TEXT:  
  
  once more unto the breach 
   
  2
   
   
     This book will help you to adopt 
  your Star Trek Game into the Movie 
  Era of the Original Series. There are 
  six chapters in this book. 
   
     Chapter I: The Federation 
     Chapter I: The Federation sums the 
  events depicted in the movies of 
  Kirk’s crew as well as a general 
  description of the Federation at the 
  time of the movies, including 
  Starfleet. 
     Chapter II: Starships 
     Chapter II: Starships gives you the 
  stats of ships and alien vessels you 
  encountered in the movies. 
     Chapter III: Equipment
     Chapter III: Equipment describes 
  the equipment used in the movie era, 
  including phasers and tricorders. 
     Chapter IV: Characters 
     Chapter IV: Characters provides 
  you with new training packages you 
  can use with the overlays found in 
  the Core Book, as well as new player 
  species.  
     Chapter V: The Undiscovered 
     Chapter V: The Undiscovered 
  Country 
  Country is about setting up a 
  campaign in the movie era and has 
  the stats for the most important 
  persons you could meet in such a 
  campaign. 
   
     Anything else you need to use this 
  book is one of the Core Rulebooks 
  for the Icon Rules. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  once more unto the breach 
   
  3
   
   
     The Federation has evolved quite a 
  bit since the first travels of the 
  famous starship Enterprise. 
   
   
  Recent Events
  Recent Events  
     There 
  were 
  several 
  important 
  events, which influenced the fate of 
  the Federation and other stellar 
  empires in the late 23rd century.  
   
  V’Ger and the Creator
  V’Ger and the Creator   
     While the Federation had to cope 
  with several threats in its past, in 
  2271, Earth itself is the target of a 
  large energy cloud, which already 
  has immobilized several Klingon and 
  Federation vessels. Only the actions 
  of 
  the 
  famous 
  James 
  T. 
  Kirk and the 
  USS 
  Enterprise 
  can 
  finally 
  save Earth. 
     When the 
  Federation gets to know of the alien 
  cloud, through communication with 
  the Starbase Epsilon IX, which 
  reports the destruction of a group of 
  Klingon cruisers. 
     Starfleet Command gives Admiral 
  James Tiberius Kirk the task to stop 
  this cloud from reaching Earth. Kirk 
  assembles his old crew and again 
  takes 
  command 
  of 
  the 
  USS 
  Enterprise, refit to modern standards. 
  Then Captain Willard Decker has to 
  step down, like Dr. Christine Chapel 
  – to make place for the old crew. 
     After the Enterprise encounters a 
  wormhole 
  and 
  Kirk 
  meets 
  Commander 
  Spock, 
  his 
  Science 
  Officer, the ship closes on the clouds 
  location. 
     A probe sent from the cloud views 
  through the data of the ship’s library 
  computer and takes Lt. Ilia, the 
  vessel’s helm officer, with it.  
     Additionally 
  the 
  Enterprise 
  is 
  pulled into the cloud itself. Later, a 
  new probe, resembling Ilia, is sent to 
  the ship and tells the crew that the 
  entity is called V’Ger and tries to 
  meet the Creator on Earth.  
     Commander 
  Spock 
  selflessly 
  decides to make direct contact with 
  the 
  lifeform 
  and 
  uses 
  an 
  environmental suit with thrusters to 
  enter the centre of the cloud. He tries 
  to mind meld with the being but this 
  try fails – Commander Spock returns 
  to Enterprise with the knowledge that 
  V’Ger has been equipped with the 
  
  once more unto the breach 
   
  4
  cloud 
  and 
  machine, 
  by 
  a 
  technologically advanced planet of 
  unknown location. 
     When V’Ger arrives at Earth and 
  gets no response of the Creator, he 
  begins to fire at Earth to destroy the 
  carbon-beings, which he believes 
  disrupt the communication. 
     Kirk offers to give V’Ger what he 
  needs, when facing him and so an 
  Away Team leaves the cruiser. When 
  entering the clouds centre, the crew 
  discovers that V’Ger is actually the 
  old Earth probe Voyager VI. Crash-
  landed on the machine planet, it was 
  repaired to follow its mission by the 
  inhabitants and returned to Earth to 
  contact the Creator. The Enterprise is 
  able to answer to V’Ger’s hail to the 
  creator by transmitting the old 
  program’s codes. Willard Decker 
  decides to merge with the creature 
  and the Ilia-Probe, when V’Gers 
  wants to directly contact the Creator.  
     The Enterprise leaves Earth on a 
  new 
  mission 
  of 
  exploration. 
   
   
  The Kahn Incident
  The Kahn Incident   
     In 2285, Admiral Kirk 
  is now teaching at the 
  Academy, the Federation 
  is endangered by a new 
  threat. A routine Science 
  mission to the planet Ceti Alpha VI, 
  enables the there confined criminal 
  Khan Noonien Singh to take control 
  of the Miranda-Class vessel USS 
  Reliant.  
     The 
  planet 
  was 
  intended 
  to 
  become a test object for the newly 
  developed Genesis Device. With 
  Genesis it is possible to transform a 
  lifeless stellar object into a Class M 
  planet. The project is lead by Dr. 
  Carol Marcus and her son David at 
  the science station Regula I. 
     When the Reliant arrives at the 
  station and demands the Genesis 
  probe, Dr. Marcus contacts her old 
  love captain Kirk and complains 
  about that behaviour of Starfleet. Kirk 
  and his crew take the Enterprise to 
  investigate what is behind that 
  complaint and when arriving at 
  Regula I are attacked by Kahn and 
  the Reliant. Only by lowering the 
  enemy’s shields by hacking into its 
  computer systems, the Enterprise is 
  able to drive off Kahn.  
     Investigation of the science station 
  reveals the crew to 
  be beamed unto the 
  nearby 
  planet, 
  hidden in a cave 
  system. 
  Through 
  mind 
  manipulation 
  with the help of a 
  Ceti 
  eel, 
  Captain 
  Terrel, former CO of 
  the Reliant, transmits the coordinates 
  of the team and the Genesis probe to 
  Kahn, 
  who 
  beams 
  the 
  device 
  onboard his ship. Captain Terrel 
  commits suicide when ordered to kill 
  Admiral 
  Kirk 
  and 
  Commander 
  Chekov, 
  likewise 
  infested 
  is 
  fortunately rescued.  
  Kirk and the Away Team return to 
  their ship, taking the scientists with 
  him.  
     The heavily damaged ship than 
  escapes into the nearby Mutara 
  
  once more unto the breach 
   
  5
  Nebula, interfering with the ship’s 
  sensors. A hunt after each other 
  begins, when Kahn tries to destroy 
  Enterprise. When Kahn’s ship is 
  disabled and crippled, he decides to 
  trigger the Genesis device to destroy 
  Kirk with him in the following 
  explosion. Only the valiant efforts of 
  Commander Spock, who repairs the 
  vessels warp drive while being 
  exposed to high radiation, saves the 
  ship. Commander Spock dies only 
  minutes later, speaking with his 
  friend James Kirk. 
     The Genesis device has caused 
  reactions, which let a planet come to 
  existence. 
   
   
  Admiral Kirk defecting
  Admiral Kirk defecting   
     
     When the USS Enterprise returns to 
  Earth for repairs, Doctor McCoy is 
  revealed 
  to 
  have 
  psychological 
  problems. 
  Commander 
  Scott 
  is 
  transferred 
  to 
  the 
  newly 
  commissioned USS Excelsior NX-
  2000 and Admiral Kirk learns that 
  Starfleet Command has put Genesis, 
  how the new-formed planet is called, 
  under quarantine and decided to 
  decommission the Enterprise. 
     Later 
  that 
  day, 
  Kirk 
  meets 
  with 
  Spock’s 
  father, 
  Sarek, 
  who 
  claims that Spock’s body has to be 
  returned to Vulcan, due to death 
  ceremonies 
  of 
  his 
  people. 
  Additionally they learn that Doctor 
  McCoy indeed holds Spock’s mind 
  and thus he has to go to Vulcan 
  either. 
     Admiral Kirk then contacts Admiral 
  Cartwright 
  and 
  asks 
  for 
  the 
  Enterprise, but his colleague allows 
  no such mission. In the meanwhile 
  Dr. McCoy is arrested because he 
  tried to get to Genesis.    However 
  he is freed by Admiral Kirk, Scotty, 
  Chekov, Sulu and Uhura, who steal 
  the Enterprise for that rescue mission. 
  Uhura leaves for Vulcan while the 
  rest of the crew makes its way to 
  Genesis. Thanks to sabotage by 
  Commander Scott, the Excelsior’s 
  Warp Drive fails and the Enterprise is 
  able to escape.  
     Accidentally the Klingon Captain 
  Kruge gets to know about the 
  Genesis device and believe it to be a 
  new weapon of the UFP. He travels 
  to the Genesis planet and destroys 
  the 
  recently 
  arrived 
  Federation 
  science vessel USS Grissom.  
     But the Grissom had launched an 
  away team before, including the 
  Vulcan Lt. Saavik and Kirk’s son 
  David Marcus. Both had beamed 
  onto the planet’s surface after 
  detecting a life-sign on Genesis. 
  Shortly after they discover the 
  torpedo hull, which had hold 
  Commander Spock’s body, to be 
  empty and further investigation let 
  them find a child of Vulcan origin 
  but without a real mind.  
  
  once more unto the breach 
   
  6
     Soon after, the Klingons beam 
  down to Genesis and take the three 
  as prisoners. However they are 
  disturbed by the Enterprise and the 
  short skirmish renders both ships 
  crippled. 
  Negotiating 
  with 
  the 
  Klingons fails and ends in the death 
  of David Marcus.  
     Kirk then lures the Klingon crew 
  onboard Enterprise, before activating 
  the 
  self-destruct 
  sequence 
  and 
  beaming down to the planet. The 
  Klingon 
  crew 
  dies, 
  with 
  the 
  exception of the away team and 
  Captain Kruge onboard the cruiser. 
     Kirk and the rest of the crew, 
  rescue the hostages and the Admiral 
  is able to defeat Captain Kruge in 
  hand 
  to 
  hand 
  combat, 
  after 
  convincing him to beam up his 
  comrades in exchange for the data of 
  the Genesis device. The planet has 
  grown more and more instable and 
  explodes the moment, the Bird of 
  Prey warps out the system. 
     The ship rushes to Vulcan and 
  there the ancient fal-tor-pan ritual 
  lets Spock’s mind rejoin with his 
  body.  
   
   
  The Whale Probe
  The Whale Probe   
     
     In 2286 Kirk and his fellows decide 
  to return to Earth to face their trial, 
  after the Federation Council demands 
  their extraction from Vulcan.  
     But before the Bird of Prey arrives 
  at Earth, the planet is approached by 
  a strange cigar-shaped probe that 
  causes all passing ships to loose 
  power and begins to attack Earth. 
  The 
  planet’s 
  oceans 
  begin 
  to 
  evaporate and heavy storms are 
  created which endanger Earth to 
  become inhabitable.  
     Instead of fleeing the location as 
  ordered by the Federation President, 
  Kirk and his crew discuss a plan to 
  rescue Earth.  
     Investigation reveals that the probe 
  sends communication hails into the 
  oceans 
  and 
  tries 
  to 
  contact 
  humpback whales. As this species is 
  extinct for centuries, Kirk orders the 
  ship to time travel into the pat using 
  the sun’s gravity to accelerate 
  enough and to create a time travel 
  effect. 
     The crew is able to find a strong 
  enough material to built a gigantic 
  ‘pool’ in the cargo bay. Uhura and 
  Chekov n the meanwhile try to 
  locate a source of photons – in the 
  nuclear reactor of an old aircraft 
  carrier ship, the USS Enterprise.  
     Kirk and Spock are able to locate a 
  pair of humpback whales. But when 
  they finally convince the responsible 
  scientist to give them the whales, 
  they are set free. Only with the help 
  of that scientist, Gillian Taylor, they 
  locate the whales and are able to 
  beam them onboard – after scaring a 
  whale hunter ship away. 
     With the whales in the cargo bay, 
  the Bird of Prey travels back into the 
  future. However the alien probe 
  drains all power from the ship, 
  which causes a crash landing on 
  Earth, in the bay of San Francisco. 
  The whales are released into the 
  water and answer the probe.  
     After Earth is save Kirk and his 
  crew have to face the Federation 
  Council and the trial. The Council 
  
  once more unto the breach 
   
  7
  decides to demote Admiral Kirk to 
  the rank of Captain, as he stole the 
  Enterprise 
  and 
  violated 
  nine 
  regulations of Starfleet and disobeyed 
  direct orders.  
     Captain Kirk regains the job of 
  commanding a starship. He gets a 
  newly commissioned Enterprise with 
  the registry number NCC-1701-A. 
   
   
  Nimbus III
  Nimbus III   
     In 2287 the Enterprise is send to 
  investigate the capture of the three 
  ambassadors on Nimbus III. A 
  Klingon 
  captain, 
  intercepting 
  a 
  transmission of the ship, learns of 
  Kirk’s mission and decides to attack 
  for the sake of glory. 
     The terrorists, led by Spock’s half-
  brother Sybok, capture the rescue 
  team sent to the planet by the 
  Enterprise. Kirk, Dr. McCoy and 
  Spock are put into the brig, after 
  Sybok 
  managed 
  to 
  gain 
  control 
  over the ship, 
  by 
  boarding 
  the 
  rescue 
  team’s shuttle 
  and narrowly 
  evading 
  the 
  Klingon ship’s fire while landing on 
  the Enterprise. 
     Sybok reveals that he wants to 
  travel to Sha-Ka-Ree, the Vulcan 
  equivalent of paradise, which he 
  believes to be located in the centre 
  of the galaxy. 
     The three senior officers are freed 
  by their comrade Commander Scott 
  who enables them to send a distress 
  call 
  to 
  Starfleet 
  – 
  which 
  is 
  intercepted by the Klingon ship. 
     Although Sybok is not able to 
  convince the three to follow his 
  course, Kirk agrees to cooperate after 
  the ship travels through the Great 
  Barrier that protects the galactic 
  centre. 
  Sybok 
  is 
  happy 
  to 
  give 
  Kirk 
  back 
  the 
  lead 
  and 
  soon 
  a 
  shuttle is sent down to the planet, the 
  Enterprise 
  encounters 
  at 
  its 
  destination. 
     On the planet, the crew discovers 
  an alien being of great power. It 
  claims to be God and begins to ask 
  questions about the Enterprise when 
  it is interrupted by Captain Kirk, who 
  wants to know why God needs a 
  starship. An energy bolt sends Kirk to 
  the ground as well as Spock who 
  continues to ask the Captain’s 
  question. 
     Sybok realizes that this being is not 
  God and tries to confront it with 
  its inner pain before beginning to 
  fight with it. Kirk then orders the 
  location to be bombarded with a 
  torpedo and the three remaining 
  friends flee the site. The ship’s 
  damaged transporters can only 
  beam up two persons and thus 
  Kirk decides to rescue his friends. 
     Back on Enterprise the ship is 
  endangered by the Klingon Bird of 
  Prey, which threatens to fire on it. 
  Commander Spock can convince the 
  
  once more unto the breach 
   
  8
  Klingon Ambassador to use his 
  position and take command of that 
  ship, which then surprisingly for Kirk 
  enters the planets atmosphere, fires 
  on the pursuing alien and afterwards 
  beams Kirk onboard. 
     After this successful rescue a small 
  celebration is held in the observation 
  lounge of Enterprise. 
   
  The Meclanti
  The Meclanti   
     
     In 2288 a series of attacks on 
  Federation and Klingon border world 
  endangers the UFP and the Klingon 
  Empire and is nearly the cause for a 
  new war. But with the help of 
  Captain Kirk, 
  two 
  cadets, 
  the 
  human 
  David 
  Forester 
  and 
  the 
  Vulcan 
  Sturek, 
  are 
  able 
  to 
  uncover that a 
  new unknown 
  cybernetic species is responsible for 
  the attacks. Due to intervention of 
  Captain Kirk, after graduation as Lt. 
  Commander, David Forester takes 
  command of the USS Enterprise and 
  with his former Academy comrades 
  really locates the Meclanti. He saves 
  a Klingon outpost 
  from destruction and 
  thus moves forward 
  the peace process. 
    
    
  The Undiscovered 
  The Undiscovered 
  Country
  Country  
     
     After 
  the 
  destruction of the Klingon moon 
  Praxis, 
  the 
  Klingon 
  Empire 
  is 
  threatened to loose its homeworld 
  and one major source of energy. Due 
  to this fact, an Ambassador is sent to 
  the Klingon homeworld to negotiate 
  a peace treaty and make further talks 
  possible.  
     Starfleet orders the USS Enterprise 
  to escort the Klingon Chancellor’s 
  ship to Earth for negotiations.  
     After the first meeting with the 
  Klingon 
  Chancellor 
  Gorkon, 
  suddenly the Enterprise begins to fire 
  torpedoes onto the Klingon ship. A 
  raiding team enters the ship and kills 
  Gorkon. When the Klingon ship 
  launches 
  a 
  counterattack, 
  Kirk 
  surrenders and both he and Dr. 
  McCoy beam overt to the Klingon 
  cruiser, although not after Spock 
  attaches a homing patch on Kirk’s 
  back.  
     Dr. 
  McCoy, 
  though 
  trying 
  desperately, is not able to save the 
  Chancellor which results in the 
  arresting of Captain Kirk and the 
  medic. 
     A trial is held on Qo’noS, which 
  claims 
  Kirk 
  and 
  McCoy guilty of 
  murder, and they 
  are sent to the artic 
  Klingon 
  Prison 
  colony 
  Rura 
  Penthe.    
     The 
  fellow 
  prisoner, Martia of 
  an 
  unknown, 
  shapeshifting species is able to help 
  the both escape but is revealed of 
  working for the Klingons. 
     Just before the head of the colony 
  tries to shoot Kirk, they are beamed 
  
  once more unto the breach 
   
  9
  out by the Enterprise, which was 
  able to sneak past Klingon border 
  outposts.  
      
