1 FWM-1 FWJ-1
11 9.5 6.5 8 6.5 7
12/13 7/8 11/13 11/12 9/11 10/12
FWJ-2 FWJ-1 FWM-1 FWJ-2 FWM-2 FWJ-2
12.5 9.5 8 9 7 7.5
12/14 11/13 10/12 10/12 9/11 9/11
FWK-1 FWJ-2 FWM-2 FWK-1 FWK-1
10.5 10.5 8.5 7.5 6.5
12/13 11/13 10/12 10/12 9/11
XIII FWJ-1 FWG-2 FWJ-2 FWF-2 FWK-1 FWF-2 FWK-1 FWG-3 FWJ-1
11 5 10.5 7 7.5 6.5 6.5 6.5 5.5
12/13 4/6 11/13 4/6 10/12 4/5 9/11 5/7 9/10
FWJ-2 FWF-2 FWK-1 FWG-3 FWM-1 FWG-3 FWM-2 FWJ-1
12.5 8.5 9 8 6.5 7 6.5 6.5
12/14 5/6 11/13 6/8 9/11 6/7 9/10 10/11
FWK-1 FWG-3 FWM-1 FWJ-1 FWM-2 FWJ-1
10.5 9.5 8 8 7 7
12/13 7/8 10/12 11/12 9/11 10/12
FWJ-1 FWM-2 FWJ-2 FWJ-2
9.5 8.5 9 7.5
11/13 10/12 10/12 9/11
XIV FWJ-2 FWG-3 FWM-2 FWG-2 FWJ-2 FWF-2 FWK-1 FWG-3 FWJ-1
12.5 9.5 8.5 4 9 6.5 6.5 6.5 5.5
12/14 7/8 10/12 4/6 10/12 4/5 9/11 5/7 9/10
FWJ-1 FWF-2 FWK-1 FWG-3 FWM-2 FWJ-1
9.5 7 7.5 7 6.5 6.5
11/13 4/6 10/12 6/7 9/10 10/11
FWJ-2 FWG-3 FWM-1 FWJ-1
10.5 8 6.5 7
11/13 6/8 9/11 10/12
FWK-1 FWJ-1 FWM-2 FWJ-2
9 8 7 7.5
11/13 11/12 9/11 9/11
XV FWJ-2 FWG-2 FWJ-2 FWJ-1 FWM-2 FWJ-1 FWJ-1
10.5 4 9 7 6.5 6.5 5.5
11/13 4/6 10/12 10/12 9/10 10/11 9/10
FWJ-1 FWM-2 FWJ-2
8 7 7.5
11/12 9/11 9/11
XVI FWG-2
4
4/6
XVII FWG-2
3.5
3/5
XVIII FWG-2
3.5
3/5

P® Starship Tactical Combat Simulator 02:03:01:03


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

MOVEMENT POINT RATIO TABLE


DUAL WARP DRIVES
Movement Point Ratios
Ship
1/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1
Class
I FMWA FMWA
6 3
2/3 2/2
II FWA-1 FWA-1 FWA-1
17 6 6
7/9 6/8 6/8
FWA-2 FWA-2 FWH-1
23 11.5 9
7/9 6/8 5/6
III FWA-1 FWA-2 FWH-1 FWA-1
17 11.5 9 4
7/9 6/8 5/6 5/7
FWA-2 FWH-1
23 11.5
7/9 6/8
IV FWA-2 FWH-1 FWH-1
11.5 9 7
6/8 5/6 4/5
V FWB-1 FWB-2 FWB-1 FWB-2 FWB-2 FWH-1
13 20 8.5 13 10 7
7/8 8/9 6/7 7/8 6/7 4/5
VI FWB-1 FWB-2 FWB-2 FWH-1 FWB-2
8.5 13 10 7 8
6/7 7/8 6/7 4/5 5/6
VII FWE-1 FWE-2 FWB-2 FWB-2
7.5 12 10 8
7/9 7/9 6/7 5/6
VIII FWD-2 FWD-1 FWE-2 FWE-1 FWL-1 FWB-2 FWL-2 FWB-2 FWL-2 FWL-1 FWL-2 FWL-2 FWL-2
26 11.5 12 5.5 14.5 8 14.5 6.5 12 8.5 10.5 9 8
6/8 7/9 7/9 6/8 12/13 5/6 12/13 4/5 11/13 9/11 11/12 10/11 9/11
FWE-1 FWL-1 FWE-2 FWL-2 FWL-1 FWL-1
7.5 19.5 9 18 11.5 9.5
7/9 12/14 6/8 12/14 11/13 10/12
IX FWD-2 FWD-1 FWE-2 FWE-1 FWG-2 FWF-2 FWB-2 FWL-2 FWF-2 FWF-2 FWF-2
26 11.5 12 5.5 15.5 19.5 6.5 12 14 12.5 11
6/8 7/9 7/9 6/8 8/9 7/8 4/5 11/13 6/7 5/7 5/6
FWD-2 FWL-1 FWE-2 FWL-1 FWL-1 FWF-2 FWL-1 FWL-2 FWL-2
17 19.5 9 14.5 11.5 16.5 8.5 9 8
5/7 12/14 6/8 12/13 11/13 6/8 9/11 10/11 9/11
FWE-1 FWF-2 FWL-2 FWL-2 FWL-1 FWL-2
7.5 24.5 18 14.5 9.5 10.5
7/9 7/9 12/14 12/13 10/12 11/12
X FWD-2 FWC-1 FWC-2 FWE-2 FWE-1 FWM-1 FWB-2 FWL-2 FWF-2 FWM-1 FWF-2 FWM-2 FWF-2 FWM-2 FWG-3
26 15 14 9 4.5 18.5 6.5 12 14 13.5 12.5 12.5 11 11 11
6/8 7/9 6/8 6/8 6/7 12/14 4/5 11/13 6/7 11/13 5/7 11/13 5/6 11/12 6/7
FWD-2 FWD-1 FWF-1 FWF-2 FWF-2 FWM-1 FWG-3 FWM-2 FWG-3 FWG-3 FWK-1
17 8.5 14 19.5 16.5 15.5 15.5 14 14 12.5 10.5
5/7 6/8 6/8 7/8 6/8 12/13 7/9 12/13 7/8 6/8 9/11
FWL-1 FWE-1 FWG-1 FWG-3 FWG-3 FWM-2 FWK-1 FWK-1 FWK-1 FWM-1
19.5 5.5 18.5 22 18.5 16.5 15 13 11.5 9.5
12/14 6/8 8/10 8/10 8/9 12/14 12/13 11/13 10/12 10/11
FWF-2 FWG-2 FWL-1 FWK-1 FWL-1 FWL-2 FWL-2 FWM-2
24.5 15.5 11.5 17.5 8.5 9 8 10
7/9 8/9 11/13 12/14 9/11 10/11 9/11 10/12
FWL-1 FWL-2 FWL-1 FWL-2 FWM-1 FWM-1
14.5 14.5 9.5 10.5 11.5 10.5
12/13 12/13 10/12 11/12 11/12 10/12
XI FWC-1 FWC-1 FWF-1 FWD-1 FWL-2 FWF-2 FWL-2 FWF-2 FWL-1 FWF-2 FWL-2 FWF-2 FWL-2 FWG-3 FWM-2
15 11.5 14 7 14.5 16.5 12 14 8.5 12.5 9 11 8 11 10
7/9 6/8 6/8 6/7 12/13 6/8 11/13 6/7 9/11 5/7 10/11 5/6 9/11 6/7 10/12
FWD-2 FWD-2 FWG-1 FWE-1 FWM-1 FWG-3 FWM-1 FWG-3 FWL-2 FWG-3 FWM-1 FWG-3 FWM-1 FWJ-1
17 13 18.5 4.5 18.5 18.5 15.5 15.5 10.5 14 11.5 12.5 10.5 11
5/7 4/6 8/10 6/7 12/14 8/9 12/13 7/9 11/12 7/8 11/12 6/8 10/12 10/12
FWE-2 FWG-2 FWF-2 FWJ-1 FWM-2 FWJ-1 FWM-1 FWJ-1 FWM-2 FWJ-1 FWM-2 FWJ-2
9 15.5 19.5 18.5 16.5 15.5 13.5 14 12.5 12.5 11 12.5
6/8 8/9 7/8 12/14 12/14 12/13 11/13 11/13 11/13 11/12 11/12 10/12
FWL-1 FWG-3 FWK-1 FWJ-2 FWM-2 FWJ-2 FWJ-2 FWK-1
14.5 22 17.5 17.5 14 15.5 13.5 10.5
12/13 8/10 12/14 12/13 12/13 11/13 11/12 9/11
FWL-1 FWL-1 FWK-1 FWK-1 FWK-1 FWM-1
11.5 9.5 15 13 11.5 9.5
11/13 10/12 12/13 11/13 10/12 10/11

P® Starship Tactical Combat Simulator 02:03:02:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

DUAL WARP DRIVES


Movement Point Ratios
1/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1

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

P® Starship Tactical Combat Simulator 02:03:02:02


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

DUAL WARP DRIVES


Movement Point Ratios
1/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1

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

P® Starship Tactical Combat Simulator 02:03:02:03


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

MOVEMENT POINT RATIO TABLE


TRI WARP DRIVES
Movement Point Ratios

2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1

II FWA-1 FWA-1 FWH-1 FWA-1 FWH-1 FWH-1


15 10 14 7.5 10.5 8.5
7/9 7/8 6/8 6/8 6/7 5/7
FWA-2 FWA-2 FWA-2
17 11.5 8.5
7/9 7/8 6/8
III FWA-1 FWA-1 FWH-1 FWA-1 FWH-1 FWH-1
15 10 14 7.5 10.5 8.5
7/9 7/8 6/8 6/8 6/7 5/7
FWA-2 FWA-2 FWA-2
17 11.5 8.5
7/9 7/8 6/8
IV FWA-1 FWH-1 FWA-1 FWH-1 FWA-1 FWH-1
10 14 7.5 10.5 6 8.5
7/8 6/8 6/8 6/7 6/7 5/7
FWA-2 FWA-2 FWA-2
11.5 8.5 7
7/8 6/8 6/7
V FWB-1 FWB-2 FWB-1 FWB-2 FWB-1 FWB-2
14 18.5 10.5 14 8.5 11
7/8 8/9 6/8 7/9 6/7 7/8
VI FWB-1 FWB-1 FWB-2 FWB-1 FWB-2 FWB-2
14 10.5 14 8.5 11 9
7/8 6/8 7/9 6/7 7/8 6/8
VII FWH-2 FWB-1 FWH-2 FWB-1 FWH-2 FWB-1
17 10.5 13 8.5 10 7
6/8 6/8 6/7 6/7 5/7 5/7
FWB-2 FWB-2 FWB-2
14 11 9
7/9 7/8 6/8
VIII FWH-2 FWB-1 FWB-1 FWH-2 FWB-1 FWB-2
17 10.5 8.5 10 7 8
6/8 6/8 6/7 5/7 5/7 6/7
FWH-2 FWB-2 FWB-2
13 11 9
6/7 7/8 6/8
IX FWE-1 FWH-2 FWE-1 FWH-2 FWB-1 FWE-2 FWB-1 FWB-1
13 17 9.5 13 8.5 10 7 6
7/9 6/8 7/8 6/7 6/7 6/8 5/7 5/6
FWE-2 FWE-2 FWE-1 FWH-2 FWB-2 FWB-2
17 13 7.5 10 9 8
7/9 7/8 6/8 5/7 6/8 6/7
X FWD-1 FWD-1 FWD-1 FWH-2 FWB-1 FWG-1 FWB-1 FWL-1
14 10.5 8.5 10 7 18.5 6 12
7/9 7/8 6/8 5/7 5/7 8/10 5/6 8/9
FWE-1 FWE-1 FWD-2 FWL-1 FWB-2 FWH-2 FWB-2
13 9.5 15.5 17 9 8.5 8
7/9 7/8 6/8 9/10 6/8 5/6 6/7
FWE-2 FWE-1 FWD-2 FWL-1 FWD-2
13 7.5 13 14 11
7/8 6/8 6/7 8/10 5/7
FWH-2 FWE-2 FWE-2 FWG-1
13 10 8.5 16
6/7 6/8 6/7 8/9
XI FWD-1 FWD-1 FWL-1 FWB-1 FWG-1 FWB-1 FWL-2
10.5 8.5 17 7 18.5 6 15
7/8 6/8 9/10 5/7 8/10 5/6 8/10
FWE-1 FWD-2 FWD-1 FWH-2 FWB-2
9.5 15.5 7 8.5 8
7/8 6/8 6/7 5/6 6/7
FWE-2 FWE-1 FWD-2 FWL-1 FWD-2
13 7.5 13 14 11
7/8 6/8 6/7 8/10 5/7
FWH-2 FWE-2 FWE-1 FWL-2 FWG-1
13 10 6.5 18 16
6/7 6/8 6/7 9/10 8/9
FWH-2 FWE-2 FWL-1
10 8.5 12
5/7 6/7 8/9

P® Starship Tactical Combat Simulator 02:03:03:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

TRI WARP DRIVES


Movement Point Ratios

2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1

XII FWC-1 FWC-1 FWF-1 FWC-1 FWF-1 FWB-1 FWL-1 FWB-1


15 12 17 10 14 6 12 5.5
7/9 7/8 6/8 6/8 6/7 5/6 8/9 4/6
FWD-1 FWC-2 FWH-2 FWC-2 FWG-1 FWC-2 FWL-2 FWB-2
10.5 17 10 14 18.5 12 15 7
7/8 6/8 5/7 6/7 8/10 5/7 8/10 5/7
FWE-1 FWD-1 FWL-1 FWD-1 FWG-2 FWD-2 FWF-2
9.5 8.5 17 7 17 11 18
7/8 6/8 9/10 6/7 8/9 5/7 7/8
FWE-2 FWD-2 FWD-2 FWH-2 FWF-1 FWG-1
13 15.5 13 8.5 12 14
7/8 6/8 6/7 5/6 5/7 7/9
FWH-2 FWE-1 FWE-1 FWL-1 FWG-1 FWG-2
13 7.5 6.5 14 16 13
6/7 6/8 6/7 8/10 8/9 7/8
FWE-2 FWE-2 FWL-2 FWG-2 FWL-2
10 8.5 18 14.5 13.5
6/8 6/7 9/10 7/9 8/9
XIII FWC-1 FWC-1 FWH-2 FWC-1 FWE-2 FWC-2 FWG-1 FWB-1 FWG-2 FWB-1 FWK-1
15 12 10 10 8.5 12 16 5.5 13 4.5 17
7/9 7/8 5/7 6/8 6/7 5/7 8/9 4/6 7/8 4/5 9/10
FWE-1 FWD-1 FWC-2 FWF-1 FWD-1 FWG-2 FWC-2 FWL-1 FWB-2 FWL-2
9.5 8.5 14 14 6 14.5 10.5 10.5 6 12
7/8 6/8 6/7 6/7 5/7 7/9 5/6 7/9 5/6 7/9
FWE-1 FWD-1 FWG-2 FWD-2 FWH-2 FWD-2 FWL-2 FWF-2 FWM-1
7.5 7 17 11 7 9.5 13.5 16 15
6/8 6/7 8/9 5/7 4/6 5/6 8/9 6/8 8/10
FWE-2 FWD-2 FWH-2 FWE-2 FWL-1 FWF-2 FWM-1 FWG-1
10 13 8.5 7 12 18 17 12.5
6/8 6/7 5/6 5/7 8/9 7/8 9/10 7/8
FWF-1 FWE-1 FWL-1 FWF-1 FWL-2 FWG-1 FWG-3
17 6.5 14 12 15 14 18
6/8 6/7 8/10 5/7 8/10 7/9 8/10
XIV FWC-1 FWC-1 FWF-1 FWC-1 FWF-1 FWC-2 FWL-1 FWF-2 FWM-1
12 10 14 8.5 12 10.5 10.5 16 15
7/8 6/8 6/7 6/7 5/7 5/6 7/9 6/8 8/10
FWD-1 FWC-2 FWG-2 FWC-2 FWG-1 FWD-2 FWL-2 FWG-1 FWM-2
8.5 14 17 12 16 9.5 13.5 12.5 16
6/8 6/7 8/9 5/7 8/9 5/6 8/9 7/8 8/10
FWE-1 FWD-1 FWH-2 FWD-1 FWG-2 FWF-1 FWM-1 FWG-3
7.5 7 8.5 6 14.5 10.5 17 18
6/8 6/7 5/6 5/7 7/9 5/6 9/10 8/10
FWE-2 FWD-2 FWL-1 FWD-2 FWH-2 FWF-2 FWM-2 FWJ-1
10 13 14 11 7 18 18 18
6/8 6/7 8/10 5/7 4/6 7/8 9/10 9/10
FWH-2 FWE-1 FWE-1 FWL-1 FWG-1 FWK-1
10 6.5 5.5 12 14 17
5/7 6/7 5/7 8/9 7/9 9/10
FWE-2 FWE-2 FWL-2 FWG-2 FWL-2
8.5 7 15 13 12
6/7 5/7 8/10 7/8 7/9
XV FWC-1 FWC-1 FWL-1 FWC-1 FWF-1 FWC-2 FWH-2 FWC-2 FWJ-1 FWF-2 FWM-2 FWF-2 FWJ-2
12 10 14 8.5 12 10.5 6.5 9.5 18 14.5 14.5 13 15
7/8 6/8 8/10 6/7 5/7 5/6 4/5 4/6 9/10 6/7 8/9 5/7 8/9
FWE-1 FWD-1 FWC-2 FWG-1 FWD-1 FWL-1 FWD-2 FWK-1 FWG-3 FWG-3
7.5 7 12 16 5.5 10.5 8.5 17 16 15
6/8 6/7 5/7 8/9 5/6 7/9 4/6 9/10 8/9 7/9
FWE-2 FWE-1 FWD-1 FWG-2 FWD-2 FWL-2 FWF-2 FWL-2 FWJ-1 FWJ-1
10 6.5 6 14.5 9.5 13.5 16 12 16 15
6/8 6/7 5/7 7/9 5/6 8/9 6/8 7/9 8/10 8/9
FWE-2 FWD-2 FWH-2 FWF-1 FWM-1 FWG-1 FWM-1 FWJ-2 FWJ-2
8.5 11 7 10.5 17 12.5 15 18 16
6/7 5/7 4/6 5/6 9/10 7/8 8/10 9/10 8/10
FWF-1 FWE-1 FWL-1 FWG-1 FWM-2 FWG-2 FWM-2 FWK-1 FWK-1
14 5.5 12 14 18 11.5 16 15.5 14
6/7 5/7 8/9 7/9 9/10 6/8 8/10 8/10 8/9
FWH-2 FWE-2 FWL-2 FWG-2 FWG-3 FWM-1
8.5 7 15 13 18 13.5
5/6 5/7 8/10 7/8 8/10 8/9

P® Starship Tactical Combat Simulator 02:03:03:02


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

TRI WARP DRIVES


Movement Point Ratios

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

P® Starship Tactical Combat Simulator 02:03:03:03


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

TRI WARP DRIVES


Movement Point Ratios

2/1 3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1

XIX FWC-1 FWC-1 FWL-1 FWC-1 FWG-2 FWC-2 FWM-1 FWF-2


7.5 6.5 9.5 6 10 7.5 12.5 12
5/7 5/6 7/8 4/6 6/7 3/5 7/9 5/6
FWD-1 FWC-2 FWL-2 FWC-2 FWJ-1 FWF-2 FWM-2 FWG-3
5.5 9.5 12 8.5 16 13 13 13.5
5/6 4/6 7/9 4/5 8/10 5/7 7/9 7/8
FWD-2 FWD-1 FWM-1 FWD-1 FWL-1 FWG-1 FWJ-1
9.5 4.5 15 4 8.5 10 13.5
5/6 4/6 8/10 4/5 6/8 6/7 7/9
FWF-1 FWD-2 FWD-2 FWL-2 FWG-3 FWJ-2
10.5 8.5 7.5 10.5 15 15
5/6 4/6 4/5 7/8 7/9 8/9
FWG-2 FWF-1 FWF-1 FWM-1 FWJ-1 FWK-1
13 9.5 8.5 13.5 15 13
7/8 4/6 4/5 8/9 8/9 7/9
FWL-1 FWG-1 FWF-2 FWM-2 FWK-1 FWM-2
10.5 12.5 14.5 14.5 14 12
7/9 7/8 6/7 8/9 8/9 7/8
FWG-2 FWG-1 FWL-2
11.5 11 9.5
6/8 6/8 6/8
XX FWD-2 FWC-1 FWG-2 FWC-1 FWG-1 FWC-1 FWK-1 FWF-2
9.5 6.5 11.5 6 11 5.5 14 12
5/6 5/6 6/8 4/6 6/8 4/5 8/9 5/6
FWF-1 FWC-2 FWL-1 FWC-2 FWG-2 FWC-2 FWL-2 FWG-3
10.5 9.5 9.5 8.5 10 7.5 9.5 13.5
5/6 4/6 7/8 4/5 6/7 3/5 6/8 7/8
FWG-2 FWD-1 FWL-2 FWD-1 FWL-1 FWF-2 FWM-1 FWJ-1
13 4.5 12 4 8.5 13 12.5 13.5
7/8 4/6 7/9 4/5 6/8 5/7 7/9 7/9
FWL-1 FWD-2 FWM-1 FWD-2 FWL-2 FWG-1 FWM-2 FWJ-2
10.5 8.5 15 7.5 10.5 10 13 15
7/9 4/6 8/10 4/5 7/8 6/7 7/9 8/9
FWF-1 FWF-1 FWM-1 FWG-3 FWK-1
9.5 8.5 13.5 15 13
4/6 4/5 8/9 7/9 7/9
FWG-1 FWF-2 FWJ-1 FWM-2
12.5 14.5 15 12
7/8 6/7 8/9 7/8

P® Starship Tactical Combat Simulator 02:03:03:04


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

MOVEMENT POINT RATIO TABLE


QUAD WARP DRIVES
Movement Point Ratios

3/1 4/1 5/1 6/1 7/1 8/1 9/1 10/1 11/1 12/1 13/1 14/1

II FWA-1 FWA-1 FWA-1


13 10 8
7/9 7/8 6/8
III FWA-2 FWA-1 FWH-1 FWA-1 FWH-1
15 10 14 8 11.5
7/9 7/8 6/8 6/8 6/7
FWA-2 FWA-2
11.5 9
7/8 6/8
IV FWA-2 FWA-1 FWH-1
11.5 8 11.5
7/8 6/8 6/7
FWH-1 FWA-2
14 9
6/8 6/8
V FWA-2 FWH-1
9 11.5
6/8 6/7
VI FWB-1 FWB-1 FWB-1 FWH-1
14 11.5 9.5 9.5
7/8 6/8 6/7 5/7
VII FWB-1 FWB-2 FWB-1 FWB-2 FWB-1 FWB-2
14 18.5 11.5 15 9.5 12.5
7/8 8/9 6/8 7/9 6/7 7/8
VIII FWB-2 FWB-1 FWB-2 FWB-1 FWB-2 FWB-1
18.5 11.5 15 9.5 12.5 8
8/9 6/8 7/9 6/7 7/8 5/7
IX FWH-2 FWB-1 FWH-2 FWB-1 FWH-2 FWB-1
17 11.5 13.5 9.5 11.5 8
6/8 6/8 6/7 6/7 5/7 5/7
FWB-2 FWB-2 FWB-2
15 12.5 10.5
7/9 7/8 6/8
X FWH-2 FWB-2 FWB-1 FWH-2 FWB-1 FWB-1
17 15 9.5 11.5 8 7
6/8 7/9 6/7 5/7 5/7 5/6
FWH-2 FWB-2 FWB-2
13.5 12.5 10.5
6/7 7/8 6/8
XI FWE-1 FWE-1 FWH-2 FWE-1 FWH-2 FWB-1 FWE-2 FWB-1 FWB-1
17 13 17 10 13.5 9.5 11.5 8 7
7/9 7/8 6/8 6/8 6/7 6/7 6/8 5/7 5/6
FWE-2 FWE-2 FWB-2 FWH-2 FWB-2 FWB-2
17 13.5 12.5 11.5 10.5 9
7/9 7/8 7/8 5/7 6/8 6/7
XII FWE-1 FWE-1 FWE-1 FWH-2 FWB-2 FWH-2 FWB-1 FWH-2 FWB-1 FWB-1
17 13 10 13.5 12.5 11.5 8 10 7 6
7/9 7/8 6/8 6/7 7/8 5/7 5/7 5/6 5/6 4/6
FWE-2 FWE-2 FWE-2 FWB-2 FWB-2
17 13.5 11.5 10.5 9
7/9 7/8 6/8 6/8 6/7
XIII FWD-1 FWE-2 FWD-1 FWE-2 FWD-1 FWE-2 FWB-1 FWH-2 FWB-1 FWG-1 FWB-1 FWG-1 FWG-1
14 17 11.5 13.5 9.5 11.5 8 10 7 18.5 6 16.5 15
7/9 7/9 7/8 7/8 6/8 6/8 5/7 5/6 5/6 8/10 4/6 8/9 7/9
FWE-1 FWE-1 FWH-2 FWE-1 FWH-2 FWB-2 FWL-1 FWB-2 FWL-1 FWB-2 FWL-1
13 10 13.5 8.5 11.5 10.5 16 9 14 8 12.5
7/8 6/8 6/7 6/7 5/7 6/8 9/10 6/7 8/10 5/7 8/9
XIV FWC-1 FWC-1 FWH-2 FWB-2 FWF-1 FWB-1 FWG-1 FWB-1 FWG-2 FWB-1 FWK-1 FWK-1
16 13 11.5 10.5 16 7 18.5 6 15 5.5 18.5 17
7/9 7/8 5/7 6/8 6/8 5/6 8/10 4/6 7/9 4/5 9/10 8/10
FWD-1 FWD-1 FWC-1 FWH-2 FWB-2 FWG-2 FWB-2 FWL-1 FWG-1 FWL-2 FWL-2
11.5 9.5 11.5 10 9 17 8 12.5 15 13 12
7/8 6/8 6/8 5/6 6/7 8/9 5/7 8/9 7/9 7/9 7/8
FWE-1 FWD-2 FWC-2 FWL-1 FWC-2 FWL-1 FWC-2 FWL-2 FWG-2
10 17 16 16 14 14 12.5 16 13.5
6/8 6/8 6/8 9/10 6/7 8/10 5/7 8/10 7/8
FWE-2 FWE-1 FWD-2 FWD-2 FWL-2 FWF-1 FWL-2
13.5 8.5 14.5 13 18 12.5 14
7/8 6/7 6/7 5/7 9/10 5/7 8/9
FWH-2 FWE-2 FWE-2 FWF-1 FWG-1
13.5 11.5 10 14 16.5
6/7 6/8 6/7 6/7 8/9

P® Starship Tactical Combat Simulator 02:03:04:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

QUAD WARP DRIVES


Movement Point Ratios

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

P® Starship Tactical Combat Simulator 02:03:04:02


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

IMPULSE ENGINE TYPES


Power Units Control Appropriate
Engine Type Mass (MT) Superstructure Availability Cost (MCr) Year
Available Computer Type Ship Class

