TEXT:  
   
   
  Law and Order: UFP 
  The Law Enforcement 
  Sourcebook 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Unofficial Star Trek Role-playing Game 
  Sourcebook for the ICON rules system by 
  Last Unicorn Games 
   
   
  By DanG 
   
  
   
  2 
   
  Foreword 
   
  “Police arrested two kids yesterday, one was drinking battery acid, the other was eating 
  fireworks.  They charged one and let the other one off.”   
  Tommy Cooper 
   
  This book has been a long time coming.  Once upon a time I read the Raiders, 
  Renegades and Rogues sourcebook and in the short chapter about law enforcement 
  in the Rogue series there was a hint at an ICON link, which promised additional 
  online content.  My first expectation was detail about Law Officers, after all some of 
  the relevant material was already in place, there couldn’t be much left.  After all one 
  of the main characters in DS9 was a Police Officer and it had been made pretty clear 
  over the course of seven series that Constable Odo was not the same thing as 
  Starfleet Security.   
   
  It turned out that my expectation was wrong.  But fortunately that just gave me the 
  spark to create a Law Enforcement Officer template and a few training packages.  A 
  short while later I added the Ferengi FCA Liquidator template, but that was as far as 
  it went and it lay fallow for a long period… 
   
  … until one day I found myself tying to build a post Dominion War treatment of the 
  Maquis, and how their actions were no longer considered criminal once their cause 
  was taken up by the rest of the Federation.  And my notes started to grow and grow. 
   
  This is the result. 
   
  I am not trying to recreate the wheel, a fair amount of material has be copied over 
  from both Raiders, Renegades and Rogues and their treatments of law in the 
  Federation, likewise there is a good deal of tied in material in the Price of Freedom 
  sourcebook about Federation Judiciary, Penal colonies and Starfleet JAG.  I have 
  transcribed some of this material without permission for ease of use, although some 
  changes have been made where appropriate. 
   
  Yes, I did also say that I felt that this was unofficially an addition to the LUG Raiders, 
  Renegades and Rogues sourcebook. 
   
  Enjoy.   
  Dan Gurden.  
  2011 
  Contents 
   
  Foreword 
   
   
   
   
   
   
   
  Page 2 
  Index  
   
   
   
   
   
   
   
  Page 2 
  Crime in the Federation   
   
   
   
   
  Page 3 
  Law Enforcers and Starfleet JAG  
   
   
   
  Page 9 
  Crime in the 23rd Century 
   
   
   
   
  Page 22 
  Federation Law 
    
   
   
   
   
   
  Page 32 
  Character Generation 
   
   
   
   
   
  Page 38 
  Weapons, Technology and Starships  
   
   
  Page 43 
  Appendix 
   
   
   
   
   
   
   
  Page 53
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter One 
  Crime in the Federation. 
   
   
  Introduction 
  * adapted from Raiders, Renegades and Rogues 
  sourcebook published by Last Unicorn games, 2000 
   
  The United Federation of Planets 
  takes justifiable pride in its tradition of 
  respect for the rule of law.  Since its 
  inception, the Federation has devoted 
  itself to the promotion of law and 
  justice among its diverse member 
  worlds and to eliminating the root 
  causes of criminal behaviour and 
  lawlessness.  On the worlds of its 
  founders, such as Earth, Vulcan and 
  Andoria, the Federation has largely 
  succeeded; these worlds are free from 
  crime, conflict, hunger and want. 
   
  Advanced Federation technology 
  largely eliminates the need for criminal 
  activity, since it provides for all the 
  daily needs of the populace. 
   
  Out on the edges of Federation space, 
  however, tradition often takes second 
  place to the practicalities of daily 
  survival.  Conditions on the frontier 
  remain more primitive leading to 
  greater needs among colonies and 
  other worlds distant from the 
  prosperous Federation core.  The 
  frontiers of Federation space are also 
  often near areas of conflict or tension, 
  such as the Romulan Neutral Zone or 
  the Demilitarized Zone established 
  with the Cardassian.  In these regions 
  social pressures and individual needs 
  sometimes blossom into criminal 
  activity.  Federation authorities do 
  what they can to deal with these 
  criminal elements, but their resources 
  are often stretched so thin that they 
  cannot enforce the law effectively 
  throughout the frontier.  In any event, 
  until society addresses all the reasons 
  for it existence, it does not seem likely 
  that crime will ever disappear entirely. 
   
  Federation Law 
   
  The Federation legal system draws 
  both its authority and its mandate from 
  two basic principles – a fundamental 
  respect for law and a sincere 
  
   
  4 
  appreciation for the rights of all 
  sentient beings.  The Federation takes 
  violation of its laws very seriously, as 
  any criminal operating in or near UFP 
  territory knows all too well.  
  The most important thing to 
  understand about Federation law is 
  that it technically applies only outside 
  a Federation member worlds sphere of 
  influence – in Federation controlled 
  space and on Federation controlled 
  stations and colonies.  Individual 
  Federation member worlds maintain 
  certain sovereign rights, including the 
  right to determine their own laws.  The 
  Federation charter does stipulate 
  certain requirements for membership, 
  but otherwise member worlds remain 
  free to create and enforce their own 
  laws. 
   
  Many members of the Federation take 
  their cues from core planets such as 
  Earth, Vulcan, Betazed and Andoria, 
  but each world retains its own unique 
  laws and customs. 
   
  Crimes committed on a planets 
  surface – or on board stations or 
  vessels controlled by that world – fall 
  under the jurisdiction of those worlds 
  legal authorities, unless the crime 
  involved Federation property or 
  personnel.  Crimes committed in 
  Federation controlled space, on board 
  Federation vessels and stations, and 
  on Federation protected colonies fall 
  under the jurisdiction of the Federation. 
   
  In general Federation law respects 
  and upholds the rights of the individual.  
  This includes serious offences such as 
  murder, assault, rape and kidnapping.  
  Federation law also recognises and 
  respects the individual ownership of 
  property, treating it as an extension of 
  t individual, so acts like theft, arson 
  and vandalism are also considered 
  crimes.  Federation member worlds 
  must uphold this code of conduct; a 
  society that considers the murder of 
  outsiders or even members of its own 
  culture, an acceptable activity would 
  likely not achieve Federation 
  membership, although accommodation 
  is made for some cultural differences 
  such as Andorian ritualised duels. 
   
  The Federation also regulates the 
  possession and use of certain illegal 
  items and materials.  These include 
  things like illegal pharmaceuticals, 
  technologies, many types of weapons, 
  dangerous lifeforms and certain types 
  of Biotechnology.  Starfleet is charged 
  with apprehending smugglers who 
  attempt to transport or sell prohibited 
  materials in Federation space, but the 
  sheer vastness of UFP territory, and 
  the scope of Starfleet’s duties as a 
  whole make this mission difficult.  In 
  practice regional planetary and port 
  authorities handle most trade 
  enforcement and import inspections 
  and smugglers can and do operate 
  within the Federation, although in most 
  instances this occurs on the outskirts 
  of Federation Space. 
   
  Criminal Activity in the 
  Federation 
   
  Federation citizens rarely become 
  involved in criminal activities.  Most 
  Federation citizens hold a strong 
  respect for the law and choose not to 
  violate it for personal gain.  Most 
  Federation worlds remain prosperous 
  and peaceful, and those qualities tend 
  to limit the economic and social needs 
  for criminal activity.  With replicators 
  able to produce any material goods 
  one might need, criminals often find 
  themselves with little reason to 
  operate in Federation space at all.  
  Still, Federation society does produce 
  criminals from time to time.   
   
  Federation criminals generally 
  possess motivations beyond that of 
  mere greed.  Some of the motivations 
  include political, ideological or 
  philosophical beliefs, revenge, 
  desperation or even mental illness. 
   
  The last motivator is now relatively 
  easy to detect and treat by the 23rd 
  century.  Cases of mental illness in the 
  Federation are rare, due to the 
  
   
  5 
  advanced state of medical science.  
  Still, sometimes an illness can go 
  undetected and untreated, leading to 
  criminal behaviour on the part of the 
  victim.  This is more common in 
  frontier areas that lack modern 
  medical facilities; such areas also 
  demand higher-stress lifestyles, which 
  can be a factor towards mental 
  deterioration or breakdown. 
   
  The Federation accepts mental illness 
  as a defence for criminal activity and 
  chooses to treat the mentally ill as 
  victims rather than criminals.  The UFP 
  Judicial system generally remits these 
  individuals into the custody and care of 
  a medical facility capable of treating 
  them, such as the facility on Elba II.  
  Once cured of their illnesses, these 
  people may rejoin society. 
   
  Scholars of Criminal behaviour debate 
  at length whether individuals who 
  engage in criminal activities for 
  pleasure should also be considered 
  ‘mentally ill.’  For the time being the 
  Federation does not consider such 
  individuals ill, just misguided.  These 
  people become involved in criminal 
  behaviour out of boredom or a desire 
  to do ‘forbidden’ things.  The 
  excitement of criminal activity 
  becomes addictive to some of them, 
  and they commit crimes solely for the 
  thrill.  All other considerations – money, 
  property, or other forms of personal 
  gain - remain secondary.    
   
  This small minority of criminals has 
  popularized and romanticised the idea 
  of the lifestyle among the Federations 
  criminal elements.  They often see 
  themselves as outcasts and rebels 
  fighting against an oppressive society, 
  and may even consider themselves 
  superior to other beings because they 
  live free from societal and moral 
  constraints.  The Federation does 
  what it can to prove these criminals 
  wrong and to rehabilitate them when 
  opportunities present themselves.  
   
   
   
  Political, philosophical and ideological 
  agendas motivate the last type of 
  criminal found within UFP society.  
  The Federation respects and honours 
  many different belief systems, but it 
  also expects citizens to behave within 
  the dictates of the law.  Most political 
  factions within the Federation have no 
  difficulty with this, working to further 
  political change or their own agendas 
  through accepted channels.  
   
  A small minority of politically active 
  groups and individuals choose to stray 
  beyond the bounds of legality in order 
  to effect change.  For example the 
  New Essentialist Movement, popular in 
  the early 2370’s, has many law abiding 
  adherents throughout the Federation, 
  working to restore what they see as 
  the moral core of Federation society.  
  A small group of activist however are 
  willing to take more direct action to 
  make their political statement about 
  the complacency of Federation society.  
  Another major faction known for its 
  illegal activities, the Maquis, seeks to 
  push Cardassians out of colony worlds 
  in the Demilitarised Zone that were 
  ceded to tem in treaty. 
   
  Although profit and personal gain do 
  not motivate most politically minded 
  groups, some of these organisations 
  may engage in theft or smuggling to 
  further their goals.  For example, the 
  Maquis occasionally engage in Piracy 
  against Cardassian targets, seizing 
  ships and cargoes to sell on the black 
  market, or using captured vessels and 
  weapons against the Cardassians.  
  The needs of such renegade groups in 
  
   
  6 
  the Federation also provide business 
  for non Federation smugglers, pirates, 
  mercenaries and other rouges. 
   
  The Orion Syndicate 
   
  Perhaps the most feared criminal 
  organisation in the Alpha Quadrant, 
  the Orion Syndicate is savvy enough 
  to operate with near impunity even 
  within the boundaries of the 
  Federation.  The Syndicate controls a 
  large portion of the piracy, illegal 
  salvage and smuggling in the 
  quadrant, and protects its interests 
  brutally and efficiently.   
   
  Although its methods and goals 
  remain those of a criminal gang, the 
  Syndicate has adopted the somewhat 
  fragmented organisation of a secret 
  society or subversive group.  It is 
  structured as a series of cells, so 
  members can identify only a few other 
  colleagues should they be caught and 
  interrogated.  Prospective members 
  must be sponsored by a current 
  member in good standing, and must 
  pay an exorbitant fee for the privilege 
  of membership.  Should a member 
  betray the organisation, they will be 
  targeted for assassination, as well as 
  their sponsor.  Members are often so 
  afraid of reprisals that they have been 
  known to commit suicide when capture 
  looms, rather than risk even the 
  appearance of having divulged 
  information to the authorities. 
   
  It has long been widely assumed that 
  the syndicate is or was controlled by 
  members of the green skinned Orion 
  species, one of a number of intelligent 
  species native to the Rigel system.  
  Most Orions however are law-abiding 
  residents of that trading hub with no 
  connection to the syndicate, even if 
  some wish they did. 
   
  During the Dominion War the 
  Syndicate even tried to forge an 
  alliance with the Dominion, and in 
  doing so their threat level was raised 
  significantly to a more serious level, 
  and as a result Starfleet Intelligence 
  has joined the fight against the Orion 
  Syndicate,  
   
   
   
  The Orion Syndicate is now the 
  number one criminal target of Starfleet 
  Security.  Despite years of 
  investigation and prosecution, Starfleet 
  are no closer to infiltrating or toppling 
  those at the top of the Syndicate 
  pyramid than when they began.  
   
   
  Criminals from Outside the 
  Federation 
   
  Most of the criminal activity within the 
  Federation actually originates outside 
  Federation space.  The Federation 
  maintains a policy of external non-
  interference; how other powers choose 
  to govern themselves is entirely their 
  business.  But the Federation does not 
  expect foreign powers to respect its 
  laws and customs when in UFP 
  territory.  This, unfortunately, does not 
  always occur. 
   
  Some cultures, like the Klingons, 
  respect Federation law (at least to the 
  point at which it begins to interfere with 
  Klingon honour).  Numerous unaligned 
  species  in and outside Federation 
  space also respect the rules of the 
  Federation, either because they hold 
  hopes of Federation membership or 
  because they fear being cut off by the 
  Federation and left to deal with less 
  hospitable civilisations, or simply 
  because their own ethical principles 
  cause them to do so. 
   
  
   
  7 
  Other species like the Breen or 
  Ferengi however have little of no 
  regard for Federation law, except as 
  an irritant to avoid.  These species 
  engage in illegal activities both outside 
  and inside Federation space.  For 
  example Ferengi DaiMons regularly 
  smuggle contraband into Federation 
  territory.  The Ferengi alliance simply 
  claims that that it does not regulate 
  cargo that individual Ferengi vessels 
  carry, so the Federation must deal with 
  each vessel and its DaiMon 
  individually.  The Breen, known 
  enemies of the Federation and 
  supporters of criminal elements, raid 
  vessels illegally mine dilithium and 
  even capture individuals for use as 
  slave labour in and near Federation 
  space.  When confronted with these 
  transgressions, the Breen government 
  simply ignores the accusations or lays 
  the blame on renegade elements 
  acting outside their control.  In cases 
  like these, the Federation extradites 
  the accused criminals or in the most 
  serious cases prosecute wit full trial 
  and punishment in a Federation court. 
   
   
   
  Finally there are the species and 
  cultures who actively flout Federation 
  law.  This may be due to cultural 
  biases as in the case of violent races 
  like the Nausicaans, or because a 
  state of hostility exists between them 
  and the Federation, such as with the 
  Cardassians, Romulans or Breen.  
  Although the Federations political 
  enemies usually take care to remain 
  outwardly within the letter of the law, 
  when within Federation Space they 
  participate in all manner of covert 
  illegal operations.   The Cardassian 
  shipments of weapons and military 
  grade ships to planets in the 
  demilitarised zone, provides only one 
  example. 
   
  The activities of political enemies 
  normally fall under the heading of 
  espionage, and as such many of these 
  crimes fall under the jurisdiction of 
  Starfleet or Starfleet Intelligence. 
   
  The Frontier 
   
  The vast majority of criminal activity I 
  the UFP takes place on the outskirts of 
  Federation space, particularly along 
  frontiers that border on areas of 
  conflict.  Frontier regions often remain 
  wild and unsettled, far from the peace 
  ad prosperity of UFP core worlds, ad 
  often far from the technology, legal 
  constraints, and organisations that 
  maintain law abiding Federation 
  society. 
   
  Life on the frontier combines proud 
  individualism, with the often harsh 
  realities of survival.  New colonies and 
  settlements face many challenges, 
  especially during their first few years .  
  Even on Class M world, a single 
  natural disaster or similar incident can 
  spell doom for a young colony.  
  Federation records describe numerous 
  incidents of disease, starvation, 
  weather and stellar disasters – the 
  whims of nature can destroy a colony 
  in moments.  A colony may not see a 
  Starfleet vessel for months or even 
  years.  Thus colonies must remain 
  highly independent and self-sufficient 
  and colonists are usually cut from 
  stern stuff. 
   
  The difficulties of life on the outskirts of 
  UFP space leads to both a hardening 
  and a softening of legal and cultural 
  restrictions.  On one hand the survival 
  of a colony depends on the 
  cooperation of the colonists.  Most 
  colonies take a very dim view of 
  crimes for personal gain, especially 
  those which hurt the colony’s chances 
  of survival.  Living on their own, 
  
   
  8 
  colonists enforce their own laws and 
  frontier justice can be harsh, even on 
  Federation sponsored colonies.  
  Colonies may imprison criminals, exile 
  them or inflict brutal corporal 
  punishment upon them.   
   