     
     In the meantime investigation 
  onboard the Enterprise has revealed 
  that not itself fired the weapon, but 
  that the database was modified. The 
  crew has the theory, that a cloaked 
  Klingon ship fired on the Qo’noS I 
  and that the boarding team came 
  from Enterprise. However the search 
  for 
  the 
  evacuation 
  suits 
  is 
  unsuccessful.  
     After Kirk and McCoy are rescued, 
  Commander Scott finds the suits and 
  the two 
  assassins 
  are 
  found, 
  shot 
  dead. A 
  trap 
  set 
  for 
  the 
  killer of 
  these two, reveals that Lt. Valeris is 
  part of the conspiracy. A mind meld 
  forced by Captain Spock, uncovers 
  other members of the conspiracy. 
  Admiral Cartwright of Starfleet, the 
  Klingon General Chang and the 
  Romulan Ambassador knew of the 
  assassination.  
     Communication with the Excelsior 
  informs Kirk that the new site of the 
  negotiations 
  is 
  Khitomer. 
  The 
  Enterprise makes its way towards that 
  planet. 
  Shortly 
  before 
  reaching 
  transporter range the ship is attacked 
  by General Chang commanding the 
  Bird of Prey that attacked the 
  Qo’noS. The cloaked ship hits the 
  Enterprise several times until the 
  crew creates the plan to use sensor 
  equipment that should scan gaseous 
  anomalies to track the enemy ship’s 
  drive plasma.  
     Finally the Excelsior arrives to save 
  the day. She distracts the Bird of Prey 
  until Kirk’s crew has prepared the 
  torpedo with the sensor equipment. 
  The torpedo hits the Bird of Prey and 
  lets it decloak. Together the two 
  Federation ships are able to destroy 
  the Klingons. 
     An away team is sent down to the 
  planet and arrives just to prevent 
  another 
  assassination 
  of 
  the 
  conspirators, this time the Federation 
  President is the target.  
     Kirk and his comrades can stop the 
  assassin, a Starfleet Officer disguised 
  as Klingon. Captain Sulu reinforces 
  the away team and arrests the 
  conspirators.  
     After saving again the Federation, 
  the Enterprise is ordered to return to 
  space dock for decommissioning, 
  however Captain Kirk orders the ship 
  to fly to the next star instead for a last 
  voyage. 
   
   
  The Death of Captain Kirk
  The Death of Captain Kirk  
     After 
  the 
  NCC-1701-A 
  is 
  decommissioned 
  Starfleet 
  builds 
  another Enterprise, this time an 
  Excelsior-Class ship. During the 
  maiden 
  voyage 
  Captain 
  Kirk, 
  Commander 
  Chekov 
  and 
  Commander 
  Scott 
  are 
  guests 
  onboard.  
     The 
  ship 
  launches 
  without 
  torpedoes or 
  tractor beams 
  and unluckily has to respond to a 
  distress call. A pair of freighters 
  carrying 
  El-Aurian 
  refugees, 
  is 
  trapped in a strange energy band. 
  After several failing ideas of Captain 
  
  once more unto the breach 
   
  10
  Harriman, Captain Kirk suggests to 
  get into transporter range and beam 
  the refugees onboard. Sadly not all 
  can 
  be 
  saved. 
  However 
  the 
  Enterprise is trapped in the band 
  itself. A modification of the deflector, 
  done by Captain Kirk, frees the ship, 
  but the ship is hit by an energy 
  wave, which hit Deflector Control 
  and obviously kills the famous 
  Captain Kirk.    
   
   
  The United Federation 
  The United Federation 
  of Planets
  of Planets  
     The United Federation of Planets 
  has not much changed since the mid 
  23rd 
  century. 
  The 
  governmental 
  bodies are the same as in earlier and 
  later centuries. 
   
  Inter
  Inter --Species Relations
  Species Relations   
     
     The Federation has ambassadors at 
  the homeworlds of all major space-
  faring races. Different to the 24th 
  century, even the Romulans have 
  agreed to an exchange of diplomatic 
  committees and thus on Earth there is 
  even an embassy of this mysterious 
  people.  
     Another important delegate is the 
  Klingon ambassador, known to hold 
  daring and demanding speeches in 
  the halls of 
  the 
  Federation 
  Council.   
     Although 
  first contact 
  with 
  these 
  species was made long ago, the 
  Tholians and the Gorn both have no 
  such instalments on Earth nor on any 
  other Federation world. Contact with 
  these species is rare at best.  
     The only Gorn in contact with the 
  Federation are the colonists on 
  Cestus III, which agreed to share the 
  planet with the Federation settlers. 
     While not in a state of war, the 
  most tense relations are that with the 
  Klingons, before 2293, where peace 
  is agreed on. The Klingons fear the 
  Federation 
  could 
  start 
  a 
  war 
  especially on Klingon border worlds 
  and different warlords at the Empire’s 
  rim use this state to push their own 
  careers and increase their power with 
  campaigns against the Federation. 
     However the long lasting tensions 
  between the Federation and the 
  Klingon Empire have cost a fortune 
  and took many resources on both 
  sides. While 
  the 
  Federation 
  economy 
  is 
  not only not 
  bound 
  to 
  money 
  but 
  Federation 
  has a larger 
  scale and is 
  not 
  as 
  expansive as the Klingons’ invading 
  tactics. Due to that fact, there are 
  voices in the Empire, which finally 
  demand peace between the two 
  people, so that the Klingon Empire 
  can recover. That was the hour of 
  Gorkon, who used that mood to 
  become Chancellor of the Klingon 
  High Council. He was able to 
  convince 
  military 
  hardliners 
  of 
  humanity’s trustworthiness due to 
  cooperation of the two people, e.g. 
  during the events on Nimbus III and 
  the ‘Meclanti-Incident’. 
     Although 
  Gorkon 
  was 
  killed 
  because of his plans for the future, 
  his daughter Azetbur was able to 
  
  once more unto the breach 
   
  11
  create a long lasting peace with the 
  Federation. 
     The Romulan relations are far more 
  unstable 
  and 
  mysterious. 
  The 
  ambassador prefers to comment on 
  Federation policy and informs the 
  Federation President and Council of 
  the Romulan position on intergalactic 
  matters. The Federation Ambassador 
  residents not on Romulus but on 
  Algeron near the Romulan Neutral 
  Zone. The Ambassador is only rarely 
  invited 
  to 
  diplomatic 
  meetings, 
  which most of the time only consists 
  on a single way communication of 
  the Romulan Praetor or Senate, who 
  tells the Ambassador about the 
  Romulan position. Requests of the 
  Federation Ambassador are only 
  rarely answered and if they are the 
  answer is ‘not to ask or involve in 
  Romulan affairs’. 
     The 
  currently 
  most 
  important 
  diplomatic contact is made with the 
  Bolian people. Originating from the 
  Bolarus System, more precise Bolarus 
  IX, the Bolians have asked for 
  admittance into the UFP. However 
  they were involved in an inter-
  species war. Although the Bolians 
  retreated form the war, there are still 
  tensions on Bolarus as two of the 
  three major states were involved in 
  the war on different sides. However 
  Bolarus has created a united world 
  government and currently prepares 
  for UFP membership. 
   
  Starfleet
  Starfleet   
     
     Only few changes occurred to 
  Starfleet in the most recent decades. 
  Nevertheless due to the tensions with 
  the 
  Klingons 
  and 
  other 
  major 
  powers, Starfleet’s military role was 
  more dominant than in earlier or 
  later times of the UFP. It has to patrol 
  two Neutral Zones and in case of 
  emergency is not able to count on 
  powerful allies, like in the 24th 
  century.  
     While the Excelsior-Class will be in 
  use for almost ten decades, the 
  Constitution-Class 
  is 
  decommissioned after the half of the 
  time. Starfleet puts more stress on 
  state of the art ship design in earlier 
  times, due to the constant military 
  threat. 
     Besides 
  ship 
  design, 
  Starfleet 
  changed also the uniforms between 
  2260 and 2293. 
     The 
  first 
  change 
  in 
  2270, 
  introduces 
  new 
  one-coloured 
  uniforms, which are available in 
  short sleeve versions and jump suits 
  as well. The rank insignias are the 
  same as in the 60’s although the 
  colours have changed. Dark blue is 
  the Command branch, light blue is 
  Science and Gold is Operations.  
  
  once more unto the breach 
   
  12
   A new set of uniforms is introduced 
  in the 80’s of the 23rd century. They 
  have a more militaristic style, 
  basically 
  red 
  and 
  had 
  stripes 
  according to rank on the black pair 
  of trousers. The enlisted uniforms are 
  simple, red jumpsuits, with light 
  yellow shoulders.  
     The rank insignia is worn on 
  department coloured stripes at the 
  right shoulders. The department 
  coulours differ from earlier periods 
  vastly. 
  The 
  Command 
  Branch’s 
  colour is white, Medical is green, 
  Science is blue, Operations is grey 
  and Security is yellow. Under the red 
  jackets the uniform is composed of a 
  shirt with high collar, which has the 
  departmental colour. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  once more unto the breach 
   
  13
   
   
  In this chapter you stats for the most 
  important 
  ships 
  of 
  the 
  era, 
  Federation, Klingon and Romulan 
  ships. 
   
   
  Constitution
  Constitution--Class
  Class  
    
   
   
  Class and Type
  Class and Type: Constitution-Class 
  Heavy Cruiser refit  
  Commissioning Date
  Commissioning Date: 2271  
  Hull Characteristics
  Hull Characteristics   
  Size: 6 (289 m long, 21 decks)  
  Resistance: 4 
  Structural Points: 120 
  Operations Characteristics
  Operations Characteristics   
  Crew/Pass/Evac:615/1100/2k  
       
   
  [ 6 pwr/rd] 
  Computers: 4 [ 2 pwr/rd] 
  Transporters: 4 p, 6 c, 4 e 
       
   
  [ 7 pwr/rd] 
   
  Tractor Beams: 1 fv, 1 av 
       
   
  [ 2/ rating used] 
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
  Warp System: 6.0/7.0/8.0 ( 12 
  hours ) [ 2/ warp factor] 
  Impulse System: .6c/.8c   
       
   
  [ 6/ 8 pwr/rd] 
  Power: 150  
  Sensor Systems
  Sensor Systems   
  Long-Range Sensors: +1/15 ly    
       
   
  [ 6 pwr/rd] 
  Lateral Sensors: +1/1 light year 
       
   
  [ 4 pwr/rd] 
  Navigational Sensors: +1 
       
   
  [ 5 pwr/rd] 
  Sensors Skill: 5 
  Weapons Systems
  Weapons Systems   
  Type VIII Phaser: 
   
  Range: 10/30k/100k/300k 
   
  Arc: forward ( 270 degrees ) 
   
  Accuracy: 5/ 6/ 8/ 11 
   
  Damage: 16 
   
  Power: [ 16 ] 
  Photon Torpedoes: 
   
  Number: 100 
   
  Launchers: 2 fv 
   
  Spread: 4 
   
  Arc: f but are self-guided 
   
  Range:15/300k/1000k/3000k   
   
  Accuracy: 4/ 5/ 7/ 10 
  
  once more unto the breach 
   
  14
   
   
  Damage: 18   
   
   
  Power: [ 5 ] 
   
  Weapons Skill: 5 
  Defensive Systems
  Defensive Systems   
  Starfleet Deflector Shield 
       
  Protection: 42/65  
   
  Power: [42]  
   
   
   
   
   
  Description: 
  Description: This cruiser design, 
  originating in the mid 40’s of the 23rd 
  century is refit in the year 2271. 
  Weapons and structural integrity are 
  improved as well as certain standard 
  systems like transporters and medical 
  equipment. The Constitution-Class 
  remains the workhorse of Starfleet 
  until 
  the 
  mid 
  90’s, 
  where 
  decommissioning begins. 
   
   
   
   
  Excelsior
  Excelsior--Class
  Class  
    
   
   
  Class and Type: 
  Class and Type: Excelsior-Class 
  Heavy Cruiser  
  Commissioning Date: 
  Commissioning Date: 2284  
    
  Hull Characteristics
  Hull Characteristics   
    
  Size: 7 ( 511m, 30 decks ) 
   
  Resistance: 3 
   
  Structural Points: 140 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 750/130/9800 
   
   
  [ 8 pwr/rd ] 
   
  Computers: 4 
   
   
  [ 2 pwr/rd ] 
   
  Transporters:  4 p, 4 c, 4 e 
   
   
  [ 6 pwr/rd ] 
   
  Tractor Beams: 1 ad, 1fv 
   
   
  [ 2/ rating used ] 
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
  Warp System: 6.0/ 8.0/ 9.0     
  ( 12 hours ) 
   
  [ 2/ warp factor ] 
   
  Impulse System: .65c/ .82c 
   
   
   
  [ 6/ 8 pwr/rd ] 
   
  Power: 155 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1/ 15 ly 
   
   
  [ 6 pwr/rd ] 
   
  Lateral Sensors: +1/ 1 lightyear 
   
   
  [ 4 pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5 pwr/rd] 
   
  Sensors Skill: 5 
   
  Weapons Systems
  Weapons Systems   
  Type VIII Phaser: 
   
  Range: 10/ 30k/ 100k/ 300k 
   
  Arc: f, a ( 540 degrees ) 
   
  Accuracy: 5/ 6/ 8/ 11 
   
  Damage: 16 
   
  Power: [ 16 ] 
  Photon Torpedoes   
   
   
   
  Number: 200 
   
   
  Launchers: 4 f, 2fv  
   
  Spread: 4 
   
  Arc: F or a, but are self-guided 
   
  Range: 15/300k/1000k/3000k  
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 18  
   
   
  Power: [ 5 ]  
   
  Weapons Skill: 5 
   
   
  Defensive Systems
  Defensive Systems   
    
  Starfleet Deflector Shield 
   
   
   
  Protection: 45/ 68 
   
   
   
  Power: [ 45 ] 
   
   
  Description:
  Description:  The Excelsior-Class 
  ships were originally planned to use 
  transwarp-drives instead of ordinary 
  
  once more unto the breach 
   
  15
  ones. However the unsuccessful use 
  of the prototype, let the program 
  been cancelled and standard warp-
  drives were installed. They are 
  currently the largest Starfleet vessels 
  and its most prominent explorers.  
   
   
   
   
  Miranda
  Miranda--Class
  Class  
    
   
   
  Class and Type: 
  Class and Type: Miranda-Class 
  Cruiser  
  Commissioning Date: 
  Commissioning Date: 2274  
    
  Hull Characteristics
  Hull Characteristics   
    
  Size: 5 ( 278m, 15 decks ) 
   
  Resistance: 3  
   
  Structural Points: 100 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 220/ 250/ 500 
   
   
  [ 5 pwr/rd ] 
   
  Computers: 4 
   
   
  [ 2 pwr/rd ] 
   
  Transporters:  3 p, 2 c, 2 e 
   
   
  [ 4 pwr/rd ] 
   
  Tractor Beams: 1 ad, 1fv 
   
   
  [ 2/ rating used ] 
   
  Propulsion and Power Cha
  Propulsion and Power Characteristics
  racteristics  
  Warp System: 6.0/ 7.5/ 8.2      
  ( 12 hours ) 
   
   
  [ 2/ warp factor ] 
   
  Impulse System: .6c/ .82c 
   
   
  [ 6/ 8 pwr/rd ] 
   
  Power: 120 
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1/12 ly 
   
   
  [ 6 pwr/rd ] 
   
  Lateral Sensors: +1/ 1 lightyear 
   
   
  [ 4 pwr/rd] 
   
  Navigational Sensors: +2 
   
   
  [ 5 pwr/rd] 
   
  Sensors Skill: 4 
   
  Weapons Systems
  Weapons Systems   
  Type VII Phaser: 
   
  Range: 10/ 30k/ 100k/ 300k 
   
  Arc: f ( 270 degrees ) 
   
  Accuracy: 5/ 6/ 8/ 11 
   
  Damage: 14 
   
  Power: [ 14 ] 
  Photon Torpedoes   
   
   
   
  Number: 80  
   
   
  Launchers: 2 av, 2fv  
   
  Spread: 2 
   
  Arc: f or a, but are self-guided 
   
  Range: 15/300k/1000k/3500k
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 18  
   
   
  Power: [ 5 ]  
   
  Weapons Skill: 4 
   
   
  Defensive Systems
  Defensive Systems   
    
  Starfleet Deflector Shield 
   
   
   
  Protection: 42/ 60 
   
   
   
  Power: [ 42 ] 
   
   
  Description:
  Description:  The Miranda-Class is 
  the 
  smaller 
  cousin 
  of 
  the 
  Constitution-Class. It is a cruiser 
  and thus it is not equipped with 
  such 
  sophisticated 
  science 
  equipment. However its weapons 
  arsenal is intimidating even for 
  larger ships. 
   