FIA-1 150 1 L-12 I 0.1 RRR/88 1 2236


FIA-2 150 2 L-12 I-II 0.1 RRR/86 1 2236
FIA-3 150 3 L-12 I-III 0.1 RRR/83 2 2236
FIB-1 200 2 L-12 VII 0.1 RRR/83 1 2241
FIB-2 200 4 L-12 III-VIII 0.1 RRR/82 2 2241
FIB-3 200 6 L-13 V-IX 0.1 RRR/80 3 2241
FIC-1 255 1 L-12 III-VI 0.1 RRR/76 1 2242
FIC-2 255 3 L-12 V-IX 0.1 RRR/74 2 2242
FIC-3 255 6 L-13 VII-XI 0.1 RRR/70 3 2242
FID-1 315 2 L-12 IV-VII 0.1 RRR/70 2 2256
FID-2 315 4 L-12 VII-XII 0.1 RRR/65 3 2256
FID-3 315 8 L-13 X-XX 0.1 RRR/63 4 2256
FIE-1 350 4 L-12 VI-VIII 0.1 RRR/64 3 2261
FIE-2 350 8 L-13 VII-XII 0.1 RRR/60 4 2261
FIE-3 350 16 M-1 XI-XX 0.1 RRR/57 5 2261
FIF-1 438 12 L-14 VII-XI 0.1 RRR/55 4 2268
FIF-2 438 16 M-1 IX-XIII 0.1 RRR/50 5 2268
FIF-3 438 20 M-1 XI-XX 0.1 RRR/46 7 2268
FIG-1 1,060 24 M-2 X-XIII 0.1 RRR/47 10 2272
FIG-2 1,060 32 M-3 XII-XV 0.1 RRR/40 18 2272
FIG-3 1,060 40 M-4 XIV-XV 0.1 RRR/32 34 2272
FIH-1 2000 28 M-4 XIII-XVII 0.1 RRR/20 28 2281
FIH-2 2000 36 M-4 XIV-XX 0.1 RRR/18 36 2290
FIH-3 2000 44 M-4 XV-XX 0.1 RRR-07 44 2301
FMIA 10 1 L-12 I 0.1 RRR/92 1 2261
FMIB 20 2 L-12 I 0.1 RRR/90 1 2265
FMIC 30 3 L-12 I 0.1 RRR/89 1.5 2270

P® Starship Tactical Combat Simulator 02:04:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

MOVEMENT POINT RATIO TABLE


IMPULSE ENGINES
1SZIQIRX4SMRX6EXMSW

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

FIA-1 FIA-1 FIA-1 FIA-1 FIA-3 FIA-3 FIA-3 FIA-3


I
6 4 3 1.5 2 1.5 1 0.5

FIA-2 FIA-2 FMIA

6 3 1

FIA-3

FMIA

FIA-2 FIA-2 FIA-3 FIA-3 FIA-3 FIA-3


II
6 3 2 1.5 1 0.5

FIA-3

FIC-1 FIA-3 FIA-3 FIC-1 FIB-1 FIB-3 FIB-1 FIB-3


III
3 4 2 1 1 3 1 2

FIC-1 FIB-2 FIB-2 FIB-2 FIC-1

1.5 3 2 1.5 1

FIC-1 FIB-2 FID-1 FIB-1 FIB-3 FIB-1 FID-1 FIB-3


IV
1.5 3 1.5 1 3 1 2 1

FIC-1 FIB-2 FIC-1

1 2 1

FIC-1 FIB-2 FIC-2 FIB-2 FID-1 FIB-1 FIC-1 FIC-2


V
1.5 3 2 2 1 1 1 1

FIB-3 FID-1 FIB-3 FIC-2 FIB-2 FIC-2 FID-1

4 1.5 3 1.5 1.5 1 1

FIC-1 FIB-3

1 2

FIC-1 FIB-2 FID-1 FIB-2 FID-1 FIB-2 FID-1 FIC-2 FIC-2


VI
1.5 3 1.5 2 1 1.5 1 1 0.5

FIC-1 FIE-1 FIB-3 FIE-1 FIB-3 FIE-1 FID-1

1 3 3 2 2 1.5 1

FIC-2 FIC-2 FIC-1 FIE-1

2 1.5 1 1

FIB-2 FIB-1 FIC-3 FIB-2 FIB-2 FIE-1 FIC-2 FIE-2 FIE-2


VII
6 1.5 4 1.5 1.5 1.5 1 2 2

FIB-2 FID-1 FIC-2 FIC-2 FIC-3

3 1.5 1.5 1 2

FIB-3 FIE-1 FIC-3 FIC-3 FID-1

4 3 3 2 1

FIC-2 FIE-1 FID-1 FIE-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

4 5 1.5 4 1 3 2 3.5 2 2.5

FIC-2 FIF-1 FIC-3 FIF-1 FIC-3 FIF-1 FID-2 FIF-1

2 8.5 3 6 2 4 1 3

FIC-3 FID-1 FIF-2 FID-2 FIE-1

4 1 7.5 1.5 1

P® Starship Tactical Combat Simulator 02:05:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

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

FIC-3 FIC-2 FIF-1 FIC-2 FIF-1 FIC-3 FIF-2 FIE-2

4 1.5 6 1 4 2 4.5 2

FIE-2 FIC-3 FIF-2 FIC-3 FIF-2 FID-2 FIF-1

6 3 7.5 2 6 1 3

FIF-1 FID-2 FID-2 FIE-2

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

2 7.5 1.5 6 1 4.5 7.5 6 5 4

FIE-2 FIG-1 FIE-2 FIG-1 FIE-2 FIG-1 FIF-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

2 7.5 1.5 6 1 4.5 2 6 3 2.5

FIE-2 FIG-1 FIE-2 FIF-3 FIE-2 FIF-3 FIE-3 FIG-1 FIG-1

4 13.5 3 7 2 6 4 5 4

FIE-3 FIE-3 FIG-1 FIE-3 FIG-1 FIF-1

7.5 6 8.5 4.5 7 3

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

4 15 3 8.5 2 7 4 7.5 5 4 3.5

FIE-3 FIE-3 FIG-2 FIE-3 FIG-2 FIH-1 FIH-1

7.5 6 13.5 4.5 9 5.5 5

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 13.5 4.5 9 4 7 3 5.5 2

FIF-2 FIF-2 FIF-2 FIH-1 FIF-2 FIG-1 FIH-1

7.5 6 4.5 8 4 5 5

FIG-1 FIF-3 FIF-3 FIG-1 FIG-2 FIH-2

13.5 7 6 6 6.5 6.5

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

7.5 6 4.5 13.5 4 7 5 7.5 5 5 2

FIG-2 FIF-3 FIF-3 FIH-1 FIG-2 FIH-2 FIG-2 FIH-2 FIH-2

15 7 6 8 7.5 8.5 6.5 6.5 5.5

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

FIE-3 FIE-3 FIE-3 FIE-3 FIG-1 FIG-2 FIF-3 FIF-3 FIF-3

7.5 6 4.5 4 5 5.5 2.5 2 1.5

FIG-2 FIF-3 FIF-3 FIG-2 FIG-2 FIH-1 FIH-2 FIH-2

15 7 6 7.5 6.5 5 5.5 5

FIG-2 FIG-2 FIG-3 FIH-1 FIH-2 FIH-3

13.5 9 9.5 5.5 6.5 7

FIH-1 FIH-1 FIH-2 FIH-3

8 7 7.5 8

P® Starship Tactical Combat Simulator 02:05:01:02


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

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

FIH-1 FIE-3 FIF-3 FIF-3 FIF-3 FIF-3

7 3 3 2.5 2 1.5

FIH-2 FIF-3 FIH-1 FIH-2 FIH-2

8.5 4 5 5.5 5

FIG-3 FIH-1 FIH-2 FIH-3

9.5 5.5 6.5 7

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

FIH-1 FIE-3 FIF-3 FIF-3 FIF-3 FIF-3

7 3 3 2.5 2 1.5

FIF-3 FIH-1 FIH-2 FIH-2

4 5 5.5 5

FIH-1 FIH-2 FIH-3 FIH-3

5.5 6.5 7 6.5

FIH-2 FIH-3

7.5 8

FIG-3 FID-3 FIE-3 FIE-3 FIE-3 FIE-3 FIF-3 FIF-3 FIF-3


XVIII
9.5 2 2 1 0.5 0.5 1 0.5 0.5

FIE-3 FIF-3 FIF-3 FIF-3 FIF-3

3 3 2.5 2 1.5

FIF-3 FIH-2 FIH-2 FIH-2

4 6.5 5.5 5

FIH-2 FIH-3 FIH-3 FIH-3

7.5 8 7 6.5

FIH-3

FIE-3 FIE-3 FIE-3 FIE-3 FIE-3 FIF-3 FIF-3 FIF-3


XIX
3 2 1 0.5 0.5 1 0.5 0.5

FIF-3 FIF-3 FIF-3 FIF-3 FIF-3

4 3 2.5 2 1.5

FIH-2 FIH-2 FIH-2 FIH-2

7.5 6.5 5.5 5

FIH-3 FIH-3 FIH-3 FIH-3

9 8 7 6.5

FIE-3 FIE-3 FIE-3 FIE-3 FIF-3 FIF-3 FIF-3


XX
2 1 0.5 0.5 1 0.5 0.5

FIF-3 FIF-3 FIF-3 FIF-3

3.5 2.5 2 1.5

FIH-2 FIH-2 FIH-2

6.5 5.5 5

FIH-3 FIH-3 FIH-3

8 7 6.5

P® Starship Tactical Combat Simulator 02:05:01:03


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

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

FST 2300 M-9 4 8.9 RRR/01


FSU 2750 M-9 4 9.8 RRR/01
FSV 3100 M-9a 4 12.5 RRR/01
FSW 790 M-4 4 3.4 RRR/03
FSX 5700 M-9a 4 16.3 RRR/01

P® Starship Tactical Combat Simulator 02:06:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

SHIELD POINT RATIO TABLE


Shield Point Ratio
1/1 1/2 1/3 1/4
Ship Class FSA FSC FSE FSG FSJ FSM FSB FSD FSF FSH FSK FSN FSI FSL FSO FSR FSP FSQ FSS
I 12 14 14 15 16 16 14 15 15 16 16 16 16 16 16 40 16 30 20
17 20 20 21 23 23 10 10.5 10.5 11.5 11.5 11.5 7.5 7.5 7.5 19.5 5.5 11 7.5
II 11 12 13 14 15 16 11 12 14 16 16 16 16 16 16 40 16 30 20
16 17 19 20 21 23 8 8.5 10 11.5 11.5 11.5 7.5 7.5 7.5 19.5 5.5 11 7.5
III 10 11 12 13 14 16 9 10 14 15 16 16 16 16 16 40 16 30 20
14 16 17 19 20 23 6.5 7 10 10.5 11.5 11.5 7.5 7.5 7.5 19.5 5.5 11 7.5
IV 9 10 11 12 14 16 8 9 13 15 16 16 16 16 16 40 16 30 20
13 14 16 17 20 23 5.5 6.5 9.5 10.5 11.5 11.5 7.5 7.5 7.5 19.5 5.5 11 7.5
V 8 9 11 12 13 15 6 8 12 14 16 16 16 16 16 40 16 30 20
11 13 16 17 19 21 4.5 5.5 8.5 10 11.5 11.5 7.5 7.5 7.5 19.5 5.5 11 7.5
VI 7 9 10 11 13 14 6 7 10 13 16 16 15 16 16 40 16 30 20
10 13 14 16 19 20 4.5 5 7 9.5 11.5 11.5 7 7.5 7.5 19.5 5.5 11 7.5
VII 6 8 9 10 12 13 5 7 10 13 16 16 14 16 16 40 16 30 20
9 11 13 14 17 19 3.5 5 7 9.5 11.5 11.5 7 7.5 7.5 19.5 5.5 11 7.5
VIII 5 7 9 10 11 12 5 6 9 12 16 16 13 16 16 40 16 30 20
7 10 13 14 16 17 3.5 4.5 6.5 8.5 11.5 11.5 6.5 7.5 7.5 19.5 5.5 11 7.5
IX 3 6 8 10 11 12 4 6 8 12 15 16 12 15 16 40 16 30 20
5 9 11 14 16 17 3 4.5 5.5 8.5 10.5 11.5 5.5 7 7.5 19.5 5.5 11 7.5
X 1 5 8 9 10 11 4 5 8 11 14 16 11 14 16 40 16 30 20
1 7 11 13 14 16 3 3.5 5.5 8 10 11.5 5 7 7.5 19.5 5.5 11 7.5
XI - 4 7 9 10 11 3 5 7 10 14 16 11 14 16 40 16 30 20
- 6 10 13 14 16 2.5 3.5 5 7 10 11.5 5 7 7.5 19.5 5.5 11 7.5
XII - 3 6 8 9 10 2 4 6 9 13 16 10 13 15 40 16 30 20
- 5 9 11 13 14 1.5 3 4.5 6.5 9.5 11.5 4.5 6.5 7 19.5 5.5 11 7.5
XIII - 1 5 7 8 9 1 3 4 8 12 15 10 12 14 40 16 30 20
- 1 7 10 11 13 0.5 2.5 3 5.5 8.5 10.5 4.5 5.5 7 19.5 5.5 11 7.5
XIV - - 3 5 6 8 - 1 2 6 11 14 9 11 12 40 15 30 20
- - 5 7 9 11 - 0.5 1.5 4.5 8 10 4 5 6.5 19.5 5 11 7.5
XV - - 1 2 3 5 - - - 3 7 12 6 7 8 38 14 28 20
- - 1 3 5 7 - - - 2.5 5 8.5 3 3.5 4.5 18.5 5 10.5 7.5
XVI - - - 1 2 3 - - - 1 6 11 4 6 7 38 13 28 20
- - - 1 3 5 - - - 0.5 4.5 8 2 3 3.5 18.5 4.5 10.5 7.5
XVII - - - - 1 2 - - - - 5 9 2 5 6 36 12 26 20
- - - - 1 3 - - - - 3.5 6.5 1 2.5 3 17.5 4 9.5 7.5
XVIII - - - - - 1 - - - - 4 8 - 4 5 36 11 26 19
- - - - - 1 - - - - 3 5.5 - 2 2.5 17.5 3.5 9.5 7
XIX - - - - - - - - - - 3 7 - 3 4 34 10 24 19
- - - - - - - - - - 2.5 5 - 1.5 2 15.5 3 8.5 7
XX - - - - - - - - - - 2 6 - 2 3 34 9 24 19
- - - - - - - - - - 1.5 4.5 - 1 1.5 15.5 2.5 8.5 7

P® Starship Tactical Combat Simulator 02:07:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

BEAM WEAPON TYPE


Beam
Weapon Mass Maximum Firing Superstructure Cost
Type (Mt) Damage +3 +2 +1 Range Chart WDF (Single/Bank) Availability (MCr) Year
FH-1 250 2 N/A N/A N/A 8 F 0.5 0.5/0.8 RRR/82 38 2254
FH-2 375 3 N/A N/A (1-10) 10 H 1.3 0.6/0.9 RRR/78 56 2255
FH-3 625 5 (1-10) (11-17) (18-20) 20 W 5.8 0.8/1.2 RRI/47 94 2255
FH-4 375 3 N/A (1-8) (9-14) 14 Q 2.6 0.7/1.1 RRI/63 56 2256
FH-5 500 4 N/A (1-8) (9-16) 16 R 3.1 0.8/1.2 RRI/60 75 2256
FH-6 300 3 N/A (1-7) (8-13) 13 N 2.3 1.2/1.8 RRI/65 45 2259
FH-7 400 4 N/A (1-8) (9-14) 14 Q 3.2 1.4/2.1 RRI/59 60 2260
FH-8 500 5 N/A (1-10) (11-18) 18 T 4.3 1.6/2.4 RRI/52 75 2261
FH-9 600 6 N/A (1-12) (13-22) 22 X 6 1.7/2.5 RRI/50 90 2262
FH-10 420 7 (1-10) (11-17) (18-20) 20 W 9.7 2.0/3.0 RRI/45 63 2264
FH-11 600 10 (1-10) (11-17) (18-24) 24 Y 10.7 2.2/3.2 RRI/38 90 2268
FH-12 360 6 N/A (1-9) (10-16) 16 R 4.9 1.0/1.5 RRI/58 58 2270
FH-13 620 8 (1-5) (6-12) (13-18) 18 T 6.5 1.8/2.7 RRI/50 65 2271
FH-14 760 12 N/A (1-10) (11-18) 18 T 8.8 2.2/3.8 RRR/17 88 2284
FH-15 650 12 (1-5) (6-12) (13-18) 18 T 9.2 2.5/ 4.2 RRR/14 91 2298
FH-16 500 4 (1-10) (11-17) (18-24) 24 Y 5.4 0.9/1.3 RRR/39 46 2301
FH-17 600 6 (1-10) (11-17) (18-24) 24 Y 7.2 1.8/2.6 RRR/38 61 2302
FH-18 625 12 (1-10) (11-17) (18-24) 24 Y 12.7 2.2/3.5 RRI/12 107 2315
FH-19 750 14 (1-10) (11-17) (18-24) 24 Y 14.3 2.8/4.2 III/10 120 2320
FH-20 675 14 (1-14) (15-19) (20-24) 24 Y 14.6 3.1/4.9 III/3 129 2330

LASER WEAPON TYPE


Beam
Weapon Mass Maximum Firing Superstructure Cost
Type (Mt) Damage +3 +2 +1 Range Chart WDF (Single/Bank) Availability (MCr) Year
FL-1 500 2 N/A N/A N/A 6 D 0.4 0.8 LLL/98 9 2201
FL-2 610 2 N/A N/A N/A 8 F 0.5 0.9 LLL/98 12 2210
FL-3 680 2 N/A N/A (1-4) 10 G 0.7 1.2 LLL/96 14 2213
FL-4 740 3 N/A N/A (1-4) 10 G 1 1.5 LLL/94 20 2221
FL-5 820 2 N/A (1-4) (5-7) 10 H 1.1 2 LLL/92 22 2228
FL-6 930 3 N/A (1-4) (5-7) 10 H 1.4 2.4 LLL/90 32 2232

P® Starship Tactical Combat Simulator 02:08:01:01


FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

PHASER CANNON WEAPON TYPE


Beam
Weapon Mass Maximum Firing Superstructure Cost
Type (Mt) Damage +3 +2 +1 Range Chart WDF (Single/Bank) Availability (MCr) Year
FMH-1 215 10 (1-4) (5-9) (10-15) 15 K 5.2 1.0/ 2.0 III/01 172 2269
FMH-2 320 12 (1-3) (4-8) (9-12) 12 L 6.4 1.5/ 2.3 III/01 199 2269
FMH-3 418 14 (1-6) (7-10) (11-14) 14 O 8.7 1.7/ 2.9 III/01 168 2271
FMH-4 512 16 (1-8) (9-14) (15-18) 16 S 11.9 1.9/ 3.6 III/01 141 2274
FMH-5 660 15 (1-10) (11-17) (18-20) 20 W 13.6 2.0/ 3.7 III/01 88 2275
FMH-6 570 18 (1-5) (7-12) (13-18) 18 P 11.4 2.2/ 4.0 III/01 246 2280
FMH-7 520 16 (1-3) (4-9) (10-14) 14 Q 10.2 2.4/ 4.5 III/01 191 2281
FMH-8 430 20 (1-8) (9-14) (15-18) 16 S 14.5 2.6/ 4.7 III/01 172 2282
FMH-9 420 25 (1-5) (6-12) (13-18) 18 T 17.8 2.8/ 5.1 III/01 178 2298
FMH-10 475 28 (1-10) (11-16) (17-21) 21 V 21.5 3.2/ 5.6 III/01 189 2301
FMH-11 760 30 (1-7) (8-15) (16-22) 22 X 35.5 3.5/ 5.8 III/01 384 2304
FMH-12 870 35 (1-14) (15-19) (20-24) 24 Y 33.2 3.9/ 6.1 III/01 279 2310
FMH-13 470 24 (1-3) (4-6) (7-18) 18 T 16.9 3.0/5.4 III/01 168 2297
FMH-14 900 36 (1-4) (4-7) (8-18) 18 T 24.9 4.4/6.6 III/01 249 2325
FMH-15 950 42 (1-8) (9-14) (15-24) 24 Y 39.1 4.7/7.0 III/01 328 2330

P® 7XEVWLMT8EGXMGEP'SQFEX7MQYPEXSV 02:08:01:02
FEDERATION STARSHIP CONSTRUCTION STARSHIP DESIGN CONSORTIUM

MISSILE WEAPON TYPE


Missile Mass Power to Firing Cost
Type (Mt) Arm Damage Range Chart WDF Superstructure Availability (MCr) Year
FP-1 200 1 10 12 L 4.4 1.3 RRI/67 30 2255
FP-2 120 1 6 10 H 2 0.9 RRI/75 18 2257
FP-3 100 1 6 6 D 1.2 0.8 RRI/78 15 2257
FP-4 240 1 20 16 S 12.5 2 RRI/32 36 2259
FP-5 200 1 16 16 R 9.5 1.8 RRI/45 30 2260
FP-6 160 1 12 14 O 6.7 1.8 RR/57 24 2265
FP-7 210 1 8 16 R 4.8 0.8 RRI/60 32 2271
FP-8 250 1 10 16 S 6.3 1.1 RRI/52 28 2294
FP-9 300 1 28 16 R 16.7 2.2 RRI/12 42 2297
FP-10 550 1 34 16 R 20.4 3.1 RRI/02 65 2349
FP-11 12 2 3 6 D 0.9 0.1 LRI/68 1 2277

ACCELERATOR CANNON TYPE


Missile Mass Power to Firing Cost
Type (Mt) Arm Damage Range Chart WDF Superstructure Availability (MCr) Year
FAC-1 480 3 8 8 F 0.6 1.5 RRI/52 10 2201
FAC-2 660 4 10 10 G 1.4 2.4 RRI/46 14 2203
FAC-3 840 4 12 10 H 2 2.9 RRI/40 16 2219

P® Starship Tactical Combat Simulator 02:09:01:01


MEGA PHASER CANNON WEAPON TYPES
Beam Total Maximum Damage Maximum Firing Weapon SS Date
Weapon Mass Beam Modifiers Range Chart Damage Requirement Entered
Type (mt) Power +4 +3 +2 (hex) Factor (single/bank) Service

FMH-1 215 10 (1-4) (5-9) (10-15) 15 K 5.8 1.0/ 2.0 2269


FMH-2 320 12 (1-3) (4-8) (9-12) 12 L 6.9 1.5/ 2.3 2269
FMH-3 418 14 (1-6) (7-10) (11-14) 14 O 9.6 1.7/ 2.9 2271
FMH-4 512 16 (1-8) (9-14) (15-16) 16 S 12.8 1.9/ 3.6 2274
FMH-5 660 15 (1-10) (11-17) (18-20) 20 W 14.7 2.0/ 3.7 2275
FMH-6 570 18 (1-6) (7-12) (13-18) 18 P 12.2 2.2/ 4.0 2280
FMH-7 520 16 (1-3) (4-9) (10-14) 14 Q 10.9 2.4/ 4.5 2281
FMH-8 430 20 (1-8) (9-14) (15-16) 16 S 15.4 2.6/ 4.7 2282
FMH-9 420 25 (1-5) (6-12) (13-18) 18 T 18.8 2.8/ 5.1 2298
FMH-10 475 28 (1-10) (11-16) (17-21) 21 V 22.6 3.2/ 5.6 2301
FMH-11 760 30 (1-7) (8-15) (16-22) 22 X 26.8 3.5/ 5.8 2304
FMH-12 870 35 (1-14) (15-19) (20-24) 24 Y 34.8 3.9/ 6.1 2310
FMH-13 470 24 (1-3) (4-6) (7-18) 18 T 17.8 3.0/5.4 2297
FMH-14 900 36 (1-4) (5-7) (8-18) 18 T 26.0 4.4/6.6 2325
FMH-15 950 42 (1-8) (9-14) (15-24) 24 Y 40.7 4.7/7.0 2330

MEGAPHASER CANNONS INFORMATION:


Megaphaser Cannons are unique beam weapons used by Starfleet to provide high-powered beam offensive support.
They are installed mostly on warships designed for defense and patrol duties. Rarely does Starfleet ever install this
weapon system on ships designed for exploration or multi-mission roles. This weapon system is considered an offensive
weapon system designed for heavy combat.

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.

Megaphaser Cannon Firing Arc (mcfa)

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.