  On the other hand the harsh realities 
  of life on the frontier often lead to a 
  softening of some of the stricter UFP 
  moral codes.  “You do what you have 
  to” is a common motto among 
  colonists and other frontier folk.  Away 
  from some of the advantages of 
  Federation technology and a stable 
  planetary infrastructure, colonists 
  sometimes cut corners and ignore 
  legal niceties in the name of survival.  
  For example a colony might purchase 
  much needed supplies from a Ferengi 
  trader without asking too many 
  questions about their origins.  Likewise 
  frontier folk often engage in certain 
  pastimes like gambling, exotic 
  pleasures and other pursuits 
  considered vulgar (or at least unwise) 
  by many in the Federation.  When 
  tosses regular contact with non-
  Federation cultures and individuals 
  and often tense border situations and 
  daily survival into the mix, it becomes 
  clear why these frontier regions play 
  home to the majority of the 
  Federations criminal element.
  
   
  9 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter Two 
  Law Enforcers and 
  Starfleet JAG 
   
   
  Police and Security Forces 
   
  Federation planets bear the 
  responsibility for maintaining their own 
  police and security forces.  Such 
  forces enjoy only limited jurisdiction 
  when pursuing criminals off-world.  
  The Federation including Starfleet is 
  responsible for interstellar crimes, and 
  Starfleet wields the authority to police 
  its own facilities, vessels and 
  Starbases. 
   
  Planetary police forces range from the 
  highly efficient and well-trained to 
  inefficient and even corrupt on some 
  worlds.  On space stations and small 
  colonies a small security force or even 
  lone officer often handles all policing 
  and security work. 
   
  All UFP member worlds maintain their 
  own Policing and Customs agencies, 
  who are mandated with planetary and 
  system security only, and do so with 
  the full support of the Federation 
  council to enforce their own laws 
  determined by their planetary 
  government.  Visitors to these worlds 
  are expected to learn about local laws 
  and are responsible for their own 
  actions should they break 
  them.  Although some places may 
  offer some leeway to visitors newly 
  arrived. 
   
   
   
  Some member planets sign up to the 
  Federation a core policing mandate, 
  the Universal code of Justice, 
  standardising their laws to those of the 
  Federation core worlds, although this 
  
   
  10 
  tends to be something that only more 
  mature members of the Federation 
  sign up to.  One benefit of the adoption 
  of the Universal Code of Justice is to 
  make jurisdiction and enforcement of 
  the law easier as the same laws apply 
  across several UFP worlds and in 
  federation space, thus Law officers 
  hold more power to pursue any 
  criminals within Federation space. 
   
  Law enforcement within the core 
  Federation worlds now walks a fine 
  line.  For the most part it is an invisible 
  presence on most Federation worlds, 
  with any visible policing is almost all 
  based on a community policing model.  
   
  Police forces on Federation worlds are 
  often small units with some planets 
  maintaining a single planetary HQ and 
  small local contact/transporter stations 
  only, anything more is simply overkill 
  due to the low levels of criminal activity 
  on the worlds 
   
  As such the style of Policing has had 
  to change and adapt over the years.  
  Most police officers are well educated 
  and undergo continued training to 
  hone their skills.  They often have a 
  strong connection to their community.  
  Many also train in some of the 
  technical and scientific disciplines that 
  a Police force requires access too.   
   
  Some aspects of police work no longer 
  require the presence of a law officer 
  and if required in some places, 
  automated units can monitor and 
  enforce most minor infractions. 
   
   
   
   
   
  On non-Federation worlds, police and 
  security forces range from eminently 
  corruptible (criminals can get out of 
  almost any crime on Ferenginar with 
  sufficiently large bribes) to crushingly 
  totalitarian (such as the brutally 
  efficient Romulan security forces).  
  Militaristic societies like the 
  Cardassians or Klingons often draw no 
  noticeable divisions between their 
  military, security and police forces.  
  Soldiers patrol and enforce the law 
  and criminals gain formidable 
  opponents to contend with.   
   
  Within the UFP the Federation also 
  maintains an interstellar policing 
  agency the Federation Interstellar 
  Police Agency (FIPA), more commonly 
  known as Federation Marshalls.  All 
  member worlds are able to call upon 
  the support of the Federation Marshall 
  service or even Starfleet, who are 
  empowered with a far longer reach 
  and will often liaise with these local 
  officials should criminality move off-
  world.  
   
  Federation Marshalls are the multi-
  jurisdictional force able to work on all 
  Federation member worlds, their 
  mandate is based around interstellar 
  policing mostly within the borders of 
  the UFP, backing up the local Police 
  forces, and even prisoner transport 
  services.  They would also be called 
  upon when a criminal flees a planet to 
  avoid capture and conviction, they are 
  empowered to give chase and operate 
  on all Federation worlds even if the 
  crime committed on the starting planet 
  is not considered a crime on the 
  destination planet, although a 
  Federation extradition order would be 
  necessary if this were to occur. 
   
  Marshalls are also empowered to 
  operate outside of UFP territory to 
  apprehend Federation criminals 
  although such action is very rarely 
  without the cooperation of local 
  government or law enforcement 
  officials.  Federation diplomats often 
  try to work this cooperative 
  
   
  11 
  enforcement and extradition into any 
  contact diplomacy. 
   
  The Federation Marshalls also invite 
  other enforcement agencies both UFP 
  and non-Federation agencies on 
  friendly planets to liaise and work with 
  them, and invite delegates train with 
  and work with the Federation Marshall 
  service, this is seen as an ideal 
  opportunity to build closer ties with 
  non-member worlds and help extend 
  the reach of Federation extradition 
  should criminals stray outside UFP 
  space. 
   
  Likewise the Federation will usually 
  work with external agencies to 
  extradite their criminals when 
  requested.  Although some may balk 
  at the punishments that these 
  criminals receive after extradition, 
  often assurances would be sought that 
  any punishment is fair and in line to 
  the crime. 
   
  Technical and Specialist support to 
  law enforcement is often supported 
  within the organisational structure.  
  Such specialists will include trained 
  negotiators, medical, Crime Scene 
  technicians and the like.  Should 
  additional resources be required it can 
  be requested from a neighbouring 
  world or passing Starfleet vessel, but 
  such a request may not be immediate.  
  For the most part local enforcement 
  agencies will endeavour to make sure 
  that all possible specialist facilities 
  likely to be called upon are available 
  in-house.  In some places this may 
  even require members of the agency 
  to work in multiple fields of expertise. 
   
  Finally Starfleet holds a law 
  enforcement mandate.  Similar to that 
  of FIPA, although law enforcement is 
  only one of their many duties, they are 
  not specialists.  Starfleet would be 
  expected to step up and investigate 
  and enforce the law if no other 
  authorities are present or to support 
  the local authorities upon approved 
  request to HQ. 
   
   
   
  Starfleet also patrol interstellar space 
  lanes.  Securing cargo traffic and  
  supporting local customs vessels, 
  even transporting officers between 
  planets, Starfleet security is however 
  fully capable of acting in a law 
  enforcement capacity if no marshals 
  are available, this is not the preferred 
  methodology as such an assignment 
  may bind a ship to a planetary location  
  for the duration of the investigation,  A 
  waste of resources.   
   
  Starfleet are also mandated with 
  jurisdiction should a criminal seek 
  refuge on a pre-contact or pre-warp 
  world where enforcement would 
  require a level of covert activity, and 
  they would be responsible for any 
  action to return the criminal to 
  Federation jurisdiction. 
   
  Office of the Judge Advocate 
  General 
  * adapted from The Price of Freedom Sourcebook, 
  published by Last Unicorn Games, 1999 
   
  Under the jurisdiction of the Chief of 
  Starfleet Operations, the office of 
  Judge Advocate General enforces all 
  administrative law within the ranks of 
  Starfleet.  The AG carries out 
  investigations of wrongdoing by 
  Starfleet officers and convenes courts 
  martial when necessary.  The Judge 
  Advocate General is currently headed 
  by Admiral Phillipa Louvois who is 
  headquartered at Starfleet command 
  in San Francisco.  The JAG maintains 
  offices on all major Starbases, some 
  JAG officers may be stationed as a 
  Command level officer aboard larger 
  Starships, although this is less 
  common.  Any incident requiring the 
  intervention of the JAG is referred to 
  
   
  12 
  the nearest representative, although 
  extremely important and sensitive 
  cases involving high ranking offices 
  are often pulled back to Starfleet 
  Command for the JAG’s personal 
  attention. 
   
  In addition to upholding Starfleet’s 
  Uniform Code of Justice, the JAG 
  investigates and prosecutes cases 
  involving violations of Starfleet 
  General Orders, the constitution of the 
  UFP and laws of Federation member 
  worlds.  The Judge Advocate 
  General’s office has jurisdiction over 
  any member of Starfleet accused of 
  wrongdoing, even if the violation 
  occurred under local law.  Normally on 
  UFP member planets local authorities 
  remand the accused officer into 
  Starfleet’s custody, and the officer is 
  tried under the Uniform Code of 
  Justice.  On non-aligned worlds 
  however this is largely a question of 
  custody; once in an alien jail, it is 
  within the planets rights to try the 
  accused.  Starfleet will work with the 
  planetary government to convince 
  them to release the officer in question 
  back in Starfleet custody for court 
  martial proceedings, it is not unusual 
  for representatives of the local 
  governments to be invited to observe 
  these proceeding and even give 
  evidence.  This is not always 
  successful, and more than one officer 
  has faced trial on an alien world under 
  unfamiliar (and sometimes poorly 
  understood) laws.  In such cases the 
  Starfleet JAG office will seek to 
  represent or advise the defence in any 
  legal proceedings. 
   
  JAG Investigations 
   
  Most JAG offices retain several highly 
  trained investigators to look into any 
  wrongdoings.  Typically these 
  investigators come from a Starfleet 
  Security background and standard 
  protocol call for a starship captain (or 
  starbase commander) to put their 
  facilities and crew at the investigation 
  team’s disposal.  Their task is to 
  gather the relevant facts relating to a 
  case under review and secure any 
  evidence to determine if a courts 
  martial will be warranted.  JAG 
  investigations can continue until a 
  case is solved or until it is confirmed 
  that no clear determination can be 
  made (case files will remain open 
  should any new evidence come to light, 
  even if there is no active investigation 
  attached). 
   
  All Starfleet commanding officers can 
  request a JAG investigation of 
  personnel under their command.  In 
  practice however, most ranking 
  officers would prefer to conduct their 
  own inquires and submit their own 
  subordinates for court martial.  
  Normally JAG investigators become 
  involved in a case only when a 
  member of Starfleet is accused by 
  someone outside their chain of 
  command.  If no JAG officer is 
  available to conduct an investigation 
  then it falls to the highest ranking 
  officer to appoint an investigator – 
  normally the ships security chief. 
   
  Starfleet personnel who have shown a 
  particular aptitude for law, or whom 
  had attended law school on their 
  homeworlds, are frequently tapped to 
  serve in the JAG office for at least one 
  tour of duty, although this is not 
  restricted to those with a legal 
  background.  The JAG office requires 
  officers with a nose for the truth and 
  an unswerving devotion to the 
  principles, rules and regulations that 
  govern Starfleet.  Security officers, 
  science officers or other experts in the 
  field could find themselves detailed to 
  the JAG office for a particular 
  investigation, and Starfleet has 
  ensured that appropriate legal training 
  is available for any officers who desire. 
   
  The office of JAG Investigations is also 
  responsible for Starfleet Internal 
  Affairs department and would be 
  responsible for conducting 
  investigations into misconduct and 
  even illegal activities when the need 
  arises.  Such an investigation would 
  be due to a serious breach of protocol 
  
   
  13 
  and undertaken independently of the 
  Command structure of the facility 
  under investigation. 
   
  Most IA investigations would be 
  conducted in private and avoid 
  fieldwork if possible, but this is not 
  always the case, and an IA 
  investigation can prove very 
  disturbing. If the source of the 
  investigation is still in question IA 
  are mandated and warranted to 
  suspend all personnel in a position 
  of suspicion including the CO of the 
  facility, and they have the authority 
  to ensure this suspension is enforced 
  for the duration of an investigation. 
   
  This is a massive amount of power 
  and many checks and balances are 
  supposed to be in place to ensure that 
  it is never abused, nor should it 
  impede standard fleet operations.  But 
  a visit from IA is a much feared event. 
   
  Courts Martial 
   
  "The first duty of every Starfleet officer is 
  to the truth, whether it's scientific truth or 
  historical truth or personal truth! It is the 
  guiding principle on which Starfleet is 
  based! And if you can't find it within 
  yourself to stand up and tell the truth about 
  what happened, you don't deserve to wear 
  that uniform!" Captain Jean-Luc Picard 
   
  Although most infractions can be 
  handled through less sever 
  reprimands or by short incarceration in 
  the brig, some crimes are so severe as 
  to warrant a court martial under 
  Starfleet’s Uniform Code of Justice, a 
  courts martial differs from those under 
  Federation Civilian Law replacing a 
  Judge and Jury with a committee of 
  officers. 
   
  Any officer of the rank of Captain or 
  higher can submit a subordinate  
  officer for immediate court martial 
  (although frivolously abusing  this right 
  in itself is a court martial offence).  
  Officers of the Judge Advocate 
  General’s office have the power to 
  submit any member of Starfleet for 
  court martial, as long as they first 
  submit supporting evidence to a JAG 
  officer of the rank of Captain or higher.  
  Once it has been called, a courts 
  martial is typically convened within 72 
  hours.  As part of the formal order of 
  court martial, the presiding 
  representative of the JAG’s office 
  nominates both a prosecution and 
  defence advocate.  Typically both 
  advocates will be officers of the local 
  JAG office.  If no suitable JAG 
  advocates are available, the 
  convening JAG officer may instead 
  nominate any available Starfleet officer 
  as an ad-hoc advocate.  The accused 
  has the right to refuse their nominated 
  defence and either serve as their own 
  advocate or appoint an eligible officer 
  of their own choice. 
   
  A panel of 3-judges will preside over a 
  courts martial proceeding, usually 
  officers from the JAG office.  If none 
  are available, the JAG representative 
  will typically appoint an ad hoc judge – 
  often the fleet admiral for the sector.   
   
  Only officers ranked Commander and 
  above are eligible to serve as judges, 
  and no officer with an obvious conflict 
  of interest with the accused should 
  serve on the judge panel (officers are 
  expected to declare any such 
  connections if  they find themselves in 
  this position).  If at all possible the JAG 
  representative will still try to appoint a 
  full 3-judge panel.  
  
   
  14 
   
   
  It is still preferred that the panel be 
  present in the courtroom.  However 
  advanced technologies in the late 24th 
  century have included real-time sub-
  space communications via 
  Holographic avatar.  In short it is 
  possible for the panel to attend a 
  session via the holographic comm’s 
  network should the situation warrant it. 
   
  Procedurally a courts martial is 
  handled very much like a civilian 
  tribunal trial.  Both sides make opening 
  statements, the prosecution presents 
  its witnesses and evidence, the 
  defence presents its case and both 
  sides make closing arguments.  Each 
  side has the right to cross examine the 
  others witnesses, and almost all the 
  rules of evidence and courtroom 
  procedure applicable in civilian courts 
  apply equally to a courts martial.  
  Unlike civilian trials, however, courts 
  martial proceeding does not employ 
  juries; guilt or innocence are decided 
  by the panel of judges.  A courts 
  martial are deemed to be less formal 
  affairs, moving along at a faster pace 
  than a civilian trial, and rarely taking 
  more than a week to complete. 
   
  For the most serious of offences 
  however a Starfleet officer may still 
  find themselves subject to civilian 
  court proceedings should the situation 
  demand it. 
   
   
   
  The Federation Courts 
  * adapted from The Price of Freedom Sourcebook, 
  published by Last Unicorn Games, 1999 
    
  The third branch of government 
  established by the UFP Constitution is 
  the judicial system – the Federation 
  Courts.  The judiciary is responsible 
  for hearing cases under Federation 
  law, and for ruling on the 
  constitutionality of laws passed by the 
  Federation council or acts of the 
  President.  Federation courts also 
  resolve planetary disputes between 
  member worlds.  Under the Federation 
  constitution members agree that they 
  and their citizens shall be bound by 
  the treaty interpretations of the 
  Federation courts, and that if required 
  any Federation authorised authority 
  (either; Starfleet, Customs officials or 
  FIPA) may be ordered to enforce a 
  courts ruling.   
   
  Most laws are local matters, and each 
  member world is able to prosecute any 
  criminals under its own legal code.  
  Federation law is restricted to matters 
  like interstellar aggression, piracy and 
  treason.  However many member 
   
  Episode Seed; Network Hack. 
   
  A character, or popular NPC, may find 
  themselves accused of a crime and 
  facing Court Martial proceeding.  Once 
  the courtroom session starts one or 
  more of the judges is attending via 
  Holocomms.  What the crew do not 
  know is that the court session is fatally 
  flawed and the Starfleet’s Holographic 
  Comms network has been hacked and 
  the trial is being used for another 
  agenda. 
   
  Is this the real criminals shifting blame 
  and enabling their escape; is an old 
  enemy seeking revenge? Who is really 
  to blame and how can the crew save 
  the day?  
   