   
   
   
   
  
  once more unto the breach 
   
  16
  Oberth
  Oberth--Class
  Class  
    
   
   
  Class and Type: 
  Class and Type: Oberth-Class Scout  
  Commis
  Commis sioning Date: 
  sioning Date: 2275  
    
  Hull Characteristics
  Hull Characteristics   
    
  Size: 4 ( 160m, 11 decks ) 
   
  Resistance: 2 
   
  Structural Points: 80 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 80/ 200/ 625 
   
   
  [ 6 pwr/rd ] 
   
  Computers: 3 
   
   
  [ 2 pwr/rd ] 
   
  Transporters: 2 p, 1 c, 1 e 
   
   
  [ 2 pwr/rd ] 
   
  Tractor Beams: 1 av, 1fv 
   
   
  [ 2/rating used ] 
   
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
    
  Warp System: 5.0/6.0/7.2 (6h) 
   
   
  [2/warp factor ] 
   
  Impulse System: .4c/ .62c 
   
   
  [ 4/ 6 pwr/rd ] 
   
  Power: 100 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1/12 ly 
   
   
  [ 6pwr/rd ] 
   
  Lateral Sensors: +1/1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5pwr/rd] 
   
  Sensors Skill: 5 
   
   
   
  Weapons Systems
  Weapons Systems   
  Type V Phaser: 
   
  Range: 10/30k/100k/300k 
   
  Arc: f ( 270 degrees ) 
   
  Accuracy: 5/6/8/11 
   
  Damage: 10 
  Power: [ 10 ]  
  Photon Torpedoes   
   
   
   
  Number: 20  
   
   
  Launchers: 1 fd  
   
   
  Spread: 2 
   
  Arc: f, but are self-guided 
   
  Range: 15/300k/1000k/3500k 
  Accuracy: 5/ 6/ 8/ 11 
   
  Damage: 18  
   
   
  Power: [ 5 ] 
  Weapons Skill: 4 
   
   
  Defensive System
  Defensive System   
    
  Starfleet Deflector Shield 
   
  Protection: 30/45 
   Power: [ 30 ] 
   
  Description:
  Description:  The Oberth-Class is a 
  small 
  surveyor 
  craft, 
  primarily 
  designed for cartography missions 
  and as planetary surveyor. It has only 
  rudimentary defense systems but well 
  equipped laboratories. 
   
   
   
  Class V Shuttlecraft
  Class V Shuttlecraft  
    
   
   
  Class and Type: 
  Class and Type: Class V Shuttlecraft  
  Commiss
  Commiss ioning Date: 
  ioning Date: 2280  
  
  once more unto the breach 
   
  17
  Hull Characteristics
  Hull Characteristics   
    
  Size: 2  
   
  Resistance: 2 
   
  Structural Points: 40 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 2/ 8/ 24 
   
   
  [ 3 pwr/rd ] 
   
  Computers: 2 
   
   
  [ 1 pwr/rd ] 
   
  Transporters: none 
   
  Tractor Beams: 1fv 
   
   
  [ 2/rating used ] 
   
  Propulsion
  Propulsion and Power Characteristics
   and Power Characteristics  
    
  Warp System: none 
   
  Impulse System: .42c/ .68c 
   
   
  [ 4/ 7 pwr/rd ] 
   
  Power: 80 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +0/12 ly 
   
   
  [ 6pwr/rd ] 
   
  Lateral Sensors: +1/1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5pwr/rd] 
   
  Sensors Skill: 3 
   
  Weapons Systems
  Weapons Systems   
  Type IV Phaser: 
   
  Range: 10/30k/100k/300k 
   
  Arc: f ( 270 degrees ) 
   
  Accuracy: 5/6/8/11 
   
  Damage: 8 
  Power: [ 8 ]  
  Weapons Skill: 3 
   
   
  Defensive System
  Defensive System   
    
  Starfleet Deflector Shield 
   
  Protection: 28/32 
   Power: [ 28 ] 
   
  Description:
  Description:  The Class V is a typical 
  Federation shuttlecraft used for away 
  missions and transport operations. 
   
  Surak
  Surak--Class Transport
  Class Transport  
    
   
   
  Class and Type: 
  Class and Type: Surak-Class 
  Transport  
  Commissioning Date: 
  Commissioning Date: 2265  
    
  Hull Characteristics
  Hull Characteristics   
    
  Size: 3  
   
  Resistance: 2 
   
  Structural Points: 60 
   
  Oper
  Oper ations Characteristics
  ations Characteristics   
    
  Crew/Pass/Evac: 5/ 40/ 120 
   
   
  [ 4 pwr/rd ] 
   
  Computers: 3 
   
   
  [ 1 pwr/rd ] 
   
  Transporters: 1 p, 1 c 
   
   
  [ 1 pwr/rd ] 
   
  Tractor Beams: 1fv, 1 av 
   
   
  [ 2/rating used ] 
   
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
    
  Warp System: 4.0/ 6.5/7.0 (6h) 
   
   
  [2/warp factor ] 
   
  Impulse System: .5c/ .7c 
   
   
  [ 5/ 7 pwr/rd ] 
   
  Power: 95 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +0/14 ly 
   
   
  [ 6pwr/rd ] 
   
  Lateral Sensors: +1/1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5pwr/rd] 
   
  Sensors Skill: 3 
   
    
    
  
  once more unto the breach 
   
  18
  Weapons Systems
  Weapons Systems   
  Type IV Phaser: 
   
  Range: 10/30k/100k/300k 
   
  Arc: f ( 270 degrees ) 
   
  Accuracy: 5/6/8/11 
   
  Damage: 8 
  Power: [ 8 ]  
  Weapons Skill: 3 
   
   
  Defensive System
  Defensive System   
    
  Starfleet Deflector Shield 
   
  Protection: 25/30 
   Power: [ 25 ] 
   
  Description:
  Description:  
  The 
  Surak-Class 
  transport is a civilian ship of Vulcan 
  origin. It can carry passengers and 
  cargo 
  alike, 
  depending 
  on 
  its 
  mission. 
   
   
  D12
  D12--Class Scout
  Class Scout  
    
   
   
  Class and Type: 
  Class and Type: D-12 Class Scout  
  Commissioning Date: 
  Commissioning Date: 2275  
  Hull Characteristics
  Hull Characteristics   
    
  Size: 3 ( 52m, 3 decks ) 
   
  Resistance: 3 
   
  Structural Points: 60 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew / Passengers: 12/ 4/ 24 
   
   
  [ 4 pwr/rd ] 
   
  Computers: 2 
   
   
  [ 1 pwr/rd ] 
   
  Transporters: 1 p, 1 c 
   
   
  [ 1 pwr/rd ] 
   
  Tractor Beams: 1 av 
   
   
  [ 2/ rating used ] 
    
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
    
  Warp System: 5.0/7.0/8.5 (8 h) 
   
   
  [2/warp factor ] 
   
  Impulse System: .5c/ .7c 
   
   
  [ 5/ 7pwr/rd ] 
   
  Power: 110 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1/10 ly 
   
   
  [ 6 pwr/rd ] 
   
  Lateral Sensors: +1/ 1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5pwr/rd] 
   
  Cloak: 4 
   
   
  [ 16 pwr/ rd ] 
   
  Sensors Skill: 4 
   
  Weapons Systems
  Weapons Systems   
  Type V Disruptor: 
   
  Range: 10/30k/100k/300k 
   
  Arc: f ( 270 degrees ) 
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 14 
  Power: [ 14 ]  
   
  Photon Torpedoes   
   
   
   
  Number: 50  
   
   
  Launchers: 1 fv  
   
   
  Spread: 2 
   
  Arc: f, but are self-guided 
   
  Range: 15/ 300k/1000k/3500k
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 18  
   
   
  Power: [ 5 ] 
  Weapons Skill: 4 
   
  Defensive Systems
  Defensive Systems   
    
  Klingon Deflector Shield 
   
  Protection: 20/ 40 
   Power: [ 20 ] 
   
  Description:
  Description:  The D-12 was the first 
  modern Bird of Prey used by the 
  
  once more unto the breach 
   
  19
  Klingons. It is used as small patrol, 
  raid and scour ship. It has only 
  moderately powerful weapons, but is 
  fast and relies on its cloak. 
   
    
  K’Tinga
  K’Tinga--Class Cruiser
  Class Cruiser  
    
   
   
  Class and Type: 
  Class and Type: K’Tinga  Class 
  Cruiser 
    
  Commissioning Date: 
  Commissioning Date: 2285  
    
  Hull Characteristics
  Hull Characteristics   
    
  Size: 6 ( 327m, 10 decks ) 
   
  Resistance: 3 
   
  Structural Points: 120 
   
   
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 380/600/1500 
   
   
  [ 6 pwr/rd ] 
   
  Computers: 4 
   
   
  [ 2 pwr/rd ] 
   
  Transporters: 3 p, 2 c, 2 e 
   
   
  [ 4 pwr/rd ] 
   
  Tractor Beams: 1 ad, 1fv 
   
   
  [ 2/ rating used ] 
   
  Propulsion and Power Characte
  Propulsion and Power Characteristics
  ristics  
    
  Warp System: 5.5/7.0/8.0 (6 h) 
   
   
  [ 2/warp factor ] 
   
  Impulse System: .6c/ .76c 
   
   
  [ 6/ 8pwr/rd ] 
   
  Power: 140 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1 /15 ly 
   
   
  [ 6pwr/rd ] 
   
  Lateral Sensors: +1/ 1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5pwr/rd] 
   
  Cloak: 6 
   
   
  [ 24 pwr/ rd ] 
   
  Sensors Skill: 4 
   
   
  Weapons Systems
  Weapons Systems   
  Type VI Disruptor:  
   
  Range: 10/30k/100k/300k 
   
  Arc: f ( 270 degrees ) 
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 16 
  Power: [ 16 ]  
   
  Photon Torpedoes   
   
   
   
  Number: 120 
   
   
  Launchers: 2fv, 1av  
   
  Spread: 4 
   
  Arc: f or a, but are self-guided 
   
  Range: 15/300k/1000k/3500k
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 18  
   
   
  Power: [ 5 ] 
  Weapons Skill: 4 
   
  Defensive Systems:
  Defensive Systems:   
    
  Klingon Deflector Shield 
   
  Protection: 40/ 60 
   Power: [ 40 ] 
   
  Description:
  Description:  The K’Tinga-Class is the 
  backbone of the Klingon fleet and 
  essentially an uprated D7-A cruiser. 
  It is equipped with a cloak and its 
  weapons are more modern, as well 
  as its engines. 
   
   
    
  
  once more unto the breach 
   
  20
  Ber’taa
  Ber’taa--Class Cruiser
  Class Cruiser  
    
    
    
  Class and Type: 
  Class and Type: Ber‘taa-Class Heavy 
  Cruiser  
  Commissioning Date: 
  Commissioning Date: 2285  
    
  Hull C
  Hull C haracteristics
  haracteristics   
    
  Size: 8 ( 653m, 30 decks ) 
   
  Resistance: 4 
   
  Structural Points: 160 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 850/400/4000 
   
   
  [ 7 pwr/rd ] 
   
  Computers: 4 
   
   
  [ 2 pwr/rd ] 
   
  Transporters: 5 p, 5 c, 2 e 
   
   
  [ 6 pwr/rd ] 
   
  Tractor Beams: 1 ad 
   
   
  [ 2/ rating used ] 
   
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
    
  Warp System: 5.0/7.0/8.0 (6h) 
   
   
  [2/warp factor ] 
   
  Impulse System: .4c/ .6c 
   
   
  [ 4/ 6pwr/rd ] 
  Power: 160 
   
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1/14 ly 
   
   
  [ 6pwr/rd ] 
   
  Lateral Sensors: +1/ 1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +0 
   
   
  [ 5pwr/rd] 
   
  Cloak: - 
   
  Sensors Skill: 4 
   
  Weapons Systems
  Weapons Systems   
  Type VI Disruptor: 
   
  Range: 10/30k/100k/300k 
   
  Arc: f and a ( 540 degrees ) 
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 16 
  Power: [ 16 ]  
  Photon Torpedoes   
   
   
   
  Number: 200 
   
   
  Launchers: 4 fv, 2 ad  
   
  Spread: 4 
   
  Arc: f or a, but are self-guided 
   
  Range: 15/300k/1000k/3500k
   
  Accuracy: 4/ 5/ 7/ 10 
   
  Damage: 18  
   
   
  Power: [ 5 ] 
  Weapons Skill: 4 
   
  Defensive Systems
  Defensive Systems   
    
  Klingon Deflector Shield 
   
   
  Protection: 45/ 65 
   Power: [ 45 ] 
   
  Description:
  Description:  
  The Ber’taa-Class 
  Cruiser is the heaviest design of the 
  KDF. It has a powerful weapons 
  load-out and is heavily armored. 
  Only on rare occasions Starfleet sees 
  it in ‘the field’. 
   
   
   
   
   
   
  Garuda
  Garuda--Class Warbird
  Class Warbird  
    
    
    
  Class and Type: 
  Class and Type: Garuda-Class 
  Warbird  
  Commissioning
  Commissioning  Date: 
   Date: 2280 
    
  Hull Characteristics
  Hull Characteristics   
    
  Size: 7 ( 560m, 29 decks ) 
  
  once more unto the breach 
   
  21
   
  Resistance: 3 
   
  Structural Points: 140 
   
  Operations Characteristics
  Operations Characteristics   
    
  Crew/Pass/Evac: 600/200/2k 
   
   
  [ 6 pwr/rd ] 
   
  Computers: 4 
   
   
  [ 2 pwr/rd ] 
   
  Transporters: 4 p, 5 c, 3 e  
   
   
  [ 6 pwr/rd ] 
   
  Tractor Beams: 1 av, 1 fd 
   
   
  [ 2/rating used ] 
   
  Propulsion and Power Characteristics
  Propulsion and Power Characteristics  
    
  Warp System: 5.0/7.0/7.8 (6 h) 
   
   
  [2/warp factor ] 
   
  Impulse System:.52 c/.72 c 
   
   
  [ 5/7pwr/rd ] 
   
  Power: 165 
   
  Sensor Systems
  Sensor Systems   
    
  Long-Range Sensors: +1/15 ly 
   
   
  [ 6pwr/rd ] 
   
  Lateral Sensors: +1/ 1 lightyear 
   
   
  [ 4pwr/rd] 
   
  Navigational Sensors: +1 
   
   
  [ 5pwr/rd] 
   
  Cloak: 6 
   
   
  [ 24pwr/rd ] 
   
  Sensors Skill: 4 
   
  Weapons Systems
  Weapons Systems   
  Type J Disruptor: 
   
  Range: 10/30k/100k/300k 
   
  Arc: f or a ( 540 degrees ) 
   
  Accuracy: 4/5/7/10 
   
  Damage: 18 
   
  Power: [ 18 ] 
  Plasma Torpedoes: 
   
  Number: 200 
   
  Launchers: 4 f, 2 a  
   
  Spread: 5 
   
  Arc: f or a, but are self-guided 
   
  Range: 30k/250k/900k/1500k 
   
  Accuracy: 4/5/7/10 
   
  Damage: see text 
   
  Power: [ 5 ] 
  Weapons Skill: 5 
   
   
  Defensive Systems:
  Defensive Systems:   
    
  Romulan Deflector Shield 
   
   
  Protection: 40/ 50 
    
  Power: [ 40 ] 
   
  Description: 
  Description: The Garuda-Class is the 
  most dangerous and most secret 
  addition to the Romulan ship arsenal. 
  It is a powerful ship, equipped with a 
  cloaking device and heavy weapons. 
  It is easily a match against the 
  Federation’s Excelsior cruisers. 
  Plasma torpedoes do 30 points of 
  damage 
  to 
  ships 
  within 
  one 
  movement range. For each additional 
  point of movement range the damage 
  drops by one point, until the missile 
  vanishes when reaching a damage of 
  zero. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  once more unto the breach 
   
  22
   
   
   
   
   
   
   
   
          
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  once more unto the breach 
   
  23
  Starship Design
  Starship Design  
     Starship design is not an easy task 
  and there are several important 
  systems other matters to reckon with. 
   
  Explorer
  Explorer --Class
  Class   
     In the late 23rd century Starfleet’s 
  design policy is different from those 
  in other eras.  
     Most remarkable is that Starfleet 
  introduces no new Explorer-Class 
  vessels. All new ships of comparable 
  size and function are rather referred 
  as heavy cruisers, the famous 
  Constitution-Class 
  and 
  Excelsior-
  Class ships included. The first 
  explorer vessel since decades is the 
  ambassador-Class, commissioned in 
  2322.  
     The reasons for this are several. 
  Most prominent is that in the late 
  23rd century Starfleet’s military role is 
  more dominant than in later times. 
  There were the Klingons and the 
  Romulans to guard and no one new 
  when the Gorn or Tholians would 
  pose a new threat. That changes 
  again in the early 24th century, as the 
  Romulans enter their isolation and in 
  the 
  40’s 
  the 
  Klingon-Federation 
  alliance is signed.  
     However although the ships are 
  not called explorers, their mission is 
  also scientific, not different from 
  those of later decades. Generally 
  most Heavy cruiser of that time 
  would be described as exploratory 
  cruiser or explorers, more accurately.  
   