• Federation Starship Construction Manual 2230-2330 Version 3.01 Page 9


FEDERATION 2330
Version 1.0
CC00001.01

2330 Starbase Construciton Charts


FASA Star Trek Starship Tactical Combat Simulator
Starship Tactical Combat Simulator Design Consortium

Construction Division
Department of Information Bryan Jecko
Base Construction Group Jeff Willoughby
STCSDC William Colley
FEDERATION STATION CONSTRUCTION STCS DESIGN CONSORTIUM

Computer Control Types


Maximum
Computer Appropriate Date Entered
System Mass (mt) SS Requirement WDF Availability Cost
Control Type Ship Classes Service
Allowed
L-12 50 I-II 0.1 2 LLL/90 2236 4
L-12A 30 I-IV 0.1 None LLL/100 2265
L-13 450 I-IX 0.3 5 LLL/88 2241 11
L-13A 250 I-XIV 0.2 None LLL/100 2266
L-14 1,050 II-XII 0.5 10 LLL/85 2242 17
L-14A 550 II-XIV 0.3 None LLL/100 2266
M-1 2,900 IV-XV 0.9 30 LLL/82 2243 48
M-1A 1,500 III-XX 0.5 None LLL/99 2267
M-2 3,800 VII-XII 1.1 40 LLL/74 2244 60
M-2A 2,000 IV-XX 0.7 None LLL/98 2268
M-3 4,700 VIII-XV 1.5 50 LLL/60 2245 71
M-3A 2,350 IV-XX 1.2 None LLL/96 2269
M-3B 5,000 VI-XV 1.6 90 RRR/30 2301 140
M-4 5,750 IX-XVII 2 70 LLL/42 2252 83
M-4A 2,900 IV-XX 1.7 None LLL/90 2269
M-4B 5,900 VII-XVII 2.1 110 RRR/28 2305 170
M-6 6,000 X-XX 2 90 LLL/20 2269 150
M-6A 6,100 IX-XVII 2.1 130 RRR/30 2272 200
M-7 11,500 IX-XX 3 150 None 2280 230
M-7A 11,500 X-XX 3.1 180 RRR/18 2288 276
M-8 12,000 XI-XIX 3.4 210 RRR/09 2284 323
M-X1 25,000 Station 10 500 None 2272 769

® Starship Tactical Combat Simulator 02:01:01:01


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/ FUSION POWER GENERATOR


Power Units Control Minimum
Engine Type Mass (MT) Superstructure Availability Cost (MCr) Year
Available Computer Type MPR

FIPG-1a 14,240 16 L-14 10/1 1 RRR/92 17 2250


FIPG-1b 16,000 16 L-12 10/1 0.5 RRR/93 16.5 2251
FIPG-2a 15,300 24 M-1 10/1 2 RRR/86 26 2253
FIPG-2b 24,000 24 M-4 10/1 0.5 RRR/90 23 2253
FIPG-3 16,360 32 M-1 15/1 4 RRR/73 34 2260
FIPG-4 18,480 40 M-2 20/1 6 RRR/69 43 2262
FIPG-5 42,400 48 M-3 20/1 7 RRR/51 52 2267
FIPG-6 60,400 56 M-4 25/1 8 RRR/46 60 2270
FIPG-7 102,400 64 M-6 30/1 10 RRR/43 69 2275
FIPG-8 225,500 72 M-7 30/1 15 RRR/25 77 2281
FIPG-X1 141,000 50 M-X1 10/1 7.5 RRR/50 54 2272

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

® Starship Tactical Combat Simulator 02:02:01:01


FEDERATION STATION CONSTRUCTION STCS DESIGN CONSORTIUM

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

FST 2300 M-9 4 8.9 RRR/01


FSU 2750 M-9 4 9.8 RRR/01
FSV 3100 M-9a 4 12.5 RRR/01
FSW 790 M-4 4 3.4 RRR/03
FSX 5700 M-9a 4 16.3 RRR/01

® Starship Tactical Combat Simulator 02:03:01:01


FEDERATION STATION CONSTRUCTION STARSHIP DESIGN CONSORTIUM

BEAM WEAPON TYPE


Beam
Weapon Mass Maximum Firing Superstructure Cost
Type (Mt) Damage +3 +2 +1 Range Chart WDF (Single/Bank) Availability (MCr) Year
FH-1 250 2 N/A N/A N/A 8 F 0.5 0.5/0.8 RRR/82 38 2254
FH-2 375 3 N/A N/A (1-10) 10 H 1.3 0.6/0.9 RRR/78 56 2255
FH-3 625 5 (1-10) (11-17) (18-20) 20 W 5.8 0.8/1.2 RRI/47 94 2255
FH-4 375 3 N/A (1-8) (9-14) 14 Q 2.6 0.7/1.1 RRI/63 56 2256
FH-5 500 4 N/A (1-8) (9-16) 16 R 3.1 0.8/1.2 RRI/60 75 2256
FH-6 300 3 N/A (1-7) (8-13) 13 N 2.3 1.2/1.8 RRI/65 45 2259
FH-7 400 4 N/A (1-8) (9-14) 14 Q 3.2 1.4/2.1 RRI/59 60 2260
FH-8 500 5 N/A (1-10) (11-18) 18 T 4.3 1.6/2.4 RRI/52 75 2261
FH-9 600 6 N/A (1-12) (13-22) 22 X 6 1.7/2.5 RRI/50 90 2262
FH-10 420 7 (1-10) (11-17) (18-20) 20 W 9.7 2.0/3.0 RRI/45 63 2264
FH-11 600 10 (1-10) (11-17) (18-24) 24 Y 10.7 2.2/3.2 RRI/38 90 2268
FH-12 360 6 N/A (1-9) (10-16) 16 R 4.9 1.0/1.5 RRI/58 58 2270
FH-13 620 8 (1-5) (6-12) (13-18) 18 T 6.5 1.8/2.7 RRI/50 65 2271
FH-14 760 12 N/A (1-10) (11-18) 18 T 8.8 2.2/3.8 RRR/17 88 2284
FH-15 650 12 (1-5) (6-12) (13-18) 18 T 9.2 2.5/ 4.2 RRR/14 91 2298
FH-16 500 4 (1-10) (11-17) (18-24) 24 Y 5.4 0.9/1.3 RRR/39 46 2301
FH-17 600 6 (1-10) (11-17) (18-24) 24 Y 7.2 1.8/2.6 RRR/38 61 2302
FH-18 625 12 (1-10) (11-17) (18-24) 24 Y 12.7 2.2/3.5 RRI/12 107 2315
FH-19 750 14 (1-10) (11-17) (18-24) 24 Y 14.3 2.8/4.2 III/10 120 2320
FH-20 675 14 (1-14) (15-19) (20-24) 24 Y 14.6 3.1/4.9 III/3 129 2330

LASER WEAPON TYPE


Beam
Weapon Mass Maximum Firing Superstructure Cost
Type (Mt) Damage +3 +2 +1 Range Chart WDF (Single/Bank) Availability (MCr) Year
FL-1 500 2 N/A N/A N/A 6 D 0.4 0.8 LLL/98 9 2201
FL-2 610 2 N/A N/A N/A 8 F 0.5 0.9 LLL/98 12 2210
FL-3 680 2 N/A N/A (1-4) 10 G 0.7 1.2 LLL/96 14 2213
FL-4 740 3 N/A N/A (1-4) 10 G 1 1.5 LLL/94 20 2221
FL-5 820 2 N/A (1-4) (5-7) 10 H 1.1 2 LLL/92 22 2228
FL-6 930 3 N/A (1-4) (5-7) 10 H 1.4 2.4 LLL/90 32 2232

® Starship Tactical Combat Simulator 02:04:01:01


FEDERATION STARSHIP CONSTRUCTION STCS DESIGN CONSORTIUM

PHASER CANNON WEAPON TYPE


Beam
Weapon Mass Maximum Firing Superstructure Cost
Type (Mt) Damage +3 +2 +1 Range Chart WDF (Single/Bank) Availability (MCr) Year
FMH-1 215 10 (1-4) (5-9) (10-15) 15 K 5.2 1.0/ 2.0 III/01 172 2269
FMH-2 320 12 (1-3) (4-8) (9-12) 12 L 6.4 1.5/ 2.3 III/01 199 2269
FMH-3 418 14 (1-6) (7-10) (11-14) 14 O 8.7 1.7/ 2.9 III/01 168 2271
FMH-4 512 16 (1-8) (9-14) (15-18) 16 S 11.9 1.9/ 3.6 III/01 141 2274
FMH-5 660 15 (1-10) (11-17) (18-20) 20 W 13.6 2.0/ 3.7 III/01 88 2275
FMH-6 570 18 (1-5) (7-12) (13-18) 18 P 11.4 2.2/ 4.0 III/01 246 2280
FMH-7 520 16 (1-3) (4-9) (10-14) 14 Q 10.2 2.4/ 4.5 III/01 191 2281
FMH-8 430 20 (1-8) (9-14) (15-18) 16 S 14.5 2.6/ 4.7 III/01 172 2282
FMH-9 420 25 (1-5) (6-12) (13-18) 18 T 17.8 2.8/ 5.1 III/01 178 2298
FMH-10 475 28 (1-10) (11-16) (17-21) 21 V 21.5 3.2/ 5.6 III/01 189 2301
FMH-11 760 30 (1-7) (8-15) (16-22) 22 X 35.5 3.5/ 5.8 III/01 384 2304
FMH-12 870 35 (1-14) (15-19) (20-24) 24 Y 33.2 3.9/ 6.1 III/01 279 2310
FMH-13 470 24 (1-3) (4-6) (7-18) 18 T 16.9 3.0/5.4 III/01 168 2297
FMH-14 900 36 (1-4) (4-7) (8-18) 18 T 24.9 4.4/6.6 III/01 249 2325
FMH-15 950 42 (1-8) (9-14) (15-24) 24 Y 39.1 4.7/7.0 III/01 328 2330

® Starship Tactical Combat Simulator 02:04:01:02


FEDERATION STATION CONSTRUCTION STCS DESIGN CONSORTIUM

MISSILE WEAPON TYPE


Missile Mass Power to Firing Cost
Type (Mt) Arm Damage Range Chart WDF Superstructure Availability (MCr) Year
FP-1 200 1 10 12 L 4.4 1.3 RRI/67 30 2255
FP-2 120 1 6 10 H 2 0.9 RRI/75 18 2257
FP-3 100 1 6 6 D 1.2 0.8 RRI/78 15 2257
FP-4 240 1 20 16 S 12.5 2 RRI/32 36 2259
FP-5 200 1 16 16 R 9.5 1.8 RRI/45 30 2260
FP-6 160 1 12 14 O 6.7 1.8 RR/57 24 2265
FP-7 210 1 8 16 R 4.8 0.8 RRI/60 32 2271
FP-8 250 1 10 16 S 6.3 1.1 RRI/52 28 2294
FP-9 300 1 28 16 R 16.7 2.2 RRI/12 42 2297
FP-10 550 1 34 16 R 20.4 3.1 RRI/02 65 2349
FP-11 12 2 3 6 D 0.9 0.1 LRI/68 1 2277

ACCELERATOR CANNON TYPE


Missile Mass Power to Firing Cost
Type (Mt) Arm Damage Range Chart WDF Superstructure Availability (MCr) Year
FAC-1 480 3 8 8 F 0.6 1.5 RRI/52 10 2201
FAC-2 660 4 10 10 G 1.4 2.4 RRI/46 14 2203
FAC-3 840 4 12 10 H 2 2.9 RRI/40 16 2219

® Starship Tactical Combat Simulator 02:05:01:01


BEAM WEAPON TYPES
Beam Total Maximum Damage Maximum Firing Weapon SS Date
Weapon Mass Beam Modifiers Range Chart Damage Requirement Entered
Type (mt) Power +3 +2 +1 (hex) Factor (single/bank) Service

FH-14 760 12 - (1-10) (11-18) 18 T 8.8 2.2/3.8 2284


FH-15 650 12 (1-5) (6-12) (13-18) 18 T 9.1 2.5/ 4.2 2298
FH-16 500 4 (1-10) (11-17) (18-24) 24 Y 5.4 .9/1.3 2301
FH-17 600 6 (1-10) (11-17) (18-24) 24 Y 7.2 1.8/2.6 2302
FH-18 625 12 (1-11) (12-20) (21-24) 24 Y 12.7 2.2/ 3.5 2315
FH-19 750 14 (1-10) (11-17) (18-24) 24 Y 14.3 2.8/4.2 2320
FH-20 675 14 (1-14) (15-19) (20-24) 24 Y 14.6 3.1/ 4.9 2330

MISSILE WEAPON TYPES


Missile Total Power Damage Maximum Firing Weapon SS Date
Weapon Mass To Range Chart Damage Requirement Entered
Type (mt) Arm (hex) Factor Service

FP-8 250 1 10 16 S 6.3 1.1 2294


FP-9 300 1 28 16 R 16.7 2.2 2297
FP-11 12 1 3 6 D 0.6 0.1 2277

Federation Kodiak Class Battleship

• Federation Starship Construction Manual 2230-2330 Version 3.01 Page 8


ADVANCED RULES MODULE I:
CLOAKING DEVICE AND ECM RULES

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 Jake’s ship. Nog must role to see if he can hit that ship with the weapon he chooses. Nog roles
a 4. Nog asks if Jake’s 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 Jake’s 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 Nog’s ship. Jake has a total of 9. Jake’s 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)

Ships Total Power


-Shield Power
-Cloaking Efficiency
Total Power to Energize the Cloaking Field

Example:

Geordi is making a ship with a cloaking device. Geordi’s 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)

100 (Total Ships Power)


-16 (Ships Shield Power)
-5 (Cloaking Efficiency)
79 power units to cloak the ship

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, ”I’m
going to try to find this ship”. Miles roles the die and then consults the Cloaking chart (see below)

Detecting a Cloaked vessel


Die Role
1 – 3 = Detected
4 – 10 = Not Detected

Miles roles a 3 on the die. He then found Julian’s 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 Julian’s 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 it’s 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 Julian’s 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 Julian’s ship 2. He roles a 5, he did not detect the ship. Miles then has ship B
Try to detect Julian’s 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 Julian’s
ships. If Miles had rolled an 8 then he did not detect the ship. Since he did detect the ship both Mile’s ships know where both of
Julian’s 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

Accounting for Next Generation Ship Weights

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.

Basic Assumptions used in construction of Galaxy Class Ship

Ship Weight Classes

I’ve fudged a quick system that puts the GCS in Class 33, that has been used in all
displacement calculations

Class Minimum (mt) Maximum (mt)


xxi 700,000 800,000
xxii 800,000 900,000
xxiii 900,000 1,000,000
xxiv 1,000,000 1,200,000
xxv 1,200,000 1,400,000
xxvi 1,400,000 1,600,000
xxvii 1,600,000 1,800,000
xxviii 1,800,000 2,000,000
xxix 2,000,000 2,500,000
xxx 2,500,000 3,000,000
xxxi 3,000,000 3,500,000
xxxii 3,500,000 4,000,000
xxxii 4,000,000 4,500,000
xxxiii 4,500,000 5,000,000

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Accounting for Next Generation Ship Weights v 1.0

New Equipment

Structural Integrity Field/Emergency Forcefields

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:

• When Unpowered – No effect all damage applies as per standard rules


• Standard Power – Reduces damage caused by stress, and reduces crew
casualties from combat by 50%
• Full Power – As Standard Power, but also reduces SS damage from combat.

There may also be scope to add a further modifier to the Ships PE and D as a result
of this system being fitted.

Hull Separation Mechanism

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.

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Accounting for Next Generation Ship Weights v 1.0

The mass cost for a ship with two hull sections would be:

Mass SS Cost Power required to


separate/reconnect
2% of maximum class 2 (1 point allocated to 2 (1 point for each section
mass (split evenly each section) involved)
between the two sections)

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

Standard Ship Equipment

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.

Basic Ship Construction

The basic construction of the Combined Galaxy class ship in this example is as
follows:

• Ship weight class 32 (maximum 4,500,000mt)


• Control Computers
o 3 x M10 Totalling 66,000mt and 18 SS
• Warp Drive
o 2 x FWX-2 Totalling 600,000mt and 60 SS. Power Output = 80 each,
Movement ratio 12/1, WER 19.1
• Impulse Drive
o 2 x FIX-4 Totalling 50,000mt and 0.2 SS. Power Output = 60 each,
BUT only one engine can be used while ship is in combined flight
mode. Movement ratio 12/1 IER 7.2 (IER only allows for use of one
engine)
• Shields
o 2 x SFX Totalling 10,000mt and 10 SS. BUT only one shield system
can be used while ship is in combined flight mode. Shield efficiency
rating 4, DPC 11, Maximum power = 30. (SER and DPC only allows
for use of one shield system)
• PE
o PE = (19.1+7.2+11) x 4 = 149.2
• Structural Integrity field
o SIF-G, 32 SS (1 per mass class SS). Mass is not counted here, but
when SS mass is calculated you need to multiply the SS score by
2000 not 1500. Power requirement is 14 standard, 28 full.
• Saucer Separation Mechanism
o Requires 2 SS (1 per hull section involved) and 90,000 mt (2% of
maximum class weight of 4,500,000mt)
• Primary Hull Phasers

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Accounting for Next Generation Ship Weights v 1.0

o The main phaser array consists of 4 FMH-15, in total weighing


3,800mt and requiring 18.8 SS. WDF is 156.
• Secondary Hull Phasers
o The secondary hull phaser arrays consist of 12 FH-20s, in total
weighing 8,100mt and requiring 58.8 SS. WDF is 175.2.
• Photon torpedoes
o The ship carries 3 FP-X photon torpedo systems weighing 1,440mt in
total and requiring 12 SS. Total WDF is 75, but as one launcher
cannot be used in combined flight mode we only count two of the
launchers towards the WDF score.
• Total WDF
o 33.1
• Component Mass
o 829,340mt
• SS
o Required SS 212.8
o Additional SS 94.2
o Total SS 307
• SS Mass
o 307 x 2000 (as SIF/EF is fitted) = 614,000mt
• STANDARD DISPLACEMENT 1,443,340mt
• D
o (307x1.43) + 149.2 = 588.2
• CE
o 1948.2

Moving to UNLADEN DISPLACEMENT

To move to UNLADEN displacement from STANDARD displacement we need to add


the mass of the non-combat facilities. As stated earlier UNLADEN displacement
represents the mass of all ships systems (both combat and non combat), but
excludes cargo and fuel.

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 serves to represent the tremendous advancements made to sensors, science


equipment (for example Stellar Cartography on the Enterprise – D), crew quarters
(staterooms for all crew on the Enterprise D compared to bunk rooms on the
Enterprise A) and crew amenities (holodecks on the Enterprise-D).

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

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Accounting for Next Generation Ship Weights v 1.0

Crew Facilities

Tonnage Modifier Example Use Sample Facilities


Enterprise A, Crew Bunk rooms, Rec Deck,
A 0 Defiant Bowling Alley, Gym
Shared Crew Quarters,
Enhanced Rec Deck, Basic
B 5% Enterprise B non interactive Holosuites
Individual Crew quarters, EMH,
C 10% Prometheus Holosuite
Family Quarters or enhanced
D 15% Most TNG Ships Crew Quarters, Holosuites
Full Family Facilities or
enhanced Crew Quarters,
E 20% Enterprise E Holodeck
Full Family Facilities or
enhanced Crew Quarters,
F 25% Enterprise D Multiple Holodecks
G 30% Luxury Liner

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

Adding Crew Facilities and Science/Sensor Facilities to the Galaxy Class

• The Galaxy Class is class 32, or a maximum of 4,500,000mt, we have chosen


package F for both Crew Facilities and Science/Sensor Facilties.
o Crew Package F equates to 25% of maximum class weight, or
1,125,000mt.
o Science Package F equates to 25% of maximum class weight, or
1,125,000mt.
• In total these two packages come in at 2,250,000mt or half the total mass.
• STANDARD DISPLACEMENT WAS 1,443,340mt
• UNLADEN DISPLACEMENT IS 3,693,340mt

Moving to LADEN displacement

To move to LADEN displacement from UNLADEN displacement we need to add the


total mass of cargo and fuel that is usually carried.

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Accounting for Next Generation Ship Weights v 1.0

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.

Additionally a new category of passenger has been added, Evacuation, we need to


allow for emergency supplies carried for when a ship is used in an emergency
evacuation. Such supplies would be carried as in an evacuation situation replicator
power may not be available.

Cargo required (mt) per


year
Crew 11
Passengers 9
Troops 13
Evacuation 5

Previous FASA publications suggested the carriage of 5,000mt of spares aboard


military ships, and 10,000mt aboard science ships. The dual role of the Explorer
suggests that all ships in that category should carry 15,000mt of spares.

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:

Ship Fuel Cargo (mt) Per weight Class per year


Deuterium 262.821
Anti Matter 68.248

Adding Cargo to the Galaxy Class

• Standard Duration is stated as 7 years (Starship Spotter)


• Crew 1,012
o 77,924mt of cargo (1012 x 7 x 11)
• Passengers 200
o 12,600mt of cargo (200 x 7 x 9)
• Troops 0
• Evacuation Limit 15,000 additional personnel
o 525,000mt of cargo (15000 x 7 x 5)
• Subtotal of cargo from personnel
o 615,524mt or 12,310 SCU
• Spare Parts
o 15,000 mt
• Off loadable cargo/fuel
o 100,000 mt
• Ship’s own fuel
o Deuterium 58,872mt (262.821 x 32 x 7)

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Accounting for Next Generation Ship Weights v 1.0

o Anti Matter 15,288mt (68.248 x 32 x 7)


• Subtotal of cargo from spares, off loadable cargo/fuel and ship’s fuel
o 189,159mt or 3,783 SCU
• GRAND TOTAL OF CARGO
o 804,683mt or 16,094 SCU
• UNLADEN DISPLACEMENT WAS 3,693,340mt
• LADEN DISPLACEMENT IS 4,498,023mt

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

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.

Original text by Lee Wood (FASAfan@hotmail.com). Version 2.7.

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Spacefarers are informed about the protected systems FREIGHTER, ROBOT
and the systems are listed on all official navigational Cargo vessels that are controlled solely by computers
charts. All space traffic is directed away from these during interstellar travel, with no living beings aboard.
systems. Operation of a cargo vessel by computer alone within a
In addition, an extensive remote monitoring program populated star system is illegal in most parts of known
is in place for all protected systems that are not capable space. Thus, these ships either have crews brought
of patrolling their own borders (in most cases, those aboard when they enter a system or are met and
that are not aware of the existence of the Federation). guided by other manned vessels by remote control.
A network of sensitive monitoring satellites placed in-
system monitor and detect any ships that may enter the LINER
system. Once detected, the violating ships are Liners are used for commercial passenger transport on
contacted by a recorded message that they are in specific runs, such as from Vulcan to Terra, or on exotic
violation. The satellite system immediately contacts cruises. They frequently have a wide range of
Starfleet Command and the nearest starship is accommodations, from the most luxurious to the most
dispatched. spartan.
Finally, all private ships' computers are programmed
with software from Starfleet Command which will not PROSPECTING VESSEL
allow a ship to approach a protected system. This Small, usually sub-light vessels used primarily by
program is required for all registered vessels and is mining concerns to survey bodies for mining potential.
loaded at the time of purchase. The program is Prospectors carry heavy lasers and tractor beams for
checked for integrity at every inspection. This program coring purposes and have on-board facilities to analyze
can be overridden in emergency situations. However, core samples.
in so doing, an emergency transponder signal is
immediately broadcasted by the ship. Investigation of STANDARD CARGO UNIT
the emergency will then proceed to reveal if the ship A measure of cargo capacity used frequently in the
had a real emergency and if its crew followed all UFP and by most known starfaring cultures. One SCU
appropriate emergency procedures before overriding is roughly equivalent to 6.75 cubic meters of volume, or
the program. a square of deck space 1.5 meters on a side (given the
average 3-meter height of starship decks for
GLOSSARY Humanoids). One SCU will hold about 200 bushels of
agricultural products, or 6,750 liters of fluid. When
CARGO CONTAINER/POD figuring the SCU volume required for a cargo, the figure
A standardized, pressurized hull used for transport of given includes any special support necessary to
cargo in space. These are attached to cargo transports maintain that cargo.
to be moved to a destination.
TRADER
CARRIER A small vessel (usually 15,000 mt or less) with small
Vessels which usually transport refined or semi-refined crews and cargo capacity which are available for hire to
cargos to industries for further processing or use. individuals or corporations on a contractual basis.
These ships may carry neutronic fuel, synthetic oils, or
similar industrial grade products. There are three main TRANSPORT, COMMERCIAL*
types of carriers: Also called tugs, pushers or pullers, these vessels
Class I: automated vessels with no passengers move their cargo around in pods, either pushing or
or crews. pulling it, much like the railroad engines of early Terran
Class II: vessels which have crews, but are not history or the tugboats that plied its waterways.
considered safe enough for passengers. Essentially a framework for holding oftimes enormous
Class III: vessels which can carry a maximum of warp engines, they, along with freighters, constitute the
300 passengers in addition to its cargo. ships which can haul the most cargo.

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.

Original text by Lee Wood (FASAfan@hotmail.com). Version 2.7.

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SUBCLASS VESSELS
Subclass vessels are vessels with a Weight Class of less than 1. This covers every vessel from the Workbee,
through all of the shuttlecraft, and up to the Ju’Day-class, also known as the Maquis Raider. Unfortunately, the
existing rules aren’t sufficient to allow for the construction of such vessels. If this is attempted, the vessels are
much too heavy. In most of the cases, the existing components themselves weigh more than the complete
vessel, which is quite problematic. Because of this, it is necessary to create a set of rules that will let such small
vessels be constructed, but still maintain the existing construction process, rules, and formulas whenever
feasible. This will require the use of miniaturized versions of warp nacelles, impulse engines, shield generators,
warp cores, energy weapons, and projectile weapons. This will affect how these vessels maneuver, travel, and
do their damage.
Normally, a vessel with such light weaponry wouldn’t be much of a challenge to a capital vessel, like those
that would be constructed with the standard rules. But if they are considered analogous to a swarm of bees,
where a sting from one is annoying, but stings from dozens or more can be deadly, having access to such
vessels begins to make sense. They can also be a force multiplier, not only allowing the use of less power
against a target if the situation requires it, but also allowing the parent vessel to be brought into play in
necessary.
Since these vessels are inherently weaker in comparison to their capital ship counterparts, but are nearly
equal when compared to each other, this now gives another option when using the simulator: ship-to-ship
combat at the fighter level. Dogfights among starships are one thing, but dogfights among smaller vessels such
as these take on a whole new dimension.
Also, the Dominion War has brought the idea of fighters and similar vessels back to the minds of the
strategic planners. Such vessels, excluding shuttles, hadn’t really been necessary until the Dominion War
because there had never been an enemy against which deployment of such vessels would have been an aid. The
maneuverability of the Jem’Hadar Attack Vessels, as well as their willingness to destroy themselves to destroy
a target, brought that point home quite clearly.
There are some changes to the existing system, as stated above, that need to be taken into account in order to
make this work. This will affect the size of hexes, vessel maneuverability, weaponry, propulsion, as well as the
superstructure that holds the vessels together. They will be listed in the order of their completeness in the
overall concept, and will be described to the same level. If there is no information, a place will be left for it and
will be completed as the information is created.

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:

MPR 1/5 1/4 1/3 1/2 1


Displacement (mt) 0.1-1 1-10 10-100 100-1000 1000-5000

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 it’s 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 wouldn’t have any
effect. By miniaturizing existing components, it allows for the reuse of the existing component’s 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.

Displacement and Gross Volume


Vessels in each of the weight classes follow a general trend of overall displacement versus gross volume.
This allows for the predicting of an unknown vessel’s mass based on its gross volume, or vice versa. It also
allows for the prediction of what the theoretical maximum value of superstructure, or proportional
superstructure, should be for a given vessel.

Maximizing the Superstructure


This is done by taking the displacement of the vessel and dividing it by one point of its proportional
superstructure mass. This is what the theoretical maximum superstructure value of the vessel would be if it were
made out of nothing but superstructure. As components are added during the construction process, their points
are subtracted from this value. When construction is complete, this value should be less than or equal to the
value that was started with. If this is not so, go back and change the components sufficiently so that it is. When
this is done, multiply this value by one point of its superstructure value to convert it back into mass again. Add
this to the component masses and check to see if this total is less than or equal to the displacement that was
determined at the beginning. If it is, construction is finished; if not, change the components until it is. This is the
minimum mass that the vessel needs to incorporate its components and the accompanying superstructure. If this
value is less than the theoretical maximum value determined at the beginning, more superstructure can be added
to bring the value up to the maximum. This allows for the maximizing of superstructure in a design, allowing a
vessel to take more damage before it is destroyed. Of course, this also removes the capability to add new
components in the future and still stay in the same group. This process is also applicable to the larger vessels,
giving them more superstructure as well.

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:

Weight Class Warp Propulsion Impulse Drive/Sublight Propulsion


1/5 AMFC DFC/SKC
1/4 AMFC DFC
1/3 AMFC DFC
1/2 MC MI
1 MC MI

The abbreviations are: SKC-sarium krellide cell


DFC-deuterium fusion cell
DTFC-deuterium-tritium fusion cell
AMFC-antimatter fuel cell
MC-mini-core
MI-mini-impulse

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, PADD’s, 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 Earth’s
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)

FAMFC-1 4.0 0.31 350 2.8 14.0 1.55 2 4.9


FAMFC-2 4.5 0.878 1,000 4.0 20.0 4.39 6 13.9
FAMFC-3 5.0 2.51 2,830 5.65 28.25 12.55 17 39.8
FAMFC-4 5.5 7.44 8,390 8.1 40.5 37.2 50 118.1
FAMFC-5 6.0 23.165 26,100 11.84 59.2 115.825 154 367.7
FAMFC-6 6.5 77.31 87,200 17.7 88.5 386.55 515 1,227

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:

FAMFC-1 FAMFC-2 FAMFC-3 FAMFC-4 FAMFC-5 FAMFC-6


Warp 2 45 days 127.6 days 1 year 2.96 years 9.22 years 30.78 years
Warp 2.5 12.96 days 36.63 days 105 days 310.8 days 2.65 years 8.84 years
Warp 3 4.16 days 11.76 days 33.7 days 99.8 days 310 days 2.84 days
Warp 3.5 34.1 hours 4.02 days 11.51 days 34.1 days 106 days 353.8 days
Warp 4 12 hours 33.91 hours 4.05 days 12 days 37.3 days 124.5 days
Warp 4.5 4.25 hours 12 hours 34.4 hours 4.24 hours 13.2 days 44 days
Warp 5 88.86 min. 4.2 hours 12 hours 35.53 hours 4.6 days 15.4 days
Warp 5.5 30 min. 84.86 min. 4.05 hours 12 hours 37.3 hours 5.2 days
Warp 6 9.64 min. 27.3 min. 78 min. 3.86 hours 12 hours 40 hours
Warp 6.5 2.89 min. 8.17 min. 23.42 min. 69.3 min. 3.6 hours 12 hours
Warp 7 47.44 sec. 2.23 min. 6.4 min. 19 min. 59 min. 3.28 hours
Warp 7.5 11.54 sec. 32.6 sec. 1.56 min. 4.6 min. 14.35 min. 47.9 min.
Warp 8 2.42 sec. 6.84 sec. 19.6 sec. 58 sec. 3 min. 10.04 min.
Warp 8.5 < 1 sec. 1.185 sec. 3.4 sec. 10.06 sec. 31.3 sec. 1.74 min.
Warp 9 < 1 sec. < 1 sec. < 1 sec. < 1 sec. 1.37 sec. 4.58 sec.