  
   
  15 
  worlds have revised their planetary 
  laws in line with the Uniform Code of 
  Justice in most respects, thus 
  minimising the problems that could 
  arise because of differences between 
  the two bodies of law.  Over three 
  quarters of UFP Member worlds also 
  have laws allowing Starfleet or FIPA to 
  pursue felons into local space and to 
  prosecute them federally for crimes 
  committed locally which would be 
  Federation crimes if committed in 
  Federation space. 
   
  While Starfleet operates its own 
  military courts for violations of Starfleet 
  procedure and regulations, however 
  Starfleet personnel retain their civil 
  rights as Federation citizens even in a 
  court martial and may use civilian 
  representation rather than Starfleet 
  appointed military lawyers.  Between 
  this and the many (deliberate) 
  similarities between Starfleet military 
  law and Federation law in general, 
  Starfleet courts martial often seen like 
  civilian courts in uniform. 
   
  Unlike a courts martial which is 
  presided over by a panel of judges, the 
  civilian courts see only one sitting 
  judge who passes sentence, but the 
  judgement of guilt is determined in trial 
  by Jury.  A body of 12 Federation 
  citizens who are expected to sit and 
  hear a case before passing a guilty or 
  not-guilty verdict 
   
  It is the policy of the Federation to rely 
  on the good faith and sound legal 
  judgement of its judicial officials, rather 
  than on detailed and overly technical 
  legislation, Federation laws are often 
  broadly worded.  As a result of this it is 
  often left up to the judge to determine 
  whether a particular act falls within the 
  law.  This gives the judge a great deal 
  of power, and they are renowned for 
  exercising it equitably, and the citizens 
  of the UFP are generally quite pleased 
  with the fairness, wisdom and honour 
  of their judges.  In the event that a 
  party to a case does not believe that 
  the judge can render an impartial 
  verdict, they have the right under the 
  constitution to request a new judge, 
  but they can only do this once. 
   
  As a result of this less formal system 
  (or perhaps because of it), there are 
  few Federation lawyers.  While there 
  may still be millions of legal 
  professionals on each Federation 
  member society, but they practice their 
  local law, which often remains 
  procedure-laden and complex.  In the 
  Federation courtroom there are fewer 
  formalities, and the average defendant 
  is far less likely to need a lawyer to 
  assist them through the legal process.  
  Indeed there are no formal 
  requirements to practice before the 
  Federation court – someone who is 
   
  “Twelve good men and true.” 
   
  All Federation citizens are eligible for 
  jury service and Federation courts 
  retain the ideal of 12 jurors in a court 
  to hear evidence and to find the 
  defendant guilty of not guilty. 
   
  Due to the nature of the UFP as a 
  multi-cultural society all citizens when 
  allocated jury service are advised to 
  report to their closest court facility, 
  rather than return home.  Being tried 
  by your peers in the UFP is as a 
  citizen of the UFP.  Service is 
  considered mandatory and many view 
  it as an honour. 
   
  Anyone who has been previously 
  convicted of a crime and served a 
  prison sentence is barred from this 
  duty. 
   
  Otherwise operational Starfleet 
  personnel are also removed from the 
  lists, while those between assignments 
  or on sabbatical will find themselves 
  eligible, the same as any other citizen.   
   
  Once assigned a case a juror is only 
  excused if they feel they cannot sit in 
  unbiased judgement and they are 
  expected to reveal any such issues 
  with the court bailiff. 
   
  
   
  16 
  involved in a case is as likely to seek 
  the help of a trusted friend or relative 
  as engage an attorney.  However for 
  those situations where legal 
  representation are deemed worthwhile 
  or necessary, they are certainly 
  available.  Persons accused of crimes 
  in Federation courts have the 
  constitutional right to be represented 
  by an attorney at the Federations 
  expense, if they so desire. They may 
  also choose to stand mute under the 
  Seventh guarantee, which protects 
  Federation citizens against self-
  incrimination.  Seventh guarantee 
  questions (and the growing number of 
  sentient brain chemistries that it failed 
  to interpret correctly) have caused 
  Federation and Starfleet courts to 
  abandon the truth-detection equipment 
  that had been commonplace in 23rd 
  century courtrooms. 
   
  Similarly the seventh guarantee also 
  applies under the code of Sentience, 
  and Psionics are not eligible for 
  evidence in a courtroom.  Reading the 
  mind of a defendant and ‘seeing’ the 
  crime is not acceptable under 
  Federation law.  And likewise any 
  evidence gained under the effects of 
  psionics cannot be submitted as 
  evidence.  It is considered to easy to 
  mislead and mistake a private thought 
  and to dangerously close to an 
  invasion of privacy as specified in the 
  seventh guarantee.  This is not to say 
  that there is no place in Federation law 
  for Psions, as there are several psionic 
  races among UFP members some 
  provision has to be made  to ensure 
  that a Psion does not have the power 
  to abuse the system. 
   
  The Court System 
   
  The first level of the Federation courts 
  is not really a Federation court at all, it 
  is the local judiciary of the member 
  world.  Normally local courts only 
  become involved with the Federation 
  courts if local law grants the litigants a 
  right to appeal to the Federation courts, 
  or if the actions of the local courts 
  violate the Federation constitution. 
   
  However there are situations in which 
  Starfleet personnel may have violated 
  local laws.  The question the arises as 
  to whom has jurisdiction over them – 
  Local or Federation law.  The general 
  presumption is that Starfleet personnel 
  are subject to local laws when on a 
  plane, and thus can be tried in local 
  courts for violations of those laws.  
  However under the Federation 
  constitution a Starfleet commander 
  has the authority to override local law 
  and insist that the crewman in 
  question be tried under Federation law 
  (often in a courts martial).  This issue 
  usually arises in criminal cases where 
  local law seems manifestly unfair in 
  Federation eyes (such as the death 
  penalty for the destruction of a plant 
  bed on Rubicon III) that a commander 
  could not, in good conscience, subject 
  Starfleet personnel to it. 
   
  The Federation no longer subscribes 
  to the Death Penalty and commanders 
  sometimes intervene to prevent their 
  crewman from being subjected to 
  capital punishment under local law, 
  preferring the option of trying them 
  under the more merciful Federation 
  regulations.  Given the reputation of 
  Starfleet for fairness and rapidity of 
  trials, local authorities will sometimes 
  seek to remand Starfleet personnel to 
  their commanding officer for trial, with 
  a local figure serving as prosecutor in 
  the hybrid Starfleet-local trial that 
  results, Starfleet may even insist, on 
  occasion, that local authorities provide 
  prosecutorial personnel, or even allow 
  foreign prosecutors in a courts martial, 
  if the alleged crime has serious 
  interstellar ramifications.  
   
  As with Starfleet Courts Martial, the 
  holographic comms network has 
  proven a useful tool in the ability to 
  support an interplanetary legal system.  
  Allowing judges to attend court 
  sessions in real-time supported by a 
  local deputised official/Bailiff of the 
  court, who ensures that proceedings 
  are correctly administered.  In this way 
  courtroom sessions do not need to be 
  
   
  17 
  delayed significantly for most 
  instances, even on far flung and 
  isolated colony worlds.  For serious 
  crimes however a full court session 
  should be convened. 
   
  Higher Courts 
   
  Cases appealed to Federation 
  jurisdiction (or of violation of 
  Federation law) begin in sector courts, 
  assuming that an indictment in the 
  case is returned by a Federation 
  Grand Jury, a body of citizens which 
  has the power to investigate crimes 
  and subpoena witnesses.  Appeals 
  from Sector Court, if accepted go to 
  Quadrant Court. 
   
  There are two Quadrant Courts, one 
  covering the Alpha quadrant and one 
  covering the Beta quadrant, while the 
  term ‘Quadrant Court’ implies that only 
  one such body in each quadrant, there 
  are hundreds of Quadrant 
  Courthouses throughout each 
  quadrant – there are simply too many 
  cases for a single courthouse to 
  handle them all.  However all these 
  courts in said quadrant answer to a 
  single chief judge. 
   
  In those rare occasions where a legal 
  error slips past the Quadrant Courts, a 
  party may even appeal to the highest 
  court in the Federation; the Federation 
  Supreme Court based at the Hague on 
  Earth.  As ultimate judicial and 
  constitutional authority within the 
  Federation.  There are thousands of 
  such applications of appeals submitted 
  each year, but it only hears those in 
  which it feels a genuine legal error has 
  been committed, or where a legal 
  issue has been presented which 
  determination is important for the 
  entire Federation (for example; a new 
  legal question that has never before 
  arisen). 
   
  The Federation Supreme Court has 
  jurisdiction over several types of cases.  
  The first are cases that have been 
  appealed from the Quadrant Courts – 
  ‘appeal jurisdiction’, and this is how 
  most cases are referred to the 
  Federation Supreme Court body.  
  Some cases are referred directly 
  without having gone through lower 
  courts – ‘original jurisdiction’.   One 
  type of original jurisdiction case would 
  be a dispute between two or more 
  Federation members (such as mining 
  rights in a particular asteroid belt).  In 
  cases where the informal actions of 
  the diplomatic service cannot resolve 
  the situation, the disputants can 
  petition the Federation Supreme Court 
  for a ruling, and under the terms of the 
  UFP Constitution all parties are bound 
  by its ruling.   
   
  The Federation Supreme Court is also 
  empowered to render ‘advisory 
  opinions’, not in a legal case, but on a 
  general question of law put to the court 
  by either the President or the 
  Federation Council.  However such 
  advisory opinions are very rarely 
  requested. 
   
  In a similar vein the Federation 
  Supreme Court rules on the 
  constitutionality of laws and 
  governance.  If a citizen believes a 
  new law to be unconstitutional, they 
  can file suit in the Federation Courts 
  and appeal it all the way to the 
  Federation Supreme Court for a final 
  decision on the issue.  Such 
  constitutional challenges are unusual 
  however, but have been known to 
  repeal the laws imposed when they 
  have reached the Federation Supreme 
  Court. 
   
  A Criminal Appeal is very unlikely to 
  be presented before the Federation 
  Supreme Court except in very high 
  profile cases and the last time the 
  Supreme Court was convened for 
  criminal proceedings was to try the 
  former Starfleet Admirals for their 
  actions in the Khitomer Conspiracy in 
  2293, after their Courts martial felt 
  their crimes too great to be tried by 
  Starfleet alone. 
   
  
   
  18 
  The Federation Supreme Court is 
  composed of 25 sitting justices, who 
  are appointed by the Federation 
  President and confirmed by majority 
  vote on Federation Council; 
  appointment is for life, and each of the 
  5 founding members of the UFP has a 
  seat ‘reserved’ amongst the justices, 
  while the remaining 20 seats can be 
  filled by any representative of a UFP 
  member world (even from amongst the 
  original 5 founding members).  The 
  leader is the Chief Justice, who under 
  the terms of the constitution must be a 
  Vulcan; the remaining 24 are 
  associate justices.  The current chief 
  justice of the Federation Supreme 
  Court is Tusar, an aged Vulcan known 
  for his judicial temperament, and his 
  encyclopaedic knowledge of 
  Federation law, and he has been 
  grooming one of the 2 Vulcan 
  Associate justices presently sitting on 
  the court so that she may one-day 
  succeed him.    
   
   
   Policing the Federation;  
   
  The 22nd Century (Enterprise 
  Era) - The Founding of the 
  Federation 
    
  In the period before the foundation of 
  the United Federation of Planets the 
  core members of what would become 
  the UFP and their colony worlds were 
  each responsible for their own laws 
  and enforcement.  During this period 
  of alliance enforcement of law 
  between these worlds was not always 
  easy.  Under the terms of alliance 
  there was supposed to be knowledge 
  sharing and cooperation, and it was in 
  this spirit, much like the inter-species 
  medical exchange programme, that a 
  similar programme was setup for 
  policing, legal cooperation and 
  extradition process.  Although this was 
  not as successful as the system setup 
  by medical practitioners, partly due to 
  the Andorians and Tellarites clinging 
  closely to their traditions, seemingly 
  steadfast in their refusal to find a 
  middle ground.  Humanity had already 
  reached out and founded several 
  colony worlds, but some of these 
  human colonies were starting to found 
  their own legal systems, separate from 
  that of their homeworld, and were 
  seeking to break ties.  Vulcans on the 
  other hand were often viewed with 
  suspicion by their allies (especially 
  Andoria), and Vulcan acceptance of 
  the differences between species and 
  their certainty of the superiority of their 
  logic made them seem aloof and 
  complacent to others.   
   
  Compromise was eventually given and 
  learned from both Humanity and 
  Denobulans in the alliance.  And 
  slowly the factions grew closer 
  together and the ties of alliance 
  become stronger eventually 
  culminating in the foundation of the 
  UFP in 2161. 
   
  During these early days of the 
  Federation, and in the period 
  immediately preceding, the frontiers of 
  'civilised' space were literally very 
  close at hand, and the member states 
  of the UFP still needed time to find 
  equilibrium for how they were to work 
  together and as a result there was still 
  an element of criminality blighting 
  society, able to take advantage of 
  tumultuous times. 
   
  One of the biggest issues laid out in 
  the founding of the Federation was 
  that of a common interstellar law.  And 
  it was here that the foundation of 
  everything that was to come was 
  
   
  19 
  laid.  At first all member worlds 
  retained the right to their own 
  legislative branches, and it was over 
  these planetary laws that the new 
  founded Federation law was overlaid, 
  ceding a shared jurisdiction.  UFP Law 
  was carefully laid out to focus on 
  Justice and the rights of sentience 
  over the creation of laws for the sake 
  of it.  All branches of the new formed 
  UFP government wanted its legal 
  system to be streamlined for simplicity 
  and clarity.  It was hoped that as a 
  result the incorporation of shared 
  Federation law would require no 
  additional legislation forced upon 
  member worlds, and this legal 
  framework became one of the ‘tests’ of 
  membership that would be applied to 
  future members of the UFP. 
   
  It was intended that over time a 
  member world would be able to move 
  over to full adoption of Federation law, 
  eventually phasing out planetary 
  legislation to focus of the core 
  principles of the Universal Code of 
  Justice.  But such a step would be 
  voluntary and with the consent of the 
  population.  It was realised that such 
  an event could not simply happen 
  overnight with the signing of a treaty. 
   
   
   
  During this period piracy remained a 
  real problem on interstellar trade 
  routes with disruptions becoming a 
  serious security issue, traditionally 
  Boomers would travel in armed 
  freighters and carry military spec 
  hardware to protect themselves 
  against such attacks.  Although 
  fighting back was a risk in itself as 
  pirates were renowned for their cruelty 
  against crews that caused them 
  inconvenience.  A violent feud 
  developed between these two 
  spacefaring communities.   
   
  As a result one of the first mandates 
  for Starfleet in these early days was 
  the patrol and security of these 
  interplanetary trade routes, as well as 
  enforcing the rule of law for the 
  Boomers themselves some of who 
  were barely different from the pirates. 
   
  The 23rd Century (TOS Era) – 
  Expanding Frontiers. 
   
  With life on the core worlds now 
  settled and most trade lanes secured, 
  Starfleet moved its focus of operations 
  back into exploration, although they 
  retained a patrol and security 
  mandate.  On the core worlds 
  planetary policing and customs 
  agencies enforced the law and only 
  called on Starfleet in extremis.  Along 
  the Frontier things were different 
  however as border disputes with the 
  Romulans and Klingons required a 
  stronger presence, and so Starfleet 
  worked to keep the peace.   
   
  This was a wilder time with the UFP 
  Frontiers expanding at an exponential 
  rate.  The reach of the law while strong 
  on the core worlds and within Starfleet 
  had a far looser grasp on far flung 
  colonies and new members, Sub 
  Space communications still took time 
  which increased the disconnect and 
  isolation between the core worlds and 
  the frontier.   
   
  In the UFP core worlds the funding 
  members had by now moved their 
  
   
  20 
  legal systems over to the Federation 
  law, although they still seemed to find 
  a way to make them their own.  
    
   
   
  Policing on these core worlds became 
  less important, reducing to levels 
  almost akin to glorified security guards 
  and tourist guides.  While along the 
  Frontier a policemen would still fulfil 
  their usual function.  And crime levels 
  reduced drastically following a clear 
  ripple pattern outwards along the ever 
  changing frontier of the UFP. 
   
  Smuggling became a troublesome 
  activity during this time, most 
  particularly across the newly 
  introduced neutral zones between the 
  Federation and both Klingon and 
  Romulan empires, a so-called ‘victim-
  less’ crime providing goods to each 
  side (Romulan Ale seemed to be the 
  most commonly smuggled item, and it 
  was increasingly common during this 
  period for Romulan Ale to be in the 
  personal possession of many Starfleet 
  officers despite their mandate to stop 
  this illegal trade).  Not all this 
  smuggling was simple crime…  Both 
  empires used the opportunity for 
  intelligence gathering purposes during 
  their extended cold wars with the 
  Federation. 
   
  Early 24th Century (TNG era) - 
  The Golden Age.  
   
  This golden age was a time of 
  prosperity and peace.  Relations with 
  the Klingons slowly calmed and 
  became an alliance.  Romulans sought 
  isolation and avoided contact and 
  conflict.  While some minor 
  border issues flared against lesser 
  galactic powers on occasion, it 
  remained a peaceful time. 
   