   
  Starship Systems 
  Starship Systems   
     
     The main systems of a starship 
  have not changed since the 60’s of 
  the 23rd century. Most important is of 
  course life support, as without it no 
  humans could life on a starship. Life 
  support not only creates a breathable 
  atmosphere it also handles artificial 
  gravity and air pressure. Each 
  starship normally has several single 
  person quarters, which are used for 
  crewmembers 
  that need special 
  conditions while onboard without 
  disturbing fellow crewmembers if 
  sharing quarters with colleagues. 
  Besides that every room on most 
  vessels can adopt its environmental 
  settings to the needs of the crew.     
     
     Computer onboard a starship 
  normally consist of at least one 
  computer core, which is the centre 
  of computing operations. However 
  there are computers throughout the 
  ship, which control different ship 
  functions. They are also used to store 
  data, for research and e.g. for 
  simulating processes.  
      
     
     
   
     
     Weapons and defensive systems 
  are as important as any other. Shields 
  not only protect whips from enemy 
  fire but are also the last defence 
  against pulsar radiation and the like. 
  Most starships use two different kinds 
  of 
  weapons. 
  There 
  are 
  beam 
  weapons 
  and 
  missile 
  weapons, 
  which can be fired while travelling at 
  warp speed. 
     The sensors are a ship’s senses and 
  inform 
  the 
  crew 
  about 
  the 
  surrounding of the ship, which may 
  be at a radius of several lightyears.  
   
  
  once more unto the breach 
   
  24
   
  Starship Locations
  Starship Locations   
     The 
  most 
  important 
  location 
  onboard a starship is its command 
  centre, usually referred to as the 
  bridge. Here all starship operations 
  are coordinated and all systems can 
  be accessed from consoles here. The 
  ship’s navigation is also stationed 
  here as well as weapons’ operations. 
     Due to the importance of this 
  location, most ship have a second 
  command post often called ‘Battle 
  Bridge’ which can be used in 
  emergency. 
  Most 
  often 
  Main 
  Engineering 
  cans 
  be 
  used 
  as 
  emergency commander centre as 
  well.  
     In the 23rd century it is unusual to 
  have ready rooms or offices as 
  separated rooms like in later eras. 
  The 
  quarters 
  of 
  officers 
  and 
  crewmembers alike contain less 
  luxury and also serve as offices for 
  higher-ranking personal.  
  Next to bridge in importance is Main 
  Engineering. All major ship functions 
  are overviewed here and from main 
  engineering 
  there 
  are 
  several 
  maintenance tunnels leading through 
  the ship for system access. In Main 
  Engineering there usually is the Warp 
  Core, or whatever energy source a 
  ship uses.  
     Most ships also have one or more 
  conference rooms, a galley and mess 
  hall, as well as a place where to care 
  for sick and wounded, sickbay. 
  There are also recreation areas and 
  control rooms for various systems 
  and a shuttle hangar.    
  
  once more unto the breach 
   
  25
   
   
     Starfleet and most other stellar 
  powers have access to a wide range 
  of equipment for use of their 
  personnel. 
   
  Personal Weapons
  Personal Weapons  
     There 
  are 
  different 
  kinds of 
  personal weapons, depending on the 
  origin of the weapon. 
   
  Phasers
  Phasers   
     
     Starfleet currently uses three types 
  of Phased Energy Rectifiers or short 
  phasers. They 
  have 
  energy 
  cells, 
  which 
  provide 
  the 
  phaser with its 
  charges. Each 
  phaser 
  has 
  different 
  settings 
  and 
  modes, e.g. they can be set to wide 
  beam and the like.  
   
  Type 1: 
  Type 1:  
   
  Range: 5/12/25/35 
   
  Size: 10cm x 5cm 2.6cm 
   
  Mass: 0.25kg 
   
  Duration: 120 charges 
   
  Settings: 1-6 
   
  Type 2: 
  Type 2:  
   
  Range: 5/25/60/100 
   
  Size: 20cm x 4cm x 14cm 
   
  Mass: 0.75kg 
   
  Duration: 280 charges 
   
  Settings: 1-10 
  Type 3:
  Type 3:   
    
  Range: 10/60/180/350 
   
  Size: 74cm x 12 cm x 25 cm 
   
  Mass: 2 kg 
   
  Duration: 1150 charges 
   
  Settings: 1-12 
   
   
  Disruptors
  Disruptors   
     
     Disruptors 
  are 
  the 
  primary 
  weapons of the Klingons and the 
  Romulans. They are beam weapons 
  like the phasers but use bolts of 
  gravity energy to do damage. 
   
  Pistol:
  Pistol:  
  Range: 5/20/40/60 
   
  Size: 28cm x 5cm x 10cm 
   
  Mass: 1.25kg 
   
  Duration: 350 charges 
   
  Settings: 1-3 
  Rifle:
  Rifle:   
    
  Range: 10/40/100/250 
   
  Size: 84cm x 10 cm x 30 cm 
   
  Mass: 2.5 kg 
   
  Duration: 1400 charges 
   
  Settings: 1-5 
  
  once more unto the breach 
   
  26
  Setting
  Setting   
  Damage
  Damage   
  Charges
  Charges   Notes
  Notes   
  Phaser Damage
  Phaser Damage   
    
    
    
  1 Light Stun 
  [2+2d6] 
  1 
  Stun a human for 5 minutes 
  2 Medium Stun 
  [3+3d6} 
  2 
  Stun a human for 15 minutes, a 
  Klingon for 5 minutes 
  3 Heavy Stun 
  [5+4d6] 
  3 
  Stun a human for 1 hour, a 
  Klingon for 15 minutes 
  4 Light Thermal 
  6+2d6 
  4 
  Cut a 1m hole in 30cm of wood in 
  4 minutes 
  5 Medium Thermal 
  8+2d6 
  6 
  Cut a 1m hole in 30cm of wood in 
  3 minutes 
  6 Heavy Thermal 
  10+2d6 
  8 
  Cut a 1m hole in 30cm of steel in 
  3 minutes 
  7 Light Disrupt A 
  10+3d6 
  12 
  Cut a 1m hole in 30cm of steel or 
  rock in 1 minute 
  8 Light Disrupt B 
  12+4d6 
  14 
  Kill a humanoid, cut a 1m hole 
  into a duranium bulkhead in 12 
  minutes 
  9 Disrupt A 
  16+4d6 
  16 
  Vaporize a humanoid 
  10 Disrupt B 
  24+5d6 
  20 
  Vaporize metals, resilient alloys, 
  explode 5 cubic meters of rock 
  into rubble  
  11 Heavy Disrupt 
  30+9d6 
  30 
  Vaporize any substance, explode 
  10 cubic meters of rock into 
  rubble 
  12 Desintegrate 
  50+12d6 
  60 
  Explode 25 cubic meters of rock 
  into rubble 
  Disruptor Damage
  Disruptor Damage   
   
   
  1 Light Stun 
  [2+2d6] 
  1 
  Stun a human for 5 minutes 
  2 Heavy Stun 
  [4+2d6] 
  2 
  Stun a human for 15 minutes, a 
  Klingon for 5 minutes 
  3 Light Thermal 
  12+2d6 
  5 
  Cut a 1m hole in 10cm of steel in 
  2 minutes, cut a 1m hole into a 
  duranium bulkhead in 18 minutes 
  4 Heavy Thermal 
  24+5d6 
  15 
  Vaporize 
  almost 
  anything 
  including humanoids and resilient 
  alloys 
  5 Disrupt 
  100+8d6 
  80 
  Explode 500 cubic meters of rock 
  into glowing rubble 
    
  Personal Equipment
  Personal Equipment  
     There 
  are 
  different 
  kinds 
  of 
  personal 
  equipment, 
  communications equipment, sensor 
  equipment and other. 
   
   
  Communi
  Communi cator
  cator   
     The 
  communicator 
  is 
  the 
  connection between ship and away 
  team on planet bound missions. 
  Additionally it serves as ‘homing 
  beacon’ and enables a ship’s crew to 
  track its away team. They also have 
  
  once more unto the breach 
   
  27
  some 
  rudimentary 
  translation 
  capabilities, which enable the user to 
  speak 
  and 
  understand 
  known 
  languages, 
  however 
  it 
  cannot 
  substitute a universal 
  translator. 
  Starfleet 
  Communicators 
  have a range of 
  30,000 
  kilometres 
  when 
  communicating with 
  a ship and a range 
  of up to 350 km in 
  direct contact with each other.  
   
  Size: 11cm x 5cm x 3cm 
   
  Mass: 0.25 kg 
   
  Duration: 600 hours 
   
   
    
  Environmental Suit 
  Environmental Suit   
     Environmental suits are use when 
  crewmembers have to 
  enter 
  hostile 
  environments whether 
  on a planet or maybe 
  on a contaminated 
  starship. 
  They 
  can 
  hold to pressures of 5 
  atmospheres 
  and 
  temperature 
  differences from –100 
  degrees 
  to 
  120 
  degrees. 
  Damage, 
  which punctures the 
  suit, is self-sealed if 
  not 
  exceeding 
  3 
  points..   
     
     The 
  magnetic 
  boots 
  allow 
  movement  
  even 
  in 
  zero-g 
  environments. There are different 
  editions of these suits, dependent to 
  their primary function. There are 
  radiation suits or e.g. fire protection 
  suits and the like. 
  Armor: 1, damage exceeding 1 
  punctures the suit 
  Size: 14l folded + boots and 
  helmet  
  Mass: 10 kg 
  Duration 15 hours 
   
  Tricorder
  Tricorder   
     The tricorders is the typical 
  Starfleet device to interact with 
  and investigate the surrounding. It 
  also holds basic databanks for 
  review, comparing and storing 
  data, although that can take 
  several hours of time. For general 
  data long range scans are adequate, 
  however for detailed analysis short 
  range scans are needed as they do 
  not scan the whole surrounding but 
  are focused in one direction.               
     There 
  exist 
  several 
  more 
  specialized variations of tricorders, 
  e.g. 
  engineering 
  tricorders 
  and 
  medical tricorders. 
  Range: 1,800 meters for long 
  range, 24 meters for short 
  range                              
  Size: 15cm x 10cm x 4 cm 
  Mass: 0.6kg 
  Duration: 850 hours 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  once more unto the breach 
   
  28
   
   
   
   
     In this chapter you find anything 
  you need to create a character in the 
  movie era, using the character 
  creation rules of one of the core 
  books. 
   
   
  Overlays
  Overlays  
     To 
  create 
  standard 
  Starfleet 
  Officers of that time, you can simply 
  use the overlays of the core-books. 
  However there are some characters 
  in the movies, which are not covered 
  by the standard rules. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Federation Security Service
  Federation Security Service   
     The Federation Security Service is a modern police, which is responsible 
  for arresting criminals and investigating crimes in general. They are well 
  trained and equipped. Each larger city has a FSS Academy, which trains 
  recruits in a one-year term or a three-year term depending on their skills and 
  plans. 
  One Year:  
   
   
   
   
  Add for Three-Year Term: 
  Athletics ( c. Sp. ) 1 (2) 
   
   
   
  Personal Equ. ( c. Sp. ) 1 (2) 
  Computer ( c. Sp. ) 1 (2)  
   
   
  Vehicle Ops ( c. Sp. ) 1 (2) 
   
  Energy Weapons ( Phaser ) 1 (3)  
   
  Security ( Security Systems) 1 (2) 
  Language  Federation Standard 1 
   
  Intimidation ( Bluster ) 1 (2) 
  Law ( Federation Law ) 1 (2) 
  Security ( Security Systems ) 1 (3) 
  Unarmed Combat ( c. Sp. ) 1 (3) 
  Security Clearance +1 
   
    
  Prison Guard ( Security )
  Prison Guard ( Security )   
     The Prison Guards are Starfleet enlisted personnel, which are responsible to 
  take care of prisoners and criminals. They are trained to use weapons and 
  fight unarmed alike.  
  
  once more unto the breach 
   
  29
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Training Packages
  Training Packages  
     While the corebooks provide you 
  with a load of packages of e.g. 
  Academy Life, there are some new 
  possibilities for your characters in the 
  movie era, e.g. taking part in the 
  peace talks on Khitomer of like Kirk 
  and Forester before to beat the 
  famous ‘No-win’ scenario at the 
  Academy. 
   
     Simply use the standard rules for 
  the 
  background 
  packages 
  as 
  described in the core books.  
     There are two different kinds of 
  Cadet Cruises as described in the 
  Players’ Guide of LUG. The heroic 
  one and the standard cruise, you will 
  find here more examples for the 
  heroic one. 
   
   
   
   
  Athletics ( c. Sp. ) 1 (2) 
   
   
   
   
   
   
   
  Energy Weapons ( Phaser ) 1 (3)  
   
   
  Language  Federation Standard 1 
   
   
  Law ( Federation Law ) 1 (2) 
  Personal Equipment ( Communicator ) 1 (2) 
  Unarmed Combat ( c. Sp. ) 2 (3) 
  Security ( Security Systems ) 1 (2) 
   
   
  Rogue
  Rogue   
     
     The Rogue overlay represents fringers and people who live more on the 
  other side of the law, whether it is one of the poor beings that lives on 
  Nimbus III or maybe a follower of Kahn Singh. Rogues excel at survival skills, 
  bargaining and combat. 
   
  Athletics ( c. Sp. ) 2 (3)  
  Energy Weapons ( c. Sp. ) 1 (3) 
  Engineering, Systems ( c. Sp. ) 1 (2) 
  First Aid ( c. Sp. ) 1 (2) 
  Language  Federation Standard 1 
   
        Any Other 1 
  Personal Equipment ( c. Sp. ) 2 (3) 
  Persuasion ( c. Sp. ) 2 (3) 
  Planetside Survival ( c. Sp. ) 2 (3) 
  Primitive Weaponry ( c. Sp. ) 1 (2) 
  Shipboard Systems ( c. Sp. ) 1 (2) 
  Streetwise ( c. Sp. ) 1 (2) 
  Vehicle Ops ( c. Sp. ) 1 (2) 
  Alertness +1 
  Vitality +1 
   
   
  
  once more unto the breach 
   
  30
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Early Life History ( 5 Dev
  Early Life History ( 5 Development Points )
  elopment Points )  
   
     Refugee: 
     Refugee: The character grew up on a world now abandoned due whatever 
  reasons, e.g. the El-Aurian homeworld. 
  Planetside Survival ( c. Sp. ) 1 (2), Primitive Weaponry ( c. Sp. ) 1 (2), 
  Vengeful ( whoever is responsible for refuge ) –1 
   
   
     Criminal: 
  Criminal: The parents of the character were wanted criminals and had to 
  hide from the law. However the character herself may be innocent, but still is 
  wanted for various reasons, if only to testify against her parents. 
  Persuasion ( Storytelling ) 1 (3), Unarmed Combat ( c. Sp. ) 1 (2), Contact +1 
  ( contact in any criminal organization ), Dark Secret: criminal parents –2 
   
   
  Academy Life History ( 8 Development Points )
  Academy Life History ( 8 Development Points )  
   
     Diplomatic Training: 
     Diplomatic Training: The character was part of a training, which taught the 
  basic procedures of diplomacy. 
  Diplomacy ( c. Sp. ) 1 (2), Persuasion ( c. Sp. ) 1 (2), Perception +1, Empathy 
  +1, Pacifism: Cannot Kill -1 
   
   
     Artistic Study: 
  Artistic Study: The character studied alien arts as they are an important part 
  of culture and may reveal some valuable information about a species. 
  Artistic Expression ( c. Sp. ) 1 (2), Culture ( c. Sp. ) 1 (2), Intellect +1 
   
   
     System Development: 
  System Development: The character studied engineering with the 
  specialization in further developing existing systems and improving already 
  existing starship-designs efficiently. 
  Systems Engineering ( c. Sp. ) 1 (3), Material Engineering ( Spaceframe ) 1 (2), 
  Innovative +1 
   
   
     Romulan Specialist Program: 
  Romulan Specialist Program: The character was part of a program, which 
  was meant to create experts on Romulan affairs. 
  Starship Tactics ( Romulan ) 1 (2), Language  Romulan 1, Espionage              
  ( Romulan Intelligence Techniques ) 1 (2), Rival -1 
   
   
     Section 31: 
  Section 31: The character is member of this cell of SI or a sub-group. 
  Behaviour Modification ( Resistance ) 1 (3), Espionage ( Covert 
  Communications ) 1 (3), Intimidation ( c. Sp. ) 1 (2), Promotion +2, Dark 
  Secret –2: Member of Section 31, Obligation –3: Section 31, Intolerant -1   
   
  
  once more unto the breach 
   
  31
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heroic Cadet Cruise ( 4 Development Points )
  Heroic Cadet Cruise ( 4 Development Points )  
   
     Team Mate Rescue
     Team Mate Rescue : 
  : During an away team mission, the character was able 
  to save it from a trap. 
  Energy Weapons ( Phaser ) 1 (2), Reaction +1, Commendation +1, Impulsive 
  –1 
   
   
     Scientific Breakthrough: 
  Scientific Breakthrough: During s science mission, the character had a 
  significant success in research. 
  Science, Any ( c. Sp. ) 1 (2), Innovative +1 
   
   
     Athletic Contest: 
  Athletic Contest: During cadet cruise the character took part in a multi-
  species athletic contest and actually won. 
  Athletics ( c. Sp. ) 1 (2), Renown Skill +2 
   
   
   
  Tour of Duty History ( 10 Developmen
  Tour of Duty History ( 10 Development Points )
  t Points )  
   
     Five
     Five --Year Mission: 
  Year Mission: The character took part in one of Starfleet’s several 
  exploration missions of the rim territories and earned experience in a wide 
  range of skills. 
  Engineering, Any ( c. Sp. ) 1 (2), Science, any ( c. Sp. ) 1 (2), Promotion +3, 
  Bold +1 or Ally +1 
   
   
     Infiltration Mission: 
  Infiltration Mission: The character was member of Starfleet Intelligence and 
  infiltrated another major power in the quadrant. 
  Disguise ( Romulan or Klingon ) 1 (2), Culture ( Romulan or Klingon ) 1 (2), 
  Language   Romulan or Klingon 1, Espionage ( c. Sp. ) 1 (2), Hides Emotions 
  –2 
   
   
     Border Outpost: 
  Border Outpost: This tour took place at one of the Federation’s borders 
  where the character was a crewmember of an outpost monitoring the border 
  and coordinating ship traffic and trade. 
  Bargain ( c. Sp. ) 1 (2), Espionage ( Traffic Analysis ) 1 (2), Strategic 
  Operations ( c. Sp. ) 1 (2), Diplomacy ( Federation Frontier ) 1 (2), Intolerant   
  ( Klingon or Romulan ) –2   
   
   
  
  once more unto the breach 
   
  32
  Templates
  Templates  
     Here you find some new alien  
  templates 
  to 
  use 
  during 
  your 
  character 
  generation.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Deltans
  Deltans  
     Deltans are a humanoid species with no body hair, which is the only visual 
  difference to humans. However they tend to be a bit sleeker and less heavy 
  built than the average human.  
     Deltans are well known because of their highly developed sexuality. Due 
  to the fact that Deltan women become pregnant only rarely, sexuality became 
  an important matter of life and Deltan society. Before entering Starfleet, 
  Deltans have to swear the Oath of Celibacy, which means not to take 
  advantage of less advanced species in terms of sexuality. 
     The Deltan homeworld is Delta IV, which is a wonderful class M world not 
  unlike Earth. However the average temperature is around two degrees higher. 
   