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 can’t 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:

MPR 1/5 1/4 1/3 1/2


Standard Cruising Warp 2 3 4 5
Time to Fuel Exhaustion 45.12 33.704 37.32 56.13
@ S.C.W. (days)
Dist. Of Fuel Exhaustion 1.246 3.593 10.38 32.85
@ S.C.W. (L.Y.)
Standard Sustained Warp 3 4 5 6
Time to Fuel Exhaustion 4.16 4.05 4.6 6.097
@ S.S.W. (days)
Dist. Of Fuel Exhaustion 0.443 1.1265 2.692 6.56
@ S.S.W. (L.Y.)
Standard Maximum Warp 4 5 6 7
Approximate Time @ 12 12 12 12
Maximum Warp (hours)
Maximum Range @ 0.139 0.293 0.537 0.898
Maximum Warp (L.Y.)

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:

MPR 1/5 1/4 1/3 ½


Impulse Power Source DFC DFC DFC MI
Required Impulse Power 1.5 PU 1.875 PU 2.5 PU 3.75 PU
Mass of system (kg) 86.4 108 144 648
Impulse Acceleration (gees) 10^1 10^1 10^2 10^2

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
aren’t as capable of handling as many systems as their larger counterparts are. This requires the operator to
allocate the vessel’s 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 ACM’s, has its limitations. The addition of each
module requires a portion of the core’s resources to fully integrate it into the system. As a result, each core can
only work with a limited number of these ACM’s 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 ACM’s 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 ACM’s 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 ACM’s, even the smallest of the subclass vessels can carry
equipment they’d need. Of course, by miniaturizing them, they lose a portion of their WDF capacity, but since
these smaller vessels don’t 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 pilot’s.
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 don’t 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
generator’s 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 it’s 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.

Projectile Weapon Launcher


Because of the small size of the microtorpedo, its launcher is equally small. This allows it to perform the
same function as the larger one does for photon torpedoes. This gives the subclass vessels the ability to launch
projectile weapons like the capital vessels. It also follows the same pattern as the one established for standard
launchers. The launcher mass is proportional to the firing rate of the launcher, which also determines the length.
The standard microtorpedo launcher can burst-fire, depending on its length. They can also be placed together
into a single casing, but having multiple launchers, giving the equivalent of a Gatling microtorpedo launcher.
This has been adopted as a short-range defense weapon by some starships and Starbases. Firing such a salvo at a
target forces it to concentrate its shielding into one spot, or to spread its shielding out so as to cover multiple
impact sites; in either case, it forces the target to use energy for its shielding, energy which can’t be used for
other purposes. It also allows for multiple strikes on a target more quickly than its shield generators can
replenish the shields.
As stated above, the larger of the subclass vessels can be retrofitted for photon torpedo launch capability, but
because of the limited space available, they can only be fired one at a time. This obviously reduces their
effectiveness, but that is more than made up for by the increased amount of damage that the photon torpedo
does in comparison to the microtorpedo, roughly 100 times, as well having a greatly increased range.

External Ordnance Types


These are weapons that are too large to be carried within the structure of the vessel, and as such, they are not
included in the construction process. This allows the vessels to be customized for any mission, just as 20th
Century Earth fighter aircraft were capable of.
The list is included in another document, and is by no means complete, as Starfleet R & D is constantly
designing and creating new types, and even improving the existing ones.

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 vessel’s overall displacement. It can be less than this value, but can’t be exceeded for
extended periods without reducing its maneuverability.

EXTERNAL ORDNANCE TYPES FOR SUBCLASS VESSELS

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 vessel’s 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:

Range Class Distance (kilometers)


Point Blank 0-100
Short 100-1,000
Medium 1,000-10,000
Long 10,000-100,000

(This section is still under consideration. Ranges can be enlarged if necessary.)


This can allow a vessel to be outfitted with mission-specific ordnance or other attachments, optimizing it for
the mission. Of course, as often happens, if the mission parameters change unexpectedly, this can be a
detriment. But more often than not, it can allow for the creation of a new variant of an existing vessel that has
abilities that were unexpected, and may even be superior in some respects. This is a common occurrence in
these kinds of vessels. 20th Century Terran fighter aircraft often utilized variants of one or more body styles.
One would be a fighter, while another would carry ECM equipment, while yet another would be a bomber.
(Any item marked with a star is not original to me. Any others are.)
These items can be mounted virtually anywhere, but in practice, they are mounted in specific locations for
ease of attachment or for other considerations.
If an item has an extreme energy output, and its recoil is such that it could cause the vessel to momentarily
shift off of one of its 3 rotational axes (pitch, roll, yaw), the item is usually placed along the vessel’s roll
centerline. This is also the case if it is the only one of its kind in use, or if it is one of an odd-numbered devices
(1,3,5, etc.) being mounted.
If the item is being used in even-numbered groups (2,4,6, etc.), then they are mounted symmetrically to the
port and starboard sides of the roll centerline, and onto the external hardpoints.
This arrangement also applies to internal hardpoints, which would normally be found on the larger vessels,
since they have the room to spare for them.

Modular Ordnance Hardpoints *


These are standard equipment for subclass vessels, and are what the various ordnance types are attached to.
They allow an entire module, preloaded with weapons, to be installed onto the vessel’s hardpoints. The module
includes an isolinear chip, which interfaces with the onboard computer system, giving the computer the exact
capabilities of the weapons package. Custom ordnance can be installed on these hardpoints without the chip, but
at the expense of the computer having complete knowledge of its capabilities.

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 vessel’s onboard computer automatically limits
the pivoting of the mount if the field of fire of the weapon will intersect the vessel’s structure.

Fire-And-Forget Torpedo Launcher


This is a launcher, mounted to the vessel’s hardpoint, that allows for a standard torpedo to be launched with
a magnetic pulse, like it is launched from a starship launcher. It is ¾ the length of the torpedo and wraps around
the torpedo like a ring. It doesn’t give the torpedo as much of a magnetic push as a regular one would, but it
does give it more than it would than launching it from a dead stop. This allows it to conserve its onboard fuel
for flight to the target, instead of using it to launch. This can be used to launch any equipment that utilizes the
photon or quantum torpedo casing, making it extremely useful. As a result, it is the most prevalent hardpoint
attachment in service. When used with the photon or quantum torpedo, it also has the built-in storage capacity
for the antimatter used as the co-reactant. This makes the torpedoes inherently safe to attach, because then they
are only carrying deuterium. It has the following specifications:

Mass: 190.5 kilograms Capacity: 1 casing per launcher


Dimensions: 1.5 meters long by 0.76 meters wide by 0.45 meters deep
Range: N/A

Deuterium Fuel Drop Tank


This is a photon torpedo casing used as an auxiliary deuterium fuel tank. It is used on voyages that would
normally exceed a vessel’s onboard fuel storage capacity. It can be used to augment both the warp and impulse
fuel systems. It won’t augment them for extended periods, but it can give them that extra amount of fuel to
allow the vessel to reach its destination and complete its mission. It has the following specifications:

Mass: 115 kilograms Capacity: 115 kilograms deuterium


Dimensions: 2.1 meters long by 0.76 meters wide by 0.45 meters deep
Range: N/A

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 don’t carry a lot, but when used in quantity, they can allow for
surprising amounts of cargo to be moved. It has the following specifications:

Mass: 250 kilograms Capacity: 250 kilograms


Dimensions: 2.1 meters long by 0.76 meters wide by 0.45 meters deep
Range: N/A

Self-Replicating Mine Laying Pod


Larger subclass vessels use this to spread self-replicating mines across a given region of space. Only the
larger vessels can carry them because of the size of the mines themselves. This frees up larger vessels for other
duties if the need arises.
Each mine has the same yield as a photon torpedo, which is due to their use of the photon torpedo’s reactant
chambers. The mine has a diameter of 1.76 meters, with an octagonal cross-section, a length of 1.85 meters, and
a mass of 77.36 kilograms. With each pod loaded to capacity, and carrying a group of these pods, a small flight
of vessels could spread enough of these mines to effectively blockade a target. Once there is a minimum of 65
mines in place, they have the capability to replicate the necessary materials to build another mine. They do this
by individually replicating 1/65 of the necessary material, and then transferring it by a microtransporter to the
necessary location. Without disabling the minefield, every mine that is destroyed can be replicated, and
increased upon. The pod has the following specifications:

Mass: 77.36 kilograms Capacity: Depends on situation and vessel


Dimensions: 1.76 meters diameter, with an octagonal cross-section, by 1.85 meters long
Range: Variable, depending on the situation

Gatling Phaser Pod *


This is used to give subclass vessels increased weapons firepower when their onboard structure doesn’t
allow them to carry any more weaponry. This pod has 6 Type 4 emitters mounted in a forward-facing hexagonal
array. It can only fire from one emitter at a time, but, at least in the largest model, the total energy striking the
target is equivalent to that of a single Type 6 emitter. It is still limited to the Type 4’s range, making it a
powerful short-range weapon. Each emitter fires for 0.5 seconds, after which the next emitter in line fires,
giving each emitter 2.5 seconds to cool down between shots. The emitters are fixed, while the energy stream
feeding them is rotated. It fires in 3-second bursts, and can fire for a total of 90 seconds before the power source
is exhausted. It is powered by an AMFC, making it lighter than if a fusion cell powered it. It averages 1 point of
damage per second on the target. Since there are three Type 4 emitters, there are three types of pods. They have
the following specifications:

Dimensions: 0.3 meters in diameter by 1.2 meters long


Range: Long

Gatling Phaser Pod Data

Mass (kg) Damage


Light 287 1.5/burst, 45 total
Medium 524 3/burst, 90 total
Heavy 785 4.5/burst, 135 total

(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.)

Gatling Microtorpedo Pod


This is used to give subclass vessels extra torpedo firepower if they require it. The pod can allow for the
equivalent damage potential of multiple photon torpedoes, but delivered only one microtorpedo worth at a time.
Although this doesn’t seem like much, when fired rapidly at a target, they can inflict damage more quickly than
the shields can regenerate.
Like the Gatling phaser pod, this pod also has 6 barrels in a forward-facing hexagonal arrangement. These
barrels extend for 30 centimeters, and attach to the firing mechanism, which extends back another 20
centimeters behind the barrels, and continue into the case holding the microtorpedoes. There are 10 modular
cases attached, each holding 30 microtorpedoes. They are stored in a hexagonal grid formation inside the
casing. They are fed to the firing mechanism at the center of the pod. The firing mechanism has a maximum rate
of fire of 300 rounds per minute, emptying one modular case in 6 seconds. This firing rate is equal to 5
microtorpedoes per second; if the torpedoes used are microphotons, and since each of them does 0.2 points of
damage, this pod allows for the equivalent of 1 point of damage per second to strike the target.
The power for the firing mechanism comes from a DMFC mounted externally at the back of the casing. This
power cell can be attached to the back of any casing, allowing for multiple casings to be added in series behind
the barrels and firing mechanism. Since the firing mechanism is located in the center of the case, it can also be
extended back modularly. This can allow for a level of firepower adapted to the mission profile. This pod has
the following specifications:

Mass: 238 kilograms


Dimensions: 0.225 meters in diameter by 1.5 meters long (Modular case is same
diameter, but is 0.15 meters long)
Range: Long

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 torpedo’s 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

Dimensions: 0.2 meters in diameter


Damage: 0.2 points per microphoton
Range: Long

Isomagnetic Disintegrator Pod *


This pod is based on the handheld weapon of the same name used by the Marines and other ground forces.
The handheld version is a large, shoulder-mounted weapon resembling a 20th Century Terran bazooka. Much of
the technical data on this weapon remains classified, under Starfleet security directive 24168.9. Using a portable
magnetic charge inducer, the weapon fires a collimated beam of isomagnetic energy. At low levels, it affects the
targets’ inner ear, effectively stunning the opponent. On moderate settings, it causes temporary impairment of
the target’s central nervous system. When fired at its highest setting, the isomagnetic disintegrator changes the
target’s protonic charge, reducing it to a cloud of dust and static. It does this by temporarily disrupting the
electromagnetic field that normally surrounds all matter. Since the electromagnetic field is what holds objects
together at the molecular level, disrupting it causes the target to literally disintegrate at the molecular level. The
pod has the same effects, but has a greatly increased range. While the original has a range of less than 150
meters, the pod has a much greater range. It does this by tapping into an onboard DMFC. Obviously, it is not
meant to be a long-range weapon, but when used against ground targets, it can be quite devastating. It has the
following statistics:

Mass: 385 kg
Dimensions: 0.3 meters in diameter by 2.56 meters long
Range: Short

Settings have the following effects:


1= stun a human for five minutes
2= stun a human for fifteen minutes, or a Klingon for five minutes.
3= stun a human for thirty minutes, or a Klingon for fifteen minutes
4= vaporize 200 cubic meters of steel or rock
5= vaporize 400 cubic meters of steel or rock; 200 meters of Duranium.
6= vaporize 600 cubic meters of steel or rock; 400 meters of Duranium.

Tetryon Pulse Launcher Pod *


Like the previous entry, this weapon is based on the handheld weapon used by Marines and other ground
forces. A newly designed weapon for the use by Starfleet ground forces and security personnel, the Tetryon
Pulse Launcher is perhaps the most powerful handheld weapon in Starfleet’s arsenal. The original device was
designed as a single-person plasma cannon for use against small craft and heavily fortified emplacements.
Building on the success of the Starfleet R&D facility to grow nearly flawless emitter crystals in a ground-based
micro-gravity environment, the pulse launcher is effectively a miniaturized version of the pulse phaser used on
starships. As such, this weapon lacks the variety of power settings typical of a type-II or type-III phaser.
When the trigger is depressed, the weapon fires a collimated beam of tetryon particles that rebound from the
target to the unit, providing range and vector information to the acquisition sub-systems. A rapid-discharge
DMFC, coupled with high-speed plasma accelerator coils and a ten-stage cascading prefire chamber, allows for
longer firing periods than previous models of phasers. The beam emerges as a focused pulse of superheated,
rarefied tetryon plasma.
Because tetryons carry the quantum of subspace distortion in subspace, when present in normal space, they
have the effect of disrupting the link between normal space and subspace, meaning that the tetryon plasma acts
as a warp field inhibitor. While this could stop a target vessel from leaving the engagement area by going to
warp, it would have the same effect on the vessel firing it, so it should only be fired sparingly. It also can inhibit
the firing of most known energy weapons by interfering with the energy transfer process.
If used against a cloaked target, it can partially disrupt the cloak. The tetryon particles interact with the field,
reducing its ability to hide a vessel. Most cloaks have the ability to counteract this effect with tetryon
compositors, which normally transfer the tetryons into the cloaking device shield matrix, allowing them to be
released into subspace so that they look like background radiation. If these compositors become overloaded,
then any cloaked ship would leave a trail of tetryons behind them, like a trail of breadcrumbs, until the excess
tetryons are purged.
While the typical type-I phaser is capable of emitting no more than 1.05 kilojoules per hour, the pulse
launcher emits energy comparable to a Type 4 phaser emitter. The Tetryon Pulse Launcher incorporates the
safety interlocks and subspace transceiver assembly common to standard-issue phasers, and it is capable of
firing continuous or wide beam settings.

Mass: 310 kg
Dimensions: 0.5 meters in diameter by 2.7 meters long
Range: Short

Settings have the following effects:


1= Vaporize most substances (energy rebound prior to vaporization common)
2= Explode 10 cubic meters of rock into glowing rubble
3= Explode 50 cubic meters of rock into glowing rubble
4= Explode 100 cubic meters of rock into glowing rubble
5= Explode 160 cubic meters of rock into glowing rubble
6= Explode 400 cubic meters of rock into glowing rubble
7= Explode 600 cubic meters of rock into glowing rubble
8= Vaporize 50 cubic meters of solid Duranium.
9= Vaporize 100 cubic meters of Duranium, explode up to 1,200 cubic meters of
rock into rubble.

Rapid Fire Coil Gun Pod *


This is a weapon based on rail gun technology, which fires projectiles via a magnetic field. By using this, the
muzzle velocity of such a projectile can reach many kilometers per second. Since the kinetic energy of an object
is based on half the mass and the square of the velocity, any change in the velocity can generate a greater
increase in the energy than increasing the mass would. At the higher velocities, the amount of energy contained
in the projectile’s motion exceeds that of any explosive compound that could be placed in the casing, short of
antimatter. This form of weapon is also usually one of the first types to be constructed as a society moves from
predominantly projectile weapons to energy weapons.
In this case, the standard projectile is a solid duranium bullet, with a sleeve of nickel alloy near the back to
allow for enhanced magnetic movement capability, due to the minimal magnetic effects on duranium. The
armor-piercing version of this bullet has a rodinium sabot in the center, roughly 5 millimeters in diameter, and
100 millimeters in length. The bullet is 25 millimeters in diameter and 150 millimeters in length, and has a mass
of roughly 20 grams. The barrel is 30 millimeters in diameter, 1.1 meters long, and there are 6 mounted in a
Gatling configuration at the front half of the pod.
The muzzle velocity of the coil gun varies based on the amount of energy fed into it, but is usually kept
between 2 and 10 kilometers per second, but can be varied higher if necessary. Any less than 2 and the amount
of energy striking the target is less than a standard rifle bullet, and much more than 10 and the bullet reaches
escape velocity of most Class-M worlds.

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
wouldn’t 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 vessel’s
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:

Mass: 300 kilograms


Dimensions: 0.675 meters in diameter by 2.6 meters long
Range: Point Blank to Short, depending on firing velocity
Data Table for RFCG Ammunition

Velocity Range in Air Range in Space Kinetic Energy


(km/s) (km) (km) per bullet
(kJ)
2 2.5 25 40
3 3.75 37.5 90
4 5 50 160
5 6.25 62.5 250
6 7.5 75 360
7 8.75 87.5 490
8 10 100 640
9 11.25 112.5 810
10 12.5 125 1000
11 13.75 137.5 1210
12 15 150 1440
13 16.25 162.5 1690
14 17.5 175 1960
15 18.75 187.5 2250
16 20 200 2560
17 21.25 212.5 2890
18 22.5 225 3240
19 23.75 237.5 3610
20 25 250 4000

Pulsed Plasma Gun Pod *


This weapon behaves like the previous entry, but instead of firing duranium bullets, it fires superheated
plasma bolts. It requires less energy to fire than phasers, and also less maintenance, but it is also less powerful.
This was a common weapon on early warp-capable vessels, used both defensively against debris and
offensively against attackers.
Any hit against an unshielded target often causes electromagnetic feedback or overload of any onboard
electronic components. If a bolt strikes a target within an atmosphere, it has sufficient energy to ignite anything
flammable within its blast radius.
It works this way. A quantity of hydrogen is introduced into a magnetic bubble. It is then ignited, by either a
laser or a low-power phaser beam, and contained within the magnetic bubble until it becomes superheated
plasma. The required energy is roughly 1% of the necessary energy for fusion to occur. The bubble is then
launched at the target by magnetic acceleration. The bubble almost immediately begins decaying. In space, this
is due to the combination of the cooling of the bolt by the vacuum of space and the degradation of the magnetic
field by the energy of the bolt itself. In air, this is due to the friction with the air, generating more heat, causing
the bolt to degrade that much more quickly.
It can fire 5 bolts per second, or 300 bolts per minute. The minimum strength bolts use 1 gram of deuterium,
and have a maximum range of 1 kilometer in air and 10 in space, while the full strength bolts use 10 grams, and
have a maximum range of 10 kilometers in air, and 100 in space. It carries enough deuterium onboard, roughly
1.5 kilograms, for a total capacity of 1,500 full strength bolts, or 15,000 minimum strength bolts. A one-second
burst has a yield from 17.35 GJ to 173.5 GJ, giving a maximum yield of just under 2.5 kilotons for a one-minute
maximum strength burst, although it usually fires for 10 seconds, and then cools for 10 seconds. Energy drop-
off of the bolts is directly proportional to their range, with the bolt dissipating at the limit of their range.
The pod has 5 barrels, arranged in a forward-facing pentagonal pattern, attached to the reaction chamber at
the back of the pod. The barrels are cooled by the vacuum in space, and cooled by cryogenic lines within an
atmosphere.
Of course, if used against a shielded vessel, the plasma bolt is much less effective. But if used against a force
field, or a low level shield, it can be quite effective for the same reasons as the previous entry. If fired against a
cloaked vessel, it would envelop the cloak at the point of impact, revealing it.
It has the following statistics:
Mass: 225 kilograms
Dimensions: 0.6 meters in diameter by 1.2 meters long
Range: Short

Fusion Gun Pod *


This weapon works like the previous entry, but takes it to the next step. It holds the bolt in a more intense
magnetic bottle until nuclear fusion occurs. The magnetic field is dropped on one end, and the energy is then
vented towards the target. It is less disruptive than the plasma bolt, and is also harder to aim, but is roughly 100
times more destructive.

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 pod’s 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.

This weapon has the following statistics:

Mass: 380 kilograms


Dimensions: 0.4 meters in diameter by 2.2 meters in length
Range: Point Blank

FEDERATION SUBCLASS VESSEL DESCRIPTIONS


By George Recker, Jr (vctrsgma@aol.com)

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 Captain’s Yacht. The
Enterprise-D’s 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 Captain’s 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.

Hammerhead Mk I: This is a non-canon vessel that is roughly the same in appearance as


the vessel from the TV show Space: Above and Beyond, but adapted
for use in the Trek universe. This version is a sublight model, just
like in the show. It uses the Workbee as an independently ejectable
cockpit. It would be used for colonial and intrasystem defense.

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.
C’Laih: 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 Captain’s 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 Captain’s 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.
Ju’Day 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

Subclass vessel advantages


- highly maneuverable
- MPR less than or equal to 1
- very effective against comparable-sized vessels
- difficult to target
- very modular, allowing for high levels of adaptability for multiple missions
- strength in numbers
- virtually all are landing-capable
- useful in situations when transporter usage is not possible

Subclass vessels limitations


- minimal superstructure
- low-powered, short-range beam weapons
- low-powered, limited capacity tractor beams
- limited capacity for carrying projectile ordnance
- minimal shielding
- limited flight endurance
- low maximum warp speeds, rarely above Warp 7
- limited carrying capacity for passengers and/or cargo
- limited computer capacity
- limited tactical strength when used alone
- limited transporter capacity and range
- minimal emergency escape capacity
- become individually less effective as capital vessel target size increases
- automatic repair difficulty increases as size decreases

Subclass vessel missions


Military:
- ground attack operations in support of ground forces
- reconnaissance in support of ground forces
- interception of enemy ground attack and reconnaissance vessels
- defense of orbital installations, starships, and solar systems
- operations against atmosphere flight-capable enemy dropships, shuttles, and starships
- ECM, ECCM, and ELINT missions
- quarantine enforcement
- solar system patrols
- anti-piracy missions
- anti-smuggling missions
- subclass-to-subclass dogfighting
- boarding actions
Non-military
- exploration
- transportation of cargo and personnel
- utility
- construction
- diplomatic
- search and rescue
- flight training
- trade
- law enforcement

Possible Subclass Modules


- warp nacelle(s) (optional)
- matter/antimatter fuel cell for warp drive (optional)
- sublight propulsion
- deuterium fusion cell (for sublight propulsion and onboard power)
- main control section
- computer system
- miscellaneous onboard systems (life support, SIF, IDF, gravity, etc.)
- power transfer conduits
- projectile launcher system
- beam emitter circuitry
- shield grid system
- primary sarium krellide power cell
- secondary sarium krellide power cell (for powering weapons, shields, etc.)
- transporters
- sensors
- thrusters (maneuvering and propulsion)
- tractor beams
- cloaking device
- cargo holds
- staterooms
- engineering control section
- fuel storage
- consumables storage
- airlock
- utility access corridors
- escape pods
- sanitary facilities
- external ordnance hardpoints
- laboratory
- general purpose
- personnel transport
- aerodynamic control surfaces (i.e. wings/canards/tails)
- medical bay
- recovery bay
Subclass vessel power systems
Primary power: matter/antimatter fuel cell (warp-capable)
deuterium fusion cell (non-warp capable)
Secondary power: deuterium fusion cell
deuterium/tritium fusion cell (Klingons only)
Tertiary power: sarium krellide rechargeable power cell

Power grid requirements:


Constant supply needed:
Control section
Onboard systems
Inhabited sections
Computer and auxiliary systems
Antimatter containment fields
Fusion containment fields
Stand-by power needed:
Transporter
Sensors
Transceivers
Intermittent power needed:
Beam weapons
Projectile launcher system
Deflectors
Shields
Thrusters
Tractor Beams
Cloaking Device
78%67,-4()7'6-48-327 78'7(IWMKR'SRWSVXMYQ

Battle – An extremely specific designation, the affix “battle” is used


almost exclusively with the cruiser class of vessels, and is most
 prevalent in the Klingon Navy. Battle classified vessels use a number
of highly specialized on-board systems to conduct multi-mission
military operation against space-born targets, most often, other combat