  Piracy and smuggling was much 
  reduced and crime seemed to drop 
  drastically throughout the Federation 
  including along the frontiers.  It was 
  during this period that many newer 
  member worlds moved to follow the 
  core world lead and adopted 
  Federation law over their own, all UFP 
  members sought the mysterious 
  ingredients for this prosperity.  
   
  Mankind began to believe that they 
  were finally overcoming their base 
  urges and were beginning to evolve 
  into a higher level of existence, and for 
  much of this time they seemed to be 
  right. 
   
  Policing in this period was reduced 
  massively in the core worlds finding 
  itself underused to the point of 
  redundancy, and as a direct result 
  Starfleet began to assume many 
  policing roles through its planetary 
  Starfleet Security presence.  
   
   
   
  This status could not continue, some 
  said that the worlds of the Federation 
  had become complacent; others feel 
  that the Federations rivals thought it 
  time to challenge the status quo. 
   
  Almost immediately after the battle of 
  Wolf 359 in 2367 Earth, the seat of 
  power for the UFP had a taste of fear, 
  their sense of security shaken and the 
  people of the Federation started to 
  realise that perhaps they had not 
  
   
  21 
  completed their journey to Utopia.  
  That they should cherish their 
  humanity in the face of the soulless 
  automatons that served the 
  collective.  An ideal climate for petty 
  crime to thrive. 
   
  But the Borg for all the fear they 
  created were an easily identifiable 
  threat and so Law and Order were still 
  easily identified and enforced.  But 
  things were about to change again, 
  and the Federation was about to suffer 
  another blow to its Utopian ideals… 
      
  Late 24th Century (DS9/ post 
  DS9 Novelisation’s) - Post War  
   
  It was during the Dominion War when 
  fear and paranoia truly ran rife in the 
  UFP.  It started with the changeling 
  threat, when the concern that the 
  changelings had infiltrated and could 
  be anyone, anywhere ran so high that 
  it even threatened the civil governance 
  with a military takeover.  An act that 
  was thwarted by a small number of 
  people standing for what they believed 
  in early enough. 
   
   
   
  Once hostilities broke out Starfleet 
  found itself unable to meet the 
  demands of a war and maintain law 
  and order especially at a time that civil 
  unrest and distrust was at its 
  worst.  After decades of neglect Local 
  law enforcement and planetary 
  defence found themselves in demand 
  again, and recruitment and support 
  increased accordingly, even on core 
  worlds.   
   
  In the wake of the war many of these 
  enforcement and civil defence 
  agencies have retained a stronger 
  presence, unable and unwilling to 
  relinquish their activities to a much 
  reduced Starfleet.  Starfleet Command 
  has recognised that it may not be 
  possible to return to the halcyon days 
  of the early 24th century, and that 
  there is as much to be gained as lost 
  by the shared responsibilities for 
  maintaining law and order.   
   
  For the foreseeable future at least 
  separate law enforcement agencies 
  will remain a part of everyday life in 
  the UFP and Starfleet has pledged to 
  support and liaise with them and  to 
  build ties to better enable future 
  cooperation... 
  
   
  22 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter Three 
  Crime and Punishment 
  outside the Federation 
   
  The Cardassian Union 
   
  On Cardassia Prime the verdict is 
  known before the Trial begins.  
   
  The Cardassian Union has traditionally 
  operated on a system that many non-
  Cardassians consider a strict and 
  harsh criminal justice system.  Policed 
  by their military forces and direct 
  government appointed Arbiter judges 
  ensure that crime and punishment in 
  the Cardassian system runs as 
  smoothly and efficiently as possible.  It 
  also reflects the Cardassian psyche as 
  all Cardassians are raised to respect 
  and fear their government, to be 
  treated with suspicion and to trust the 
  judgement of their superiors.   
   
  Any prisoners are considered guilty 
  from the moment they are 
  arrested.  There is no consideration of 
  innocence as the state can never 
  make mistakes.  The detention 
  procedure is specifically designed to 
  be shameful and degrading as a guilty 
  defendant is not considered worthy of 
  considerations of personal rights.  
  Although the actual treatment of the 
  prisoner will depend greatly upon their 
  position of power, and their Vesala, 
  prior to arrest.  A previously powerful 
  individual may gain a little grace in 
  imprisonment, outsiders and lower 
  class prisoners are often stripped of 
  everything (including their clothes) and 
  left in a cell until they can be brought 
  to trial.  Under Cardassian law a 
  defendant is not permitted to know the 
  charges laid against them, even when 
  the case comes to Trial the charges 
  are never defined. (Combined with the 
  expectation that the defendant supply 
  a confession without knowledge of 
  their crimes, the Cardassian 
  expectation is that this practice will 
  uncover ALL the prisoners crimes, 
  even those that may not have been 
  discovered). 
  
   
  23 
   
   
  The state-first mentality of a the 
  Cardassian state also helps those in 
  power to remain relatively immune to 
  prosecution, after all if the state cannot 
  make mistakes then those in charge 
  must be seen as epitomes of those 
  values, and as such, these matters are 
  usually dealt with in private amongst 
  peers, it would cost a significant 
  amount of Vesala, but many crimes of 
  the elite would end in a shameful 
  demotion and loss of status only.  One 
  of the Cardassian elite must have 
  committed the most heinous of crimes 
  to reach the Judiciary, and when such 
  an event occurs the fall from grace is 
  often spectacular to watch, and always 
  ends in bloodshed. 
   
  The proceedings are controlled by the 
  Arbiter who also serves the state 
  prosecution role.  Defendants are 
  appointed a defence council who is the 
  only person permitted to speak on the 
  defendant’s behalf in the courtroom 
  and is expected to simply supply the 
  defendant’s admission of guilt and 
  contrite apology to Cardassia.  A 
  defendant may appoint their own 
  Nestor from a group of Cardassian 
  Law Officers, although this practice is 
  rare as few Court appointed officers 
  will be sympathetic to a defendant, 
  and those that are may not wish to risk 
  the finger of suspicion to fall on them 
  through association.  All trial 
  proceedings are broadcast live to 
  public access screens and the 
  defendant is expected to accept their 
  guilt, identify any accomplices, to show 
  penance and throw themselves upon 
  the mercy of the court.   
   
   
   
  Sentencing is set before proceedings 
  begin, but it is not unknown that 
  should the Arbiter consider the 
  defendant contrite and to have learned 
  their lesson sentencing to commute a 
  more serious sentence if the crimes 
  are not Capital Crimes.  Very few 
  people cross the Cardassian judicial 
  system twice and those that do are 
  find that a second offence no matter 
  how trivial is considered a Capital 
  Crime as the prisoner has clearly 
  shown an inability to reform.  For 
  Capital Crimes the death sentence is 
  usual and executions are as public as 
  the trials.  The system is designed as 
  such that nobody reaches a third trial.   
   
  Military prisoners fall outside of the 
  remit of the Judiciary and are 
  considered the property of the Military, 
  unless of course a show trial is 
  required by the High Command.  
  Higher ranking enemies are often 
  tortured for information, sometimes 
  efforts will be made to turn the 
  prisoner into an agent for Cardassia, 
  when they will be released to their 
  home in the hope that the 
  brainwashing will leave a loyal agent 
  working for Cardassia within the ranks 
  of their enemies.  Less important 
  prisoners however often receive far 
  less attention and at its height, the 
  Cardassian Union often employed 
  these POW's as a slave labour force 
  sent to mine ore for the benefit of the 
  Cardassian military…  Or worse. 
   
   
   
   
  
   
  24 
   
  Madred Villages. 
   
  During the mid 24th century the 
  Cardassians were once rumoured to 
  have maintained several facilities 
  known as Madred Villages (after their 
  creator).  These locations were sealed 
  off live-fire locations on isolated M-
  Class moons within Cardassian 
  territory.  They would be used to intern 
  prisoners from other species 
  considered threats to the security of 
  the Union.  Often grouped into specific 
  factions (ie; Federation, Klingon, 
  Bajoran, etc) they would be used to 
  train Cardassian troops and gain an 
  understanding of a potential threats 
  tactics and mindset.  Prisoners would  
  Even be provided with minimal 
  weapons and equipment, and would 
  be forced to fight continuously for 
  survival.  These prisoners were not 
  always POW’s with some prisoners 
  simply captured for being in the wrong 
  place at the wrong time. 
   
  Access to these locations was by 
  secured site to site transporters only to 
  ensure that escape was not possible, 
  and the plan was that all prisoners 
  would eventually succumb to injury 
  and fatigue.  Thus there would be no 
  survivors to reveal the locations or 
  existence of these facilities to ensure 
  deniability. 
   
  No survivors were ever encountered, 
  nor was any proof of the villages 
  discovered after the Dominion 
  bombardment of Cardassian facilities 
  before the end of the Dominion 
  war.  And Gul Madred has since 
  denied the existence of any 
  such locations in his subsequent rise 
  in the new Cardassian order. 
   
   
  Some political crimes fall within the 
  remit of the Obsidian Order who 
  operates outside both the Judiciary 
  and Military.  If a the Order has cause 
  to investigate then it is often for 
  activities that are considered to 
  dangerous to reveal to the population, 
  even if these activities are not 
  criminal.  The Order prefers to operate 
  in secret, up to a point.  While their 
  activities a clouded in secrecy, it 
  serves their purposes that the 
  population live in fear of them.  When 
  the Order brings in a prisoner it is 
  often quite public, involving large 
  snatch squads and an attendant 
  military presence before the prisoner is 
  spirited away to a truly secret location 
  where they will be held and 
  interrogated indefinitely before their 
  sentence is carried out.  Should the 
  subject be truly broken it serves the 
  Order well to release the prisoner, a 
  shell of who they were to live the rest 
  of their life as a Pariah, as a warning 
  and example of the Order's 
  reach.  Most prisoners however are 
  never seen again and are executed in 
  secret. 
   
  In the aftermath of the Dominion War 
  Cardassian itself is more contrite, 
  trying to rebuild from the ashes of the 
  final acts of Dominion vengeance, with 
  such massive destruction and the loss 
  of its leadership massive, Cardassia 
  has turned to the allies to help, the 
  Federation has stepped forward, 
  surprisingly their neighbour and former 
  occupied territory Bajor has also 
  pledged assistance, but this help is 
  offered with conditions that some of 
  the more draconian aspects of 
  Cardassian culture must 
  change.  Among these changes a 
  more enlightened judiciary is being 
  built under the guidance of the 
  Federation, and a civil Police force is 
  being built outside of the Cardassian 
  military.  Trials are to be considered 
  fair, and while the Cardassian state of 
  mind still presumes guilt until proven 
  innocent, at least now there is a 
  chance at proving innocence, and the 
  outcome of the trial is not set in stone 
  before it begins.  High profile trials are 
  still broadcast but few really care now 
  that the Obsidian Order is no longer 
  watching them to make sure they are 
  watching.  How these changes will 
  affect Cardassian society as a whole 
  remains to be seen. 
  
   
  25 
   
  The Dominion 
   
  The Dominion by comparison are 
  surprisingly even handed with its code 
  of justice.  To many in the Federation 
  their brutal occupations and lethally 
  efficient military actions lead many to 
  expect a harsh, strict code of justice 
  enforced by its foot soldiers the 
  Jem'Hadar at the muzzle of a 
  Phaser.  They expect the heavy boot 
  of occupation experienced during the 
  Dominion War to extend across the 
  Dominion.  But in reality among the 
  Dominion member worlds there is little 
  opposition to the Founders, for 
  centuries the Dominion has preferred 
  a more peaceful occupation, cajoling 
  membership from its members with 
  offers of membership on quite 
  favourable terms.   
   
  It is only planets that refuse these 
  initial overtures of membership that 
  suffer invasion or retribution.  The 
  Dominion will not think twice of 
  sending troops to crush opposition and 
  take what they want or to inflict 
  bioweapons upon a planetary 
  population.  Such extreme action 
  makes an example of a planet and 
  serves as a warning to others who 
  might not see the 'advantage' to 
  membership.  A practice that helps to 
  'encourage' other populations to 
  accept the more peaceful option when 
  its presented. 
   
   
   
  Once a planet is annexed in 
  membership the Vorta descend upon it 
  and take over as a Bureaucracy and 
  as advisors to the planetary 
  government.  But one of the key 
  benefits of peaceful subjugation is that 
  member worlds are granted significant 
  leeway and trust in their own internal 
  affairs, including that of Policing and 
  Law Enforcement.  In many ways Law 
  enforcement is carried out very similar 
  manner to that of the Federation, with 
  planetary police managing local affairs 
  and their ability to call upon the Vorta 
  liaison when jurisdiction requires 
  interplanetary access within Dominion 
  territory.  Likewise courts are focused 
  mostly on local affairs and support 
  planetary activities only.   
   
   
   
  On the whole the Founders are mostly 
  uninterested in the affairs of the 
  member worlds, and do not care to 
  micro-manage membership.  Although 
  the same may not be true of the ever-
  present Vorta.  And it is not unusual 
  for a local Vorta advisor to take an 
  interest in a case almost at random 
  and follow events, even 
  interfere.  Usually though it is only in 
  the case of the most serious crimes 
  that this will happen or on some 
  occasions the Vorta may even be 
  approached in order to increase the 
  resources available to support an 
  investigation.  Vorta influence is 
  required in the case of violent crimes 
  when the Jem'Hadar may be called 
  upon to supply tactical support.  In 
  these rare cases the criminal is 
  unlikely to survive capture.  
   
  The lack of interest in criminality 
  expressed by the Founders along with 
  the mix of local laws with little over-
  riding structure can make it relatively 
  easy for a criminal to evade justice by 
  simply travelling to another world 
  
   
  26 
  (even within the Dominion), unless the 
  authorities that want him can convince 
  the destination planetary authorities to 
  extradite the individual for their crimes, 
  or to convince a Vorta that the 
  Dominion needs to act against the 
  fugitive, it is possible to legally evade 
  justice indefinitely.  As such a 
  community of Bounty Hunters 
  operates within Dominion territory, 
  most barely better than criminals 
  themselves they work as collection 
  agents, criminal retrieval experts and 
  even assassins extending the reach of 
  'justice', and able to survive simply 
  because the Dominion doesn't care. 
   
   
   
  While the Founders barely care about 
  criminality or crimes committed in its 
  territory.  Things are vastly different on 
  the matter of civil unrest or direct anti-
  Dominion activity.  Such events when 
  noticed will cause a local Vorta advisor 
  to call upon the Jem'Hadar directly 
  and may even pre-empt local law 
  enforcement and stamp down on such 
  activity quickly and firmly with no 
  survivors.  It is not unknown for both 
  local law enforcement and Jem'Hadar 
  to attend the scene at the same time, if 
  this happens without prior operational 
  engagement the Jem'Hadar shock 
  troops are as likely to view local law 
  enforcement personnel as an 
  adversary than as an ally, and engage 
  them too. 
   
   
  The Ferengi Alliance 
   
  greed is eternal 
   - 10th rule of acquisition 
   
  The Ferengi do not view criminality in 
  the same way as… anyone else.  For 
  them profit is the goal, and as long as 
  you are financially and contractually 
  sound in your dealings then the path 
  you take to get there is your own.   
   
  As a rule, Ferengi follow Federation 
  law when it suits them – which is only 
  when they think they might get caught.  
  In fact, they are not too scrupulous 
  about obeying their own government’s 
  laws.  Ferengi break Federation rules 
  against smuggling and piracy if the 
  opportunity for profit is tempting 
  enough.   
   
  Bribery is a way of life, and a Ferengi 
  will have no qualms about quite open 
  and frank offers of bribery should they 
  find themselves in trouble.  Failing that 
  they may simply unveil a clear and 
  wicked understanding of local law 
  often finding loopholes that seem to 
  allow their actions. 
   
  But for all this criminal behaviour in the 
  pursuit of profit, the Ferengi are not by 
  nature a violent species.  In fact most 
  Violent crime on Ferenginar is usually 
  perpetrated by off-world bodyguards 
  who are usually in the employ of the 
  richest and most powerful and thus 
  immune to most legal action.  The 
  Ferengi have dealt with violent crime 
  with a blood price.  Any physical injury 
  or death must be paid for the 
  
   
  27 
  responsible individual (most commonly 
  the employer of the perpetrator of the 
  violent act).   
   
  The worst crimes considered by the 
  Ferengi are those of Fraud or  
  Bankruptcy, (or more cynically, the  
  crime of getting caught in the act of a 
  swindle).  And it is on these occasions 
  that the FCA will react swiftly and send 
  out its liquidators, a truly fearsome 
  event for any Ferengi without sufficient 
  funds to pay off the Stratospherically 
  high bribes such an act is likely to 
  incur. 
   
  All of this petty criminal activity aside 
  there seems to be little organised 
  Ferengi effort to commit crime in 
  Federation space.  Of course the 
  Ferengi also don’t view the pursuit of 
  profit as a crime, even if the “warped 
  and twisted culture” of the Federation 
  does. 
   
  The Klingon Empire. 
   