   
   
   
  Attributes
  Attributes     
    
  Skills
  Skills   
    
    
    
  Fitness 2 [4]  
   
  Charm ( c. Sp. ) 1 (2) 
   
   
   
  Coordination 2 [5]  
  Culture ( Deltan ) 2 (3) 
   
   
   
  Intellect 3 [6] 
   
  History ( Deltan ) 1 (2) 
   
   
   
   
  Logic –1 
   
  Language   Deltan 2 
   
   
   
  Presence 3 [6] 
   
  Science, Any ( c. Sp. ) 2 (3) 
   
   
   
   
  Empathy +1  
  W. Knowledge ( Delta IV ) 1 (2) 
   
   
   
  Psi 0 [5] 
  Typical Advantages/ Disadvantages
  Typical Advantages/ Disadvantages   
  Ally +1 
  Sexy +2 
  Code of Honor: Oath of Celibacy –2 
   
   
  Chameloids
  Chameloids  
     
     Chameloids are an extremely rare species and only few ever heard of them. 
  Chameloids are shapeshifters and are able to change their form into anything 
  of humanoid form, changing look and size is in their range of skill.  
     As the Chameloids often take advantage of this ability, it often is the reason 
  for mistrust and even violence towards the Chameloids. Thus most members 
  of this species tend to keep their abilities secret.  
     Scientists   believe   that  these skills  come from  a         
  violent past of the Chameloids, they probably used it 
  to hide from predators. 
     
     The  ordinary  look  of  Chameloids  is  humanoid.  
  They have yellow eyes and dark hair.  
    
  Attributes
  Attributes   
  Fitness 3 [5]  
   
   
  Perception +1 
  Coordination 2 [5]  
  Presence 2 [5] 
  Intellect 2 [5] 
   
  Psi 0 [5] 
  
  once more unto the breach 
   
  33
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skills
  Skills   
  Culture ( Chameloid ) 2 (3) 
   
    ( c. Sp. ) 
         (3) 
  Disguise ( c. Sp. ) 2 (3) 
  History ( Chameloid ) 1 (2) 
  Language  Chameloid 2 
   
        Any Other 1 
  World Knowledge ( Chameloid ) 1 (2) 
   
  Typica
  Typica l Advantages/ Disadvantages
  l Advantages/ Disadvantages   
  Night Vision +1 
  Restricted Shapeshifting +5 
  Dark Secret: -2 
  Greedy –1 
   
  New Advantage: Restricted Shapeshifting +5
  New Advantage: Restricted Shapeshifting +5   
  Restricted Shapeshifting works different from the comparable advantage of the  
  Founders of the DS9 series.  
     Unlike the Founders, who can transform into any shape, the Chameloids 
  are bound to the humanoid form. They can however change their view and 
  size, as well as gender and species. Nevertheless this is very fatiguing.  
     To use this skill the character has to make a disguise skill check to mimic a 
  species or person. Due to their natural advantages the difficulties are each 
  one level lower than described in the core book. No matter if the test was 
  successful or not, the character has to pass a Fitness test with the same 
  difficulty. Failure means the character receives damage equal to half the 
  difficulty, rounded up. If the first test was a failure either than the damage is 
  only one third.  
   
   
  Ikaranians
  Ikaranians  
     
     The Ikaranians are a highly spiritual people. They are led by the Kuruna, 
  which means something like first monk. The primary principle of the 
  Ikaranians is that everything is only a tool and needs to be used correctly.    
  They dislike misuse of any kind. Every member of the species is highly 
  trained in science and engineering, which they believe to be given by their 
  gods so that the Ikaranians can someday become as powerful as their gods.  
     However they do not search for power or domination, but for peace and 
  justice for all beings in the galaxy. Their homeworld Ikara is located near the 
  Romulan border and is a typical class M planet, with a domination of 
  mountainous landscape.  
     Ikaranians look almost human, especially Earth’ Asian people. They often 
  were highly ceremonial tunics, which represent their status and profession.      
  
  once more unto the breach 
   
  34
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attributes
  Attributes   
  Fitness 2 [5] 
  Coordination 2 [5] 
  Intellect 3 [5] 
  Presence 2 [5] 
   
  Empathy –1 
  Psi 0 [5]  
    
  Skills
  Skills   
  Culture ( Ikaranian ) 2 (3) 
  Engineering, Any ( c. Sp. ) 2 (3)  
  History ( Ikaranian ) 1 (2) 
  Language  Ikaranian 2 
  Science, Any ( c. Sp. ) 2 (3) 
  World Knowledge ( Ikarania ) 1 (2) 
   
  Typical Advantages/ Disadvantages
  Typical Advantages/ Disadvantages   
  Engineering Aptitude +3 
   
   
  Tarkians
  Tarkians  
     
     Tarkians are a reptile species originating from the planet Tarkia X in the star 
  system of the same name. They have dark green skin and have a humanoid 
  figure. Their heads are triangular shaped and they have small claws at their 
  fingertips. Due to their snake-like tongue, Tarkians speak Federation standard 
  only under hard effort, which is why most of them simply carry a universal 
  translator with them for better understanding.  
     They have well developed ears unlike other reptiles and are excellent 
  acrobatics due to their orientation sense, however therefore they are sensible 
  concerning zero gravity. 
     Tarkanians are ruled by a Council, which is elected once a decade. They 
  have a past as predators but overcome their aggressive nature by hunt games 
  in their homeworld’s forest. 
   
   
   
      
     Attributes
  Attributes   
   
   
   
     Fitness 2 [5] 
     Coordination 3 [5] 
     Intellect 2 [5] 
  Perception +1 
     Presence 2 [5] 
     Psi 0 [5] 
   
   
   
  
  once more unto the breach 
   
  35
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skills
  Skills   
  Acrobatics ( c. Sp. ) 2 (3) 
  Culture ( Tarkian ) 2 (3) 
  History ( Tarkian ) 1 (2) 
  Language  Tarkian 2 
  Stealth ( Stealthy Movement ) 1 (2) 
  Unarmed Combat ( c. Sp. ) 2 (3) 
  World Knowledge ( Tarkia X ) 1 (2) 
   
  Typical Advantages/ Disadvantages
  Typical Advantages/ Disadvantages   
  Excellent Balance +1 
  Pacifism -1 
  Zero-G Intolerance -2 
   
   
  Efrosian
  Efrosian  
     
     Efrosians are a mindful and calm people. Efrosia, their homeworld is a 
  Class M planet not unlike Andoria, it is almost artic. Thus the Efrosians have 
  developed an extra layer of fat under their skin, which serves as thermal 
  protection. Efrosians have white hair and bony foreheads. 
     Some scientists believe that there is a relation to the Klingons, as Efrosia is 
  near the Klingon border and there are actually genetical similarities, e.g. the 
  Efrosians feature some organs more often than other species do. Additionally 
  they look somewhat Klingon. 
     No  matter  the fact,  Efrosians  are a species of 
  analysts  and  thanks  to  their  highly  developed  
  sense  of   direction,  originating   from  the   bad  
  viewing     conditions      on   their    homeworld  
  caused    by    storms,    they    make    excellent  
  navigators.  
   
  Attributes
  Attributes   
  Fitness 2 [5] 
   
  Vitality +1 
  Coordination 2 [5] 
  Intellect 2 [5] 
   
  Logic +1 
  Presence 2 [5] 
  Psi 0 [5] 
   
  Skills
  Skills   
  Culture ( Efrosian ) 2 (3) 
  History ( Efrosian ) 1 (2) 
  
  once more unto the breach 
   
  36
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Language  Efrosian 2 
  Physical Science ( Mathematics ) 2 (3) 
  Planetside Survival ( Artic ) 2 (3) 
  World Knowledge ( Efrosia ) 1 (2) 
   
  Typical Advantages/ Disadvantages
  Typical Advantages/ Disadvantages   
  Sense of Direction +1 
  Toughness +1 
   
   
  Harashi
  Harashi  
     
     The Harashi are feline species, originating from the 
  Class  M   world  Harash.   They  developed  already  
  millennia  ago and  use warp technology  since three 
  decades.  
  Most  native vessels of the Harashi are military  ships  
  and  cannot travel at speeds faster than warp 3,  and 
  thanks  to the Harashi’s  pride it is hardly likely  that  
  they  will accept  external  influence to change  this. 
     Harashi  manners are quite  strange towards  other 
  people, e.g. their eating habits. They can be quite aggressive due to their past 
  as predators. 
     Harashi society is divided into clans, lead by their oldest member. Their 
  government is called the Circle and consists of dignitaries from each clan. 
     Personal honour is an important part of Harashi culture, keeping one’s 
  word and not breaking laws is essential.  
     Harashi somehow lack the skills to become good engineers, thus their 
  technological development was rather slow. To compensate this they joined 
  the UFP in 2278.   
   
  Attributes
  Attributes     
    
    
  Skills
  Skills   
  Fitness 2 [5]  
   
   
  Athletics ( Jumping ) 2 (3) 
   
  Vitality +1  
   
  Culture ( Harashi ) 2 (3)  
  Coordination 2 [6]  
   
  History ( Harashi ) 1 (2) 
   
  Dexterity +1  
   
  Language  Harashi 2 
  Intellect 2 [5] 
   
   
  Stealth ( Stealthy Movement ) 1 (2) 
   
  Perception +1 
   
  World Knowledge ( Harash ) 1 (2) 
   
  Presence 2 [5] 
   
   
  Empathy -1  
   
  Psi 0 [4] 
   
  Typical Advantages/ Disadvantages
  Typical Advantages/ Disadvantages   
  Athletic Ability +2  
  Night Vision +1 
   
  Excellent Balance +1 
  Inept: Engineering -1 
   
  
  once more unto the breach 
   
  37
   
   
  This chapter gives hint how to create 
  a campaign in the movie era and 
  provides you with stats for the most 
  important people to meet. 
   
   
  A Movie
  A Movie--Era Campaign
  Era Campaign  
     This netbook provides you with 
  stats and anything else you need to 
  create a campaign.  
   
  Setting
  Setting   
     When 
  designing 
  your 
  campaign 
  you 
  have 
  to 
  decide what setting you use.  
     
     Basically any setting you 
  could use in any other 
  campaign is available in the 
  Movie Era as well.  
     However there are still 
  differences. Although in the TNG-
  Era, the Excelsior-Class is an old 
  cruiser, in this era it is the most 
  modern ship of Starfleet. In an 
  ordinary TOS series the Constitution-
  Class is the top of the line while in 
  the Movie Era is uprated and later 
  decommissioned due to its old age. 
  However the Constitution-Class is 
  somewhat classical and is still a 
  powerful ship if only through its size. 
     The Miranda-Class is comparable 
  to the later Nebula-Class. It is a 
  powerful cruiser although not as 
  capable as the Constitution, its 
  laboratories are not that extended 
  and the ship is to small for long-
  terms comparable to the larger heavy 
  cruisers. On the other side, the ship 
  is much younger and thus uses more 
  modern systems than older designs. 
     Another option would be to make 
  a 
  starbase 
  the centre of 
  the 
  campaign. 
  Spacedock 
  in 
  orbit 
  around Earth 
  and Regula 
  One 
  are 
  examples of 
  starbases of that time, their outer 
  appearance is similar to that of later 
  eras.  
     If you want a more adventurous 
  base you could use the Klingon 
  prison Rura Penthe.   
     Together with the actual base of 
  operations, who have to decide what 
  crew you want. You can mix any 
  crew you want, e.g. a Federation 
  scientists team operating on a 
  Starfleet ship, together with its crew, 
  
  once more unto the breach 
   
  38
  or you can choose to use one crew 
  type like a group of smugglers trying 
  to make a fortune at one of the 
  Neutral Zones. 
     As with any Star Trek series, it is 
  easiest to take Federation characters, 
  because you have far more screen 
  material available to derive from 
  your ideas and the drawing of the 
  setting. Next come the Klingons, 
  who evolved more to their TNG 
  counterparts and thus there is a load 
  of material about them as well. 
     Hard to play is a Romulan series. 
  There is no screen evidence on 
  anything about the Romulan Empire, 
  with the exception of Ambassador 
  Nunclus in Star Trek VI. We do not 
  see any ships of them nor anything 
  else. Only the PC Game Starfleet 
  Academy 
  reveals 
  a 
  bit 
  more, 
  although still sparsely.  
     In Star Trek III we also have a short 
  appearance of a non-aligned crew 
  and there are examples of other 
  characters more on the fringe of the 
  society in Star Trek II, V and VI.  
     Last you should set a timeframe for 
  you series. Do you want to start with 
  the refit of the Constitution-Class or 
  maybe 
  even 
  with 
  its 
  decommissioning, 
  although 
  many 
  characters will certainly enjoy a stay 
  on that ‘historical’ class of ship. 
  Alternately you could jump forward a 
  bit and while actually not really 
  belonging to the Movie Era, you can 
  set your campaign in the early 24th 
  century onboard a Constellation-
  Class ship. 
   
    
  Story
  Story  
     
     Connected to your type of crew is 
  the story you want for your series. A 
  Movie-Era 
  Campaign 
  can 
  easily 
  narrated like the TOS or TNG series, 
  an episodical series. The most 
  important difference of this era to 
  others is the technology and the 
  galactic setting, i.e. the aliens 
  available at that time as well as the 
  relations 
  between 
  the 
  different 
  species.  
     An exploration campaign set in this 
  era runs very well. There are far 
  more things to explore than in later 
  eras and the most interesting is the 
  fact, that you can meet species for 
  the first time, which are already 
  known in the TV series. It is great 
  fun, to make first contact with e.g. 
  the Betazoids, because your players 
  will most probably remember that 
  fact together with their characters 
  and the series each time the focus 
  goes to a Betazoid. 
     Alternately you can decide to 
  create a serial series, connected 
  through 
  a 
  large story 
  arc. 
  The 
  major 
  plotline of 
  the 
  series 
  could 
  be 
  an ongoing war or conflict like in 
  DS9. Another option is to combine 
  these elements. Let the characters 
  explore a new sector, full of 
  mysteries and with an ongoing riddle 
  the characters have to solve. 
    
  On
  On --Going Campaign
  Going Campaign   
     One major challenge would be 
  conclude a TOS campaign in that 
  era. Similar to Kirk’s original crew 
  you could let some old characters 
  revive 
  and 
  give 
  them 
  new 
  opportunities to save the day. The 
  new technology and environment 
  can provide new tension to an old 
  campaign. 
  
  once more unto the breach 
   
  39
     If 
  you 
  choose 
  long 
  living 
  characters, e.g. Vulcans you could 
  easily let the setting move from the 
  23rd century to the 24th. The 
  characters could be prime examples 
  of a great Starfleet career and could 
  be idols for younger Starfleet officers. 
  After all there are only few who 
  served on a Constitution-Class and a 
  Galaxy as well. 
     Such a campaign would give the 
  players 
  the 
  feeling 
  that 
  their 
  characters are really important, since 
  they saw several historic events 
  others only know from history 
  lessons. 
   