8)61-2303+= starships. Battle classified vessels are surprisingly expensive, due to a


large number of specialized sub-systems, including specialized
sensors, redundancy systems, intelligence gathering equipment,
weapons and defenses. In starship combat, Battle classified vessels
-2863(9'8-3283:)77)0 are best known for their heavier than normal offensive weapons, as
well as often having unusual weapons systems, including specialized
transporters, mine laying systems, solid shot or mass mover weapons,
()7'6-48-327 and even specialized torpedo munitions. Battle classified vessels often
The nomenclature used to describe starships and their sacrifice crew comfort to provide the necessary internal spaces
varied forms has changed dramatically since the early days of space required for these unique systems.
flight. Modern terminology is both inclusively specific and broad
based, describing the general size, function, capabilities and even Diplomatic – Most diplomatic classified vessels are used to allow a
assignment of a given class of starship. Terminology has also crossed safe location for interaction between government representatives and
cultural and political boarders, with many nations adopting the terms of other political, industrial and military officials. Diplomatic vessels are
an enemy power in an attempt to help understand transmissions and highly specialized, allowing delegates from various worlds to create
deciphered messages. environments that are conducive to negotiation, treaty creation and
Generalized descriptions are also used for many vessels. other legal interactions that would most often require a ground station
These general descriptions refer primarily to the overall function and or star base. Diplomatic vessels allow each onboard location to be
profile of a given vessel, despite its class or capability. Such terms are modified to support various environments, and a host of specialized
often linked to several classes of vessel, and can be used to equipment to allow several delegates from various environments to
understand the overall profile used by a given ship. meet or work together. Diplomatic vessels are also renown for their
More often than not, most descriptions indicate only a minor extensive communication systems, allowing interaction between
difference between vessels. Cruisers and Heavy Cruisers are both various planetary computer networks and delegates. Diplomatic
designed to conduct deep space research. Size and crew compliment vessels often have a specialized culinary systems and unique medical
are somewhat different though. The difference between a Cruiser and facilities, although at a somewhat reduced level.
Research Cruiser indicates that a Research Cruiser is more
specialized. Often, descriptions will indicate a single advantage of a Exploration – This specific term describes vessels that have a number
given class, at the cost of other systems or capabilities. General of specialized sub-systems for exploring, mapping and recording deep
listings can be used to compare broad based vessel descriptions, but space areas and planetary systems. Although quite capable of
examination of details is best when comparing vessels of the same conduction research, most “Exploration” classified vessels are used to
type. gather data, to be interpreted at a later date.
As in science, ships are divided into a number of sub-
categories listed here: Fast – The term “fast” describes vessels that are designed to fulfill one
of two general parameters. Most fast classified vessels are
Type – Refers to the overall vessel grouping, such as Destroyer, significantly faster or more maneuverable than vessels of similar class
Cruiser or Freighter. or type. Fast vessels often have maneuverability equivalent to vessels
half their size, sacrificing crew comfort, internal compartments and
Category – Another generalization term, category refers to a broader weapons to make room for oversized engine support systems. Fast
classification of vessels, such as combat vessels, support vessels, vessels can usually cruise at a higher top speed for a greater period of
exploratory vessels, etc. Various categories of vessels may have time than similar sized vessels. Fast vessels, like other specially
different classifications or be of different types, but all have the same classified vessels, are cramped and expensive to maintain. Most are
mission parameters. (i.e. The Exploration category may include very successful when employed correctly.
scouts, explorers, heavy cruisers or research cutters. All these vessel
types are charged with research, exploration and data gathering.) Heavy – The term “Heavy” describes vessels that are larger and more
crew intensive then standard vessels of the same class. Heavy
Classification (Class) – A mission specific title, classifications include vessels are often more powerful, have a greater number of resources,
heavy, light, tactical, fast and a myriad of other titles to help describe both military and non-military, and have longer range, but are much
specialized capabilities unique to a starship. ClassificatVessels of the more expensive to build and maintaine.
same classification will often sacrifice the same equipment to help fulfill
their classification requirements (i.e. all Heavy classified vessels are Leader – Usually a suffix title, the term Leader refers to a specially
larger, more crew intensive and more expensive than standard equipped vessel designed to coordinate small unit operations for
classified vessels.) starships of a similar class. Most Leader classified vessels have extra
communication equipment, heavier weapons and extra departments
Assault – The Assault classification refers to vessels designed for that allow for the tactical planning and evaluation of front line
prolonged combat and military operations. Most Assault classified operations. Not as large or as diversely capable as a Command
vessels are designed to engage a single target and to maintain a vessel, Leader classification none the less full fill many of the same
combat posture longer than other vessels, be it attacking a ground roles.
instillation, enemy starship or star base. Most firepower on an Assault
vessel is concentrated to the front or rear, allowing a massive blow Light – The generalized term of “light” describes a vessel that is
before fulfilling its secondary mission protocols. smaller than it’s standard cousins. Most light vessels have a smaller
crew, lighter weapons, and a shorter range than standard or heavy
Attack – The Attack classification is used to describe vessels designed vessels of a similar nature. They are also often less expensive and yet
to attack a single target, while fending off other smaller targets, be they nearly as capable as their large brethren.
escorts, combat fighters or destroyers. Attack vessels often employ
weapons that can be used against any vector, but that can be quickly Medical – Medical describes vessels designed as emergency support
focused on a single target. Attack vessels do not have the overall ships. Most medical classified vessels are more than just mobile
firepower of an Assault classified vessel, but are better capable of hospitals, often having specialized recovery systems, starship support
defending them-selves and other vessels in their unit.
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equipment and expansive search-and-rescue capability. Although not onboard. Police vessels primary operating mission is the support and
equipped for full salvage, many medical classified ships do have the defense of local systems, often overriding interstellar mandates from
ability to take on not only a myriad of injured persons, but large groups major governments such as Star Fleet or the Romulan Empire. Police
of refugees and displaced persons. Medical vessels also have rare vessels are one of the most inexpensive combat vessels to build and
medicines and treatment systems on-board, as well as the ability to maintain.
produce such items quickly. Medical vessels are rarely used as
combat vessels, but are know to be capable of defense, although at a Research – The research classification is used to describe vessels
reduced level. Most medical vessels also have very extensive exo- who’s systems are designed to conduct specialized data gathering and
biology research systems, allowing Medical classified vessels the interpretation an a given subject, be it space born or planetary bound.
ability to act as a highly detailed research vessel near medical disaster Research vessels can arrive at a location and conduct extremely
worlds. protracted, detailed study of a target, and often have internal space
dedicated to on-loading of special equipment or new research material.
Medium/Standard – The “Medium” or “Standard” classifications are
rarely used, but are used to describe a full function mission specific Strategic – Strategic describes vessels that are built to attack the
vessel. Standard vessel fulfill, precisely, the required mission support, secondary, and “beyond the battlefield” targets associated
statements, be it military, exploratory or transport. Medium or with starship combat. The most notable target of Strategic oriented
Standard is only used when describing a larger classification system. starships is the targeting of starbases and outposts that lend support to
Most vessels will simply use their ship designation, such as Cruiser, front line combat forces. Ground outposts, in system support ships,
Destroyer, Freighter, etc. The term Medium Freighter would only be tenders, repair docks and a long list of other targets also fall under the
used when describing other freighters of similarly function but different guise of Strategic vessels. Strategic vessels have heavier weapons,
class (i.e. light freighter, medium freighter, heavy freighter, fast with most of their weapon load focused forward to allow a powerful first
freighter etc.) strike. Many are faster than standard vessels, allowing them to travel
great distances to achieve their objectives.
Patrol – Patrol describes vessels used primarily within a governments
boarders, to monitor, patrol and defend known space lanes and areas Strike – Strike refers to a vessel or group of vessels that are designed
of friction. Patrol vessels often have a shorter range when compared for combat; specifically to engage a single target, be it a known group
to other vessels of their type. They also have a greater overall number of enemy ships, a ground instillation or other pre-determined objective.
of weapons and resources, but less diversity. Patrol vessels do not Strike vessels are able to fulfill their other mission directives, but to a
have the research capability of other vessels, opting for medical lesser degree, employing a number of specialized on-board systems
systems and specialized detection equipment. Patrol classified for their given task. Strike vessels are most often used to attack
vessels are often employed as support for other in-system and deep monitoring stations and patrol vessels along the front lines, providing a
space defense craft, including Cutters, Monitors and Escorts. Patrol disruption of enemy responses.
vessels are often assigned to “mid-points” between two star systems or
patrol areas, and are intended to rapidly respond to trouble at either of Tactical – Tactical vessels describe ships that are designed to engage
the locations. enemy forces along the front lines and boarders of a given
government. Tactical vessels are designed with extended redundancy
Penetration – Penetration vessels are military ships designed to and other secondary systems to support multiple combat
operate completely independently, move into a specific area or to a engagements.
specific target, and engage and destroy said target. Most Penetration
vessels utilize stealth and heavy forward firepower to completely Through-Deck – “Through Deck” describes a vessel that has an open
overwhelm a target. Penetration vessels are often capable of attacking hangar deck that passes “through” a given level. One side is used to
and destroying a single target while under attack by other vessels. on-load shuttles, fighters or cargo containers, while the other end is
Penetration vessels are used as part of a coordinated attack plan used to launch or discharge said items. Through-deck vessels employ
during times of war. Most Penetration vessels do not actually patrol, a number of specialized safety systems, including emergency
but are charged with waiting at a predetermined location, and to move transporter recovery systems, should shields fail and expose the deck
and attack a target should hostilities break out. More than any other to space. Internal tractor beams for manipulation of cargo or damaged
vessel classification, penetration classified vessels have very little craft are also employed, as are full battery back-up systems that are
communication with other ships, ground posts or even friendly combat separate from the main power source. Extremely expensive, through-
squadrons. Most penetration-classified vessels are heavy and small, deck vessels are nonetheless very useful.
often being likened to early underwater submarine craft found on most
planets. Torpedo / Missile – A seemingly specialized designation, Torpedo or
Missile classified vessels actually have a wide variety of specialty
Pocket - The term “pocket” most often refers to a very large vessel uses. These vessels are designed to launch and control large
class, such as Dreadnought or Battleship. Pocket versions of these numbers of both offensive weapons and other “tube” mounted
vessels are usually smaller than their larger cousin, sacrificing crew ordinances, including space probes, satellites, communication
comfort and other internal systems for general function. Most “pocket” equipment and other specialized systems. When used in a combat
classified vessels are capable of fulfilling all the requirements of a role, Torpedo/Missile classified vessels are used not only as
standard vessel type, but in a much more “cramped” condition. Pocket intelligence gathering platforms, but in combat are used to force enemy
vessels require a much larger support network, but are cheaper and vessels and squadrons to adopt a high mobility defensive posture, as
easier to build and repair. well as expending valuable energy on a multi-sphere attack defense.
When not on patrol or in a military situation, most Torpedo/Missile
Police – An unusual designation, police vessels are known for their classified vessels are used to help deploy and maintain sensor rings or
short range, light crews and light weapons, all creating an inexpensive study phenomenon that require multiple probes and sensor systems.
but effective short range vessel. Police vessels are often built by major Torpedo/Missile classified vessels are often less expensive than
governments and loaned to local systems to enforce shipping laws, standard vessels to build, but are more expensive to maintain. Most
battle local pirates, and provide a moderate support role away from have only a limited ability to conduct modifications on equipment or
hostile boarders. Police vessels can operate away from support areas, construct new torpedoes or probes, requiring re-supply after lengthy
but only at reduced capability. Police vessels often use lighter missions.
weapons, specifically tailored to combat pirate activity and disable
vessels that are in the act of breaking local laws. Unlike cutters and War – A recent nomenclature addition, War classified vessels are
other patrol vessels, Police vessels are also equipped to detain specifically designed to conduct extensive military operation away from
prisoners, conduct search-and-rescue mission and interact with local local support for prolonged periods of time. War vessels are
law officials, who often have specially designated offices located considered “over-armed”, with weapons far exceeding their normal

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weapon load. Most War classified vessels, like Dreadnoughts, are
designed for specific target use, being posted to bases and planets
while not in use. War vessels are known for using tremendous
amounts of consumables, exceeding even troop transports and
frigates. War vessels are also designed with tremendous survivability
built in, incorporating quadruple redundancy throughout the entire
vessel. War vessels can have their systems so re-routed during
combat, that attacking vessels often over-estimate the ability of a war
vessels. The redundancy come as a high comfort reduction, with
crews heavily billeted and even officer forced to share quarters. No
recreation facilities or science capability is associated with War
classified vessels. War vessels also require three to four times as long
to repair and refit, with most requiring a complete overhaul of a vessel
for even the simplest of maintenance. War vessels also have a
surprising energy curve, requiring more fuel than standard vessels.
Despite the setbacks, War vessels shear survivability has guaranteed
them a place in most navies.

Nomenclature is most often used to delineate vessels


assigned to a single mission. For example, a nebula might become
the focus of a research task force, including a Survey Cruiser for
gathering full data on the gas movement within the nebula, several
cruisers to conduct specific research on newly forming stars, including
light and heavy cruisers. A freighter may also be assigned to re-supply
the unit, protected by several escorts.
If the unit is large enough, a Command Cruiser may be
assigned to co-ordinate operations, as well as a Strategic Cruisers and
several destroyer for defense. A shuttle carrier or through-deck cruiser
may also be assigned to provide extra shuttles for the operations. Fast
scouts may be assigned to quickly skirt the perimeter of the Nebula
during experiments and a repair tender may also be assigned if the
operation will take an extended period of time. Only when discussing
the various units will the full nomenclature be used.
Because most star navies are also tasked with the defense
of both the home world and other allies or colonial holdings, a military
approach is found among nearly all larger space organizations.
Although not all races are war-like, the military approach to personnel
and their deployment is often the most efficient way to conduct
operations, which influences not only the design and armament of
many starships, but the overall use and structure of units and their
deployment.

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7)1-(6)%(239+,8 4SGOIX
&%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.

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intelligence operatives, military advisers, diplomatic specialists and
political advisers. Most Diplomatic Cruisers are commanded by
Commodores or Admirals and are sent to rendezvous with new races
'69-7)67 or worlds that currently have political or military trouble with their
neighbors or require a mediation of trade and negotiation of treaties.
Diplomatic Cruisers have a large number of oversized staterooms than
can provide accommodations for any know atmosphere. They are also
-2863(9'8-3283'69-7)67 equipped with special conference rooms that can allow persons from
Cruisers are by far the most numerous and varied craft in different atmospheres to meet face to face. Diplomatic Cruisers have
most space navies. One of the oldest designations, the term Cruiser secure communications facilities, extensive medical support systems
refers to a large array of vessel types and sizes. Cruisers can be both and a surprisingly powerful tactical suite, capable of aggressive
general purpose and mission specific, with many capable of defense when necessary. Diplomatic Cruisers are preferred for use as
autonomously switching between the two extremes when needed. neutral ground during negotiations, and have a wide range or abilities
Cruisers are not as large or powerful as Battleships or Dreadnoughts, to adapt to dangerous or unforeseen situations. Not quite as pliable as
but can often be as effective in military conflict. Cruiser are also highly a heavy cruiser, Diplomatic Cruiser are none the less able to conduct
varied in their abilities to explore and expand the boundaries of extensive operations during their missions. Diplomatic Cruiser do lack
established governments. First contacts, stellar and planetary the research ability of other cruisers, using the space for meeting
research as well as diplomatic negotiations are all well within the rooms, data interpreting facilities and extended guest quarters.
purveyance of Cruiser class vessels. Cruisers can also easily switch
to medical emergency mode, search and rescue and evacuation when
needed. Most cruisers have a large science base, consisting of )<4036%8-32'69-7)6
numerous sensor system, independent science labs and numerous on- Exploration cruisers are specifically designed to map and
board departments that specialize in a wide variety of space and explore deep space. Although they posses the capability to conduct
planetary science. Cruisers often have a large engineering contingent, first contact and terrestrial investigations, their primary systems are
giving a cruiser unique forward capabilities while in deep space. dedicated to mapping solar systems, stars, comets and other deep
Cruisers can maintain lengthy patrols and explore well beyond the space objects. Exploration Cruiser are often larger than standard
boundaries of established boarder space. Cruisers are often well cruisers, and have extended patrol capability, larger fuel reserve, and
armed and very capable of defense and combat when necessary. better crew accommodations. Most are used as scouts during times of
Cruisers are the mainstay of the Romulan Navy, and an expansive part conflict.
of the Federation and Klingon Navies.
*%78'69-7)6
&%880)'69-7)6 The Fast Cruiser is considered on of the most expensive
When first introduced, the designation of Battlecruiser was main line production vessels, and yet fills a unique niche that is
considered the most controversial annotation for Star Fleet. But other unparalleled in Fleet Operations. Like other Fast Classified vessels,
governments and various conflicts soon cemented the use of these Fast Cruisers have better maneuverability and faster warp speeds than
highly specialized large combat craft. Battlecruisers do not have the standard cruisers, sacrificing internal space for the additional
multi-project research capability of other Exploration vessels, but do equipment necessary to help keep the engines in balance. Fast
bring together many other aspects of standard Cruisers into a Cruisers help provide not only a high speed military response, but the
surprisingly lethal package. Battlecruisers focus most of their abilities ability to quickly move research and exploration equipment into an
into a combat platform designed to engage both multi-vessel units or area that may be experiencing rapid changes. Surprisingly, most Fast
larger single combat vessels. Battlecruisers are often more heavily Cruisers are used for just such a purpose, responding to ephemeral
armed, but are more expensive to maintain. phenomenon that would normally have dissipated before the arrival of
a standard science vessel. Fast Cruisers are also used for quick
diplomatic response, allowing policy makers the ability to quickly
'311%2('69-7)6 respond to shifts in local governments.
Command Cruisers are designed to operate as mobile star- In their combat role, Fast Cruisers are employed in the
bases and tactical operations focal points during both emergency periphery of fleets, able to maneuver with destroyers and other lighter
situations and times of conflict. Command Cruisers act as a Flagship vessels, while maintaining the ability to quickly respond to gaps and
for medium to large fleets, often superceding command of Battleships other tactical dangers while in fleet maneuvers. When not actively
or Dreadnought. Command Cruisers can coordinate the operations of employed in fleets, most Fast Cruisers are assigned to independent
nearly 100 or more other vessels, having specialized on-board patrols near unexplored regions, able to respond to new threats when
Command-and-Control systems, tactical data systems, and on-board they appear. Most fast cruisers are well armed, despite the fact that
analysis systems that allow a front line commander to quickly assess internal space is at a premium. Most front line fast cruisers are
the changing political and military situation for dozen of parsecs. equipped for lengthy patrols, with excellent recreational facilities. Crew
Command Cruisers are able to coordinate large scale research quarters and research facilities are often cramped, though, and many
operations, but have only a moderate research ability themselves. crew members are rotated out after lengthy missions. Only the Gorn
Most Command Cruisers are equal or larger than Heavy Cruisers, and seem to build roomy Fast Cruisers, most of which suffer
have firepower equivalent to most Dreadnoughts. Command Cruisers maneuverability problems, yet maintain their above average top
do have a much shorter range, owing to the large number of extra crew speeds.
members on-board, which often include Intelligence operatives, Fast Cruisers must employ several unique sub-systems to
special-forces personnel, Military strategists, tactical help maintain their high speeds. These systems often triple the basic
engineering/analysis personnel and other specialized military or cost of a Fast Cruiser. Fast Cruisers also employ special replicator
research personnel. Command Cruisers also have surprisingly and reclamation systems that help to extend their range. Despite
extensive repair and medical systems, allowing them to act as a these costs, Fast Cruisers are a popular command, and remain a
rescue vessels when necessary. potent tool for most governments.

(-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

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can operate independently for up to 5 years at a time, and can call on
a greater level of onboard resources than standard cruisers. Most 1-77-0)'69-7)6
heavy cruisers have a larger science department, larger engineering Since the advent of space born missile weapons, including
department and better command department, all owing to the the Photon Torpedo, Plasma Torpedo and tactical Missile, most races
independent nature of Heavy Cruiser operations. It is not uncommon have fielded a cruiser dedicated to using these munitions as their main
for Heavy Cruiser to be used as front line battleships, command-and- weapon. Many races have also learned the inherent advantages of a
control vessels, long-range explorers and multi-phenomena research vessels that can launch, track and receive data from multiple space
platforms. Heavy Cruiser are the largest and most expensive main line probes, giving many Missile Cruisers multiple role duty. Like other
production vessels. specialized cruisers, Missile Cruisers do not have the extensive
onboard laboratories of larger or more research-intensive vessels, but
do have the ability to gather, process and interpret details about both
,928)6/-00)6 military and exploratory missions. Most Missile Cruisers have a highly
A dangerous new classification, Hunter-Killers are nearly varied crew from a number of services.
always cruiser sized vessels designed to hunt and eliminate a specific
type, and more often a specific class of enemy vessel. Although this
type of operation had been conducted for many years, it was not until 4%8630'69-7)6
recently, when the Romulans began deploying Hunter-Killers to attack A Patrol Cruiser is designed to maintain long patrols along
Klingon built Bird-Of-Prey vessels that the nomenclature became hostile boarders and engage in intelligence gathering missions. Most
commonly used. Hunter-Killer vessels focus all of their resources to Patrol Cruisers have sufficient resources to handle a single mass
defeating the know defenses of a given class of vessel, either with emergency, but must quickly be re-supplied, unlike standard cruisers.
sheer firepower or other specialized systems to exploit weaknesses Patrol Cruisers use shuttles, fighters and deep space probes to expand
that have been discovered. Many Hunter-Killers are themselves their sensor net. Patrol Cruisers also contain a larger than average
captured and re-armed versions of the vessels they hunt. crew recreation facility, due to the length of their patrols. Patrol
Hunter-Killers operate with a wide range of latitude, but Cruisers are usually not speedy as other cruisers, but do have
require a frightening support network to operate efficiently. Because of sufficient power to engage enemy capital warships.
the specific systems onboard, most Hunter-Killers are useless for other
missions, and must focus all their resources on attacking and defeating
their prey. Hunter-Killers use special sensors, over-powered weapons, 4)2)86%8-32'69-7)6
specialized munitions, and in some cases simply extra armor to help A Penetration Cruiser is by far the most mission specific
achieve their objectives. These systems often take up valuable cargo vessel ever produced. These sleek cruiser are designed to conduct
space, reduce or eliminate science stations, reduce crew their patrols in complete radio silence, crossing into enemy territory
accommodations and shorten the over-all range of most Hunter-Killers. once war is declared. Penetration Cruiser are designed to attack and
Hunter-Killers also increase construction costs by a tremendous destroy a single vessel or base and move on to another target without
amount, often costing twice what a standard cruiser would cost. Many engaging other forces. Most Penetration Cruisers are extremely
also take extra damage while engaging their foe, burning out costly maneuverable, fast and well armed, often employing Phaser Cannons
circuitry, over-loading computers and damaging shield systems. and Heavy torpedoes or other unique weapons concentrated in the
Despite the costs and shortcomings, Hunter-Killers prove invaluable forward firing arc. Most Penetration Cruisers can bring down the shield
when used against their intended target, and are often as much a of even a large star base and fire a full spread of torpedoes and beam
boost for morale as an effective combat craft. weapons within seconds. Current doctrine states that a Penetration
Cruiser will conduct only one attack run and immediately go to warp,
weather the attack was successful or not. Although unusual as a
0-+,8'69-7)6 method of combat, the fast hit-and-run tactic can often be confusing for
Light cruisers are designed to provide the same research, enemy forces, with just enough damage done to the target to force the
exploration and scientific multi-phenomenon capability as their larger redirection of defense forces to the area. Penetration Cruisers are
brethren. Light cruisers often sacrifice range and onboard amenities to difficult assignments for crew, though. With communication limited to
create sufficient room for research equipment. Light cruisers are often once every 30 days, and unbelievably cramped interior spaces,
better at focusing all their resources on a single project, due to their Penetration Cruisers are still so effective that most governments are
smaller size and more analogous crew. Light Cruisers do not have the planning on several new version of the powerful cruisers. Penetration
speed associated with other cruiser classes, but are often more Cruisers have extremely powerful shields and high speed engines,
maneuverable. During military operations, Light Cruisers are used in often using oversized engines for their class. Penetration Cruisers
conjunction with Destroyers and Escorts to target a single enemy limited fields of fire do make them vulnerable in a non-point defense
vessel and engage it with fire support from larger vessels, such as situation, but their heavy forward firepower does virtually guarantee
Heavy Cruiser or Dreadnoughts. severe damage to any vessel that comes under their guns. Despite
their unique mission parameters, Penetration Cruisers are surprisingly
inexpensive to build and maintain.
1)(-'%0'69-7)6
Like other Medical vessels, Medical Cruisers are designed to
provide extensive medical facilities for very large groups of people. 6)'32'69-7)6
Most Medical Cruisers can take on hundreds of patients when A recent addition to cruiser nomenclature, the Recon Cruiser
necessary, and have sufficient supplies to operate in the field for is designed as a cruiser version of a scout. Most are charged with
several years. Unlike other Medical vessels, Medical Cruisers entering a hostile environment, gathering data quickly, and departing
dedicate nearly every on-board lab to medical treatment and research, the area, often while under attack. Recon Cruisers are moderately
with many Medical Cruisers having large civilian medical staff. Unlike armed, but often have drives equal to High Speed or Fast cruisers.
Medical Frigates, Medical Cruisers have fewer trauma bays, but a Recon Cruiser also have oversized computer systems and larger
greater number of surgical wards. Medical Cruisers also have a intelligence interpreting Crew compliments, allowing for the rapid
greater number of non-humanoid surgical systems and a larger long- processing of raw data for tactical transmission to others.
term care capability. Although able to take on a tremendous number of
refugees, Medical Cruisers can not support them readily and must rely
on other vessels for transportations of such groups. Medical Cruisers 6)7)%6','69-7)6
also have larger medicine production capability, and are able to Research cruisers are specifically designed to conduct
transport or deliver mass quantities of rare medicines to other ships intensified and detailed investigations on a single phenomenon. Unlike
and planets. other cruisers, which keep their system separated, Research Cruisers
integrate their on-board systems, allowing cross department data

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transfer and material analysis. This unique ability is not without it’s commands have become nearly as popular as Heavy Cruiser
limits. Several Research Cruisers have been crippled when a single commands. Star Cruisers are often significantly more expensive and
system became damaged/infected by a research subject. Although resource intensive to construct.
this has happened with other classes of starship, the inherent De-
centralized nature of Research Cruisers does make them more prone
to such accidents. Like Exploration Cruisers, Research Cruisers are 786-/)'69-7)6
used as scouts during times of conflict. Strike Cruisers are designed to engage a specific target
behind enemy lines. Like other cruisers, they have a science
contingent and extended range. Strike cruisers are often employed to
74%')'328630:)77)0 engage a specific enemy squadron and can spend month in radio
The basic premise of the Space Control Ship was to enlarge silence while on patrol. Strike Cruisers are also used to transport
the standard protocol and capabilities of a given Heavy Cruiser to allow Special Forces personnel to a desired target. Strike Cruisers must
a single platform to control and maintain a given sector away from employ special sensors and costly dampening equipment to achieve
primary and secondary support. When first employed, the Space their stealthy goals, but prove well worth the cost when used during
Control Vessel, which was essentially an enlarged Heavy Cruiser, times of conflict.
were able to engage several hostile targets and maintain their military
capability for months at a time. Space Control Vessels were equipped
with enlarged hangar facilities, used to support large numbers of 796:)='69-7)6
fighters and other light attack craft. Space Control Vessels were also This classification of vessels was first coined in the early
designed to support large numbers of troops, equal to most of the 2250 by members of the Federation. Is has since been adopted by
larger frigate class vessels. Extensive heavy firepower was several empires, including the Romulans. Survey Cruisers are
maintained through the use of a multitude of various beam and torpedo designed as basic data gathering platforms, capable of obtaining and
weapons, and the Space Control Vessel was though to be the ultimate cataloging a lengthy list of local conditions, space anomaly effects and
in front line combat vessels. even mapping asteroid fields individually. Survey Cruisers are best
But both the Federation and Klingons, who fielded Space employed in gathering broad conditional data, and rarely have the
Control Vessels, quickly learned that the cost of these behemoth detailed computer systems or sensors to analyze local phenomenon
vessels was not reflected in the returns. Space Control Vessels were specifically. Duty aboard Survey Cruisers is extremely tedious in most
extremely fast for their size, often able to maintain speed with First navies, and requires dedicated science and research personnel.
Response units as well as Fast classified vessels. But the vessels Missions assigned to Survey Cruisers often keep the vessels in a
were less maneuverable than other cruisers. The vessel could act as single general location for months or even years at a time, gathering
a command ship, mother ship for shuttles and fighters, and ground lengthy details of every “square meter” of the surrounding space.
assault platform, but lacked support systems for exploration and other Survey Cruisers are also used to gather data about new worlds, often
non-military activities. Federation designers quickly reduced the observing planets that fall under the Prime Directive. Survey Cruisers
number of troops and added exploratory sub-systems. The Klingons can monitor all communications, planetary movements and gather
simply accepted this drawback, and reduced their program over general detail about weather patterns, mining operations, construction
several years. materials and other “tedious” bits of information. More than any other
Since these changes were introduced, the Space Control class of vessel, Survey Cruisers are in constant contact with their
Vessel has remained a useful platform for monitoring and controlling home base and knowledge repositories, transmitting raw data and
moderately dangerous sectors of space. Larger than a standard information on a nearly daily bases. Survey Cruisers also have the
Cruiser, the Space Control Vessel is surprisingly inexpensive when largest passenger compliment of any vessel, allowing for the inclusion
compared to other specialized front line cruisers. None the less, it’s of large numbers of scientists and research assistants to remain on
ability to function without support, and heavier weapon load is costly to board for extended periods.
maintain, and many Space Control Vessels operate near supply posts
when not on extended missions. Their military capability, coupled with
their Carrier capability has made them a popular command within the 8%'8-'%0'69-7)6
Klingon Empire. To date, only a few designs are used as Space Tactical Cruisers are used primarily to coordinate multi prong
Control Vessels, and only the Klingons and Federation are known to front line attacks. Unlike a Command Cruiser, Tactical Cruisers can
field Space Control Vessels. move with a rapid response force and have the ability to concentrate
their combat power on a single target. Tactical Cruisers, like
Battlecruisers, are limited on their research ability, but unlike
78%6'69-7)6 Battlecruisers or Command Cruisers, Tactical Cruisers use a number
The classification of Star Cruiser is a recent addition to of countermeasure systems to help hide their strategic importance in
Federation nomenclature, and is not see among other naval powers. battle while still maintaining a multi-vectored attack approach. This
Star Cruisers, like Heavy Cruiser and Research Cruisers, are designed unique ability keeps many Tactical Cruisers along hostile boarders in
to conduct deep space research and exploration. Star Cruisers are by small to medium squadrons.
far the most hearty of the deep space vessels, being specifically
designed to operate at great distances from their home port or base of
operation. Star Cruisers are often larger or faster than standard 8,639+,()'/'69-7)6
cruisers, and are surprisingly cramped for their larger size. No other Although the usefulness of fighters and armed shuttles has
single vessels classification is as self sufficient as a Star Cruiser. Most long since been debated, their advantage in numbers has continued to
are capable of replicating any onboard system, often several times provide a niche in combat. Through-deck cruisers were designed to
over. Star Cruisers can send crew to the surface of most planets and provide small to medium numbers of fighter wings and shuttle
convert or mine raw material to allow for the vessels to operate well squadrons, while maintaining a multi-capable science platform. Most
beyond the boundaries of any government. Star Cruisers also have Through-deck cruisers sacrifice speed or crew comfort to allow the
more redundancy and backup than most other vessels, with nearly room needed for the large hangar deck, which extends from one side,
every onboard system having a routable back-up. Star Cruisers can through the entire vessel. This open deck allows ships to land very
conduct very lengthy research on multiple subjects simultaneously, quickly, unload passengers, re-arm, and even conduct minor repairs
and are equipped with a full exploration suite of on-board sensors and quickly, launching out the other end of the deck. Nearly two dozen
computer systems. Star Cruisers, while known for cramped quarters, unique systems are found on Through-Deck cruisers. Some include
are also know for their cutting edge recreation facilities. Star Cruisers, multi-trajectory micro tractor beams, used to manipulate and move
much like their Heavy Cruiser fore-fathers, operate independently of a shuttles quickly. Specialized crew tracking sensors and 3 man
planetary government, with Star Cruiser captains have a broad range transporters are also found on board, used to track all persons on the
of autonomy. Although inherently more dangerous, Star Cruiser open deck and beam them back in case of an accident. The shields

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used to protect crew and prevent loss of pressure on the deck while
open, are specially modulated to allow energy through, without the loss
of gas pressure. This specialized system was installed on Through-
Deck cruiser after it was discovered that enemy fire could overload the
standard force fields. Extra crew quarters for both pilots and repair
crews are also found on board. Through-Deck Cruisers also maintain
a moderate combat capability, comparable to most Destroyers and
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.