  While the Klingons do not tolerate 
  petty crime they also do not support a 
  police force within the empire.  It is 
  considered part of the responsibility of 
  all Warriors to enforce the law of the 
  empire and protect their society from 
  lawlessness.  It is not unknown 
  however for an older respected warrior 
  to retire from the fleet and become a 
  protector of the law in their community, 
  effectively becoming a community 
  leader, the Klingons focus on the 
  values of strength are such that if a 
  community leader is not strong enough 
  to protect their community then they 
  cannot reasonably expect other 
  warriors to stand for them, unless the 
  command considerable respect from 
  their community.  As community 
  leaders they are subject to the usual 
  paths of Promotion as in the KDF, and 
  while its not unusual for political 
  appointments to be made a standing 
  protector can be challenged for the 
  position in a fight to the death. 
   
  Many of their petty crimes in the 
  empire are dealt with through the age-
  old tradition of trail through combat 
  between the immediate parties 
  concerned (the suspect and their 
   
  The Rules of Acquisition; 
   
   
   
  A living and breathing document that 
  forms the core of Ferengi culture, 
  treated with significant reverence by all 
  Ferengi.  This is one of the documents 
  that all Ferengi children are expected 
  to learn and understand by rote above 
  all else.  It is a collection of rules 
  guiding all aspects of Ferengi 
  commerce and many a businessman 
  will try to lay out their guidance in 
  parable format in the hope that one 
  day they may find their simple lesson 
  added to the Law of Acquisition.  Or 
  better yet find new insight from the 
  existing laws 
   
  As a game mechanic the Laws of 
  Acquisition and knowledge of the laws 
  is not going to be a Law skill speciality, 
  Instead it is simply a check against 
  Culture (Ferengi) skill.  For this reason 
  all Ferengi templates should include 
  this culture skill as a core discipline. 
   
  Of course players (characters) with a 
  knowledge of the Laws of Acquisition 
  can simply pick a quote and hope it 
  applies without a skill check.  There is 
  nothing wrong with this scattergun 
  approach to the Laws of Acquisition in 
  fact many Ferengi often seem to use 
  them this way too. 
   
  
   
  28 
  accuser), with the victor of the combat 
  proving the resolution of the 
  case.  Such duels are not uncommon, 
  and can be challenged over very minor 
  issues and while Klingons do not view 
  death in the same way as others and 
  many welcome a glorious death in 
  combat, its important to note that over 
  these minor accusations not all these 
  duels will end in the death of 
  the looser, although the loss 
  of honour associated with the 
  loss of a duel may leave that 
  Klingon preferring an 
  honourable death over 
  dishonoured life granted by 
  the victor.  Death during a 
  duel or begged for is not 
  considered murder, and no 
  further charges will be 
  levelled against the survivors, 
  although many prefer to 
  ensure such a duel occurs in 
  front of witnesses to make the status 
  and outcome clear.  Partly due to the 
  Klingon view of death and their 
  readiness to accept a challenge, 
  Murder as a crime in the Empire is 
  almost non-existent (although it is not 
  uncommon for a challenge to be 
  issued that is somewhat one-sided…)  
   
  In this way Klingon society is 
  effectively self-policing, with most 
  minor offences dealt with through 
  corporal punishment through to the 
  duelling system.  Small children are 
  beaten when they break the rules a 
  valuable life lesson to be 
  learned as a 
  deterrent.  And as a result 
  despite the inherent 
  violence in the system this 
  combines with a strong 
  sense of honour and leads 
  to a mostly law abiding 
  community.  Although the 
  empires legislation is 
  minimal to say the least, 
  most petty crimes are not 
  even considered as they 
  fall within the realms of the 
  individual and police 
  themselves. 
   
  Serious crimes against the state 
  however are another thing, and in 
  these cases a trial will follow to expose 
  the crimes and pass sentence, such 
  trials are held in an open forum and 
  many Klingons will be present to 
  witness events, proceedings are 
  mastered by an arbiter/Elder 
  statesman, and two advocates will 
  stand for prosecution and 
  defence.  Many choose to represent 
  their own cases although there are 
  Lawyers amongst Klingon society who 
  can be hired to represent the parties 
  involved. 
   
  Many non-Klingons find it amusing to 
  find that Klingon society includes 
  lawyers, this is often because of the 
  limited exposure to Klingon society 
  mostly through its warrior 
  cadre.  However those that choose the 
  law as their battlefield see themselves 
  as no different from warriors, only that 
  
   
  29 
  their chosen battlefield is 
  different.  The verbal conflict between 
  Klingon Lawyers is often very vigorous 
  and it is not unknown for a fight to 
  breakout between legal 
  representations on the courtroom floor, 
  an event that always entertains the 
  spectators present.  Klingon society on 
  the whole however tends to look down 
  upon these individuals as lesser than 
  their warrior culture.  The KDF also 
  supports a small JAG equivalent, it is 
  seen however as an act of punishment 
  for ranking KDF officers to be 
  assigned to this duty and they will 
  often wonder whom they have 
  offended. 
   
  For the most part the punishment 
  meted out by the court ranges from 
  discommendation and expulsion from 
  the Empire stripped of their honour, or 
  some may be imprisoned on a penal 
  colony such as Rure Penthe instead of 
  expulsion following their 
  discommendation.  Although even 
  more serious crimes will result in 
  execution, a carefully laid ritual 
  execution that will consign the criminal 
  to a dishonourable afterlife crewing the 
  barge of the dead for eternity as 
  punishment for their crimes, although 
  even the most hardened Klingons 
  would balk at the thought of 
  deliberately consigning a soul to this 
  eternal punishment, even a criminal. 
   
  The Romulan Star Empire 
   
   
   
  Romulan law is harsh under the police 
  state, with the population kept in line 
  through fear.  It is hard to avoid falling 
  foul of obscure (and newly created) 
  laws, all of which are enforced by 
  multiple agencies each promoting their 
  own agendas and often in conflict with 
  each other in a never ending power 
  struggle.  Of the various groups 
  policing the Empire the Tal Shiar is by 
  far the most feared and effective with 
  the ability to seemingly arrest anyone 
  they feel deserving at any time until 
  such a time that charges can be 
  levelled at them.  These various 
  groups also use these indiscriminate 
  powers and threats to build a network 
  of conspiracy and informants, to 
  increase their reach and scope of 
  power. 
   
  Civil law enforcement is authorised 
  and mandated by the Praetor council, 
   
  Rure Penthe  
   
   
   
  A frozen almost inhospitable Class P 
  planetoid in the Klingon Empire rich in 
  Dilithium where a Klingon prison 
  mining colony is located.  Rure Pente 
  was known throughout the galaxy as 
  the ‘Aliens Graveyard’, because 
  prisoners were used as forced labour 
  in the planets dilithium mines.  The 
  planet is so inhospitable that the 
  prison camp needed no fences and 
  only minimal guards to keep the 
  prisoners in. 
   
  
   
  30 
  and the Tal Shiar treat civil law 
  enforcement almost as a minor 
  inconvenience often finding that they 
  get in the way, and to be used for their 
  operational support only.  The Tal 
  Shiar will often claim jurisdiction in 
  cases they feel should belong to them, 
  and will think nothing of arresting 
  agents of the proper authorities 
  themselves should they get in the 
  way.  A calculated act of intimidation to 
  exert control Law Enforcement 
  authorities, this power also helps 
  ensure that the Tal Shiar remains 
  above the law.  
   
  As a direct result of all these power 
  games the reach of proper law 
  enforcement authorities is limited and 
  lawlessness is rife in the empire.  It is 
  only when lawbreakers commit more 
  serious crimes and attract the attention 
  of the Tal Shiar that their activities are 
  often stopped.  Although if a criminal 
  serves as an informant and provides 
  good intelligence their actions often 
  provide them with a shield of immunity 
  over some of their criminal activities. 
   
  Once imprisoned, interrogation and 
  torture go hand-in-hand, and a 
  prisoner will be offered respite only 
  upon confession, which seems to lead 
  to a high clean-up rate for criminal 
  activity as many prisoners will confess 
  to crimes even if they were innocent 
  under such conditions, but innocence 
  and correct imprisonment do not seem 
  to be as important as seeking a 
  confession.  Sometimes these 
  confessions are to readily given, or 
  lack details that even the Authorities 
  cannot accept them, and the 
  interrogations will continue to correct 
  the clearly false confessions…  It is 
  not a pleasant thing to become a 
  prisoner of the Empire. 
   
   
   
  Imprisonment and execution are likely 
  should one survive the initial 
  interrogations.  For those lucky 
  enough to survive they are sent to 
  work in the Remus dilithium mines 
  alongside the Reman population.  The 
  only real chance a prisoner has is if 
  they can be returned to their normal 
  life as an instrument of the Tal Shiar, 
  their loyalties controlled and their 
  actions masterminded towards the 
  organisations agenda.  
   
  This convoluted and conspiratorial 
  system has begun to work against the 
  Empire as many have grown up under 
  this iron rule, and they have become 
  skilled at walking this tightrope and 
  playing these power games.  Some 
  informants are clever enough to risk 
  
   
  31 
  serving multiple masters gaining 
  added safety (until their duplicity is 
  discovered).  Many simply keep their 
  heads down and serve the Empire to 
  fearful to draw any attention to 
  themselves.  Some anti-government 
  conspiracies (such as the 
  Reunification movement) have grown 
  in power and have even started to gain 
  support in government circles.  Some 
  civilian police no longer think of the 
  reunification movement as criminal, 
  and quietly support and warn them of 
  upcoming raids, helping its leaders 
  and Ambassador Spock avoid capture 
  several times.  It is only a matter of 
  time before the Romulan government 
  is forced to decriminalise them and 
  recognise their manifesto, even if they 
  have no intention of acting upon it. 
  
   
  32 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter Four 
  Federation Law 
   
   
   
  Civil Law 
   
  The greater the number of laws and 
  enactments, the more thieves and robbers 
  there will be. - Lao-Tzu 
   
  There is no Federation civil law (as 
  such).  Civil cases are defined as non-
  criminal wrong done by one party to 
  another.  These include breaches of 
  contract, fraud, personal injuries 
  resulting from negligence or 
  professional malpractice, commercial 
  disputes and unfair business practices.  
  In the advanced almost non-monetary 
  societies of the Federation many of 
  these wrongdoings are rare indeed, 
  and such complaints are handled by 
  professional arbitrators agreeable to 
  both sides.  Many Tellarite’s and 
  Betazoid’s become arbitrators and the 
  few Vulcan’s who enter this field never 
  lack for clients.  Some planets employ 
  domestic arbitrators (such as Tellar), 
  while others have retained a fully 
  functioning civil court system (such as 
  Earth), still others resolve non-criminal 
  disputes in other fashions (Andorian 
  and Kling duels for example) 
   
  The Federation Penal Code 
   
  It is well recognised within the 
  Federation that the more laws there 
  are in existence, the higher the rate of 
  criminality.  And as a result the 
  Federation code of justice aims to try 
  and rectify this, by focusing on the 
  intent of the law rather than the letter 
  of the law.  It seems a minor definition 
  after all written laws are supposed to 
  represent the former…  But harsh 
  reality has shown that there are those 
  able to find their way around the intent 
  of law. 
   
  All member worlds sign up to endorse 
  the Federation Uniform Code of 
  Justice just as equally the Federation 
  supports member world’s local 
  laws.  All membership treaties include 
  a clause that enables new members to 
  replace their local laws with the UCJ, 
  
   
  33 
  although this is optional and member 
  worlds can opt to support and enforce 
  both sets of laws.  It is rare that a 
  member world will find that Federation 
  law adds any additional laws to be 
  enforced. 
   
  Federation law is specifically designed 
  to reduce the volume of legislation in 
  favour of the intent to promote the 
  rights of the individual and justice…  It 
  aims to allow self-regulation and the 
  rights of others, and try to promote the 
  rule of justice over the enforcement of 
  legislation.  This is not always possible, 
  but for the most part it seems to work. 
   
  Uniform Code of Justice 
   
  "The question of justice has concerned me 
  greatly of late, and I say to any creature 
  who may be listening, there can no justice 
  so long as laws are absolute. Even life 
  itself is an exercise in exceptions."  
  - Jean-Luc Picard 
   
  The Uniform Code of Justice (or 
  Universal Code of Justice as it is also 
  known) is the foundation of the 
  Federation’s legal system and ensures 
  the rights of the accused, the accuser 
  and any witnesses.  Even Starfleet 
  court martial’s are handled under its 
  guidelines and judges go to great 
  lengths to ensure that its premises are 
  not violated.  For instance a witness 
  has a right to make a statement before 
  being questioned under cross 
  examination in a hearing of trial and 
  judges have been known to grant 
  significant leeway in what they are 
  allowed to say – up until the point 
  where what is said may adversely 
  affect the trial. 
   
  Within Starfleet, punishments for 
  violating regulations can range from 
  minor reprimands to lifetime 
  imprisonment.  Starfleet still prefers to 
  keep internal discipline issues 'within 
  the fleet', but the spirit of openness 
  that surrounds the Federation still 
  applies.  And disciplinary records are 
  not covered up if they fall within the 
  bounds of being in the public interest. 
   
  Should events involving Starfleet 
  officers also involve civil matters then 
  Starfleet disciplinary proceedings will 
  take a backseat to civil legal 
  proceedings and an officer charged 
  with a crime will be prosecuted to the 
  fullest extent of the law. 
   
   
   
  The basic guidelines for the Universal 
  Code of Justice is built around the 
  simple and age-old adage; ‘innocent 
  until proven guilty’.  In civilian law 
  enforcement this means that suspects 
  may be arrested and charged, but only 
  with adequate proof, and without proof 
  the law insists that they are not to be 
  considered a suspect at all.   
   
   A Civilian enforcement agency will 
  have 48 hours to hold a suspect and 
  question them, at the end of this time if 
  there is no evidence to charge them 
  they must be let go.  Once charged, it 
  depends upon the severity of the crime, 
  most low-level criminals may find 
  themselves paroled until court dates 
  are assigned, for more severe crimes 
  then the criminal will likely find 
  themselves held in custody until court 
  dates are assigned. 
   
  In Starfleet, things are slightly different, 
  for the duration of an investigation a 
  crew-member will find themselves 
  confined to quarters and under guard.  
  Suspended from duty for the duration 
  of the investigation.  No time limit 
  stipulations apply for Starfleet 
  investigations and it is not unusual for 
  this status to continue until the Courts 
  Martial session is convened. 
  
   
  34 
  Outside the Federation, treatment of 
  suspects and prisoners varies greatly, 
  ranging from almost identical 
  treatment through to sentencing 
  without trial.  A society’s treatment of 
  its prisoners and those under 
  suspicion is often a refection of the 
  society in question. 
   
  The Brig 
   
  Most holding cells are fairly universal 
  in design.  Such facilities are not 
  designed for long term incarceration, 
  but are more than suitable for the 
  short-term holding of prisoners.  
  Standard cell layouts seem to be the 
  same no matter where you are.  Built 
  with 3 solid walls, reinforced with 
  armoured alloy and a shielding lattice 
  work is embedded, with the shielding 
  serves as additional reinforcement and 
  also to cancel out scanning and 
  transport of the cells occupants.  The 
  standard brig is open on the 4th wall 
  facing the front, when occupied thee 
  cell is closed through the use of a 
  forcefield, control of which is managed 
  externally from a central control panel 
  through an attendant officer.  Within 
  the cell the prisoner is provided with a 
  bunk/bench and a fresher unit. Normal 
  operations mean that the cell forcefield 
  is clear and the prisoner visible at all 
  times, but the forcefield can be set 
  opaque if the prisoner requires/is 
  trusted with privacy, this is also 
  controlled by the attendant officer 
  present.  
   
  These facilities can be found in local 
  police stations, Starbases and space 
  stations, prison ships and most larger 
  starships, and are usually reserved for 
  serious criminals.  The biggest 
  variation however is not in cell design, 
  but in the layout of a cell block.   
   
  For example, within the Federation 
  prisoners may be visible to their guard, 
  but are afforded some privacy as the 
  cells are often arranged in a linear 
  fashion.  While Cardassian cellblocks, 
  will offer fewer comforts and are 
  arranged in a horseshoe so that both 
  guard and other cell occupants 
  overlook each other, the Cardassian 
  psyche ensures that this layout 
  enforces an individuals sense of 
  shame and guilt by peer pressure 
  even before questioning by security 
  services. 
   
   
   
  On Smaller vessels and in cases 
  where longer term imprisonment is 
  required, the prisoner may simply be 
  confined to quarters with access 
  locked down pending security 
  authorisation and placed under guard 
  if additional physical security is 
  deemed necessary.  In these cases 
  the Security official will place a 
  computer override on the door to the 
  
   
  35 
  quarters and for any internal 
  terminal access which would 
  require a security or command 
  authorisation to release.  At 
  least a heavy handed hack into 
  the local computer system 
  would be needed to bypass 
  this lockdown, an activity that 
  should be picked up by the 
  officers during the attempt and 
  would result in confinement to 
  the Brig. 
   