  What about the Klingons
  What about the Klingons   
     
     When you compare the TOS 
  Klingons to those of the Movie-Era, 
  you notice that 
  they 
  changed 
  in 
  their 
  appearance. 
  Unless 
  you 
  want to unravel 
  the 
  secret 
  behind 
  the 
  change 
  of 
  appearance, you should simply leave 
  it out and do as Worf claimed: “We 
  do not talk about it.” 
     However 
  there 
  exists 
  several 
  explanations some vague others not. 
  There is the idea that the difference 
  comes from their origin, so that the 
  appearance 
  differs 
  depending 
  whether a Klingon comes from the 
  northern hemisphere or the southern. 
     However that is highly unlikely as 
  in DS9 we see Klingons in the new 
  shape, who looked different in the 
  past.  
     Others say that the cause is that 
  the Klingons wanted to look more 
  human in the past, because they 
  wanted to deceive their enemies. 
  That would match the fact that the 
  Klingons used intrigues at that time 
  more often than in the future.  
     If this is true or not should decide 
  the narrator, or leave it out of the 
  campaign entirely.      
    
  Meeting Kirk’s Crew
  Meeting Kirk’s Crew   
     
     One major event in your campaign 
  could be a meeting with the crew of 
  the original series. It is very exciting 
  to interact with heroes of the 
  Federation and maybe work together 
  with them.  
         
     If you let the characters interact 
  with Kirk, Spock or whoever you 
  have in mind, be careful not to 
  centre to much on these figures, or 
  you players will be bored soon.  
     You should rather let them be 
  mentors for your characters who may 
  give advice and lend a hand or two 
  but never do the job on their own, 
  because 
  that 
  would 
  spoil 
  the 
  characters of the opportunity of being 
  heroic. It is simply more fun, if you 
  fight along Captain Spock and Sulu 
  than just sit by and watch them fight. 
   
   
  Important Characters
  Important Characters  
     There are several important figures 
  you could meet in this Era and not 
  all belong to the original crew nor 
  are all of them heroes of the UFP. 
  
  once more unto the breach 
   
  40
  Captain Kirk
  Captain Kirk  
   
     Captain James Tiberius Kirk is one 
  of the most renown Captains of 
  Starfleet history, not only in his own 
  century. 
     Although he accomplished several 
  mission well, he sticks not always to 
  the rules and believes they are made 
  for ‘perfect situations’ and its on him 
  to adapt them to less perfect ones. 
     He is ‘a great one for rushing in 
  were angels fear to tread’ and a great 
  tactician.  
     He 
  joined 
  Starfleet like his 
  father George, 
  XO of the USS 
  Enterprise 
  on 
  its first mission 
  under 
  Robert 
  April’s 
  command. 
  James T. Kirk 
  or Jim as friends call him was the first 
  cadet to pass the Kobayashi Maru 
  test, although it was regarded a ‘No-
  Win’ scenario.  
     He commanded two instalments of 
  the famous Enterprise, the original 
  ship and the NCC-1701-A. When he 
  accompanied the maiden voyage of 
  the third ship to bear the name, the 
  NCC-1701-B, he was killed while 
  saving a pair of transports.  
   
      Fitness 3 
   
  Vitality +1                 
      Coordination 3 
   
  Dexterity +1                
      Intellect 3                 
      Presence 5 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 3 (4)     
  Athletics (Running) 3 (4) 
     ( Riding )     (4)                   
  Charm ( Seduction ) 2 (5)  
  Command ( Starship ) 5 (6) 
  Computer ( Research ) 1 (2)  
  Culture ( Human ) 2 (3)                    
  Diplomacy ( Fed Frontier ) 3 (4) 
  Dodge 2  
  Energy Weapons ( Phaser ) 1 (3) 
        ( P. Rifle )  (3) 
  Fast Talk 2  
  Gaming ( 3 D Chess ) 1 (4)  
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Intimidation ( Bluster ) 1 (4) 
  Language      Fed. Standard 3  
  Law ( Starfleet Reg. ) 5 (6)           
  Personal Eq. ( Communicator ) 1 (3)  
  Physical Science ( Math ) 1 (2) 
  Planetary Survival ( Arctic ) 1 (2)  
  Ship. Systems ( Tactical ) 1 (2)  
                      ( Command ) (2) 
  Starship Tactics ( Fed ) 4 (6) 
                        ( Klingon ) (5) 
  Unarmed Combat ( SMA ) 2 (3)  
                            ( Boxing ) (4) 
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  Vulcan Mind Shield 1  
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3  
     Bold +1 Promotion +10  
     Dep. Head +4  
     Famous Incident ( several ) +3 
     Sexy +2  
   
  Disadvantages: 
  Disadvantages:  
      Code of Honor –3: Defender  
      Pacifism -1: Cannot Kill  
      Intolerant –2: Klingons 
      Obsession -1: Attraction to 
                          women 
      Species Enemy -5: Klingon  
   
  C.P.: 8 
  C.P.: 8   
    
    
  
  once more unto the breach 
   
  41
  Renown:
  Renown:  86
  86 
  Aggression +10, Discipline +20, 
  Initiative +16, Openness +20, Skill 
  20.  
   
   
   
  Captain Spock
  Captain Spock  
    
     
     Captain Spock, son of the well-
  known Ambassador Sarek, was the 
  first Vulcan becoming a member of 
  Starfleet.  
     Spock is only a half-Vulcan, as his 
  mother, Amanda Grayson, was a 
  human teacher.  
     Spock served already longer on 
  Enterprise than its last Captain, James 
  Kirk, as he already accompanied 
  Captain Christopher Pike on his five-
  year mission.  
     Captain Spock 
  is an ideal of a 
  Vulcan 
  and 
  even tried to 
  pass 
  the 
  Kolinahr ritual, 
  although failed 
  to 
  do 
  so. 
  Additionally he 
  was the only 
  Vulcan to be 
  brought back to 
  live by Vulcan rituals since ages. His 
  skills have a wide range, he is a 
  diplomat, scientist and commander 
  and excelling at all this jobs. 
     He behaves absolutely logically 
  and finds remarks that he is human 
  insulting. 
   
      Fitness 3 
   
  Strength +1                 
      Coordination 3 
      Intellect 5 
   
  Logic +2                 
      Presence 2 
   
  Willpower +1                 
      Psi 1 
   
  Focus -1  
    
  Administration ( Starship ) 2 (3)      
  Artistic Expression ( V. Harp ) 1 (3) 
  Athletics (Jumping) 2 (3)                    
  Command ( Starship ) 4 (5) 
  Computer ( Research ) 2 (4)  
  Culture ( Vulcan ) 2 (4)                    
  Diplomacy ( Intergalactic A. ) 3 (4) 
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  Gaming ( 3 D Chess ) 1 (4)  
  History ( Vulcan ) 2 (3) 
    ( Federation ) (3) 
  Language      Fed. Standard 3 
   
   
   Vulcan 3  
  Law ( Starfleet Reg. ) 4 (5) 
  Life Science ( Biology ) 2 (3) 
  Mind Meld 4 
  Personal Eq. ( Tricorder ) 2 (5)  
  Physical Science ( Math ) 4 (5) 
  Planetary Science ( Geology ) 1 (2) 
  Planetary Survival ( Desert ) 2 (3)  
  Prop. Engineering (Warp Drive) 2 (3) 
  Rha-Tel 2 
  Shan-Tip 2 
  Ship. Systems ( Sensors ) 3 (5)  
                      ( Command ) (4) 
                      ( Library Computer ) (4) 
  Space Science ( Astrophysics ) 3 (4) 
  Starship Tactics ( Fed ) 3 (5) 
                        ( Klingon ) (4) 
  Systems Engineering (Computer) 2 (3) 
  U. Combat (V. Nerve Pinch) 2 (5)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  Vulcan Mind Shield 3  
  W. Knowledge ( Vulcan ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3  
     Curious +1 
     Dep. Head +4  
     Famous Incident ( several ) +3 
     Mixed Species Heritage +6 
  
  once more unto the breach 
   
  42
     Multitasking +2  
     Promotion +10  
     Toughness +1 
   
  Disadvantages: 
  Disadvantages:  
      Arrogant -1 
      Code of Honor –4: Starfleet  
      Code of Honor –3: Vulcan     
      Hides Emotions -2 
   
  C.P.: 5 
  C.P.: 5   
    
  Renown: 75
  Renown: 75  
  Aggression -6, Discipline +25, 
  Initiative +4, Openness +12, Skill 
  28. 
   
   
   
  Captain Scott
  Captain Scott  
    
     
     Captain Montgomery Scott, called 
  ‘Scotty’ by his friends and ‘miracle 
  worker’ as well, was the Chief of 
  Engineering 
  on 
  the 
  original 
  Enterprise, the Excelsior and the 
  Enterprise-A. He is probably one of 
  the best engineers ever to serve in 
  Starfleet and 
  many of his 
  methods are 
  still 
  taught 
  on 
  the 
  Academy. 
     He is a 
  passionate 
  person and a 
  real Scotsman, remembering his 
  heritage strongly.  
   
      Fitness 3 
      Coordination 3 
      Intellect 4                 
      Presence 3 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 2 (3)     
  Athletics (Climbing) 2 (4) 
  Artistic Expression ( Bagpipes ) 1 (3) 
  Command ( Starship ) 4 (5) 
  Computer ( Modelling ) 2 (4)  
  Culture ( Human ) 2 (3)                    
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (3) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Language      Fed. Standard 2  
  Law ( Starfleet Reg. ) 4 (5) 
  Material Engineering ( P. Equ. ) 3 (4) 
  Personal Eq. ( Tricorder ) 1 (3) 
                    ( Communicator ) (3)  
  Physical Science ( Math ) 3 (4) 
  Planetary Survival ( Mountain ) 1 (2)  
  Prop. Engineering (Warp Drive) 3 (6) 
  Ship. Systems ( Transporters ) 3 (5)  
                      ( Sensors ) (4)  
  Starship Tactics ( Federation ) 1 (2) 
  Systems Engineering ( Tactical ) 4 (5) 
   
   
   
    (Transporter) (5) 
  Theoretical Eng. ( Warp Theory ) 3 
  Unarmed Combat ( Boxing ) 1 (3)  
  Vehicle Ops ( Shuttlecraft ) 1 (2) 
                    ( Work Bee )      (2)  
  Vulcan Mind Shield 1  
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3  
     Engineering Aptitude +3 
     Famous Incident ( several ) +3  
     Innovative +1 
     Mathematical Ability +3 
   
  Disadvantages: 
  Disadvantages:  
      Code of Honor -2: Make as fast as   
                                 possible repairs   
      Impulsive -1 
      Intolerant –2: Klingons 
      Obsession –1: Repairs  
    
  C.P.: 5 
  C.P.: 5   
    
    
  
  once more unto the breach 
   
  43
  Renown:
  Renown:  72
  72 
  Aggression +8, Discipline +10, 
  Initiative +12, Openness +18, Skill 
  28.  
   
   
   
  Commander McCoy
  Commander McCoy   
    
    
      Leonard McCoy, or ‘Bones’ as his 
  friends call him, was the Chief 
  Medical Officer of the original 
  Enterprise. He retired from Starfleet 
  after the first five-year mission and 
  served as physician privately. 
     Admiral 
  Kirk 
  reactivated 
  him 
  during 
  the 
  approach 
  of 
  V’Ger 
  and 
  he 
  served 
  another 
  five-year mission 
  on 
  the 
  refit 
  Enterprise. 
  He 
  took the lead of 
  sickbay on the 
  Enterprise-A as well and is one of 
  Starfleet’s best medics ever.  
     Dr. McCoy not only created cures 
  for several already known illnesses 
  but also regularly is faced with new 
  challenges 
  he 
  as 
  regularly 
  overcomes. 
     He has a sarcastic nature and loves 
  to provoke his old friend Spock. 
   
      Fitness 2 
      Coordination 2 
      Intellect 4                 
      Presence 3 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 1 (3)     
  Athletics (Rowing) 2 (4) 
  Artistic Expression ( Singing ) 1 (2) 
  Command ( Starship ) 1 (2) 
  Computer ( Research ) 1 (3)  
  Culture ( Human ) 2 (3)                    
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  1. Aid (Wound/Combat Trauma) 2 (3) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Language      Fed. Standard 3  
  Law ( Starfleet Reg. ) 3 (4) 
  Life Science ( Biology ) 3 (4) 
  Medical Science ( Surgery ) 4 (5) 
   
   
       ( General )    (5) 
  Personal Eq. ( Med. Tricorder ) 2 (4) 
  Physical Science ( Math ) 1 (2) 
  Planetary Survival ( Mountain ) 1 (2)  
  Ship. Systems (Medical Systems) 2 (5)  
  Social Science ( Anthropology ) 2 (3) 
  Systems Eng. (Medical Systems) 1 (3) 
  Vehicle Ops ( Shuttlecraft ) 1 (2) 
  Vulcan Mind Shield 1  
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3 
     Department Head +4  
     Famous Incident ( several ) +3  
     Innovative +1 
     Promotion +8 
     Shrewd +1 
      
  Disadvantages: 
  Disadvantages:  
      Code of Honor -2: Hippocratic  
                                 Oath   
      Obsession –1: Sarcasm  
       
   
  C.P.: 6 
  C.P.: 6   
    
  Renown:
  Renown:  56
  56 
  Aggression +4, Discipline +8, 
  Initiative +14, Openness +10, Skill 
  18.   
   
    
    
    
    
  
  once more unto the breach 
   
  44
  Commander Chekov
  Commander Chekov   
   
     Commander 
  Pavel 
  Andreievich 
  Chekov belongs to the crew of 
  Captain Kirk since the original 
  Enterprise. He was the 
  navigator on the ship 
  before 
  becoming 
  a 
  crewmember of the USS 
  Reliant.  
     After the destruction of 
  the ship he again joined 
  the crew of the refit 
  Enterprise and became 
  the 
  navigator 
  of 
  the 
  Enterprise-A as well. 
     He is a capable officer and also 
  was member of the Academy staff on 
  Earth responsible for the simulation 
  missions. He is loyal to the crew and 
  ship. Due to his Russian origin, he 
  speaks with a slight accent and often 
  tries to comment on a situation by 
  comparing it to an old Russian tale. 
   
      Fitness 3 
      Coordination 3 
      Intellect 3 
   
  Perception +1                 
      Presence 2 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 3 (4)     
  Athletics (Jumping) 2 (4) 
  Artistic Expression ( Singing ) 1 (2) 
  Command ( Starship ) 3 (4) 
  Computer ( Research ) 1 (2)  
  Culture ( Human ) 2 (3)                    
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (3) 
  1. Aid (Wound/Combat Trauma) 1 (3) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Knowledge: Russian Tales 3 
  Language      Fed. Standard 2 
   
   
   Russian 3   
  Law ( Starfleet Reg. ) 3 (4) 
  Personal Eq. ( Tricorder ) 2 (3) 
  Physical Science ( Math ) 2 (4) 
  Planetary Survival ( Jungle ) 1 (2)  
  Ship. Systems (Navigation) 3 (5) 
             ( Tactical )      (5)   
  Systems Eng. (Navigation) 2 (3) 
  Sp. Science (Stellar Cart.) 2 (3) 
   
          ( Astrogation )  (4) 
  Starship Tactics (Federation) 2 (3) 
  Unarmed Combat ( SMA ) 1 (2) 
  Vehicle Ops ( Shuttlecraft ) 2 (4) 
  W. Knowledge ( Earth ) 2 (4)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3 
     Department Head +4  
           Famous Incident ( several ) +3 
  Promotion +8  
      
      
  Disadvantages: 
  Disadvantages:  
      Code of Honor -4: Starfleet   
      Obsession –1: comment with 
                           Russian tale  
       
   
  C.P.: 5 
  C.P.: 5   
    
  Renown:
  Renown:  50
  50 
  Aggression +2, Discipline +8, 
  Initiative +8, Openness +18, Skill 
  14.    
   
   
   
  Captain Sulu
  Captain Sulu  
    
     
     Hikaru 
  Sulu, 
  the 
  original 
  Helmsman onboard the Enterprise is 
  of Japanese origin 
  and a great martial 
  artist. 
  He 
  won 
  several 
  fencing 
  competitions. 
     Hikaru 
  Sulu 
  belonged 
  to 
  the 
  
  once more unto the breach 
   
  45
  crew of the Enterprise for years and 
  was the helmsman of the refit and 
  the Enterprise-A.  
     In 2288 Hikaru Sulu became head 
  of the Command School of Starfleet 
  Academy and served there well, 
  before getting command of the 
  Excelsior.  
     He has a daughter, who also 
  joined Starfleet and is a remarkable 
  Captain. He is an expert on archaic 
  weapons.  
    