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detection and long range general scanners, as well as sophisticated
medical facilities and crew/cargo retrieval systems. Unlike other
Frigates, Escort Frigates usually only have a single large Platoon of
*6-+%8)7 troops (up to 50 men) specially trained to board captured freighters
and re-take them. Other training allows Escort Frigate troops to
capture pirate and light combat craft that attack a convoy. Escort
INTRODUCTION TO FRIGATES Frigates are usually faster than standard frigates, but have shorter
Frigates are a general purpose military medium range vessel range weapons. Many have large cargo bays and hangar facilities, as
used primarily for attacking a specific space born enemy vessel or light well as some repair facilities that allow the Escort Frigate to take the
space facility. Frigates typically incorporate a small to medium role of an Escort Cruiser or Command ship when necessary.
contingent of Marines or other ground/special combat forces,
permanently bivouacked aboard the ship. Frigates allow for a rapid
combat response with a follow-up boarding party or moderate ground *%78*6-+%8)
assault when necessary. Federation Frigates, like all Star Fleet A Fast Frigate is designed to operate in one of two modes.
Vessels, do have a moderate science research capability, and many Most Fast Frigates, like Fast Cruisers, have high speed warp drives,
are used as support vessels while exploring hostile environment. allowing Fast Frigates to maintain warp speeds for extended periods of
Frigates also operate a number of specialized onboard systems that time. Extra on-board systems to maintain this speed often reduces
allow them to conduct military operations in more hostile environments, overall firepower, but most Fast Frigates can still operate as effective
including double and triple redundancy systems, specialized crew warships. Also included in the Fast Frigate category are the highly
safety systems and moderate fighter wings. Frigates operate in a maneuverable Frigate designs. These Fast Frigates are designed to
variety of modes, most often being found in conjunction with other be extremely maneuverable, even at high sub-light speed, often being
frigates or destroyer escorts. Frigates are most often posted to Neutral able to attack with their fighter and attack shuttle wings when
Zones and hostile boarders. Most Frigates are well armed and well necessary. Fast Frigates are not as powerful as other frigates,
defended, being capable of engaging enemy vessels that are often sacrificing power for speed and maneuverability. None the less, Fast
larger than them selves. Onboard troop complements range from Frigates give front line commanders a unique combat platform
platoons of 20-50 men onboard smaller frigates, through company unparalleled by other hostile forces. Fast Frigates typically have a
sized forces between 100 and 250 troops (which is standard on most small platoon of between 100 and 150 troops onboard.
frigates) to small Battalion sized forces of between 400 and 600 troops
associated with the largest of frigates.
*6-+%8)0)%()6
Frigate Leaders are specially designed to act as a small unit
%77%908*6-+%8) command vessel, allowing unit vessels to concentrate on a specific
These highly specialized frigates are designed to engage a combat target or objective. Frigate Leaders command 2 to 4 other
target for a prolonged period of time. Most Assault Frigates are frigate or destroyer classed vessels during combat, and act as a sector
heavier than standard frigates, and often more powerful. Assault liaison between front line patrols and fleet command vessels. Frigate
Frigates have a larger support contingent, including Heavy Fighters Leaders are often more heavily armed that standard variants of the
and Heavy Assault Shuttles. Assault Frigates do not have the multi- same class, and are able to operate with impunity during combat.
vectored attack systems found on other specialized frigates, but do Nearly all Frigate Leader classified vessels are modified versions of
maintain the ability to act as a command post for ground operations. standard frigate designs, indistinguishable from others of the class.
Assault Frigates also maintain the ability to quickly construct ground Troop compliments, weapon ordinance and various onboard systems
dwellings and planetary defenses, being able to garrison a planet in are often different enough to warrant a new vessel type classification
less than 48 hours. Most Assault Frigates operate in tangent and are for Frigate Leaders, despite their nearly identical outward appearance
often accompanied by escorts or other combat craft. Assault Frigates to other frigate class vessels. This has given the Klingons a distinct
are well equipped to engage other combat craft, and can be a decisive advantage, with enemy vessels forced to assume that one vessel at
factor in combat. Assault Frigates are surprisingly expensive for their least is a Frigate Leader, until more information is discovered.
size, and their large troop compliment of several Companies (up to 400 Although used most often with other frigates, Frigate Leaders are
troops) can add to their initial expense and maintenance cost. Most known to also command destroyer and cruiser units, further making
Assault Frigates have a specific target to engage, should hostilities identification difficult. Despite their ability to free up Command
commence with a foreign power. Cruisers and Dreadnought, Frigate Leaders are not designed for a full
command and control mission profile. Despite their limitations, and
higher initial cost, Frigate Leaders are effective sub-command vessels,
%88%'/*6-+%8) and can easily extend field forces effectiveness.
Attack Frigates are designed to engage several enemy
starships simultaneously while maintaining the ability to deliver a
powerful single target blow that can cripple most enemy starships. ,)%:=*6-+%8)
Attack Frigates are slower than other front line combat platforms, but Like Heavy Cruisers, Heavy Frigates are larger, more
have a significantly more powerful weapons base, making Attack capable versions of a standard Frigate. Heavy Frigates have a large
Frigates some of the most powerful vessels in space. Most Attack science capability, and are often employed during hostile research
Frigates maintain a medium sized troop contingent of company size missions. Heavy Frigates have a larger troop contingent of standard
(175 – 200 troops), and have a shorter range than other vessels. But Marine personnel, up to a battalion of 400, although a large Company
their heavy firepower and multi-vector attack ability allow them to of 250 is standard. Heavy Frigates also transport troop equipment,
engage well defended targets. Many Attack Frigates employ special including hover tanks, ground weapons and construction equipment.
forces troops, trained in ship sabotage, deep space operations and Heavy Frigates often operate independently, in comparison with other
Special Force Ground Operations. Attack Frigates have come under frigate designs. Heavy Frigates, like Heavy Cruisers, draw the best
fire from pacifist blocks who complain about the reduced science ability crews and command compliment, further enhancing their reputation.
of an Attack Frigate. None the less, Attack Frigates, like other combat
starships, do maintain a minimum science and exploration capability.
0-+,8*6-+%8)
Light Frigates are designed to operate as smaller unit
)7'368*6-+%8) support vessels and have the lowest troop count of any Frigate class
This rarity of Frigate designs is most popular among the vessel. Light Frigates are used primarily as fire support platforms and
Klingons, who have dealt with pirate raids the longest. Escort Frigates escort vessels along hostile boarders. Light Frigates rarely have a full
are equipped as standard escort vessels, having extensive motion company on board, bivouacking one large platoon or two smaller ones.

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Often using internal space for equipment and standard science
facilities found on other vessels, Light Frigates do fully support their
on-board troops with ground weapons and vehicles, tactical Command
and Control systems, medical support and communication capability
during combat operations. Light Frigates rarely patrol along, and are
usually paired with other light to medium frigates. Light Frigates have
shorter range, despite their smaller troop complement.

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.

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Cardassian Union have begun to add Destroyer Leader vessels to their
front line combat units.
Destroyer Leaders are very expensive to build, due to the large
()7863=)67 number of specialized systems. Much of the onboard equipment must
be custom built to accommodate the unique overall mission profile.
This also reduces construction time significantly, with many Destroyer
Leaders taking as long to construct as a typical heavy cruiser.
-2863(9'8-3283()783=)67
Destroyers are a broad category of varying sized warships,
used primarily as attack and patrol vessels along hostile boarders. *%78()7863=)6
Destroyers are specifically designed to engage enemy vessels of any Like other “Fast” vessels, Fast Destroyers are designed to
configuration and maintain fire to disable or destroy an enemy force. conduct one of two specialized speed functions; maneuverability or
Most destroyers are used in conjunction with other vessels and are speed. Most Fast Destroyers are extremely maneuverable, making
capable of engaging other destroyers and capital ships. Destroyers them difficult targets to hit during combat. High speed Fast Destroyers
have a number of specialized onboard combat systems, including often have overpowered drive systems that are costly and difficult to
Command and Control systems, Combat Information Centers, maintain, but give planners a useful fire support platform that can
specialized deep space sensors and crew support systems. maintain a highly mobile profile during both military and non-military
Destroyers also function as fast response vessels in and near situations.
established space lanes, responding to pirate attacks and providing
heavy support for Merchant Marine Patrols near member planets.
None the less, Destroyers present a unique drawback to ,)%:=()7863=)6
Federation planners. While all destroyers have moderately sized The Heavy Destroyer is designed to provide significantly
science research capabilities, most of these facilities are significantly more firepower for destroyer units, often have equivalent combat
smaller than on other starship. Destroyer’s redundancy systems often capabilities to that of a Cruiser or Dreadnought. More maneuverable
take up large amounts of internal space, contributing to small crew than Dreadnoughts and roomier than Heavy Cruisers, Heavy
quarters and lighter recreational facilities. To keep Destroyers Destroyers are used primarily as focal points for destroyer squadrons
stealthy, many have excellent passive sensor equipment, allowing and as destroyer-escorts for Battleships and other large combat
them to detect even minute Tachyon particle movement from cloaked vessels. Heavy Destroyers do not have the large science base of a
vessels. Unfortunately, this specialized sensor ability also means that comparable Heavy Cruiser, but do retain the excellent sensor systems
more powerful, active scanning systems are not installed, giving and other unique systems found on cruiser class vessels. Heavy
Destroyers a significant disadvantage in exploration situations. Destroyers larger size and extended patrol capability do prohibit mass
Destroyers do not usually mount troops, although several designs do production, but their combat contribution is undeniable.
have boarding parties for Maritime Patrol inspections. Destroyers also
have smaller shuttle bays and smaller cargo bays. Most Destroyers
are home ported at a front line star base or outpost, allowing them to -28)6')48367
refurbish their stores often. A primarily Federation classification, these unique
Destroyers remain a mainstay of Federation and Klingon Destroyers as designed to quickly intercept pirate units and engage a
defense, due mostly to their inexpense and combat ability. Two superior number of small to medium class vessels. Many are simply a
destroyers can often be built for the same resource cost as a single cross between a Fast Destroyer and PT Destroyer, taking the best and
cruisers. Destroyers are also designed to be easily repaired and worst of both designs. Interceptors have very large engineering
upgraded, with changes to their design often being made in the field. sections to allow for the larger warp drives needed. Interceptors often
use Photon Torpedoes or Mega Phasers as their primary weapon,
allowing them to cripple a single target quickly and continue pursuit if
()7863=)6)7'368 necessary. During times of war, Interceptors are used with Fast
Destroyer-Escorts are specifically designed to escort Cruisers and Fast Frigates to support fast response missions, and are
convoys and other large groups of ships traveling at low to medium often the first vessels to arrive at a trouble spot. Most Federation
warp. Destroyer-Escorts use significantly more sensitive and varied Interceptors are used near space lanes, since their speed and
sensor equipment, often allowing them to act as primary back-up maneuverability allow them to engage pirate vessels and commerce
vessels for scientific expeditions near hostile boarders. Destroyer- raiders. Interceptors are surprisingly expensive in build and maintain.
Escorts also support large marine and rescue contingents, as well as Their small cargo bays also require frequent re-supply.
large medical bays. Destroyer-Escorts do not have the Command and
Control systems associated with other escort vessels, but do have
larger support craft contingents, often having more shuttles and pilots. 0-+,8()7863=)6
Although rarely needed during their standard patrols, these extended Light Destroyers are a unique light craft, pioneered by the
abilities give Destroyer-Escorts a unique niche. Romulans, and still in use among many navies. Unlike other light
vessels, Light Destroyers do not have the specialized systems that
allow them to compete with their standard cousins. Instead, light
()7863=)60)%()6 destroyers are often used with a standard destroyer or Destroyer
Like other leader classified vessels, Destroyer Leaders are Leader to augment their reduced systems. Many Light Destroyers are
capable of coordinating a squadron of destroyers, often of the same highly automated, allowing for a smaller crew and less consumables.
class, in a coordinated attack pattern. Most Destroyer Leaders Light Destroyer design also favors small numbers of heavy weapons,
sacrifice comfort for internal systems, with smaller crew quarters and of a larger number of medium or light weapons, with many Light
smaller recreational facilities. Many Destroyer Leaders have larger Destroyer designs having only 2 to 4 main beam weapons. In recent
computer systems, stronger shields and in some cases stronger years, the introduction of the Photon Torpedo has extended the
weapon loads. Although useful during combat, these overpowered capabilities of the Light Destroyer. Many are now armed with 1 or
systems can prove very difficult to maintain in front line units. In recent more forward torpedoes, with some also mounting aft torpedoes to
years, the Klingons had found that many of the Destroyer Leader help defend small groups.
vessels that are damaged during combat, must travel great distances Light Destroyers are most often using in moderate sized
for repairs. Many front line repair station and MRF do not normally groups or 3 to 5 ships. Most Light Destroyers operate in packs during
carry supplies for these systems. Destroyer Leaders also consume both military and non-military missions. Unlike other light designs,
more fuel on average than other “Leader” classified vessels. None the which focus on maintaining a capable but reduced secondary mission
less, the coordination abilities of most Destroyer Leader classified profile, Light Destroyers must concentrate all their resources during
vessels far outweigh the disadvantages. In recent years, the Gorn and research or exploration mission. To help counter crew fatigue,

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extensive and comfortable recreational facilities are found aboard most Despite the extensive specialized system found on many
Light Destroyers, rivaling many cruisers and frigates. Even with War Destroyers, they are relatively inexpensive to construct. Most are
extensive automation, Light Destroyer crews are often taxed during equal to Heavy Destroyers in the material requirements, boosting
missions to make up for the reduced systems and light crew. None the production. Within the Federation, reductions in crew quarters and
less, Light destroyers can be built in frightening numbers when other research ability are made up by a surprisingly extensive
necessary, and are still capable of active combat and attack during recreational facility, owing to the lengthy missions required by the
times of conflict. Light Destroyers continue to be a primary focus of the class. Only a few War Destroyer designs are currently fielded by most
Romulan Empire, with the Klingons also expanding their Light governments. War Destroyers, while popular, are still a fairly static
Destroyer fleet. design, restricted in their secondary duties. When not actively on an
extended mission, most War Destroyers are found in-system to
conserve resources.
4)6-1)8)6%'8-327,-4
An older designation, Perimeter Action Ships are part of a
unique military strategy used against both the Klingons and Romulan
during many of the early conflicts. PAS were designed to use stealth
and heavy firepower to engage enemy vessels during times of war.
Most PAS do not have the extensive crew facilities found on other
Destroyer vessels, often being on patrol for no more than 6 month.
PAS are smaller than a standard Destroyer, but have similar mass.
PAS use even more specialized and stealthy sensor systems, and are
designed to be mass produced easily. Most PAS do not have the
research capability of a Destroyer, and rarely have shuttle bays,
extensive repair facilities or emergency systems. PAS do mount a
large number of redundancy systems, giving them more resilience in
battle. Although easy to mass produce, PAS are surprisingly
expensive, often costing twice what a standard Destroyer costs. This,
coupled with their limited exploration capability has kept their numbers
reduced. But their heavy firepower and other unique systems
continues to create a niche not filled by a standard Destroyer.

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.

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maintain a combat posture while launching fighters. Attack Carriers do
not have the extensive research capability of other carriers, nor the
medical base of rescue carriers. Surprisingly, they are often sent with
other carriers to escort large groups of shuttles near hostile boarders.
'%66-)67 )7'368'%66-)6
Although sometime associated with escorts, Escort Carriers
-2863(9'8-3283'%66-)67 are more often known for their fast attack capability within military
Carriers were originally seen as an enigma within the context convoys. Escort Carriers maintain a constant military readiness stance
of starship combat and operations. Shuttle Carriers had obvious while escort other vessels, with their air crews often waiting “on-deck”
capabilities in rescue and exploration, but little advantage in a theatre in their respective shuttles and fighters. Escort Carriers have highly
of operation. Few shuttles could withstand even a glancing blow from sensitive passive sensors, designed to allow commanders a first strike
a starship. Most Carrier class vessels before 2270 were simple shuttle warning capability. Because Escort Carriers are most often used for
transport vessels. But by 2268, advancements in technology and highly sensitive escort missions or to escort combat strike forces,
design gave shuttles and their support vessels a much greater stress levels are high. To combat this problem, most Escort Carriers
presence in the fleet. Since then, carriers have once again become are designed with extensive recreation facilities and crew
extremely capable and important vessels. accommodations. Escort Carriers also support a non-standard 4
Carriers are designed to fulfill several specialized niches. watch day, requiring larger numbers of flight crews and support
Most carriers are designed to expand the mission of a given starship, personnel. Escort Carriers often require greater re-supply efforts..
be it exploratory, military or medical. Carriers them selves constantly Escort Carrier fighters are often the first response when trouble is
evolve, with new equipment and systems installed nearly every year. detected, with entire wings of ship able to be launched before most
Most carriers are based with a large fleet or at a specific star base or enemy vessels can even decloak. Escort Carriers, like other high use
home world and are charged with rapid response and delivery of their carrier vessels, maintain numerous crew safety and protection
respective craft at a moments notice. Like dreadnoughts, most systems. Escort Carriers also employ an extensive crew rescue
Carriers spend their patrol time less than a day’s journey from their capability, designed to secure crew members from captured or
home port. severely damaged freighters. Escort Carriers do not maintain the
Carriers of all types carry a large variety of shuttle craft, and extensive air coordination systems found on other carriers. Escort
may be called upon to rendezvous and deliver shuttles to other front Carriers, like other specialized ships, are extremely expensive to build
line vessels. Carriers contain berths for flight crews, pilots and often a and maintain.
large area for passengers, patients or troops, depending on the
mission parameters. Most carriers also have large medical or storage
areas, also congruent with their mission profile. Nearly all carriers has *%78'%66-)67
an extensive operating protocol, including emergency transporter Fast Carriers pose a difficult design challenge. The heavy,
recovery systems, rapid shuttle launch and recovery, emergency powerful engines and support systems required for a 'fast' vessel
medical or evacuation protocols and extensive troop or colonist necessarily limit the amount of space and weight that can be designed
deployment plans. Although all carriers are capable of full filling any of in for other systems. A carrier requires considerable space and weight
these operations, when ever possible, specific carriers are sent, for it's contingent of small craft and their launch and recovery systems,
allowing specialists who have trained to conduct the mission. Many in maintenance bays, and specific supply needs. As such, Fast Carriers
the Carrier fleet compete against other vessels for recovery times, carry the smallest numbers of fighters and/or shuttles of all carrier
information gathering and emergency procedures. designs including Light Carriers. Their maintenance bays are cramped
and their on-board supplies are normally minimal at best. The
launch/recovery systems are kept as simple as possible to reduce
%77%908'%66-)6 weight. The Fast Carriers are also lightly armed as a result, opting to
Assault Carriers are considered the backbone of most use the space and weight that would go into more extensive weaponry
ground force support squadrons, capable of attacking a single fixed to improve flight operations capabilities. Consequently, Fast Carriers
target with extensive weapons, while supporting large numbers of are seldom deployed unless another 'fast' vessel such as a Destroyer
attack shuttles and troop transports. Assault Carriers act as primary or Cruiser is available to act as an escort. Few Fast Carriers are built
base vessels for ground troops and support troops, coordinating troop to serve specifically as combat vessels. The Fast Carriers that are built
movement, landing zones, medical recovery and space support to serve primarily as combat vessels normally carry elite squadrons to
operations with other Assault Ships and Frigates. Assault Carriers can help improve the effectiveness of this ship type in combat. In a non-
support entire brigades when necessary. Most Assault Carriers have combat role, Fast Carrier are deployed to aid in rescue and evacuation
large numbers of docking facilities and specialized hangar decks that missions and are often the first to arrive on the scene due to their
allow for the mass transfer of troops and equipment to waiting speed. However, their limited supplies and cramped on-board space
shuttlecraft. Assault Carriers also have extendable docking rings used make them more suited to support such operations instead of leading
to link with other support vessels. Most Assault Carriers are larger them. Fast Carriers find their greatest utility as fast re-supply vessels,
than standard vessels of similar mass and are extremely expensive to carrying replacement fighters and shuttles to other carrier types.
operate for lengthy periods of time. Assault Carriers are known for During military campaigns, their swift re-supply of fighters and assault
their Port and Starboard weapons compliment, owing to their ground craft along with replacement crews to front-line carriers is vital in
support role. As with other shuttle carrier vessels, Assault Carriers are maintaining the carrier fleet's combat effectiveness.
often used during rescue missions to provide evacuation points and
transport when necessary.
*-+,8)6'%66-)6
%88%'/'%66-)6 Fighter Carriers have been likened to the surface ships of
Attack carriers are designed to engage several enemy old that would launch and recover large groups of specialized fighter
targets using both fighter squadrons and on-board combat systems, aircraft. Modern fighter carriers are often less maneuverable than
while still maintaining a focused attack on a single target. Attack destroyers and are designed for fast attack strikes by their fighter
Carriers are usually smaller than Heavy Carriers, but maintain the wings, with moderate to heavy support from the Carrier it’s self. Most
same overall number of combat shuttles. Unlike Fighter Carriers, fighter carriers have fairly small recovery systems, but have excellent
Attack Carriers have a moderate recovery capability, but are not as launch protection and defense.
maneuverable or speedy as Fighter Carriers. Most Attack Carriers
maintain multiple egress points to allow the command vessel to

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Slow and fairly unmaneuverable, Super Carrier non the less fulfill all
*0))8'%66-)6 aspects of carriers in general, including rescue and evacuation, heavy
Fleet Carriers are the largest of the combat carriers, capable combat support, ground combat support, research and exploration,
of launching dozens of fighters and attack shuttles in moments. Unlike transportation, repair and construction, and re-supply to other units.
fighter carriers, Fleet Carriers have more extensive recovery and re- Super Carrier have nearly as many shuttle as a Shuttle Carrier and as
arming systems. Most Fleet Carriers are well protected against other many fighter wings as a Fleet Carrier. Super Carrier greatest liability is
fighters, but are not designed for extended starship combat. Fleet their dependence on other support tenders and supply vessels.
Carriers are often employed as command vessels for other carrier Although most Super Carrier are capable of taking on board nearly
vessels. Fleet Carriers also have a large medical recovery capability, 30,000 souls, should the need arise, few Super Carrier could support
allowing them to operate and coordinate rescue and evacuation such a passenger load for more than a few weeks, relying on other
operations. support craft.

,)%:='%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.