  Less serious offences, or 
  subjects suspended from duty 
  pending investigation, are 
  often free under their own Parole, 
  often reporting in to an assigned 
  security agent, in some cases they 
  may have a few restrictions placed on 
  them regarding access to certain 
  areas or a curfew.  If it deemed 
  necessary they can be issued with a 
  tag that will monitor their movements 
  and activities and alert the monitoring 
  authority should the suspect break 
  their restrictions.   
   
  Prisons and Reform 
   
  The Federation favours an internment 
  system based on rehabilitation and 
  reform, mostly due to the advantages 
  of living in such a utopian society.  And 
  for many the system works perfectly 
  well.  The vast majority of minor 
  infractions are dealt with quickly and 
  efficiently.  With an individual assigned 
  community service and tagged for the 
  duration of their sentence, but 
  otherwise free to carry on their lives 
  amongst decent society.   
   
  For the vast majority of Federation 
  offenders this is enough and many will 
  not re-offend.  Some even go-on to 
  lead high profile lives and make a 
  better name for themselves. 
   
  Repeat offenders or more serious 
  criminals may warrant a spell of 
  incarceration, and most planets will 
  maintain a prison facility for this(such 
  as the New Zealand penal colony on 
  Earth), such places are deliberately 
  isolated and shielded against 
  transporters to thwart hi-tech escape, 
  and the inmates are tagged and 
   
  Memory Implants 
   
  A worrying trend outside the 
  Federation as punishment for criminal 
  activity is that of memory implantation.  
  Whether it be the memories of the 
  victims last few moments of life in the 
  case of murder or even an 
  implantation of memories of a prison 
  sentence.  In some instances Starfleet 
  officers have found themselves 
  sentenced to such implants, and even 
  if falsely accused once the memories 
  have been implanted the recipient has 
  to learn to live with these memories no 
  matter how unpleasant, this seems to 
  be a new technology, but slowly 
  becoming more popular and it has 
  been adopted by the Typhon Pact for 
  much of their penal code.   
   
  Once these memories have been 
  implanted the recipient will have to 
  ‘live’ through them and will likely 
  require significant counselling to come 
  to terms with this new addition to their 
  psyche. 
   
  The Federation has not adopted this 
  technology as it seems too much like 
  mind control and brainwashing, and 
  seems a blatant disregard of the Code 
  of Sentience. 
   
  
   
  36 
  monitored for the duration of their 
  sentence.  Otherwise most of these 
  facilities are relatively open. 
   
  But the most dangerous criminals are 
  often far too extreme for these options, 
  and in such cases Long-Term and 
  High Security Imprisonment is 
  warranted.  Such dangerous criminals 
  will be guarded under strictest security 
  usually in a very secure facility for the 
  criminally insane.  These places are 
  often very isolated either as an orbital 
  facility or on an uninhabited planet, 
  deliberately so to help protect the 
  innocent.  Some of these facilities are 
  dual administration with Starfleet and 
  Civilian specialists and security 
  working side by side.  And the inmates 
  are often the most dangerous of all, 
  murderers, rapists and genocidal 
  maniacs.  The numbers of such 
  dangerous individuals are thankfully 
  small and as a result often the guards 
  and staff will far outnumber the 
  inmates... 
   
   
  Penal Colonies 
   
  As a last resort, prisoners may be 
  exiled to a penal colony.  These sites 
  are off limits for most Federation 
  citizens.  All penal colonies fall under 
  the jurisdiction of the UFP Bureau of 
  Colonisation Penal Division.   
   
  Most penal colonies are high-security 
  prisons or work sites.  Colonial 
  penitentiaries are established for the 
  purpose of protecting Federation 
  citizens from dangerous convicts.  
  Even if a prisoner should escape these  
  colonies are so isolated that there is 
  little chance they would find their way 
  back to civilisation.  Work sites allow 
  convicts to perform labour in exchange 
  for shorter sentencing.   These penal 
  colonies are similar to mining or 
  industrial colonies, but contact with the 
  outside is heavily restricted. 
   
  These colonies are monitored on an 
  as-needed basis, and some are barely 
  monitored at all.  Criminals 
  condemned for life may be deported to 
  an M-Class planet with basic survival 
  supplies.  After several years Starfleet 
  will send survey teams to check on the 
  prisoners.  On rare occasions the 
  communities established by these 
  exiles may impress the UFP enough 
  for it to consider granting full colonial 
  status and commuting the crimes of 
  the colonists.   
   
   
  Elba II 
   
  The Elba II colony is a high security 
  Federation asylum for the criminally 
  insane operating in the latter half of 
  the 23rd century on the planet Elba II. 
   
  The facility was set up with the 
  purpose of isolating and treatment of 
  what was considered dangerously 
  insane criminals.  The facility was 
  managed by Governor Donald Cory 
  who oversaw 15 patients in 2260’s 
  including its most notorious resistant 
  former Starfleet Captain Garth of Izar 
   
  The extensive security precautions 
  included individual force fields around 
  patient living quarters, and the colony 
  dome itself was protected by a high 
  level energy field designed to 
  withstand orbital bombardment and 
  prevent use of transporters.  The final 
  security level was made up of the toxic 
  atmospheric environment of the planet 
  itself. 
   
  None of these precautions were 
  enough to prevent attempted escape 
  as Garth of Izar attempted in 2269, but 
  in the end the attempt was thwarted by 
  the patients inability to escape the 
  facility.  Garth and his followers never 
  got closer to freedom than the steps 
  they took from their cells.  
  A revolutionary new medicine, 
  delivered by the Enterprise in her visit 
  of 2269, promised to almost 
  immediately reverse arterial and brain 
  damage and was hoped to aid the 
  rehabilitation of the wards of Elba II.  
   
  
   
  37 
  Obviously most penal colonists are 
  criminals, however support staff, such 
  as doctors, guards, technicians and 
  administrators also live on penal 
  colonies, and families of these staff 
  and even some of the prisoners 
  choose to join them.  The rights of a 
  Federation citizen extend even to 
  convicts and Starfleet works to protect 
  these worlds with equal determination 
  as any other Federation world, 
  Starfleet would also be contacted for 
  aid in cases of prisoner uprising and 
  riots on penal colony worlds are 
  missions that are never popular with 
  crews.     
   
   
   
  The Maquis 
   
  During the early days of the Dominion war the Maquis were still considered a threat 
  and were criminalised by the Federation.  Many of the Maquis that were captured 
  by Federation agencies were imprisoned, with more than a few former Starfleet 
  officers amongst their ranks.  In this they were more fortunate than those captured 
  by Cardassian forces.  Starfleet still considered them criminals and terrorists, with 
  the strictest sentencing reserved for those that committed acts of criminality 
  covering up their activities whilst remaining a serving Starfleet officer.   
   
  However once open hostilities broke out with the Dominion/ Cardassians, their 
  crimes were suddenly considered to be less important and their pre-emptive fight 
  against Cardassia was almost inspirational, their mass of experiences fighting the 
  Dominion were also suddenly an asset.  
   
  As public support for the freedom of Maquis prisoners swelled, Starfleet also 
  recognised that the war was starting to reduce frontline personnel and reduce the 
  Starfleet's fighting strength.  Politically the answer was simple and very quickly most 
  of the Maquis were pardoned and released, the few remaining prisoners were those 
  whom had committed crimes against the Federation or committed serious acts of 
  Terrorism and were still considered dangerous.  Most of these were the former 
  Starfleet officers.  This was resolved after the former Commander Eddington 
  worked with Starfleet Captain Sisko on a covert operation in the Badlands.  
  Eddington sacrificed his life and in so doing saved many former colonists.  Upon his 
  return Sisko made recommendation that these former Starfleet officers be offered 
  their freedom in exchange for re-activation of their Starfleet commission and a 
  formal reprimand on their records.  In short a full return to active duty.  All remaining 
  Maquis took up this offer and many of the former prisoners recently released joined 
  them. 
   
  Those with prior Starfleet experience were reactivated alongside standard reserves 
  and those fighters who had no formal training were offered basic training and non-
  commissioned ranks.  Former Starfleet officers who had committed no crimes could 
  return to service with no reprimand. 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter 5: 
  Character Generation; 
  Career Templates and 
  Overlays 
   
  Starfleet Career Templates 
   
  Starfleet JAG Officer (Command) 
  Serving under the Judge Advocate 
  General, JAG officers are the lawyers 
  and sleuths of Starfleet.  As agents for 
  the prosecution and defence they must 
  conduct inquiries, take dispositions, 
  interview witnesses and build a case, 
  even though a defence investigation is 
  likely to take a very different path in 
  doing so than those working for the 
  prosecution.  All however will require 
  extensive knowledge of trial law.  
   
  Computer (Research) 2 (3) 
  Intimidation (Interrogation) 2 (3) 
  History (Federation Law) 1 (2) 
  Law (Starfleet Regs) (Choose additional 
  Specialisation) 2 (3) (3) 
  Persuasion (Debate) and (Oratory) 2 (3) 
  (3) 
  Athletics (Choose Specialisation) 1 (2) 
  Dodge 1 
  Energy Weapon (Phaser) 
  Language (Federation Standard) 1 
  Personal Equipment (Choose 
  Specialisation) 1 (2) 
  Planetside Survival (Choose 
  Specialisation) 1 (2) 
  Search 1 
  Vehicle Operations (Choose 
  Specialisation) 1 (2) 
  Advantage; Promotion (Lt jg) +2 
   
  Starfleet JAG Criminal 
  Investigations Division (Security)  
  and Starfleet Internal Affairs 
  (Security) 
  If Starfleet Security can be considered 
  the Military Police equivalent within 
  Starfleet, the officers of the Criminal 
  Investigations Division are the 
  detectives. They investigate major 
  crimes committed by Starfleet 
  personnel or on Starfleet property. 
  These crimes may range from murder, 
  to smuggling, to treason. CID officers 
  are not normally assigned to 
  Starships, but may be found at 
  Starbases and planetary facilities. CID 
  officers often work alongside JAG 
  officers, interviewing suspects and 
  witnesses preparatory to judicial 
  proceedings.  This template will also 
  
   
  39 
  include investigators working for 
  Starfleet Internal Affairs. 
   
  Intimidation (Interrogation) 2 (3)  
  Law (Starfleet Regulations) 2 (3) 
  (Federation Interstellar Law) (3)  
  Security (Law Enforcement) 2 (3)  
  Administration (Bureaucratic Manipulation) 
  1 (2)  
  Computer (Research) 1 (2)  
  Energy Weapon (Phaser) 1 (2)  
  Language (Federation Standard) 1  
  Personal Equipment (Tricorder) 1 (2)  
  Search 1  
  Unarmed Combat (Starfleet Martial Arts) 1 
  (2)  
  Vehicle Operations (Shuttlecraft) 1 (2) 
  Advantage; Alertness (+2) 
   
  Civilian Career Templates. 
   
  Ferengi FCA Liquidators 
  Some of the  most fearsome and 
  powerful people in Ferengi commercial 
  culture, sent to investigate and punish 
  financial misdemeanours (or at least 
  the mistakes made by bad business 
  decisions or the travesty of getting 
  caught), often infinitely corrupt, they 
  are granted significant freedom in the 
  course of their investigations and 
  many use extreme measures to get 
  their way.  The spectre of a visit by a 
  liquidator strikes terror in the hearts of 
  all good businesses and horror stories 
  are told to little children.   
   
  Administration (Audit) 2 (3) 
  Intimidation (Bluster or Interrogation) 2 
  (3) 
  Culture (Ferengi) 2 (3) 
  Law (Ferengi Commercial By-Laws) 1 
  (2) 
  Computer (Choose Specialisation) 1 (2) 
  History (Ferengi) 1 (2) 
  Languages; Ferengi 1 
  Security (Choose Specialisation) 1 (2) 
  Bargain (Bribery) 1 (2)  
  Streetwise (Choose Specialisation) 1 (2) 
  Advantages; Wealth +1, Contact +1, 
  Shrewd +1,  
  Disadvantages; Rival -2, Arrogant -1 
  Greedy -1 
   
  Bounty Hunter 
  More rogue than law officer.  Bounty 
  Hunters are licensed by a government 
  or other organisation to track and 
  capture criminals in exchange for 
  financial reward.  While their activities 
  are not always illegal in Federation 
  space (when working for legitimate 
  clients) they are often viewed as an 
  unnecessary evil.  Outside Federation 
  space however they are far more 
  commonly encountered and employed. 
   
  Energy Weapon (Chose Specialisation) 
  2(3) 
  Security (choose Specialisation) 2(3) 
  Streetwise (choose Specialisation) 1(2) 
  Unarmed Combat (choose 
  Specialisation) 1(2) 
  Athletics (choose Specialisation) 1(2) 
  Dodge 1 
  Language; Federation Standard 1 
  Personal Equipment (choose 
  Specialisation) 1(2) 
  Planetside Survival (choose 
  Specialisation) 1(2) 
  Vehicle Operation (choose Specialisation) 
  1(2) 
   
  Law Enforcer 
  The law enforcer can be found 
  throughout civilised space. Known by 
  various titles, 'constable, sheriff, peace 
  officer, etc, some even hold ranks in 
  various militaries. But the law enforcer 
  can range from the lone frontier 
  protector to the darkest corrupt official. 
   
  Federation interstellar law is enforced 
  by the Federation Interstellar Police 
  Agency. The FIPA has the following 
  mandates: investigate violations of 
  Federation interstellar law; assist local 
  and planetary law enforcement 
  agencies when requested; coordinate 
  inter-jurisdictional law enforcement 
  activities within the Federation; and 
  conduct counterintelligence operations 
  in cooperation with the Federation 
  Intelligence Service.  
   
  Law (Planet/Legal System) 1 (2) 
  Search 1 
  Security (Law Enforcement) 2 (3) 
  Streetwise (Choose Specialisation) 1 (2)  
  Athletics (Choose Specialisation) 1 (2)  
  Computer (Choose Specialisation) 1 (2)  
  Dodge 1 
  Energy Weapons (Choose Specialisation) 
  1 (2)*  
  
   
  40 
  Language, Federation Standard 1 
  Personal Equipment (Choose 
  Specialisation) 1 (2)  
  Primitive Weaponry (Stun Stick) 1 (2)* 
   
  * For enforcement agencies that do 
  not issue firearms or weapons, use 
  unarmed combat or intimidation. 
   
   
   
   
   
   
  New Skill: 
  Area Knowledge; As a skill is related to planetary knowledge, but is a highly focused 
  specialised skill built around an intimate knowledge of a specific area, common to 
  local 'beat' policemen and cab pilots. 
  Specialisations: Specific City, Specific District, Local Gangs and Criminals, 
  Shortcuts, Local Traffic 
   
  Advantage; 
  Law Enforcers Ranking: The Price Of Freedom establishes Character Creation 
  guidelines for FIS agents, but does not give a rank system. The following rank table 
  is adapted from the DTI rank table in All Our Yesterdays, and is intended for use with 
  both FIS and FIPA characters. PC agents must take at least one level of promotion. 
  There are only two Deputy Directors and one Director in each Service at any time.  
  FIS/FIPA Rank Table  
  Rank* 
  Promotion Cost 
  (Advantage) 
  Agent 
  +1 
  Field Agent 
  +2 
  Special Agent 
  +3 
  Special Agent in Charge 
  +4 
  Assistant Director 
  +5 
  Deputy Director 
  +6 
  Director 
  +7 
   
  *For non-Federation police forces feel free to substitute your own rank names. 
   