      Fitness 3 
      Coordination 4 
      Intellect 4                 
      Presence 3 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 3 (4)     
  Athletics (Running) 3 (4) 
  Command ( Starship ) 4 (5) 
  Computer ( Research ) 1 (2)  
  Culture ( Human ) 2 (3)                    
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (3) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Knowledge  Archaic Weapons 3 
  Language      Fed. Standard 3  
  Law ( Starfleet Reg. ) 4 (5) 
  Life Science ( Biology ) 3 (4) 
  Personal Eq. ( Tricorder ) 1 (3) 
  Physical Science ( Math ) 3 (4) 
  Planetary Survival ( Urban ) 1 (2) 
  Primitive Weaponry ( Fencing ) 2 (4) 
  Prop. Engineering (Warp Drive) 1 (2)  
  Ship. Systems ( Helm ) 3 (5) 
    ( Tactical ) (5) 
  Social Science ( Archaeology ) 1 (3) 
  Starship Tactics ( Federation ) 3 (5) 
   
   
      ( Klingon )        (5) 
  Space Science ( Astrophysics ) 2 (3) 
   
   
   (Stellar Cartography) (3) 
   
   
   ( Astrogation )          (5) 
  Systems Engineering ( Helm ) 1 (2) 
  Unarmed Combat ( SMA ) 2 (3) 
   
   
          (Karate)   (4) 
  Vehicle Ops ( Shuttlecraft ) 2 (5) 
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Bold +1 
     Commendation ( several ) +3  
     Department Head +4 
     Famous Incident ( several ) +3  
     Mathematical Ability +3 
     Promotion +10 
       
  Disadvantages: 
  Disadvantages:  
      Code of Honor -4: Starfleet  
      Code of Honor –2: Honesty 
      Dependant –2: Daughter 
      Intolerant –1: People who call 
                          him ‘Tiny’  
       
  C.P.: 6 
  C.P.: 6   
    
  Renown:
  Renown:  70
  70 
  Aggression +5, Discipline +12, 
  Initiative +10, Openness +15, Skill 
  18. 
   
   
   
  Commander Uhura
  Commander Uhura   
    
      Uhura, a woman of 
  afro-american descend, 
  is 
  the 
  ship’s 
  Communications Officer 
  since its first voyage 
  under the  command of 
  Captain Kirk. 
     She is a sympathetic 
  woman, who cares for 
  others and tries to help, when 
  somebody needs assistance or advice 
  in personal matters. 
     She is also a great singer and 
  dancer. Her career on the Enterprise 
  was shortly interrupted when she was 
  transferred to Spacedock in Earth’ 
  
  once more unto the breach 
   
  46
  orbit, but she returned to the 
  Enterprise-A, as soon as she was 
  commissioned.    
   
      Fitness 2 
      Coordination 2 
      Intellect 4                 
      Presence 3 
   
  Willpower +1 
   
  Empathy +2                 
      Psi 0  
    
  Artistic Expression ( Singing ) 3 (4) 
   
   
          ( Dancing )  (4) 
   
   
          ( Harp )       (4) 
  Administration ( Starship ) 1 (2)     
  Athletics (Swimming) 2 (4) 
  Charm ( Influence ) 1 (3) 
  Command ( Starship ) 3 (4) 
  Computer ( Research ) 1 (2)  
  Culture ( Human ) 2 (3)                    
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Language      Fed. Standard 3 
   
   
   Klingon 1  
  Law ( Starfleet Reg. ) 3 (4) 
  Personal Eq. ( Communicator ) 1 (4) 
  Physical Science ( Math ) 1 (2) 
  Planetary Survival ( Ocean ) 1 (2) 
  Ship. Systems (Communication) 2 (5) 
  Social Science ( Anthropology ) 2 (3) 
  Systems Engineering (Com) 2 (4) 
  Unarmed Combat ( SMA ) 1 (2) 
  Vehicle Ops ( Shuttlecraft ) 2 (3) 
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3  
     Famous Incident ( several ) +3  
     Language Ability +2 
     Promotion +8 
     Sexy +2 
       
  Disadvantages: 
  Disadvantages:  
     Pacifism –3: Self-Defence  
     Phobia –2: Loose a crewmember 
    
  C.P.: 6 
  C.P.: 6   
    
  Renown:
  Renown:  48
  48   
  Aggression 0, Discipline +8, 
  Initiative +8, Openness +22, Skill 
  10. 
   
   
   
  Captain Decker
  Captain Decker  
    
     Willard Decker is the son of the 
  famous Commodore Matt Decker, 
  who was killed when the ‘Planet 
  Killer’ destroyed his ship the USS 
  Constellation. 
     In spite of his father’s death, 
  Willard 
  Decker 
  joined Starfleet and 
  wanted to explore 
  space. He excelled 
  at the Academy and 
  also in his later 
  career.  
     One of his first 
  posts was on Delta 
  IV, where he met the 
  Deltan Ilia and fell in 
  love with her. 
     In 2270 he took Command of the 
  USS Enterprise by Captain Kirk order, 
  who had choose him because of his 
  skills – Lt. Ilia became his navigator. 
     One year later, he stepped down 
  to make room for Captain Kirk and 
  became XO of the ship during the 
  ‘V’Ger-Incident’. He later sacrificed 
  himself and joined with V’Ger.   
   
      Fitness 3 
      Coordination 3 
      Intellect 4                 
      Presence 3 
   
  Willpower +1 
  
  once more unto the breach 
   
  47
      Psi 0  
    
   
  Administration ( Starship ) 3 (4)     
  Athletics (Soccer) 3 (4) 
  Command ( Starship ) 4 (5) 
  Computer ( Research ) 2 (3)  
  Culture ( Human ) 2 (4) 
             ( Deltan )     (3)                     
  Diplomacy ( Fed. Frontier ) 2 (4) 
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Language      Fed. Standard 3 
                     Deltan 1 
  Law ( Starfleet Reg. ) 4 (5) 
  Mat. Engineering ( Spaceframe ) 2 (3) 
  Personal Eq. ( Vacuum Suit ) 1 (3) 
  Physical Science ( Math ) 2 (3) 
  Planetary Survival ( Forest ) 1 (2) 
  Ship. Systems ( Command ) 2 (4) 
  Starship Tactics ( Federation ) 3 (4) 
  Space Science ( Astrogation ) 1 (3) 
  Vehicle Ops ( Shuttlecraft ) 2 (3) 
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Bold +1 
     Commendation ( M. of Honor ) +2  
     Innovative +1 
     Promotion +10 
          
  Disadvantages: 
  Disadvantages:  
     Pacifism –1: Cannot Kill 
     Romantic Attachment -2: Lt. Ilia  
        
       
  C.P.: 5 
  C.P.: 5   
    
  Renown:
  Renown:  68
  68   
  Aggression 
  -2, 
  Discipline 
  +16, 
  Initiative +8, Openness +18, Skill 
  25. 
   
   
   
  Ensign Sulu
  Ensign Sulu  
    
     
     Demora Sulu is the daughter of the 
  famous Captain Sulu. Her mother 
  gave no note to Hikaru that she was 
  pregnant and thus he learned of her 
  existence late after birth, when she 
  was a teenager. Her mother had died 
  and so Captain Sulu adopted her. 
     Although they 
  had difficulties to 
  cope with each 
  other, 
  due 
  to 
  Hikaru’s 
  long 
  absence when he 
  was 
  on 
  a 
  mission, 
  they 
  managed to get 
  along. 
     Demora joined 
  Starfleet 
  as 
  well, 
  when 
  she 
  understood the lessons her father 
  taught her and finally became the 
  helmsman of the USS Enterprise-B. 
  Captain Kirk said, that it would not 
  be the Enterprise without a Sulu at 
  the helm.  
   
      Fitness 3 
      Coordination 3 
      Intellect 3                 
      Presence 2 
   
  Willpower +1                 
      Psi 0  
    
  Artistic Expression ( Drawing ) 1 (3) 
  Administration ( Starship ) 1 (2)     
  Athletics (Running) 3 (4) 
  Computer ( Hacking ) 1 (2)  
  Culture ( Human ) 2 (3)                    
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Language      Fed. Standard 3  
  Law ( Starfleet Reg. ) 2 (3) 
  Personal Eq. ( Tricorder ) 1 (3) 
  
  once more unto the breach 
   
  48
  Physical Science ( Math ) 2 (4) 
  Planetary Survival ( Urban ) 1 (2) 
  Primitive Weaponry ( Fencing ) 1 (2) 
  Prop. Engineering (Warp Drive) 1 (3)  
  Ship. Systems ( Helm ) 2 (4) 
    ( Sensors ) (3) 
  Space Science ( Astrogation ) 2 (4) 
  Systems Engineering ( Helm) 1 (2) 
  Unarmed Combat ( SMA ) 1 (2) 
  Vehicle Ops ( Shuttlecraft ) 2 (4) 
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Curious +1 
     Strong Will +1 
       
  D
  D isadvantages: 
  isadvantages:  
      Code of Honor –2: Honesty 
      Impulsive -1  
       
  C.P.: 4 
  C.P.: 4   
    
  Renown:
  Renown:  2 
  Aggression +1, Discipline 0, 
  Initiative 0, Openness +0, Skill 1. 
   
   
   
  Lt. Saavik
  Lt. Saavik  
    
     
     Saavik became member of Starfleet 
  in 2281 and left 
  the Academy four 
  years later. Spock 
  was her mentor 
  and 
  she 
  served 
  aboard 
  Enterprise 
  when 
  she 
  encountered Kahn 
  Singh and was a 
  crewmember of the USS Grissom 
  before she was destroyed in Orbit of 
  Genesis.  
     Saavik helped to rescue Spock and 
  left Starfleet a year later to stay on 
  Vulcan.  
   
      Fitness 2 
   
  Strength +1                 
      Coordination 3 
      Intellect 4 
   
  Logic +1                 
      Presence 2 
      Psi 1 
   
  Focus -1  
    
  Administration ( Starship ) 2 (3)      
  Athletics (Running) 1 (3)                    
  Command ( Starship ) 3 (4) 
  Computer ( Modeling ) 1 (3)  
  Culture ( Vulcan ) 2 (3)                     
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  History ( Vulcan ) 2 (3) 
    ( Federation ) (3) 
  Language      Fed. Standard 2 
   
   
   Vulcan 2  
  Law ( Starfleet Reg. ) 2 (3) 
  Life Science ( Biology ) 2 (3) 
  Mind Meld 2 
  Personal Eq. ( Tricorder ) 1 (4)  
  Physical Science ( Math ) 2 (4) 
  Planetary Science ( Geology ) 1 (2) 
  Planetary Survival ( Artic ) 1 (2)  
  Ship. Systems ( Sensors ) 1 (3)  
                      ( Command ) (2) 
  Starship Tactics ( Fed ) 2 (3) 
  U. Combat (V. Nerve Pinch) 2 (3)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  W. Knowledge ( Vulcan ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Curious +1 
     Dep. Head +4  
     Eidetic Memory +3 
     Promotion +4  
      
  Disadvantages: 
  Disadvantages:  
      Code of Honor –4: Starfleet  
      Code of Honor –3: Vulcan     
      Hides Emotions -2 
   
  C.P.: 3 
  C.P.: 3   
    
  
  once more unto the breach 
   
  49
  Renown: 12
  Renown: 12  
  Aggression -2, Discipline +4, 
  Initiative 0, Openness 0, Skill 8. 
   
   
   
  Captain Harriman
  Captain Harriman  
    
     
     John Harriman, CO of the USS 
  Enterprise-B is a real ‘Starfleet Brat’, 
  his father, Starfleet Admiral in 
  Starfleet Command, used his position 
  to give him this post and was the 
  reason 
  why 
  he 
  joined Starfleet. 
     Although 
  John 
  Harriman 
  was 
  always 
  a 
  good 
  student at Academy 
  and a good officer 
  as 
  well, 
  he 
  probably rose up in ranks to quickly. 
  He fears critical situations and is 
  uncertain which orders to give in 
  under tense conditions.  
     However he is a friendly person, 
  and may learn with the time to bear 
  the responsibility of command.  
     John Harriman knows how to 
  present himself. 
   
      Fitness 2 
   
  Strength +1                 
      Coordination 2 
      Intellect 3                 
      Presence 4 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 2 (4)     
  Athletics ( Climbing ) 2 (3)  
  Command ( Starship ) 3 (4) 
  Computer ( Research ) 1 (2)  
  Culture ( Human ) 2 (3)                     
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  History ( Human ) 1 (2) 
    ( Federation ) (2) 
  Language      Fed. Standard 3  
  Law ( Starfleet Reg. ) 4 (5)           
  Personal Eq. ( Tricorder ) 1 (2) 
  Persuasion ( Oratory ) 2 (4)  
  Physical Science ( Math ) 1 (2) 
  Planetary Survival ( Jungle ) 1 (2)  
  Ship. Systems ( Helm ) 1 (2)  
                      ( Command ) (2) 
  Space Science ( Astrophysics ) 1 (2) 
  Starship Tactics ( Fed ) 2 (4) 
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  W. Knowledge ( Earth ) 1 (2)  
   
  Advantages: 
  Advantages:   
     Dep. Head +4  
     Patron +3: Father 
     Promotion +10 
     Sexy +2  
      
  Disadvantages: 
  Disadvantages:  
     Code of Honor –4: Starfleet  
     Phobia –2: Failure in critical 
                      situations  
     Weak Will -2 
   
  C.P.: 4 
  C.P.: 4   
    
  Renown:
  Renown:  52
  52 
  Aggression 
  0, 
  Discipline 
  +12, 
  Initiative -5, Openness +24, Skill 
  +10. 
   
   
   
  Ambassador Sarek
  Ambassador Sarek   
    
     
     Sarek is the famous father of 
  Captain Spock and one of the most 
  important and capable diplomats of 
  Federation history.  
     He has another son, Sybok, whose 
  mother is a Vulcan princess, Sarek’s 
  first wife. She died shortly after she 
  gave birth to Sybok.  
     Sarek’s second wife is Amanda 
  Grayson, Spock’s mother, a human. 
  
  once more unto the breach 
   
  50
     Sarek’s contact with Spock was 
  rare, as he did 
  not agree with 
  his decision to 
  join 
  Starfleet 
  rather than the 
  Vulcan 
  Science 
  Academy. 
     After 
  Spock 
  had to donate 
  blood to save his 
  father’s life, they 
  relation grew better and it was Sarek 
  who convinced Kirk that Spock was 
  not yet lost after his apparent death 
  at Genesis.  
   
      Fitness 2 
   
  Strength +1                 
      Coordination 2 
      Intellect 6 
   
  Logic +1                 
      Presence 3 
      Psi 1 
   
  Focus -1  
    
  Administration ( Logistics ) 1 (2)      
  Artistic Expression ( V. Harp ) 2 (3) 
  Computer ( Research ) 1 (3)  
  Culture ( Vulcan ) 2 (5)                    
  Diplomacy ( Intergalactic A. ) 4 (6) 
   
         (Intergalactic Law)    (5) 
   
         ( Federation Law )    (5) 
  Dodge 1  
  History ( Vulcan ) 3 (5) 
    ( Federation ) (4) 
  Language      Fed. Standard 3 
   
   
   Vulcan 4 
   
   
   Klingon 2  
  Law ( Vulcan Law ) 4 (5) 
        ( Federation Law ) (5) 
  Mind Meld 3 
  Personal Eq. ( Communicator ) 1 (2)  
  Persuasion ( Debate ) 4 (5) 
  Physical Science ( Math ) 4 (5) 
  Planetary Survival ( Desert ) 2 (3)  
  Rha-Tel 2 
  Shan-Tip 1 
  Ship. Systems (Communication) 1 (2) 
  Social Science ( Anthropology ) 4 (5) 
                       ( Political Science ) (5) 
  Space Science ( Astrophysics ) 1 (2) 
  U. Combat (V. Nerve Pinch) 2 (4)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  Vulcan Mind Shield 4  
  W. Knowledge ( Vulcan ) 2 (4) 
   
   
     ( Earth )       (3)  
   
  Advantages: 
  Advantages:   
     Commendation ( several ) +3  
     Contact: several governmental +3 
     Curious +1 
     Famous Incident ( several ) +3 
     Multitasking +2  
     Promotion +12: Federation 
                            Ambassador  
     Shrewd +1 
     Strong Will +1 
   
  Disadvantages: 
  Disadvantages:  
      Arrogant -1 
      Code of Honor –3: Vulcan     
      Hides Emotions –2 
      Pacifism –1: Cannot Kill 
   
  C.P.: 5 
  C.P.: 5   
    
  Renown: 85
  Renown: 85  
  Aggression -10, Discipline +24, 
  Initiative +5, Openness +14, Skill 
  30. 
   
   
   
  Chancellor Gorkon
  Chancellor Gorkon  
    
     
     Gorkon was the Chancellor of the 
  Klingon High Council until he was 
  assassinated in 2293. It is unknown 
  since when he was head of the 
  Klingon Government, however it has 
  to be at least 2289, when he thanked 
  the Federation Council for the 
  assistance during the Meclanti attack. 
  
  once more unto the breach 
   
  51
     Gorkon was a visionary, who 
  wanted peace in the galaxy and 
  more cooperation than invasion. 
  When in 2293 the Klingon Moon 
  Praxis 
  exploded 
  and 
  with 
  it 
  endangered Qo’noS 
  existence alike, his 
  vision 
  found 
  breeding 
  ground 
  and he was able to 
  start 
  a 
  peace 
  campaign with the 
  Federation.  
     However he was 
  assassinated 
  and 
  his daughter Azetbur took over. Later 
  it was revealed that a combined 
  campaign of Starfleet Officers and 
  Klingon conspirators was behind the 
  assassination. Kirk and his crew were 
  able to prevent another attack on the 
  Federation President. 
   