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to have all the capabilities of a full cruiser with the added benefit an
Escorts Active sensor suite. Escort-Cruiser also have a standard
compliment of troops, used to secure damaged or disabled vessels.
)7'3687 Extensive rescue systems and extra transporters are also installed,
along with larger shuttle bays and extra cargo holds, used for
specialized cargo in case of emergency. Unlike Command Cruisers,
Escort-Cruisers have a large repair section and extra replicators.
-2863(9'8-3283)7'3687 Escort-Cruisers can also conduct two or more back-to-back cruise,
Escorts provide a wide range of support capabilities to front owing to their larger crew compliment and more extensive cargo
line combat vessels and large convoys found throughout travel lanes. facilities. Escort-Cruisers also have an extensive civilian law facilities,
Unlike Destroyers, which use passive sensors to detect enemy forces, including court reporter, judge-advocate, and securities & exchange
Escorts use active sensors, scanning with dozens of different systems. facilities, maintained by both Star Fleet and Federation personnel.
Built for delaying actions, Escorts are used primarily to delay and This often means that Escort-Cruisers are called upon to act as
harass enemy forces, giving freighters time to escape and other mediation facilities for minor altercations and disagreements. Despites
combat vessels time to arrive on scene. Escorts also act as scouts these unusual capabilities, Escort-Cruisers are very well armed, having
and rescue vessels for convoys and other large forces. Nearly all more firepower that most Destroyers and Frigates. Escort-Cruisers are
escorts traverse from one point to the next, often on standard patrol so mission specific that only a few designs are currently in use.
routs and freight runs. Most escorts have surprisingly comfortable
crew amenities, owing to their lengthy patrols. Many convoy runs take
two to three times as long as a standard cruise, due to the slower )7'368*6)-+,8)6
speed of fully laden cargo vessels. None the less, they can move at A uniquely Romulan designation, the Escort Freighter is
surprising speed when necessary. Escorts are also designed to be more an escort vessel than a true freight carrying ship. Escort
very easy to construct and maintain, being able to be produced in vast Freighters are designed for moderate cargo runs with a light but
numbers. Most Escorts are armed for short to medium range combat, valuable cargo load. Unlike traditional freighters, Escort Freighters are
owing to their greater chance of encountering light, fast pirate vessels. highly maneuverable, even when loaded, and are well shielded to
None the less, Escorts are armed heavily enough to engage enemy prevent loss of cargo and crew. Escort Freighters are also well armed
destroyers and light to medium cruisers with a high degree of success. with large numbers of short to medium range weapons, and often
torpedoes or other high firepower systems that help to defend both
them selves and others that are in convoy with the Escort Freighters.
'32:3=8)2()6 Escort Freighters are only occasionally used in large convoys, instead
Another of the unusual support vessels, Convoy Tenders are being used for transport of high value / high risk cargos to front line
highly specialized, and are only used to escort the most sensitive of units. Most Escort Freighters have extensive transfer systems that
cargo vessels. Convoy Tenders, unlike standard tenders and repair allow them to operate with tenders and support vessels while
craft, are designed to quickly restore power, life support and even maintaining a powerful combat presence.
fighting capability of other vessels, even while under attack. Convoy Escort Freighters, often destroyer or cruiser sized, do not have the
Tenders have the largest engineering crew, as well as a surprisingly amenities associated with these classes of vessels, using the internal
large contingent of combat fighters and specially designed shuttles. space for cargo and transfer systems. Escort Freighters also have
Convoy Tenders use several specialized systems to allow themselves large, often luxurious accommodation for VIP’s and other crew
to transfer power directly to other vessels through their shields, transfer members that may be accompanying cargoes. Escort Freighters also
personnel rapidly to damaged areas of a vessel, and even to transfer have special on-board systems for unique cargoes, including special
specialized materials, like hull plating and coolant directly to a crippled environmental systems, shielding and radiation suppression systems.
ship. Because of their mission, Convoy Tenders are often well These expensive but useful sub-systems allow Escort Freighters to
protected, with one or more vessels assigned directly to them for transport hazardous materials when necessary, without the need for
protection. Many of a Convoy Tenders specialized systems do make large escort groups.
them vulnerable, especially when forced to remain stationary to Escort Freighters are built and maintained primarily by larger
conduct transfers. None the less, their ability to quickly engineer stop governments and some very profitable private companies. Although
gap measures to restore power or propulsion to crippled ships make able to transport moderately size cargoes, Escort Freighters require
them a valuable tool. Many Convoy Tenders are armed and have destroyer sized crews to operate effectively, and are ineffective as a
surprisingly strong shields for vessels their size. They are often slow profit making tool for private owners and even most large companies.
and somewhat unmaneuverable, though. None the less, several independent operators field vessels of this size
and classification. The Romulans are also believed to be marketing
several vessels of this class.
)7'368'36:)88)
Like standard Escorts, Escort-Corvette’s are designed to
engage pirate raiders who attack convoys. Escort-Corvettes are )7'36889+
significantly smaller than Escorts, and do not have the extensive A very rare breed of starship, Escort-Tugs are built to tow
sensor systems found on other Escort Class vessels. Most operate in damaged or disabled vessels within convoys. Escort-Tugs are always
large groups, allowing one or more ships to pursue raiders, while stationed at a large Star Base or other planet with a high degree of
others escort-corvettes continue on with a convoy. Escort-Corvettes traffic. Unlike other rescue vessels, Escort-Tugs are more heavily
are often found operating with Escort-Cruisers, which act as unit armed, and have a surprising amount of specialized equipment
command ships for Escort-Corvette squadrons. Escort-Corvettes are onboard as part of their missions. Most have physical grappling
easier to build and maintain than most other vessels, including Cutters systems, should tractor beams prove useless. Larger cargo bays,
and standard Corvettes. Most Escort-Corvettes have very limited mass transporters, and huge landing bays are also features of these
range, built to escort standard convoy routes. Most Escort-Corvettes unusual vessels. Escort-Tugs also have some of the most powerful
replace science systems with emergency transporters and holding engines or the escort class or vessels, owing to their power needs.
cells. Most Escort-Corvettes engage Orion and Ferengi pirate forces, But all the unique systems come at a great cost. Escort-Tugs are
found through-out the Federation. Escort-Corvettes never operate extremely cramped, even more so than light Corvettes. Escort-Tugs
alone and are rarely used in combat situations. have no lab facilities, not troops, no emergency repair capability and
few crew amenities. Although powerful, they are often
unmaneuverable and easy targets for opposing vessels. Although
)7'368'69-7)6 moderately armed, few have torpedoes and most have lighter shield in
Escort-Cruisers are larger escort vessels, which act as comparison to other vessels of the same class, allowing for the larger
command ships for larger convoys. Most Escort-Cruisers are designed engineering spaces needed. Escort-Tugs are often mistaken for

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Rescue-Tugs, but do not have the inter-ship computer connection,
rescue shuttles or large sick bay found on other rescue vessels.

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.

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Transports, and are often seen in large convoys with other Troops
vessels.

  86334 %77%9087944368:)77)0


While a lofty sounding name, many are aware that Assault

:)77)07 Support Vessels are primarily armed cargo/supply transports, used by


Army forces to move ground force vehicles and support systems to
and from the battlefield. Most Assault Support Vessels are specifically
designed to defend them selves and other troop vessels while
maintaining orbit and transporting Ground Vehicles, Shield Systems
-2863(9'8-328386334:)77)07 and other troop support systems under fire. Assault Support vessels
Troops, and their use in general combat, has been a long are used in conjunction with Ground Support Vessels to maintain troop
debated central theme for many nations that field space navies. Since equipment, help move non-replicatable material, and conduct other
the early days of space expansion, many nations have had the need to non-engineering support functions, including medical, logistic and
embark, transport, disembark and assault a fixed position using a transport needs that would otherwise strain an Assault ships
variety of specialized equipment and personnel. Many nations, such capabilities. Most Assault Support Vessels are better armed than
as the Klingons or Cardassians, mount a mobile army force that can other Troop Vessels, owing to their use during most initial combat
conduct a wide range of military applications, while other nations field a operations. Assault Support Vessels can also use a wide range of
more specialized ground force, designed to conduct long term combat specialized combat ordinances to support ground assaults. Although
operations with varied support. the Crew of an Assault Support Vessel is large than other Troop
Unlike Frigates and other Marine carrying transports, Troop Vessels, there is still a large group of transient officers and men during
Vessels conduct most of their operation again purely ground targets, combat operations.
including cities and towns, fortresses, group outposts and other normal
city operations. Most troop operations in the modern combat theatre
are conducted against defended and shielded ground targets, many of
which are too well defended to be attacked from space. Troop Vessel
+6392(7944368:)77)0
Unlike an Assault Support Vessel, a Ground Support
operations are often on a much large scale than Marine operations, Vessels is referred to as an “Engineering” ship. The primary use for
and require a wide range of vessels for the transport of both men and most Ground Support Vessels is to help construct permanent and
material. Troop ships are designed to specifically support Army forces semi-permanent support facilities for ground troops. GSV’s also help
and their ground vehicles/sub-systems. Most Troop vessels are used to build housing, recreational facilities, shield systems, and even
only during war, and against a specific target. Assault vessels are planetary defense weapons to support army units on hostile worlds.
short range platforms, capable of moving from 500 to in some cases GSV’s are fitted with a large number of replicators and other material
over 3,000 troops from a garrison or base, to front line action. Troop construction systems that allow the vessel to operate as a base for
vessels can then disembark those troops and their equipment, and engineering teams and units. GSV’s also transport unique equipment,
conduct support functions from space. not normally called for by ground forces. Ground Support Vessels also
Although used primarily in times of war, Troop vessels can coordinate transfer of material to various troops units from other
also be used to transport massive numbers of refugees, and can even vessels, such as freighters and transports. With in the Romualn and
be converted quickly to cargo transport when necessary. Most Troop Federation fleets, GSV’s also function as a mining vessel, capable of
vessels have light crews, despite the large number of troops they can extracting and processing raw material at a limited capacity. This
carry. Many are inexpensive to build, but extremely expensive to fully further extends the ability of a fielded Army unit to remain independent
load and maintain during combat. Most troop ships are armed, due to of other support ships during times of war. Because of the wide range
their dangerous mission profile, but their large compliment and heavy of onboard systems, GSR’s are surprisingly expensive, often equal to
cargo loads often reduce maneuverability, and internal space, often at Heavy Cruisers and Battleships. They are also difficult to build and
a premium, is reserved for support facilities, rather than weapons. maintain due to their specialized nature.

%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

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Landing Ships must rely on fighters, escorts and orbiting starships for
protection.
Despite their restrictions, when properly employed, landing
ships can allow armies to garrison and occupy a planet in hours, rather
than the traditional time period of days. Landing Ships are surprisingly
difficult and costly to build, and frighteningly expensive to maintain.
Each single ship often costs the equivalent of a squadron of
destroyers, owing primarily to the unique equipment needed to fulfill
their primary mission profile.

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.

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which the scout transmits back to the fleet. When faced with superior
forces, they utilize their high speed to return to the protection of the
fleet. In fleet combat, these vessels act as picket ships supporting the
7'3987 fleet's capital vessels. Heavy scouts mount weapons comparable to
standard destroyers to help in their survivability while scouting away
from the fleet and to provide good supporting fire when acting as
pickets. Often referred to as the 'eyes and ears of the fleet', these
-2863(9'8-32837'3987 vessels play a vital role in fleet operations. When deployed to scout
Scouts, like Cruisers, are one of the oldest designation in independently, the heavy scout is able to sense potential trouble at a
Federation nomenclature. Scouts are designed to conduct a number longer range than a standard scout. The heavy scout can then utilize
or information gathering missions, including exploration, first contact, it's speed to evade danger or rely on it's firepower to engage a hostile
research, and intelligence gathering. Scouts are usually smaller and which cannot be outrun.
lighter than other front line exploration vessels. Most are also less
heavily armed, using the space for labs and research equipment.
Scouts have extremely comfortable, although somewhat cramped, -28)00-+)2')7'398
crew spaces, due to their extended patrols. Most scouts are used One of the most secretive vessel classes, the Intelligence
along the expanding boarder to explore and catalogue planets, stars Scout is designed to gather and quickly interpret enemy/unknown
and other space phenomenon. No other single category of vessel can transmissions along a broad range of carrier signals, including Sub-
claim as many discoveries as Scouts. space, Radio and even Laser communication systems. Intelligence
Scouts are also designed to be easily repaired, and many Scouts use extremely modified drive systems to almost completely
have extensive self-repair capabilities, needing only time and raw mask their warp signatures and location from even their own command
materials to repair nearly any onboard system. Scouts have both vessels. Most Intelligence Scouts have the ability to remain on station
passive and active sensor systems, often rivaling those of Heavy for extended periods of time, running silent for up to a year or more.
Cruisers. Scouts have a number of computer redundancies, used to Most Intelligence Scouts have a myriad of onboard self-destruct
store and transmit newly acquired information. But the focused nature systems that allow any of the crew to quickly and completely destroy
of Scouts does put them at a disadvantage when compared to all data gathered from their targets. Intelligence scouts are also able to
cruisers. Most scouts have only moderate medical facilities, reducing gather communications data from great distances using (often
their effectiveness in medical situations. Scouts also lack the large externally mounted) large sensor grids or antenna that extend the
crew associated with other exploration classes. None the less, their range of an Intelligence Scout beyond that of even a heavy cruiser.
speed and excellent detection equipment make them the ideal choice Intelligence scouts have poor long and medium range sensor systems,
for expanding the boarders of the Federation. being equipped with more passive systems. Most Intelligence Scouts
are known for their small crews, usually less than 10 persons, with
several designs being one man craft. Intelligence Scouts are not know
&%880)7'398 for their weapons or shields, often using very light shielding to reduce
Battle Scouts, a Klingon term, describe vessels more energy signatures detectable by enemy forces. Duty on-board
commonly known as Raiders and occasionally confused with Blockade Intelligence Scouts is less hazardous than commonly believed, but
Runners. Battle Scouts, the most famous of which is the Bird of Prey significantly less exciting than hoped for. Most crews aboard
design, has only a limited science capability, usually having only one or Intelligence Scouts, even among races like the Romulans, burn out
two actual labs aboard. Many Battle Scouts are equipped with very rapidly and few persons request a second tour.
extensive ECM devices which allow them to operate closer to most
enemy facilities. Battle Scouts are known for their light beam weapons
and usually are equipped with a single, heavy firepower torpedo 0-+,87'398
weapon. Although unable to successfully engage large capital ships, Light Scouts are the smallest scout vessels in use by the
Battle Scouts are able to use their stealth and attack Destroyers, Federation. Unlike standard Scouts, which have an extensive multi-
Escorts, and on rare occasions, Cruisers. Battle Scouts ability to target research base, Light Scouts, like Research Cruisers, are
gather data stealth fully make them an interracial part of most combat designed to concentrate several different science system on the study
plans. of a single phenomenon. Light scouts are often no larger than a cutter
or large gunboat, but have extensive recreation and meeting spaces
available. Light Scouts also have a larger than average passenger
*%787'398 compliment, with many on board crew actually civilians. Light Scouts
Fast Scouts are usually known for their inability to conduct often have only rudimentary defenses, and are never sent beyond the
research missions, rather than their high speed. Considered some of boundaries of Federation Space.
the fastest vessels within most navies, Fast Scouts use much of their
internal space to accommodate oversized engines and impulse drives,
sacrificing much of their science base capability. Most Fast Scouts do 6)'327'398
retain extremely sensitive scanning equipment, and can gather data Recon Scout is a designation found in the Klingon Imperial
nearly as detailed as a Survey vessel. None the less, most have half Navy. This ship type was developed by the Klingons to help make up
the number of labs associated with a typical scout vessel. This give for their general lack of science-dedicated vessels while adding a
most Fast Scouts a more military mission profile. Due to their small reasonably combat-capable vessel to the inventory. A cross between a
size and usually light weapons, Fast Scouts are not know for their Battle Scout and a Science Scout, the primary mission of the Recon
battle capabilities. Scout is to range out from the fleet and/or bases to investigate and
assess threats that require a more scientific approach when brute
strength will not suffice. The crews of Recon Scouts tend to older,
,)%:=7'398 shrewder warriors which recognize the value of outwitting a foe with
Heavy scouts are used to conduct extended reconnaissance knowledge (even when the enemy is a natural phenomenon). While
ahead and to the flanks of fleets and to supplement other surveillance not as capable as other specie's science scouts, the Klingon Recon
craft patrolling in sensitive areas. They are also used in place of Scout serves well as a scientific investigation vessel and are vital to
standard scouts in areas where hostile action is anticipated. These the Klingons in determining the threat level or material value of newly-
vessels mount powerful sensor suites, often mounted externally, which encountered phenomena. Recon Scouts are built to have good speed
extends their sensor range dramatically compared to other vessels. to carry them to trouble spots and to aid in their escape and swift
Built for good speed and moderate maneuverability, these vessels return of critical data. Recon Scouts generally have firepower
provide vital reconnaissance for the fleet, ranging well ahead and to comparable to Battle Scouts but will have at least twice to three times
the flanks of the fleet. Their superior sensor suites scan for danger the amount of lab space and more sensative and broader-ranged

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sensor suites. Recon Scouts are often used in first contact situations
where their more extensive lab facilities can prove advantageous in
discovering whether a new species might have resources worth
exploiting. Recon Scouts are also capable of performing extensive
surveys of planetary systems in the search for valuable material
resources.

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.

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opting for multiple hits rather than range. Although dangerous against
large warships, this doctoring allows cutters to easily overwhelm most
pirate vessels. Cutters are not built for speed, opting for
4%8630'6%*8 maneuverability.
Federation systems.
Cutters are very common in most populated

-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

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are also outfitted with a wide range of communication systems,
allowing them to act as control ships for robotic freighters and comm.
station while in-system. Most Monitors are also employed by Merchant
Marine commands to board cargo vessels for inspection, conduct
salvage missions, re-supply out-lying stations and conduct checks on
buoys and other in-system equipment.
Although not a popular command, Monitors and their crews
have more interaction with other life forms and other ships than nearly
every other command combined. Monitors are designed to allow
interaction between various systems and crews without endangering
equipment or men. Most Monitors also maintain a moderate boarding
party of marines or other armed forces personnel to help with
inspections and trouble shoot during combat operations.
During combat, Monitors are used to assist Cutters,
Corvettes and Gunboats with larger enemy vessels, and can often be
the difference between success and failure. Most Monitors are
extremely fast and agile, despite their lack of Warp drive. Monitors
work closely with Star Base personnel, various police officials and
other government agencies to maintain lawful transit and operations
within a given star system. Because most lack warp drives, Monitors
are surprisingly inexpensive to construct, and very easy to maintain in-
system. Most are nearly luxurious in their accommodations, and

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.

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secure them, and toe them from a field of battle, even while under fire
from enemy vessels. CST’s can transport wounded crews, provide
basic power and life-support and even aggressively defend crippled
7944368 ships in the face overwhelming numbers. Most CST’s are heavily
armored, with redundant shield generators to help maintain defense
while under attack. CST’s are also heavily armed with short range

:)77)07 weapons en-mass, capable of crippling even heavy cruisers at close


range. Both energy and physical grapples are available to help secure
and transport crippled starships.
The CST’s pays heavily for it survivability. Most are
-2863(9'8-32837944368 extremely cramped, even by Romulan standards. There are no crew
recreation facilities, extremely crowded quarters, no research or
exploratory abilities, and almost no secondary support ability. Few
:)77)07 CST’s can operate far from an outpost or base, and many must rely on
Although the term “support vessel” engenders visions of other vessels for support while traversing greater distances. Like
repair ships and re-supply vessels, technically, support vessels include Dreadnoughts, CST’s are most often kept in-system except in times of
transport and cargo movement platforms. Many “support” vessels are conflict. The short range weapons on most CST’s are also a liability
in actuality civilian ships designed to conduct extremely specific when faced with longer range attacks. Once a vessels has been toed
missions, rarely military in nature. Support Vessels include cargo from the battlefield, most CST’s can physically dock with the crippled
ships, passenger ships, repair vessels and other assorted short to long vessel, using special docking systems that allow crews to transfer to
range ships of all types. Most support vessels can be bought or traded and from a crippled vessel when transporters and normal access is not
on the open market, and come in an extremely wide range of sizes and available. In this role, the few open spaces aboard CST’s are used as
costs. Nomenclature of a particular support vessel rarely gives an staging areas with other support vessels, such as repair tenders or
accurate description of the ships actual size, crew or defensive medical frigates. CST’s never operate alone, and are always escorted
capabilities. Most Support Vessels can (and are) modified to some by the secondary combat units in most fleets, such as command ships,
degree depending on the location of the specified cargo/operation escorts and fleet monitors. When a rescue is necessary, the entire unit
area. Many support vessels operating in hostile areas will ban will engage the enemy, often providing too many targets to
together, often escorted by military authorities, on common cargo or successfully defend against. The CST’s will quickly secure the
transport runs. Some Support Vessels are assigned specific patrol crippled vessel and retreat before damage becomes too severe.
areas, while other wait at a star base or orbital platform until needed. CST’s are very expensive to build, and have such a specific mission
Even robotic ships are common. profile, that few are fielded. CST’s have also earned the nickname
“morgue ships”, as they are often used to store deceased crew
members, saving vital space aboard medical vessels.
%67)2%07,-4
Unlike other supply vessels, Arsenal Ships are specifically
designed to re-supply torpedo casings, warheads, high energy plasma,
phaser and disruptor coolants and other consumable military goods.
'396-)6
Couriers are use extensively in most navies to transport light
Arsenal Ships are specifically designed to transfer these components cargos, special personnel and even high ranking officers to and from
quickly and accurately using both physical connections and transporter important locations. Most Couriers are lightly armed and shields, using
systems. Arsenal Ships are also able to supply probes, mines and speed to avoid combat. Couriers are also equipped with extensive
other special warfare and science sub-systems to front line vessels. security systems, both in the main computer and through out the crew
Arsenal Ships are often faster than standard tender vessels, and are compartments. Couriers are also extensively used by corporate CEO
also known for being well armed for short range combat. Arsenal ships and owners as private yacht vessels with increased speed and
are also capable of supplying components for ground troops and Star security. Couriers are sometimes used as light cargo craft. Most
bases when necessary. Like other support ships, Arsenal Ships are Couriers require only a light crew, often a pilot and engineer, although
only moderately equipped for other mission operations, with limited specially outfitted couriers may have larger crews. Most Couriers are
sensor and science capability. Because of the dangerous nature of extremely comfortable and luxurious when compared to other vessels.
much of their supply operation, Arsenal Ship duty is considered highly Couriers are often unarmed or have only the most basic defensive
strenuous weapons, although some do have powerful shield for a vessel of their
size. Couriers are know for their expense due to their number of
specialized onboard systems and luxury accommodations.
&93=8)2()6
Buoy Tenders are often referred to as the Unsung Heroes of
the space lanes. Nearly every race fields some form of navigational
satellites to aid in navigation, course correction, data transfer and other
(-4031%8-''396-)6
Unlike a standard Courier, Diplomatic Couriers are designed
mundane activities. Buoy tenders are charged with the placement, to allow diplomats from other races to easily interact with Ambassadors
maintenance and upkeep of these buoys. Buoys come in a vast field and corporate heads. Special communication equipment, luxury
of purpose oriented systems, from navigation drones to in-system meeting rooms, specialized non-class M quarters and detailed library
defense satellites. Buoy tenders have extensive repair and refueling systems are all standard aboard Diplomatic Couriers. Most Diplomatic
systems designed to upgrade nearly any type of buoy encountered. Couriers have a smaller internal cargo hold, but significantly more
Buoy tenders also have large cargo facilities and launch bays that can luxurious staterooms. Diplomatic Couriers also have a securable
service entire fleets of small craft used for repair and upgrade to transmitter system that allows for subspace financial transactions
buoys. Buoy Tenders can operate both in-system and in deep space, among other variable worlds. Diplomatic Couriers are rarely armed
with excellent recreational facilities to help alleviate lengthy mission and are most often accompanied by armed escorts near hostile areas.
times. Buoy Tenders can also create a large array of buoy from in- Diplomatic Couriers are a favorite target of pirates, who are often able
house stores and can even build satellites from scratch using to transfer moderate sums from various banking establishments before
extensive replicator systems. Because they must often operate near the couriers capture is detected.
hostile boarders, many buoy tenders are armed, although more often
than not, they are escorted.
*9)0'%66-)6
Fuel Carriers are one of the most dangerous occupational
'31&%879443688)2()6 vessels to sign on with. Fuel Carriers transport both solid and non-
And unusual and dangerous mission profile, the Combat solid fuel to help replenish front line starships, bases, outposts and
Support Tender is designed to quickly close with crippled vessels,
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even ground stations with depleteable fuels, such as nutronicol, liquid
deuterium and even koranium. The most highly sought after spoil of 79440=7,-4
war is the Deuterium Tanker Fuel Carrier. With nearly every space Unlike a Tender, Supply Ships are designed to specifically
faring race using liquid Deuterium to mix with anti-deuterium, re-supply the consumables aboard nearly any type of starship. Supply
Deuterium Tankers are extremely valuable. A single tanker can re-fuel Ships have pre-processed food stuffs used with replicators, stored
nearly a dozen vessels for a standard 5 year mission. These ship are solid food stuffs, medical supplies and various fuels used for shuttles,
usually carry both deuterium and anit-duterium, making them impulse drives and probes/torpedoes. Supply Ships also have large
extremely dangerous cargo vessels. Most raiders will avoid firing on cargo holds that provide a wide variety of storage, as well as a full
Deuterium Tankers, choosing in stead to attempt to drive off any production system that allows for the creation of specialized cargo.
escorting vessels. Other fuel tankers are just as volatile, and are one Often, Supply Ships are expensive, due to the large number of
of the least destroyed vessels in known space. specialized production systems. Supply Ships, like other support
vessels, are often found in tandem with small support fleets. Supply
Ships are most often associated with the Klingons and Gorns who
16*167 have a penchant for live and fresh food stuffs.
Mobile Repair Ships and Mobile Repair Facilities are
considered by many to be one of the most important design elements
within a space faring navy. MRF provide deep space repair and 79440=8)2()6
construction capability to both military and civilian concerns throughout A specialized cross breed of ship, the Supply Tender allows
established and transient boarders and deep space. MRF’s provide all full re-supply of several vessels with both consumables and on-board
living space support structure for an established crew, allowing both systems prone to repair needs. Supply Tenders are highly
short and long term repair capability to an advancing force. Most MRF generalized, allowing repair and upgrade to both vessels and bases
provide moderate fabrication capability, and light re-supply capability to through out a sphere of influence. With their special umbilical
fielded starships. MRF’s are most often found as part of a moving attachments and transfer equipment, Supply Tenders can complete re-
military force, and are seen with freighters that supply raw material, supply of vessels quickly, as well as provide a support base for repair
shuttle carriers that support work shuttles and crew quarters, Office crews. Supply Tenders are most often associated with the Romulan
ships for logistics and other tender vessels. Unlike Tenders, MRF’s Empire, who maintain fewer specialized vessels and a greater
provide established framework and support networks, including tractor proportion of generalized space craft.
beams, large scale transporters and independent power sources to
provide construction capability on a long term basis. MRF’s can
construct entire starships from the keel up, although not as quickly as 8)2()6
established dry-docks. MRF’s lack the large component construction Tenders are designed to provide medium to fast response to
systems found at most Dry-dock facilities, although these can be deep space vessels that require judicious repair and re-supply.
supplied by other vessels. Several MRF’s are know to operate in the Tenders are most often associated with non-combat operations, and
civil sector, used as repair station for damaged freighters and liners are used primarily to provide moderate repairs to on-board systems.
that would require a lengthy (and costly) tow back to a dry dock. Tenders often carry complete replacement parts for the most
MRF’s are rarely armed, due to their slow speed and maneuverability. commonly damaged or overloaded ship systems, including computer
systems, power transfers and other electronic components. Tenders
are also known for large “consumables” storage, including coolant
430-'):)77)0 gasses and other inert transferable materials. Tenders do not supply
Police Vessels are a special sub-type of vessel used to full loads of food stuffs and water, although luxury goods are often
intercept, scan and take action concerning in system and government carried for trade. Tenders also have casings for torpedoes, although
policy through out most empires. Police Vessels are specially must specifically have Armed torpedoes loaded during combat
designed to intercept approaching freighters, civilian craft and other operations. Also unique to Tenders are their specialized shop spaces
non-government or non-military vessels. Police Vessels come in a designed for “tear down and replacement” operations associated with
wide range of designs and sizes, most being older military and fleet high use and ware systems found on all starships. Tenders allow work
vessels purchased before being scrapped. Some Police Vessels are crews to efficiently rework, resurface and improve a number of
specifically designed for their intended missions, while others are systems, including fuel injectors, plasma transfer conduits and even
modified heavily to accomplish their interdiction roll. Police Vessels plating found within dilithium chambers. Tenders allow deep space
serve as cutters, cruisers, scouts and rescue ships. Although patrol vessels to remain on station longer and are able to move with
equipped with a number of mission specific systems, Police Vessels the intended target vessel while on patrol. Although a somewhat
are often less expensive than similarly sized military vessels. Police tedious routine, many within Star Fleet Engineering request Tender
Vessels are very short range, often having only enough supplies for in duty for the vast expanse of variation associated with Tender
system operations. Police Vessels are most often armed with greater Operations.
numbers of short range weapons, intended to drive off pirate and
illegal combat vessels. Many Police Vessels are owned by planetary
governments, rather than the respective star fleet. ;%648)2()6
Unlike pure repair vessels, Warp Tenders are used to
transport large starship, vessel components, and even star bases to
6)4%-68)2()6  locations, using warp power. Warp Tenders are extremely versatile,
Repair Tenders are designed for a more combat repair and are often designed to move a single target or type of vessel. Most
oriented mission. Most Repair Tenders have the ability to link up with Warp Tenders have specialized onboard quarters for support crews
a target vessel and repair or replace sufficient onboard systems to who must accompany the base or ship that is being moved. Warp
allow for a continued combat posture. Repair Tenders do not carry Tenders usually are able to provide life support and structural integrity
armament re-supply, but do have the ability to focus repair on hull to their intended transport subject, as well as some power supply.
breaches and engine damage rather than general computer repair and Warp Tenders are often used to “jump start” fusion or matter/anti-
re-supply. Repair Tenders often work in conjunction with MRF’s, matter reactors once they have arrived on station. Currently, only the
Standard Tenders and Supply Ships to repair and rearm front line Federation and Tholians use Warp Tenders in any numbers. Several
vessels without the need for return to a star base or other dry-dock companies also support Warp Tenders to help move their office
facility. Although repair can take up to 20% longer than a specialized stations and other large, non-mobile equipment. Warp Tenders are
MRF and 50% longer than an established dry dock, most Repair able to move their targets by extending and manipulating their warp
Tenders can arrive on scene before other units to help stabilize and field around the base or outpost. Once on station, the support crew
conduct basic repairs on front line vessels. transfers any consumables and begins setting up to station. Once
activated, the Warp Tender remains on station until other support

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vessels and full time crew arrives. Despite their high expense, Warp
Tenders are ill suited for other operations, with no appreciable science
capability, limited sensor systems and light to non-existent weapon
systems. Warp Tender duty is also considered tedious, as most
missions will last 6 months to a year in just arriving on station.
Extensive crew comfort is designed into the mission parameters.
Despite these faults, Warp Tenders are often the only way to move a
star base from location to location.