  Advanced Training Package; 
  Characters receive 9 Development Points 
  to spend during Advanced Training 
   
  Beat' Cop: Representative training of 
  all planetary local law enforcement 
  officers at a patrol level.  Charged with 
  the protection and keeping the peace 
  within a specified area. Providing a 
  community face to law enforcement 
  and front line duty. 
  Beat Cop: Area Knowledge (Specify) 1 (2), 
  Social Sciences (Choose Specialisation) 1 
  (3), Persuasion (Choose Specialisation) 1 
  (2), Obligation (Keep the Peace) -1, 
  Empathy +1 
  Counterintelligence: Working directly 
  with Law Enforcement agencies, these 
  specialists are tasked with local level 
  intelligence defence work, protecting 
  their jurisdictional area from opposing 
  (and sometimes even allied) spies.   
  Counterintelligence: Espionage 
  (Counterintelligence) 1 (2); Language 
  (Romulan) or (Cardassian) 1; Behaviour 
  Modification (Resistance) 1 (2);  
  Criminal Profiling: These are the 
  academics and psychologists who are 
  attached to an agency to build profiles 
  based on what is known about a 
  criminals behaviour and to try to 
  extrapolate future patterns and even 
  identifiable elements to a criminals 
  activities.  
  Criminal Profiling: Psychology (Forensic 
  Psychology) 1 (2); Social Sciences 
  (Sociology) 1 (2); Alertness +2. Empathy 
  +1 
  
   
  41 
  Crime Scene Investigation: The 
  scientific arm of law enforcement, 
  investigating the crime from the 
  evidence left behind and the victims.  
  These are the people that spend a lot 
  of time combing through crime scenes 
  and dealing with dead bodies…  Often 
  patience and a keen eye prove the 
  most valuable skills. 
  Crime Scene Investigation: Search 1; 
  Security (Crime Scene Procedures) 1 (2); 
  Physical Sciences (Choose Specialisation) 
  0 (1), Medical Sciences (Forensics) 0 (1), 
  Curious +1; Innovative +1. Empathy -1 
  Customs Officer: As customs officer, 
  it is often the case that this civilian 
  authority is responsible for controlling 
  incoming visitors to a planet, and 
  patrolling local space in an effort to 
  monitor and arrest contraband. 
  Liaising with Starfleet (or other galactic 
  force) is also required as many 
  customs officials hold little or no 
  jurisdiction outside of their home 
  system.  Since the invention of Warp 
  drive and transporters this job has 
  become far more technical, as the 
  number of ways to reach a planets 
  surface undetected have increased. 
  Customs Officer: Law (Intergalactic Law 
  and Local Law) 0 (1) and (1), Search 1, 
  Ships systems (Sensors and Choose 
  Specialisation) 1 (2) and (2), Code of 
  Honour (Uphold the Law) -2, Contact +1, 
  Shrewd +1 
  Federation Marshalls; Civilian 
  authorities within the Federation can 
  opt to have their senior officers attend 
  Starfleet Facilities for further training. 
  there they attend alongside future 
  frontier Marshalls who serve and 
  protect often in conjunction with 
  Starfleet and local planetary defence 
  forces.  These training courses are 
  also often alongside 3rd year Starfleet 
  academy cadets who are often 
  undergoing their first taste of the 
  martial side of Starfleet.  This training 
  package is open to all Federation law 
  officers, while it is the basic training for 
  the Marshals, and alongside Starfleet 
  Academy Training. It was believed that 
  such cross training would breed 
  greater teamwork and cooperation, as 
  well as skill uniformity, between the 
  many agencies in service across the 
  Federation, a tactic that, so far, has 
  worked. 
  FIPA/Federation Marshalls Training; 
  Energy Weapon (Phaser) 1(2), Planetary 
  Tactics (Small Unit) 1 (2), Law (Federation 
  Law) 1 (2), Code of Honour (Uphold the 
  Law) -2, +1 Vitality or Dexterity Edge, 
  Contact (within Starfleet Security or other 
  Law Enforcement agency) +1. 
   
  Investigator: A detective of the 'old-
  school'.  Hands on and street wise.  
  Either an investigator as part of the 
   
  Would the real Dixon Hill please 
  step forward… 
   
  The planet Sigma Iotia II is a 
  Federation protectorate, having been 
  encountered by captain Kirk in the 23 
  60’s it was discovered that a previous 
  Federation encounter had led to Iotian 
  society emulating Earth mobster 
  culture of the 1930’s. 
   
  The UFP response was to try and limit 
  the damage and help guide Iotian 
  society in exchange for a percentage 
  of the take (which was then funnelled 
  back into planetary projects).  Things 
  have gone well, but Iotian society has 
  stagnated slightly as a result. 
   
  By the 24th century it has advanced 
  slightly and now resembles some of 
  the more ‘colourful’ hard boiled fiction 
  of the 40/50’s Earth.  An odd side 
  effect of this has lead to the Private 
  Investigator becoming a much sought 
  after profession, some of whom have 
  expanded their operations off-world. 
   
   
   
  Amusingly the most common name on 
  Sigma Iotia II now is ‘Dixon Hill’. 
    
  
   
  42 
  local law enforcement branch, or a 
  Private Investigator. Specialising in 
  finding the clues that the criminals 
  overlooks and doggedly chasing their 
  suspect until the evidence is found. 
  'Gumshoes' are still romanticised in 
  the popular media, although the reality 
  is rarely as depicted. 
  Investigator Search 1 or Intimidate 
  (Choose) 1 (2), Disguise (Choose) 1 (2) or 
  Streetwise (Choose) 1 (2), Law (Choose) 
  1 (2), -1 Rival, +1 Contact 
  Negotiator: Akin to the profilers, these 
  specialists are also often skilled 
  psychologists.  They are brought in 
  when an opportunity is presented to 
  communicate with a criminal directly 
  and would be charged with helping to 
  diffuse the situation in the hope of 
  convincing the perpetrator to end 
  things peacefully.  Should they fail the 
  only recourse left will be a tactical 
  option. 
  Negotiator: Charm (Seduction) 1 (2); Fast 
  Talk 1; Intimidation (choose Speciality) 0 
  (1), Empathy or Logic +1, Shrewd +1 
  SWAT/Tactical: The heaviest, tactical 
  arm of a police force in a paramilitary 
  application. Many planets simply do 
  not have the equivalent of this force, 
  instead using is own military for the 
  role, or preferring other 'alternate' 
  methods (such as mercenaries or 
  even assassins) 
   
  Other planets with strong Starfleet 
  presences sometimes opt for the 
  highly trained Starfleet security to fill 
  the role.  Usually training in martial 
  skills and heavily armed and armoured. 
  SWAT/Tactical  Team: Energy Weapon 
  (Choose Specialisation) 1 (2), Planetary 
  Tactics (Small Unit) 1 (2), Intimidation 
  (Choose Specialisation) 1 (2), Reaction +1, 
  Any 1 point disadvantage. 
   
   
  Professional Career Package; 
  Characters receive 10 development points 
  to spend during Professional career 
   
  Fugitive Tracker:  Working as a 
  Bounty Hunter or as a dogged law 
  enforcer tracking wanted criminals and 
  returning them to the proper 
  authorities. 
  Fugitive Tracker: Computer Research 
  1(2), Law (Choose 2 Specialisations)1 (2) 
  and (2), Security (Law Enforcement) 1 (2) 
  Intelligence Operative: Working as a 
  government agent either attached to 
  local law enforcement agencies or 
  alongside them.  Either in a support 
  capacity as analyst through to more 
  dangerous field work. 
  Intelligence Operative: Behaviour 
  Modifications (Choose Speciality) 1(2), 
  Disguise (Choose Specialisation) 1(2), 
  Espionage (Choose specialisation) 1 (2), 
  Language (Choose language) 1, Dark 
  Secret -2 or Deep Cover -2 
  Law Enforcement Officer: Working 
  as a Policeman, Security guard or 
  similar functionary for a local, national 
  or planetary government.  Skilled in 
  their local ‘beat’ area, and responsible 
  for crime detection and maintaining 
  order. 
  Law Enforcement Officer: Law (Criminal 
  or Specific Jurisdiction 1 (2), Security (Law 
  Enforcement) 2 (3), Shrewd +)  
  Psi-Cop: This Law Enforcer is trained 
  to utilise their Psionic Powers to aid in 
  crime detection and enforcement.  
  While many societies do not allow 
  ‘thoughts’ as admissible evidence, 
  some societies choose to, and these 
  are often the same civilisations that 
  support Psionic Law Enforcers.  
  However those Officers from more 
  enlightened cultures such as the 
  Federation, often have to undertake to 
  support a code of behaviour similar to 
  the Code of Sentience in order to 
  ensure that their Psionic powers are 
  not abused in the course of their job.  
  Psi Cop: Law (Choose Specialisation) 1 
  (2), Receptive Telepathy 1, Security 
  (Choose 2 Specialisations) 1 (2) and (2). 
  
   
  43 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter Six:  
  Weapons, Technology 
  and Starships 
   
  Technology. 
   
  The various Police Forces in the 
  Galaxy offer a mind boggling variation 
  of equipment and uniform.  Within the 
  Federation such agencies are 
  equipped very similarly to the Starfleet.  
  With access to Phaser’s, Triciorder’s 
  and Communicator’s as standard 
  issue. Uniformed Police in The UFP 
  are often similar in style, although their 
  equipment ranges from cutting edge 
  equal to that of Starfleet to older 
  equipment more in line to standard 
  Starfleet issue of only a few years 
  before. 
   
  Most Federation equipment includes 
  highly efficient micro-battery supplies, 
  and induction recharging which 
  enables the power supply to recharge 
  even during operation as long as they 
  are within a Federation facility, 
  allowing for almost indefinite 
  operations. Outside use will drain the 
  batteries with the indicated duration. 
   
  Some Police are more paramilitary in 
  organisation and are equipped with 
  heavy armour and weapons, while 
  others may choose to go unarmed at 
  all. 
   
  Personal Weapons 
  Phaser. 
  The standard Phaser as used by 
  Starfleet is also available to suitably 
  trained Law enforcement officers.  
  While the actual model of Phaser in 
  use varies from that of local models, 
  through the various incarnations of 
  Phaser used by Starfleet.  Most 
  weapons will be former Starfleet 
  surplus from a few years ago.  They 
  are limited slightly and rarely exceed 
  the capabilities of Starfleet type 1 
  Phasers. 
  Likewise non-federation authorities will 
  use energy weapons appropriate to 
  the species, for example the Bajoran 
  constabulary while usually unarmed 
  can draw upon Bajoran military grade 
  Phasers if the situation demands. 
   
  
   
  44 
  Phaser Type I 
  Settings: 1-8  
  Range: 5/20/50/100 
  Size: 25cm long  
  Mass: 0.6kg 
  Energy: 1,000 charges. 
  Damage; See Phaser damage chart 
  in the core rule book. 
   
   
   
  Phaser (Civilian Issue) 
  The Civilian issue Phaser is more like 
  the standard type 1 Phaser in size.  
  However it is a low-yield device limited 
  to Stun Settings only.  Ownership of 
  this Phaser is legal by most Federation 
  citizens even if it is frowned upon, 
  although the owner is expected to 
  register the weapon and prove a level 
  of certified training. 
   
  Phaser (Civilian Issue) 
  Settings: 1-3  
  Range: 5/10/25/50 
  Size: 5cm (palm sized) 
  Mass: .2kg 
  Energy: 160 charges 
   
  Stunner 
   
   
   
  While most Phasers and Disruptors 
  have stun settings, it is still possible to 
  cause injury accidentally at such low 
  settings, either by using incorrect 
  device settings or shooting at too close 
  a range.  They are not always 
  dependable, for example, Klingons 
  have a much greater resistance to 
  stun effects than others.  Ownership of 
  the Stunner within Federation space is 
  the same as with the Civilian Issue 
  Phaser. 
   
  Stunner 
  Settings: 1  
  Range: 5/15/30/80 
  Size: 30cm long 
  Mass: .6kg 
  Energy: 50 charges 
  Damage: The stunner has a single 
  setting, which does 8+3D6 stun 
  damage using 5 charges of energy. 
   
  Stunrod 
  This energised melee weapon is 
  commonly available to Federation 
  security forces both Civil and Starfleet, 
  similar devices are in service across 
  most similar forces as a non-lethal 
  armament for security forces..  A 
  stunrod is a padded club which does 
  minimal physical damage, but can 
  inflict Phaser-like stun effects when it 
  makes contact with its target. 
   
   
   
  Stunrod 
  Size: 50cm long  
  Mass: 0.5kg 
  Accuracy: 7 
  Block: +2 
  Damage: 1 + stun effects equal to 
  Phaser settings 1-2. 
  Charges: 200 charges 
   
  
   
  45 
   
  Klingon Painstick 
  A prod-like device used to inflict pain 
  for both ritualistic and submissive 
  purposes.  These are used by 
  Klingons in ritual to prove their ability 
  to withstand pain, and also in the proof 
  of death ritual.  But their potential in 
  keeping non-Klingon prisoners in line 
  is not lost on Klingons.  The Painstick 
  has also been adopted (or the 
  equivalent developed) by a few non-
  Federation species with a more 
  warlike temperament to crowd control. 
   
   
   
  Klingon Painstick 
  Size: 100cm long  
  Mass: 1kg 
  Accuracy: 8 
  Block: 0 
  Damage: 4 settings, see notes. 
  Charges: 400 charges 
  1) Light Stun 2+1d6 1 Minor nerve 
  damage-no permanent damage 
  2) Heavy Stun 4+1d6 2 Moderate 
  nerve damage-no permanent damage 
  3) Light Thermal 8+1d6 8 Heavy nerve 
  damage-normal damage 
  4) Heavy Thermal 10+1d6 15 Severe 
  nerve damage-normal damage 
   
  Tricorders 
  Tricorders are extremely compact and 
  powerful sensory devices.  In addition 
  to containing a wide range of miniature 
  electromagnetic, audio, chemical and 
  subspace sensors, the Tricorder also 
  include extremely detailed databanks 
  on a wide range of scientific and 
  historical information.  The computer in 
  the tricorder can rapidly identify known 
  lifeforms, materials and energy 
  sources by comparing its sensory 
  reading with its databanks.  Tricorders 
  can also attempt to analyze unknown 
  lifeforms, materials and energy 
  sources, although this could take up to 
  an hour, during which the tricorder 
  may be used for other tasks.  
  Tricorders encoded for security and 
  police operations are often optimised 
  for forensic detection and analysis, 
  tracking anomalous energy fields and 
  particles (including residual weapons 
  signatures) or for detecting contraband. 
  Tricorders also contain integral 
  subspace communicators with ranges 
  like those of personal communicator, 
  making them able to relay data of all 
  types from a central computer or other 
  distant sources.   
  The basic unit casing tends to be an 
  exact copy/replication of the standard 
  Starfleet pattern Tricorder. 
  Range: 2000 meters for long range 
  scans, 25 meters for short-range 
  scans.  All long-range scans are omni-
  directional, but the user must aim the 
  tricorder at a specific location to 
  perform a short-range scan.  Various 
  types of ionic and other interference's 
  can greatly reduce a tricorder's scans.   
  Size: 8.5 cm x 12 cm x 3 cm 
  Mass: 0.35 kg 
  Duration: 1,000 hours + induction 
  recharging 
   
  Communicators. 
  Just as with Starfleet Law officers 
  make extensive use of advanced 
  Communications devices, and comms 
  would be carried at all times.  The 
  actual device used will depend on the 
  organisation; with some emulating 
  Starfleet with worn communicator pins 
  attached to their uniform, others may 
  choose the pocket communicator or a 
  wrist comms unit.  
  Wrist communcators offer slightly 
  more flexibility than other types, in 
  addition to all the features of a 
  Standard commbadge, they can 
  incorporate a mini camera and 
  viewscreen, allowing direct face to 
  face communication as well as viewing 
  some files through PADD compatibility 
  software, and an internal memory that 
  can record 100 hours of audio/visual 
  input.  Otherwise they retain the same 
  range limitations as Starfleet 
  commbadge with an effective range of  
  40,000-60,000km, and, like 
  commbadges, most models feature 
  integral universal translators. 
   
   
  
   
  46 
   
  Size: varies 
  Mass: 0.1 kg 
  Duration: 1,000 hours + induction 
  recharging 
  UT Library:  
  253 Languages (Federation) 
  198 Languages (Bajoran) 
  155 Languages (Klingon) 
  756 Languages (Ferengi) 
   
  Helmet. 
  Some Police forces have used the 
  very high speed pursuit hover bikes.  
  However some of these vehicles 
  operate at such high speeds that it is 
  almost impossible to manage the 
  vehicle at optimum capacity based on 
  the riders reflexes alone.  To help the 
  riders control their vehicles technology 
  has been combined with the riders 
  crash-helmet, integrating some comms 
  and sensor capabilities into a Visual 
  HUD to make sure the rider is able to 
  react and guided when operating their 
  vehicle at such high velocity.  The 
  helmet itself offers 1 point of armour 
  protection against impact.  The helmet 
  is often worn with rider impact armour 
  offering equivalent protection to the 
  helmet against impact/crashes. 
   
   
   
  Size: 20 cm x 30 cm  
  Mass: 0.85 kg 
  Duration: 1,000 hours + induction 
  recharging 
   
  Portable Force field 
  A small device for generating a 
  localised forcefield covering 540 
  degrees on the x, y and z axis.  This 
  hemispheric forcefield measures 4 
  meters in diameter and 3 metres in 
  height.  The generator is made from 
  micro-milled duranium alloy foam 
  which protects the miniaturised 
  graviton polarity source generator and 
  power supply.   
   
  In standby mode this unit will operate 
  for 48 hours.  Use of the forcefield will 
  interfere with transporter functions and 
  access can be controlled by tying the 
  generator into a comm. Badge signal.  
  This is used by police officers as an 
  impromptu holding cell in the field, 
  usually only until back-up can arrive. 
   
   
   
  Size: 4m diameter x 3m height 
  Mass : 1.6kg 
  Duration: 200 charges + induction 
  recharging 
   
   
  Binders 
  
   
  47 
  Hi-Tech handcuffs, used to bind the 
  wrists (and/or ankles) of a prisoner.  
  The design may not have changed in 
  centuries, but these high-tech versions 
  are enhanced with an small energy 
  field generator that increases the 
  structural density of the restraint and 
  allows the same manacles too be used 
  on all prisoners no matter how strong.  
  The electronic locking is often linked 
  into the arresting (or escort) officers 
  Tricorder for unlocking and unit 
  adjustment.   
   
  These are uncommon within the 
  Federation where even prisoners are 
  afforded a level of trust but other 
  cultures (such as the Klingons) use 
  them extensively.  
   