      Fitness 4 
   
  Vitality +2                 
      Coordination 3 
      Intellect 4 
      Presence 3 
   
  Willpower +2 
      Psi 0 
    
  Administration ( Logistics ) 3 (4)      
  Command (Combat Leadership) 3 (5) 
  Computer ( Research ) 1 (2)  
  Culture ( Klingon ) 2 (4)                    
  Diplomacy ( Intergalactic A. ) 4 (5) 
   
         (Intergalactic Law)    (5) 
   
         ( Klingon Law )        (5) 
  Dodge 1  
  History ( Klingon ) 2 (4) 
  Intimidation ( Bluster ) 2 (3) 
  Language      Klingon 4 
   
   
   Fed. Standard 2 
  Law ( Klingon Law ) 3 (5) 
  Personal Eq. ( Communicator ) 1 (2)  
  Persuasion ( Debate ) 4 (5) 
   
        ( Oratory )    (5) 
  Physical Science ( Math ) 1 (2) 
  Primitive Weaponry (Bath’let) 2 (4)  
  Ship. Systems ( Computer ) 2 (3) 
  Social Sc. (Political Science) 4 (5) 
  Starship Tactics (Klingon) 2 (4) 
  Strategic Operations (Defence) 3 (4) 
  U. Combat ( Mok'bara ) 2 (4)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  W. Knowledge ( Qo’noS ) 2 (4) 
   
  Advantages: 
  Advantages:   
     Bold +1 
     Contact: several governmental +3 
     Indomitable +2 
     Organ Redundancy ( brak’lul ) +4 
     Promotion +14: Chancellor  
     Shrewd +1 
     Strong Will +1 
   
  Disadvantages: 
  Disadvantages:  
      Code of Honor –4: Klingon     
      Fanatic: Galactic Peace -3 
      Pacifism –1: Cannot Kill 
   
  C.P.: 6 
  C.P.: 6   
    
  Renown: 85
  Renown: 85  
  Aggression 
  -5, 
  Discipline 
  +25, 
  Initiative +10, Openness +10, Skill 
  30. 
   
   
   
  Kahn
  Kahn   
    
     
     Kahn Noonien 
  Singh was one of 
  the 
  most 
  powerful 
  warlords 
  on 
  Earth in the late 
  20th century. He 
  was a genetically 
  enhanced 
  ‘Eugenic’-Man.  
     When he was 
  
  once more unto the breach 
   
  52
  faced with defeat, he fled with some 
  company in a sleeper ship. He was 
  found by Enterprise and tried to take 
  over the ship, which resulted in his 
  exposure on Ceti Alpha V.  
     A stellar catastrophe transformed 
  Ceti Alpha V into a desert planet.  
     In 2285 Kahn is able to leave the 
  planet by overtaking the USS Reliant 
  and to steal the prototype Genesis 
  Device. Again he was overcome by 
  Kirk this time he killed himself in a 
  last effort to destroy the Enterprise – 
  and failed to do so.     
   
      Fitness 4 
   
  Vitality +2                 
      Coordination 4 
      Intellect 4 
      Presence 4 
   
  Willpower +1 
      Psi 0 
    
  Administration ( Logistics ) 3 (4)      
  Athletics ( Running ) 3 (4)  
  Command (Combat Leadership) 3 (4) 
  Charm ( Influence ) 3 (4) 
  Culture ( Human ) 2 (3)                     
  Dodge 2  
  History ( Human ) 2 (3) 
  Intimidation ( Bluster ) 3 (4) 
  Language      English 3 
   
   
   Chinese 4 
  Life Science ( Genetics ) 2 (5) 
  Persuasion ( Storytelling ) 4 (5) 
  Physical Science ( Math ) 3 (4) 
  Planet. Tactics (Grand Strategy) 4 (5) 
  Planetside Survival ( Desert ) 2 (4) 
  Primitive Weaponry (Sword) 3 (4)  
  Social Sc. ( Anthropology ) 3 (4) 
  U. Combat ( Karate ) 3 (4)  
  Vehicle Ops ( Ground Car ) 1 3(2)  
  W. Knowledge ( Earth ) 1 (3) 
   
   
     ( Ceti Alpha V ) (3) 
   
  Advantages: 
  Advantages:   
     Ally +3: several followers 
     Ambidexterity +2 
     Bold +1 
     Eidetic Memory +3 
     Indomitable +2 
     Mathematical Ability +3 
     Promotion +14: Warlord  
     Shrewd +1 
     Strong Will +1 
     Toughness +1 
   
  Disadvantages: 
  Disadvantages:  
      Arrogant –1 
      Fanatic –3 : Conquer planet 
      Intolerant –3: Non-Eugenics 
      Stubborn -1 
   
   
  C.P.: 6 
  C.P.: 6   
    
  Renown: 85
  Renown: 85  
  Aggression 
  -5, 
  Discipline 
  +25, 
  Initiative +10, Openness +10, Skill 
  30. 
   
   
   
  Admiral Cartwright
  Admiral Cartwright   
    
     
     Admiral Cartwright was one of the 
  highest-ranking officers of Starfleet. 
  He was head of Starfleet Operations 
  since the mid 80’s and trusted 
  advisor of the UFP President.  
     Since his early 
  days in Starfleet he 
  had a conservative 
  nature, 
  maybe 
  because of a bad 
  experience in his 
  past.  
     After 
  he 
  graduated 
  from 
  Academy he got 
  into contact with a 
  group of Starfleet Intelligence called 
  Section 31, which has the aim to 
  
  once more unto the breach 
   
  53
  protect the Federation with any 
  means necessary.  
     Admiral Cartwright was involved in 
  the conspiracy to kill the Klingon 
  Chancellor Gorkon, when he moved 
  forward the peace process. When his 
  daughter 
  Azetbur 
  continued 
  the 
  negotiations, he took part in a plan 
  to kill the Federation President as 
  well. He was arrested during the 
  assassination attempt.  
   
      Fitness 2 
   
  Strength +1                 
      Coordination 2 
      Intellect 4                 
      Presence 3 
   
  Willpower +1                 
      Psi 0  
    
  Administration ( Starship ) 4 (5)  
   
   
     ( Logistics )   (5)  
  Athletics (Swimming) 2 (4) 
  Behaviour Mod. ( Resistance ) 1 (4) 
  Command ( Starship ) 5 (6) 
  Computer ( Research ) 1 (3)  
  Culture ( Human ) 2 (3)                    
  Diplomacy (Intergalactic Affairs) 1 (2) 
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  Espionage ( Covert Com ) 3 (4) 
  History ( Human ) 1 (3) 
    ( Federation ) (3) 
  Intimidation ( Bluster ) 2 (5) 
  Language      Fed. Standard 3 
   
   
   Klingon 1  
  Law ( Starfleet Reg. ) 5 (6)           
  Personal Eq. ( Tricorder ) 1 (2)  
  Persuasion ( Debate ) 2 (4) 
  Physical Science ( Math ) 2 (3) 
  Planetary Survival ( Urban ) 1 (2) 
  Security ( Law Enforcement ) 2 (4)  
  Ship. Systems (Communication) 2 (3)  
                      ( Command ) (4)  
  Soc. Science (Political Science) 2 (4) 
  Starship Tactics ( Fed ) 5 (6) 
  Strategic Ops ( Defence ) 3 (5) 
  Systems Engineering ( Helm ) 1 (2) 
  Unarmed Combat ( SMA ) 1 (2)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  W. Knowledge ( Earth ) 1 (2)  
    
  Advantages: 
  Advantages:   
     Bold +1  
     Commendation ( several ) +3  
     Contact ( several in Starfleet ) +3 
     Dep. Head +4  
     Promotion +20  
     Strong Will +2 
     Tactical Genius +3 
         
  Disadvantages: 
  Disadvantages:  
      Dark Secret –2: member of 
                             Section 31 
      Intolerant –2: Klingons 
      Obligation –3: Section 31 
      Stubborn -1  
   
  C.P.: 5 
  C.P.: 5   
    
    
  Renown:
  Renown:  98
  98 
  Aggression +18, Discipline +28, 
  Initiative +18, Openness +5, Skill 
  29. 
   
   
   
  Lt. Valeris
  Lt. Valeris  
    
     
     The Vulcan Starfleet Lieutenant 
  Valeris was the first Vulcan of 
  Starfleet Academy who was the first 
  of her graduation class. She as 
  mentored 
  by 
  Captain 
  Spock, 
  who 
  had 
  planned her to 
  be 
  his 
  substitution 
  on 
  Enterprise 
  after 
  his 
  own 
  retirement. 
     However 
  
  once more unto the breach 
   
  54
  when she was at Academy, she was 
  member of a conservative group 
  called the Vanguard who wanted a 
  more aggressive Federation policy 
  and 
  rather 
  confrontation 
  than 
  cooperation.  
     Although this group was destroyed 
  in 2289, Valeris had enough contacts 
  to prevent her from being caught and 
  to become a member of Section 31 
  as well. 
     She knew of Chancellor Gorkon’s 
  assassination and    
   
      Fitness 3 
   
  Strength +1                 
      Coordination 2 
      Intellect 5                 
      Presence 2 
   
  Empathy -1                 
      Psi 1 
   
  Range –1 
   
  Administration ( Starship ) 2 (3) 
  Athletics ( Climbing ) 1 (2) 
  Behaviour Mod. ( Resistance ) 1 (3) 
  Command ( Starship ) 2 (3) 
  Computer ( Research ) 1 (2)  
  Culture ( Vulcan ) 2 (3)                     
  Dodge 1  
  Energy Weapons ( Phaser ) 1 (2) 
  Espionage ( Covert Com ) 1 (3) 
  History ( Vulcan ) 1 (2) 
    ( Federation ) (2) 
    ( Human )     (2) 
  Intimidation ( Bluster ) 1 (2) 
  Language      Fed. Standard 2 
   
   
   Vulcan 1  
  Law ( Starfleet Reg. ) 2 (3)           
  Personal Eq. ( Tricorder ) 1 (2)  
  Physical Science ( Math ) 2 (3) 
  Planetary Survival ( Jungle ) 1 (2) 
  Ship. Systems ( Helm ) 2 (5)   
  Starship Tactics ( Federation ) 2 (3) 
  Systems Engineering ( Helm ) 1 (2) 
  U. Combat ( V. Nerve Pinch ) 2 (4)  
  Vehicle Ops ( Shuttlecraft ) 1 (4)  
  W. Knowledge ( Vulcan ) 1 (2)  
  Advantages: 
  Advantages:   
     Curious +1  
     Famous Incident +1: Best of class 
     Promotion +4  
            
  Disadvantages: 
  Disadvantages:  
      Code of Honor –3: Vulcan 
      Dark Secret –2: member of 
                             Section 31 
      Hides Emotions –2  
      Intolerant –2: Klingons 
      Obligation –3: Section 31 
       
  C.P.: 3 
  C.P.: 3   
    
    
  Renown:
  Renown:  55 
  Aggression +1, Discipline +1, 
  Initiative 0, Openness 0, Skill 3. 
   
   
   
  General Chang
  General Chang  
    
     
     Chang was the Klingon Chief of 
  Staff in the 90’s of the 23rd century 
  under Chancellor Gorkon. Although 
  he regarded himself as warrior, he is 
  an able politician as well.  
     Chang was head of a secret 
  project, 
  which 
  involved 
  the 
  development 
  of 
  Bird of Prey able 
  to 
  fire 
  while 
  cloaked. 
  However due to 
  the high secrecy 
  of the project 
  most data was destroyed together 
  with Chang, and as the Klingons 
  regard such combat dishonourable 
  the project was not further developed 
  after the prototype under Chang’s 
  command 
  was 
  destroyed 
  at 
  
  once more unto the breach 
   
  55
  Khitomer. He liked very much the 
  Earth author Shakespeare.   
   
      Fitness 3 
   
  Strength +1 
   
  Vitality +2                 
      Coordination 3 
      Intellect 3                 
      Presence 2 
   
  Empathy -1                 
      Psi 0  
    
  Administration  ( Logistics ) 4 (5) 
  Athletics ( Jumping ) 1 (2) 
  Command ( Starship ) 5 (6) 
  Computer ( Research ) 1 (2)  
  Culture ( Klingon ) 2 (4) 
    ( Human )    (3)                     
  Dodge 3  
  Energy Weapons ( Disruptor ) 3 (4) 
  Espionage ( Covert Com ) 2 (3) 
  History ( Klingon ) 1 (2) 
  Intimidation ( Torture ) 3 (4) 
  Language      Klingon 3 
   
   
   Fed. Standard 1  
  Law ( Klingon Law ) 5 (6)           
  Personal Eq. ( Communicator ) 1 (2)  
  Persuasion ( Oratory ) 3 (4) 
  Physical Science ( Math ) 1 (2) 
  Planetary Survival ( Mountain ) 2 (3) 
  Planetary Tactics (Grand Scale) 2 (4) 
  Primitive Weaponry ( Bath’let ) 3 (5) 
  Security ( Security Systems ) 1 (2)  
  Ship. Systems (Cloaking Device) 2 (4)  
                      ( Tactical ) (4)  
  Starship Tactics ( Klingon ) 5 (6) 
   
   
      ( Federation ) (6) 
  Strategic Ops ( Invasion ) 4 (5) 
  Systems Engineering ( Cloak ) 1 (4) 
  Unarmed Combat ( Mok'bara ) 3 (5)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  W. Knowledge ( Qo’noS ) 1 (2)  
    
  Advantages: 
  Advantages:   
     Commendation ( several ) +3  
     Contact: several governmental +3 
     Dep. Head +4  
     Organ Redundancy ( brak’lul ) +3 
     Promotion +20  
     Shrewd +1 
     Tactical Genius +3 
         
  Disadvantages: 
  Disadvantages:  
      Code of Honor –4: Klingon 
      Dark Secret –2: member of 
                             Conspiracy 
      Fanatic: Destroy Federation -3 
      Intolerant –2: Humans 
      Obsession -2: Quote Shakespeare      
   
  C.P.: 4 
  C.P.: 4   
    
    
  Renown:
  Renown:  105
  105   
  Aggression +35, Discipline +20, 
  Initiative +10, Openness -15, Skill 
  25. 
   
   
   
  Captain Klaa
  Captain Klaa  
    
     
     Klaa rose up in ranks of the 
  Klingon military not through skill but 
  through his aggression and courage.  
     He is more or less representative 
  for Klingon captains of smaller ships. 
     Captain 
  Klaa 
  was demoted to 
  and 
  lost 
  his 
  command, when 
  he 
  fired 
  on 
  Enterprise without 
  permission 
  and 
  with it on the 
  Klingon 
  General 
  Korrd. Thus he became translator 
  and met again Captain Kirk during 
  his trial on Qo’noS. 
   
   
   
   
  
  once more unto the breach 
   
  56
      Fitness 3 
   
  Strength +1 
   
  Vitality +2                 
      Coordination 3 
      Intellect 2                 
      Presence 2 
   
  Empathy -1                 
      Psi 0  
    
  Administration  ( Starship ) 1 (3) 
  Athletics ( Swimming ) 3 (4) 
  Command ( Starship ) 3 (4) 
  Computer ( Research ) 1 (2)  
  Culture ( Klingon ) 2 (3) 
  Dodge 2  
  Energy Weapons ( Disruptor ) 2 (4) 
  History ( Klingon ) 1 (2) 
  Intimidation ( Bluster ) 1 (3) 
  Language      Klingon 3 
   
   
   Fed Standard 2 
  Law ( Klingon Law ) 1 (3)           
  Personal Eq. ( Communicator ) 1 (2)  
  Physical Science ( Math ) 1 (2) 
  Planetary Survival ( Forest ) 2 (3) 
  Planetary Tactics ( Shipboard ) 2 (3) 
  Primitive Weaponry ( Bath’let ) 2 (4) 
  Ship. Systems ( Tactical )  2 (4)  
  Starship Tactics ( Klingon ) 3 (4) 
  Systems Engineering ( Cloak ) 1 (4) 
  Unarmed Combat ( Mok'bara ) 2 (4)  
  Vehicle Ops ( Shuttlecraft ) 1 (2)  
  W. Knowledge ( Qo’noS ) 1 (2)  
    
  Advantages: 
  Advantages:   
     Dep. Head +4  
     Organ Redundancy ( brak’lul ) +3 
     Promotion +8  
     Weapons Master: Bath’let +2 
         
  Disadvantages: 
  Disadvantages:  
      Code of Honor –4: Klingon 
      Intolerant –2: Humans 
      Impulsive -1    
   
  C.P.: 2 
  C.P.: 2   
    
    
  Renown:
  Renown:  55
  55   
  Aggression 
  +18, 
  Discipline 
  +5, 
  Initiative +15, Openness -5, Skill 19. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  once more unto the breach 
   
  57
  Disclaimer: 
  Disclaimer: Star Trek  and all its elements and logos are property of Paramount. The Star 
  Trek Roleplaying Game is owned by Decipher, and was formerly owned and created by 
  Lastunicorn Games. This work is strictly non-profit. 
  Trademarks are not mark as such because the size of the work is too large. This does 
  not mean this trademarks are free.  
   
  Created by   Volker Maiwald 
   
  The Harashi were created by Heiko ‘Sutak Tessar’ Klömkes 
   
   
   
   
   
   
   
   
        Visit the Far Realms Roleplaying Games Archives at           
                                          www.farrealms.de ! 
  
SOURCE: textdata/thevault/Star Trek RPG/Last Unicorn Games/Star Trek RPG - LUG - movie_sourcebook.pdf