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'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,

:)77)07 massive cargo capacity and sophisticated medical and terraforming


equipment to help settle new worlds. Most Colonial Transports are
slow, compared to liners and other cargo vessels, but are capable of
moving both human and non-human cargos for lengthy periods of time.
Many Colonial Transports do have some pre-fabrication systems and
-2863(9'8-328386%2743687 grain/live stock storage ability, as well as light craft transport ability.
Transports are a class of vessel used to describe nearly During times of conflict, Colonial Transports are most often used to
every type of private and civilian vessel used to transport goods, help transport non-front line field personnel and evacuate of
materials and personnel to and from the many worlds of each endangered colonies. In their Evacuation role, Colonial Transports can
government. Many Transport vessels are designed to provide move hundreds of thousands of people short distances, where they
primarily cargo transport, with several type used just for sentient can be transferred to other transports. Most Colonial Transports have
beings, while others are used for varying combinations of both. Some the ability to rearrange internal systems to incorporate new
support vessels can also be found in the Transport category. technologies or extend their current abilities, such as adding extra
Transports come in a massively wide range of sizes, categories, transporters or storage facilities. When unloaded, Colonial Transports
capabilities and levels of luxury, far outweighing the variation found in can move surprisingly fast for their bulky size, but are significantly
military vessels. Transports are the most numerous of vessels among hampered when fully loaded with colonists or evacuees.
nearly every known space faring race, with transport production out-
weighing military production by as much as a factor of 20. Hundreds of
thousands of private transport vessels can be found throughout know
and unknown trade routs. Many are custom built, while others are part
'311)6'-%086%2743687
Unlike standard transports, Commercial Transports are
of a production run, while still others are modified surplus vessels. owned and run by large corporations to continually transport personnel
Many transport vessels, especially those owned by independent and cargos on special runs. Commercial Transports are often much
captains or small companies, are highly modified from their original more luxurious than standard Transports and are know for having very
design, with varying degrees of upgrade and repair. specialized cargo holds that can transport even dangerous substances
Commercial transport vessels rare have the highly when necessary. Most Commercial Transports operate extensive
sophisticated equipment found on research and military vessels. Most passenger facilities, rivaling those of many Passenger Liners.
have only enough to get from one port to the next, with improvements Commercial Transports are also moderately armed, used as corporate
and upgrade initiated when profits are high or the cargo runs are rich. defense vessels in systems with no military presence. Commercial
Corporate owned transports are often in better condition, but conduct Transports employ a higher caliber of crew, and are often used as
operations in much the same manner. From small 1 man scouts to the training vessels for crew who will later run freight for the company as
massive Bulk Cargo Carriers, Transport Vessels remain the mainstay an independent hauler. Most Commercial Transports do not have as
of most races, with no two transports exactly the same. large a cargo capacity as other similarly sized transport vessels, and
are often referred to as “yachts with holds”. None the less, most
corporations use Corporate Transports for needed mission
%9831%8)(86%2743687
Totally computerized cargo transports, AT’s are most often
used as cargo ore haulers for many governments. Automated
Transports can be controlled from a Command Cruisers, Star Base or
'69-7)09<96=0-2)6
Considered the plushest and more decadent starship known
other designated vessel, and are often used within well established to sentient life, Cruiser and Luxury liners are designed to provide short
boarders. Most Automated Transports have both primary and to long range “get-a-ways” for individuals from a number of worlds.
secondary back up computer systems, as well as automated distress Cruiser Liners are often used as vacation vessels, offering dozens of
and emergency procedures for a wide range of difficulties. None the on-board recreation facilities and entertainments from diverse cultures.
less, Automated Transports are only used with non-perishable and Luxury Liners are well known for traversing space phenomenon, such
often non-valuable cargos. AT’s are much slower than standard as binary star systems and nebulas. Many Cruiser Liners are
Transports, and are rarely used for time sensitive transport. None the associated with specific recreation destinations, and make scheduled
less, their automated nature does make them timely for many shipping runs, often at sub-warp speed to and from these ports of call. Only
companies. during the rarest of emergencies will Luxury Liners be called upon for
military or rescue missions. Luxury Liners are often twice as large as
the largest warship or freighter and are the only know vessel to out-
&90/'%6+3'%66-)6 cost a battleship. Due to their sheer size, the number of
Massive cargo vessels, BCC’s are well known for their slow crew/passengers, and the difficulty in controlling such a large group,
speed and excessive size, often being able to transport whole pirates often avoid Luxury Liners, opting to attack the transports to and
starships within their hulls. Despite being unloaded, most Bulk Cargo from such vessels, or sneaking on board to steal cargo. Most Luxury
Carriers can manage little more than warp 5 and are not used when Liners resemble small to medium star bases, rather than actual
excessive speed is required. Most Bulk Cargo Carriers can transport starships.
entire sections of a star base or outpost, as well as entire production
facilities to far flung regions of space. Many Bulk Cargo Carriers are
seen operating near newly established colony worlds where massive
terriforming equipment might be needed. Star ship hulls and engineers
*6)-+,8)67
Similar to Transports, Freighters are designed to carry pre-
produced at one location can be loaded en-mass and transported to loaded cargo containers. Freighters are not as versatile as Transports,
assembly yards by Bulk Cargo Carriers. On two known occasions, but are nearly as common. Freighters are used more often for raw
Bulk Cargo Carriers were used as Colony transports, having several materials, including ship building materials, grain and other large bulk
Colony Containers and other systems placed inside. Although a slow cargos. Freighters do have some cargo hold differentialization, but
trip, twice the number of colonists were transported. most often ship only one of two types of cargo per run. Freighters are
usually larger than Transports and considerably less maneuverable.
During times of conflict, Freighters are most often used to transport

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raw materials for ship construction, ground fortification construction
and other non-environmentally sensitive cargo. 7,-4;6)'/7%0:%+)
:)77)0
0-2)6 Shipwreck Salvage vessels are nearly an exclusive civilian
Liners are specifically designed to transport large numbers classification of vessel used to locate and secure derelict and badly
of passengers on specific established transport routes. Lines come in damaged ships in deep space. Most Shipwreck Salvage vessels are
a large variety of sizes and capabilities, from 50 passenger light equipped with specialized systems that allow details close scans and
transport liners to massive 5,000 passenger colonial liners. Although a securing of salvageable hulks. Shipwreck Salvage vessels often have
number of sub-classifications exist, most Liners are known for their large hangar and hold decks that allow for the removal and cataloguing
pleasant but basic passenger accommodations. More reputable liner of onboard systems, including personal belongings and onboard
companies are able to ensure safety through a number of onboard equipment. Shipwreck Salvage vessels are able to completely remove
crew/passenger protection features, including passenger tracking every component from a wrecked starship, including hull plating,
systems, inter-bulkhead shield systems and numerous individual life computer equipment, control panels, consumable gasses and even
saving features. Liners are cheaper to build and maintain than the lighting fixtures. Shipwreck Salvage operations are no easy operation
Luxury and Cruise Liners. unto them selves. Most derelict ships are so badly damaged that little
or intrinsic value is left. Only a full time Salvage company is able to
gain any form of profit from such operations, with many governments
1-2-2+7,-4 and large corporations realizing that repair to a badly damaged vessel
Mining Ships are designed to prospect and process rare can be more expensive and labor intensive than the construction or
ores and minerals from a variety of hostile locations. Most mining purchase of a new vessel.
ships have excellent short range sensors for locating ore and minerals,
as well as extensive shipboard mining and processing equipment.
Mining Ships are often very large, containing entire smelting plants 86%274368
aboard. Mining Ships also have surprisingly comfortable and The term Transport is a generic listing of any passenger
extensive recreation and crew facilities, with the ability to support both and/or cargo vessel that carries it’s cargo internally under specified
shipboard and ground crews for extended periods of time. Mining environmental conditions. With 90% of all cargo’s requiring some form
Ships are well known for having unusual equipment, including laser of environmental control, Transports are the most common freight
miners, solar sails, particle transfer systems and specialized carrying vessels in known space. Transports are often equipped with
transporters. some passenger facilities for those who wish to escort their cargo. In
most space Navies, Transports are moderately armed, but their un-
maneuverable makes them a tremendous liability in combat.
3**-')7,-4 Transports come in a extensive range of sizes, from one man shuttle
An unusual classification, first coined by the Tellarites, Office sized craft to 100 man crewed cargo transports. Most transports do
Ships have become an integral part of many civilian operations, have the ability to change their hold environment for different cargos,
providing lavish bureaucratic capability to front line operations. Office with many having several cargo holds to allow for a large range of
Ships have extensive legal systems, money exchange systems and cargo types in a single cargo run. Light Transports are designed for
record keeping ability, often equal to Star bases and group outposts. speed, while heavier transports are built for longer hauls. Most
Office Ships provide large corporations the ability to move their transports have pre-set cargo runs, allowing for a continued operating
operations with little change in operating procedures. Very few Office schedule. During times of conflict, Transports are most often used to
Ships are found operating alone, with most part of a larger corporate transport equipment and special supplies that require special care or
fleet. Office ships are know to be operating in Star Fleet as well as the maintenance, including live stock, military vehicles, sensor instillations
Romulan Star Navy, where they are used as mobile Star Base and other specialized equipment.
facilities. Office Ships are know for their above average luxury as well
as their excellent communication systems. Although initially
expensive, Office Ships are often less expensive than establishing 86%27436889+
ground outposts or purchasing space aboard star bases and space These specially designed tugs are designed to transport
stations. cargo containers. Capable of transferring power to cargo containers
via attachment plates, Transport Tugs can manipulate their warp fields
to incorporate a long train of cargo containers. Most Transport Tugs
36)'%66-)6 can maintain a viable speed when hauling one to two cargo containers,
Ore carriers are specifically designed to transport massive but very quickly loose their speed and maneuverability when hauling
quantities of raw material and unprocessed ore to and from processing more than two. Transport Tugs, like Transports, do have the ability to
ships or plants. Most are sub-light vessels, transporting materials from transport passengers, with military transport tugs having the ability to
dangerous asteroid fields or hostile planetary surfaces to other location conduct combat operations and exploration procedures under certain
for smelting and processing. Ore Carriers are very slow and un- conditions. But their primary mission is moving cargo containers to
maneuverable, highly automated and have few crew amenities. and from various ports, housing special Work Bee’s and Cargo
Shuttles.

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,

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especially those of the more militant governments. Yachts often
double as transports and light cargo vessels, as well as sigh-seeing
ships for corporate heads, government officials and even military
leaders.

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used to boost signals and messages from a wide variety of sources.
Communication Arrays are often manned with short term crews that
monitor the activity through the area, as well as conduct repairs.
 7944368 Communication Arrays are not luxurious, and crews are rarely
assigned for more that a few months. Regular stops and check-ins
with patrolling ships help break the monotony of Array Duty. Many

*%'-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
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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

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conflicts. Penal Installations are expensive to build and maintain due bases. Spacedocks also have a large civilian area used for trade,
to the high number of specialized security features found on board. entertainment and other public operations.
Escapes are extremely rare, and those that do occur are almost
always costly for the group of government involved in helping the
escapee. 78%6&%7)
The technical term Star Base refers to the collection of
stations and ground facilities that facilitate the operation of starships
463(9'8-3278%8-32 and space activity. Star Bases are very large, often employing over
Production Stations are used by several large corporations 10,000 fleet personnel and three times as many civilian dependants
and governments near planets or other sources of raw material that and merchants. Star Bases are some of the best-defended positions
would jeopardize or cause difficulty in processing. Production stations in known space, with orbital defenses, cutter and gunboat patrols,
are also used near fragile ecosystems that would be damaged by the satellite defenses and ground weapons. Star Bases are well known for
physical presence of the industry. Production stations vary widely in their research centers and large medical facilities, often capable of
their functions and capabilities, including ore processing, food stuff having hundreds of patients. Star Bases have dozens of independent
processing and even toy manufacture. Production Stations have labs as well as full production facilities and processing centers capable
facilities to support a small administration department, full production of creating foodstuffs for deep space ships and other facilities. Star
crew and some engineering staff. Stations that produce rare or military Bases often have several stations in orbit, including defense outposts,
items are know to be defended, but most Production Stations have research stations and starship repair yards. Star Base Commanders
little combat capability. Production station are common near mining are part of a unique group of personnel with broad policy decision-
planets and starship production facilities where they are used to making capability, and are in charge of all assignments for their
produce both hull material and components needed for starship respective area. Star Bases are the central command position for
construction. Fleet Operations and are tasked with upholding the various political
charters. Star Base Command Personnel are also tasked with
everything from assignment changes to military action. Within the
6)'6)%8-32%0*%'-0-8= Federation, Star Base Command personnel handle everything
Recreational Facilities are most often found in the concerning local activity concerning research missions, exploration
Federation and Romulan sphere of influence, providing extensive mission, military activity, civilian activity and patrol requirements. In
entertainment and rest facilities that are not normally found in other more militant governments, such as the Klingon and Romulan
areas of space. Unlike other large bases, Recreational Facilities orient Empires, Star Base Commanders are often in charge of any covert
them selves towards pure entertainment, providing gaming operations undertaken by their governments, as well as full planning
establishments, entertainment venues and other unique recreational and detailing of invasion and defense plans. Star Bases are well
activities. Most recreational facilities mix private and government known for their comfort as well, with most ground bases analogous to
controlled activities, from shopping to tour of local attractions. small cities and towns. Star Bases are the furthest most extension of
Recreational Facilities provide exorbitant luxury and relaxation and are direct command for the various star fleets, with most answerable
often the destination of cruise ships and luxury liners. Within the directly to their respective governments. Star Bases continue to be
Federation, several recreational facilities are dedicated exclusively to built at strategic locations as well as locations convent to exploration
starship on patrol near military boarders. and outbound operations.

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

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'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.

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limited shielding. Most fighter class vessels are unable to withstand a
direct hit from energy weapons.
Despite these setbacks, fighters are surprisingly effective.
0-+,8'6%*8 Due to their small size, squadrons of fighters are able to operate in
extremely close proximity, overlapping shields and concentrating
weapons fire to damage their opponents. Fighters are often 3 to 4
times as maneuverable as starships, able to use complex evasive
-2863(9'8-32830-+,8'6%*8 patterns to provide protection from hostile attack. When launched, a
One of the earliest and most basic forms of space vessel, single squadron of fighters can often mass sufficient firepower to down
shuttles and other light craft are designed to provide a wide range of an enemy shield and cause some damage. With subsequent waves
capabilities to starship crews who must land on a planet, asteroid or attacking the same location, fighters become extremely dangerous.
conduct other space operations that require a small transport. Shuttles Fighters also force enemy starships to commit to a multi vector
are known for their survival ability during abandon ship situations, their defense plan, diverting precious power to 360 degree shields. Most
ability to weather difficult and treacherous atmospheric conditions and fighter carriers have sufficient fighters to engage 3 destroyer class
their ability to extend the range of a single starship when necessary. vessels simultaneously, and with Carrier Battle Groups, are able to
Most Shuttles are equipped with a wide range of support systems, engage entire enemy fleets with high degrees of success.
including sensors, survival gear, weapons, computer interfaces and in None the less, only large numbers of fighter prove effective
recent years, micro-transporters. Many shuttles are designed for against enemy capital ships. Although many ships have a single wing
specific functions while generalized shuttles are designed for a wide of fighters aboard, they are rarely used due to the extremely high
range of uses. Shuttles provide starships an effective way to transport mortality rates associated with fighter operations.
personnel to and from locations that would otherwise be inaccessible
by transporter or other means. Most shuttles can be operated by a Docking Vessel
single individual. Shuttles are often kept small to allow for docking and Cargoshuttle
landing capability. Although armed, most shuttles can not withstand an Medium Cargo Shuttle
attack for a capital ship. Shuttles are extremely inexpensive to build, Recon Gun Ship
repair or maintain, and nearly every navy uses shuttles. Assault Shuttle
Heavy Assault Shuttle
WARPSHUTTLE Intelligence Jamming Shuttle
Warpshuttle is a designation which has evolved over time. Interdiction Bomber
Not to be confused with standard shuttlecraft, warpshuttles are actually Evacuation Shuttle
Class I-III starships. They are designed to have moderate to good Search & Rescue Shuttle
speed and maneuverability and generally are lightly armed if armed at Light Fighter
all. Their primary function is the transport of command staff, key Superiority Fighter
personnel and other VIPs. Warpshuttles also serve as couriers in all Hornet
the major power's space fleets. Warpshuttles were originally conceived Light Fighter
around the mid-23rd century as warp-capable craft that could be Heavy Fighter
carried in the shuttle hangers of larger vessels. However, the only Planetary Research Shuttle
warpshuttle designs of the time small enough to fit in most ship's Research Aqua Shuttle
hanger bays were small Class I and some minimized Class II Stellar Research Shuttle
warpshuttles. These took up significant space due to their size and Survey Shuttle
additional service requirements compared to standard sub-light Heavy Shuttle
shipboard shuttlecraft. While the Romulans regularly deployed Heavy Docking Shuttle
warpshuttles aboard their warships, other major powers opted to only Aqua Shuttle
assign warpshuttles to their ships when mission parameters required Light Shuttle
them. Through the end of the 23rd century, the most widely deployed Aquashuttle
Klingon warpshuttle designs were too large to fit in the hanger bays of Standard Shuttle
their warships. Their warpshuttles served the multiple roles of couriers, Shuttle Pod
light diplomatic craft and as small personal (and personnel) transports Dualbee
for military and government officials. Starbases and other command Superbee
centers keep a number of warpshuttles on hand to quickly transfer key Workbee
personnel to new duty stations and other assignments. Over the years, Airtram - Personnel Carrier
these small starships became known as 'runabouts' within Star Fleet. Passenger Shuttle
When small, standard shuttlecraft designs capable of warp speeds Warpsleed
began to appear, Star Fleet changed the Warpshuttle designation to Travelpod
Runabout in order to avoid confusion. Shuttle Tug
Yard Tug
FIGHTERS Long Range Warp Shuttle
The operation of fighters for deep space combat and other
military applications has been an established yet dangerous part of
space combat for over 100 years. Fighter tactics and combat
capabilities have changed drastically over the years, but have also had
to contend with a vast array of difficulties pertaining to Fighter
operations.
Fighter’s primary disability is there size. Very few fighters
reach the Class II weight classification, with most little heavier than
shuttles. Fighters small size predicates extremely light power curves
and light armament. In practical combat terms, single fighters are
nearly useless when matched against even escorts and scouts.
Fighters have no deep space capability and limited supplies. All
fighters must rely on a base or support craft to operate. Fighters rarely
have heavy weapons and often must land to re-arm during prolonged
combat. Fighters have limited sensors, targeting systems and very

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harassment role to force target vessels to force a global defense
pattern.
Blockade Runners light construction and small size give
4-6%8) these unique ships a tactical advantage during operations. Most prove
very difficult to detect, and can often hide in areas where larger or
heavier warships would be detected. Blockade Runners are also more

:)77)07 maneuverable than vessels of a similar class, relying on speed over


brawn to protect the crew. Although able to attack and disable
freighters, Blockade Runners are no match for escorts or destroyer,
and will almost always run from cruisers or other heavy combat
vessels. Blockade Runners are by far the cheapest combat vessel to
construct. Blockade Runners are short range vessels and can only
-2863(9'8-32834-6%8):)77)07 operate several weeks out from a support facility or home base.
Considered the second most dangerous group of combat Because Blockade Runners also conduct legitimate trade operations,
craft encountered in space, pirate vessels come in a wide range of many are able to openly operate near Orion Colonies and within the
shapes and sizes and are used by extremely diverse groups. Although Triangle. Currently, Blockade Runners are almost exclusively seen
the most famous Pirate groups are the Orion Clans and Families, the operated by Orion Pirate cartels, although recent information
Ferengi are also know to support Pirate activities. To understand concerning Ferengi family operation may change this in the near
pirate vessels does require an understanding of Pirate operations. future.
To successfully operate a pirate vessel or group of pirate
ships requires a surprisingly businesslike approach to construction,
operation and target selection. Most pirate vessels are geared towards
specific mission objectives, and are designed to keep initial costs and
'311)6')6%-()6
Unlike a standard Raider, Commerce Raiders are designed
upkeep to a minimum. Many pirate vessels must also operate as to attack larger convoys and groups of vessels, including military
legitimate haulers and tradesmen to allow for trade of stolen or convoys. Most Commerce Raiders are equipped with heavier
contraband material. Pirate operations must also take into weapons, heavier shields and powerful warp drives that allow them to
consideration travel times, escape routes, hiding places and enemy close quickly with intended targets, disable multiple targets and quickly
patrol routes even before beginning a planned raid. Although some escape, even while under attack from escorting ships. Commerce
pirate groups do operate on a purely opportunistic outlook, most Raiders are extremely difficult to maintain, even with a full pirate base
successful pirate groups have extensive ship support capability, available. To successfully achieve their goals, Commerce Raiders
intelligence networking and political clout to allow them to survive close must employ multiple independent sensor systems, multiple
enough to habitable systems to operate successfully. (For more independent transporter systems as well as other unique systems
details on pirate operations, see “The Orions” supplement from FASA). designed to help transfer cargo from varying points.
Pirate vessels are designed to be easily constructed, easily Commerce Raiders are often considered more dangerous
repaired and difficult to detect. Most are built for speed, rather than than most other pirate vessels. Most standard pirate vessels will
combat capability. Many pirate vessels are under-shielded when disable their intended target. Once disabled, crew men aboard a
compared with other vessels of a similar size. This allows for disabled vessel will often not risk injury or loss of life, allowing the
increased firepower and extra cargo room for captured cargo. Pirate pirate vessel to take what they will and leave. This unspoken
vessels are also built simply, to allow easy repair and a quick learning gentleman’s agreement has been effective for both parties, but is
curve for new crew members. Many Orion pirate vessels are a quickly dismissed when Commerce Raiders are used. Because of the
surprising hodge-podge of various races sub-systems. Ferengi pirate relatively short ranges associated with transporters, Commerce
vessels are rarely the same from one ship to the next, with a Raiders will use overwhelming firepower on their victims to disable
successful captain upgrading and increasing the vessels abilities with their targets in one small group. Internal damage is often heavy, with
their profitable operations. Other pirate groups often purchase auction loss of life considerable, even at the best of times. This has lead to
vessels or wrecked / abandoned ships and spend considerable effort heavy resources dedicated by most governments to tracking down and
re-arming and sometimes upgrading such vessels. destroying most Commerce Raiders and their support systems.
No matter the source of the ship, most pirate vessels are Although Commerce Raiders can capture significantly more
designed to attack a target, usually from behind, down the targets material than other pirate vessels, their construction, modifications and
shields and incapacitate their drive capabilities. Pirate vessels then upkeep often make their operation outside the profit range of most
dock with the crippled ship if time allows, or use surprisingly known pirate families. Most specialized capture equipment is simple
sophisticated transporters to capture desired cargo. Some pirate modifications of existing technologies, rather than any true advance of
vessels are designed for Hit-and-Run raids, capturing a block of cargo technology. Many ships simply add in extra transporters, power cells,
and determining it’s contents later. Other pirate vessels are designed computers and other equipment. This can quickly drive up the cost of
to capture an entire freighter or transport and either tow or pilot the most Commerce Raiders. Expense associated with the purchase of
vessel to a hidden base. Pirate frigates are not unheard of, nor are heavier weapons also significantly increases the cost of Commerce
fighter wings and other more legitimate vessels. Many pirate vessels Raiders. Many also suffer heavy damage in their operations, further
are simply modified standard vessels, such as Sloops, Tenders, reducing overall profits. Because of these restrictions, true Commerce
Salvage vessels and even Yachts. Because of the wide diversity of Raiders are somewhat rare, especially near well patrolled space lanes.
pirate vessels, most classifications are mission based, rather than None the less, the dangers associated with Commerce Raiders
class based. Although many missions to lend them selves to a specific requires between 60 and 75% of all anti-pirate forces to concentrate
vessel class, most pirate vessels are different, even from class to their efforts on locating and eliminating Commerce Raiders and their
class. support.

&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
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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.

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Raiders are extremely maneuverable, often able to conduct
operations with fighters and combat shuttles when required. Raiders
do have cargo transporters, with some able to capture up to 10 SCU
worth of cargo, although they are rarely used in this capacity. Raider
captains are often even more swaggering than their Blockade Runner
counterparts, and are known for taking dangerous risks during
missions. Raiders can often be difficult to detect and persue even
under ideal conditions.
Raiders main advantage is in a heavy forward strike
capability. Nearly all weapons associated with a Raider are designed
for extremely precise attacks, capable of downing a shield and
disabling a single system quickly and efficiently. Most raiders use
large numbers of short range weapons, rather than moderate numbers
of medium range weapons. At close quarters, raiders are very
dangerous, but are much less effective at greater distances. Raiders
are extremely short ranged, requiring a base or command vessel to
operate for extended periods of time. This requires an extensive
outlay from Pirate clans, but often allows a greater number of targets to
be considered by planners.

Star Trek ® Starship Tactical Combat Simulator 01:01:01:36

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