  Size: A 1cm thick, 5cm wide 
  writband/paired. 
  Mass : 0.3kg 
  Duration: 1,000 hours + induction 
  recharging 
   
  Electronic Tagging 
  The descendant of electronic tags 
  worn by criminals on many worlds.  
  The Tag is a form of non-surreptitious 
  surveillance consisting of an electronic 
  device attached to a person, allowing 
  their whereabouts to be monitored and 
  controlled.  This is a form of criminal 
  sentencing or pre-release detention 
  monitoring, and it is even used on 
  defendants awaiting trial.  Use of 
  tagging instead of incarceration 
  reduces custody population and 
  verifies that the person will obey 
  conditions of release from custody, 
  such as a curfew.   
  The tag is either a small device ‘worn’ 
  by offenders (usually a locked ankle 
  bracelet), or even a micro-electronic 
  transmitter injected into the criminals 
  sub-dermal layer.  Feeding data to a 
  core monitoring location to ensure the 
  individual is keeping to their 
  established limits.  In function this is 
  very similar to the Neurocortical 
  monitor available to medical labs, but 
  they are locked to the individual and 
  can only be unlocked by a deputised 
  authority.  Attempts to remove the 
  device without such authorisation are 
  likely to set off an alarm and trigger a 
  response unit to attend and recapture 
  the individual.  
   
   
  Size: negligible 
  Mass : 0.0kg 
  Duration: 1,000 hours + induction 
  recharging 
   
  
   
  48 
  Starships and other Vehicles. 
   
  Most local law enforcement will used 
  localised transportation.  In most 
  cases planetary transporters will be 
  the most common form of 
  transportation, although a fleet of Air-
  cars, hoppers and Grav-bikes may be 
  kept and used if needed on most 
  worlds.  Localised interplanetary travel 
  would utilise standard shuttlecraft, 
  often using the same shuttle models 
  as Starfleet.  This is often more than 
  enough for the personnel 
  transportation requirements within 
  jurisdictional areas for local law 
  enforcement.  Any additional 
  interstellar transportation requirements 
  can be arranged in liaison with 
  Starfleet or other Federation 
  authorised vessel directly. 
   
  The Federation Marshall/FIPA service 
  also supports a small fleet of 
  Runabouts, identical to those used by 
  Starfleet offering a longer ranged 
  transport, better suited to their mission 
  profiles.  In ages past they have also 
  used Shuttles with a Warp-sled or the 
  Peregrine class courier, and some of 
  these vessels remain in service in their 
  fleet pool, maintained as support 
  vessels.  Customs cutters however 
  often require a larger vessel, and 
  slightly broader range of mission 
  profiles to support the patrol and 
  enforcement requirements assigned to 
  a local customs agency.  Deep space 
  customs enforcement is still the 
  jurisdiction of Starfleet, which means 
  that the local customs vessels are 
  often not equipped with the most state-
  of-the-art warp drives as Starfleet 
  vessels, and in many cases Customs 
  vessels are former Starfleet 
  surplus.  Miranda and Oberth classes 
  are both relatively common, with only 
  minor refits to change their mission 
  profile.  Customs agencies have also 
  heavily utilised both Peregrine and 
  Danube class vessels during the 24th 
  century, especially during the 
  Dominion war when the larger vessels 
  were being reactivated and returned to 
  front line duty.  Even then some of 
  these customs vessels were brought 
  into direct conflict with Dominion 
  forces, and the invasion of Betazed 
  and Breen Assault of Earth (Sector 
  001) in 2377 revealed a fatal flaw in 
  this policy. 
   
  As a result of the valiant loss of these 
  customs vessels on both attacks it has 
  been decided to increase the 
  capabilities of Customs vessels, 
  coming just short of assigning a 
  smaller Starfleet vessel to each 
  Federation planet, instead a variant of 
  the Nova class survey ship has been 
  developed as an alternative customs 
  cutter/local defence vessel and will be 
  phased into service replacing the older 
  obsolete vessels as soon as they can 
  be built and assigned alongside the 
  rebuilding of Starfleet vessels, and a 
  Starfleet liaison officer will be assigned 
  to these customs ships going forward. 
   
   
  Starfleet Surpluss 
   
  Federation Customs and Excise share 
  many duties with Starfleet.  But more 
  than this, they oftwn share the 
  Starships.  Vessels are expensive to 
  build and run, and the nature of 
  Customs duties rarely requires state-
  of-the-art Starships.  So to solve this 
  some Starfleet ships are refitted and 
  re-issued into the customs and excise 
  fleet after they have been 
  decommissioned from Starfleet 
  service, often they will simply re-
  christen with an SS Prefix denoting 
  their ‘civilian status. 
  23rd century customs ships  
  Miranda Class  
  Soyuz Class  
  Oberth Class 
  24th century customs ships  
  Miranda Class  
  Oberth Class  
  Peregrine Class  
  Danube Class  
  Nova Class (scout variant) 
  
   
  49 
  PATROL AND PURSUIT HOVER 
  CRUISER 
   
   
  Class and Type: Gravity Drive Bike 
  Commissioning Date: various 
  Body Characteristics 
  Size: 1 
  Resistance: 1 
  Structural Points: 10 
  Operations Characteristics 
  Crew/Passengers/Evac: 1/-/-  
  [0 Power/round] No life-support 
  Computers: 1  
  [1 Power/round] 
  Transporters: None  
  [0 Power/round] 
  Tractor Beams: 0  
  [0 Power/rating/round] 
  Movement and Power Characteristics 
  Speed: 100/200/250 KPH (12 hours) 
  [1 Power per 100 KPH] 
  Power:  3 
  Range: 500 hrs at 100 KPH 
  Sensor Systems 
  Long-range Sensors: +1/10,000 m  
  [1 Power/round] 
  Lateral Sensors: +1/100 m  
  [1  Power/round] 
  Navigational Sensors: +1  
  [1 Power/round] 
  Sensors Skill: 3 
  Weapons Systems 
  None  
  Weapons Skill:  0  
  Defensive Systems 
  None  
   
  Description and Notes; 
  I will always be puzzled by the human 
  predilection for piloting vehicles at unsafe 
  velocities. - Data 
   
  Humans and motorcycles.  The two have 
  always seems to have gone together like 
  hand in glove, and likewise Police forces 
  have used these pursuit vehicles to give 
  chase.  Very similar to the standard civilian 
  model, these vehicles are fast and often 
  quite dangerous, as they are often 
  stripped on computer assisted controls.  
  The main difference is that many Police 
  users will often be issued with a Helmet 
  that is linked into the bikes controls and 
  enable the vehicle to operate at its full 
  capacity.   
   
  Its also possible that the rider and bike can 
  be transported into the field as the vehicle 
  is small enough to be mobilized from a  
  standard transporter pad, massively 
  extending their range and response times 
  on the officers established ‘beat’. 
   
   
  
   
  50 
  FEDERATION HOPPER 
   
   
  Class and Type: Atmospheric Hopper 
  Commissioning Date: various 
  Body Characteristics 
  Size: 2 
  Resistance: 2 
  Structural Points: 10 
  Operations Characteristics 
  Crew/Passengers/Evac: 2/6/-  
  [0 Power/round] No life-support 
  Computers: 1  
  [1 Power/round] 
  Transporters: None  
  [0 Power/round] 
  Tractor Beams: 0  
  [0 Power/rating/round] 
  Movement and Power Characteristics 
  Speed: 100/200/250 KPH (12 hours) 
  [1 Power per 100 KPH] 
  Power:  3 
  Range: 1000 hrs at 100 KPH 
  Sensor Systems 
  Long-range Sensors: +1/10,000 m  
  [1 Power/round] 
  Lateral Sensors: +1/100 m  
  [1  Power/round] 
  Navigational Sensors: +1  
  [1 Power/round] 
  Sensors Skill: 3 
  Weapons Systems 
  None  
  Weapons Skill:  0  
  Defensive Systems 
  None  
  Cab 
  Length: 15.5m 
  Beam: 10.5m 
  Height: 5.65m 
  Deck count: 1 
  Crew count: 2 - 6 
  Passenger capacity: 4 
   
  Full transport (basic configuration) 
  Length: 22.5m 
  Beam: 10.5m 
  Height: 5.65m 
  Deck count: 1 
  Crew count: 2 - 6 
  Passenger capacity: 44 troops 
   
  Description and Notes; 
  The Hopper is a generic term for an 
  Atmospheric shuttle, the type of which has 
  been in use within the Federation for 
  centuries.  Similar to a standard Starfleet 
  shuttle their limited flight capabilities has 
  seen their use drastically reduced by 
  Starfleet, but the vehicle type is common 
  in civilian use.  Often used as Taxis’ 
  Ambulances and Police transports. 
   
  The basic unit features a small cab, but 
  many larger vehicles are in use, and some 
  of the most popular are modular, and can 
  be used as a smaller cab or as a larger 
  vehicle with mission specific module.  
   
   
   
   
   
  Design from http://www.treknology.org/hopper.htm 
   
   
  
   
  51 
  CUTTER-CLASS CUSTOMS/ 
  PATROL VESSEL 
   
   
  Class and Type: Customs Cutter  
  Commissioning Date: 2300 
  HULL CHARACTERISTICS 
  Size: 3 (75 meters long, 2 decks) 
  Resistance: 3 
  Structural Points: 60 
  OPERATIONAL 
  CHARACTERISTICS 
  Crew/Passengers: 15/10/50 
  [4 Power/Round] 
  Computers: 2 Computer Cores 
  [2 power/round] 
  Transporters: 1 Personnel and Emergency 
  [5 Power/Use] 
  Tractor Beams:  1 fwd 
  [2 Power/Rating Used] 
  PROPULSION AND POWER 
  CHARACTERISTICS 
  Warp System: 4.0/6.0/8.0  
  [2 Power/ Warp factor] 
  Impulse Systems: .5c/.7.59c  
  [5/7 power/round] 
  Power: 100 
  SENSOR SYSTEMS 
  Long-range Sensors: +1/12 light-years 
  [6 Power/ round] 
  Lateral Sensors: +1/1 light-year  
  [4 Power/Round] 
  Navigational Sensors: +0  
  [5 Power/Round] 
  Sensor Skill: 3 
  WEAPON SYSTEMS: 
  Type VI Phasers  
  Range: 10/30,000/100,000/300,000 
  Arc: All (720 Degrees) 
  Accuracy: 3/4/6/9 
  Damage: 12 
  Power: [12] 
  Weapon Skill: 3 
  DEFENSIVE SYSTEMS 
  Federation Deflector Shield 
  Protection: 30 (45) 
  Power: [30] 
   
   
  DESCRIPTION AND 
  NOTES: 
  Fleet Data: Built and 
  designed as a 
  Police/Customs starship.  
  Specifically built for purpose.  
  This vessel is not aimed at a 
  multi-mission profile and 
  would be very 
  uncomfortable for long 
  duration missions, but it has 
  cargo capacity, holding cells 
  and a small crew capable of 
  supporting most law 
  enforcement mission profiles, including 
  boarding actions, including atmospheric 
  flight and planetary landing capabilities.  A 
  long lifespan has seen popular support of 
  the vessel  across the Federation and in 
  allied territory and many design features 
  were developed further by the ASDB and 
  incorporated into the Runabout project. 
   
  
   
  52 
  NOVA-CLASS REFIT HEAVY 
  SCOUT 
   
   
  Class and Type: Heavy Scout  
  Commissioning Date: 2380 
  HULL CHARACTERISTICS 
  Size: 5 (160 meters long, 8 decks) 
  Resistance: 2 
  Structural Points: 100 
  OPERATIONAL 
  CHARACTERISTICS 
  Crew/Passengers: 35/10/150 
  [6 Power/Round] 
  Computers: 2 Computer Cores 
  [4 power/round] 
  Transporters: 1 Personnel and Emergency 
  [5 Power/Use] 
  Tractor Beams:  1 DA, 1 VF 
  [2 Power/Rating Used] 
  PROPULSION AND POWER 
  CHARACTERISTICS 
  Warp System: 5.0/7.0/9.2 (18 hours) 
  [2 Power/ Warp factor] 
  Impulse Systems: .7c/.9c  
  [1 power/.10 c] 
  Power: 160 
  SENSOR SYSTEMS 
  Long-range Sensors: +1/12 light-years 
  [6 Power/ round] 
  Lateral Sensors: +1/1 light-year  
  [4 Power/Round] 
  Navigational Sensors: +0  
  [5 Power/Round] 
  Sensor Skill: 5 
  WEAPON SYSTEMS: 
  Type IX Phaser Array 
  Range: 10/30,000/100,000/300,000 
  Arc: All (720 Degrees) 
  Accuracy: 4/5/7/10 
  Damage: 18 
  Power: [18] 
  Weapon Skill: 4 
  DEFENSIVE SYSTEMS 
  Federation Deflector Shield 
  Protection: 50/50 (68) 
  Power: [50] 
   
  DESCRIPTION AND NOTES: 
  Fleet Data: With the end of the 
  Dominion War, Starfleet found 
  itself requiring a replacement 
  for 
  the 
  Rigel-class 
  Heavy 
  Scout, and as this class was 
  slowly being decommissioned 
  the ASDB was commissioned 
  to 
  develop 
  a 
  replacement.  
  Research 
  and 
  development 
  time were drastically reduced 
  by 
  utilizing 
  an 
  existing 
  spaceframe and the Nova-
  Variant was fielded.   
  The systems configurations of 
  the variant are obviously very similar to the 
  standard Nova.  The most obvious 
  difference is saucer section, which is a 
  smooth arrowhead, rather than the split 
  hull containing the Nova’s large auxiliary 
  deflector.  The additional hull space 
  allowed for advanced astrometric systems 
  to be installed, as well as addition crew 
  recreation areas. Tactical systems were 
  also upgraded as the refit was expected to 
  be operating along the Federation’s deep 
  frontier, and away from Starfleet support.   
  Like the Nova-class, the variant has 
  both atmospheric and planet-fall capability.  
  Four landing pads extend from articulate 
  legs 
  from 
  the 
  ventral 
  side 
  of 
  the 
  engineering hull, similar to the Intrepid-
  class design.   
  Customs Cutter variant: The Nova-class 
  heavy scout has also been contracted by 
  various Federation customs services to 
  meet the needs of the expanding frontier.  
  After 
  the 
  Dominion 
  War, 
  and 
  the 
  destabilized frontiers between the great 
  powers, the need for a long duration 
  starship was needed to support law 
  enforcement activities.  Utilizing a proven 
  space-frame the Nova-class refit, was 
  seen as an ideal candidate to meet this 
  need.  The starships research and 
  scientific 
  labs 
  were 
  replaced 
  with 
  enhanced brig facilities, as well as facilities 
  to support civilian operations (disaster 
  relief, and the like).      
   
   
  
   
  Appendix; 
   
   
  TOS – Mudd’s Women. ep#06 
  TOS – Dagger of the Mind. ep#09 
  TOS – The conscience of the King ep#13 
  TOS – Court Martial ep#20 
  TOS – I, Mudd ep#37 
  TOS – Wolf in the Fold ep#43 
  TOS – A Piece of the Action ep#46 
  TOS - Who Gods Destroy ep#69 
  TOS – Turnabout Intruder ep#79 
  Star Trek VI; The Undiscovered Country. 
  TNG – Justice ep#08 
  TNG – Coming of Age ep#19 
  TNG – The Measure of a Man ep#35 
  TNG – A Matter of Perspective ep#62 
  TNG – Sins of the Father ep#65 
  TNG – The Drumhead ep#95. 
  TNG –Violations ep#112 
  TNG – Power Play ep#115 
  TNG – The First Duty ep#119 
  TNG – Aquiel ep#139 
  TNG – Frame of Mind ep#147 
  TNG – Suspicions ep#148 
  TNG – Attached ep#160 
  TNG – Eye of the Beholder ep#170 
  DS9 – A Man Alone ep#02 
  DS9 – Dax ep#08 
  DS9 – The Passenger ep#09 
  DS9 – Necessary Evil ep#28 
  DS9 – Tribunal ep#45 
  DS9 – Rules of Engagement ep#90 
  DS9 – Hard Time ep#91 
  DS9 – Things Past ep#106 
  DS9 - The Darkness and the Light ep#109 
  DS9 – Doctor Bashir, I Presume ep#114 
  DS9 – A Simple Investigation ep#115 
  DS9 – Business as Usual ep#116 
  DS9 – Honor among Thieves ep#139 
  DS9 – Inquisition ep#142 
  DS9 - Fields of Fire ep#163 
  Voyager – Caretaker ep#01/#02 
  Voyager – Ex Posto Facto ep#08 
  Voyager – Meld ep#33 
  Voyager – Investigations ep#35 
  Voyager – The Chute ep#45 
  Voyager – Fair Trade ep#55 
  Voyager – Worst Case Scenario ep#67 
  Voyager – Revulsion ep#73 
  Voyager – Random Thoughts ep#78 
  Voyager – Retrospect ep#85 
  Voyager – Thirty days ep#103 
  Voyager – Live fast and prosper ep#141 
  Voyager – Repentance ep#159 
  Voyager – Author, Author. ep#166 
  Enterprise – Detained ep#21 
  Enterprise – Canamar ep#43 
  Enterprise – Judgement ep#45 
  Enterprise – Bounty ep#51 
  Enterprise – Bound ep#93 
   
  *Most DS9 episodes qualify, as this was the only series to feature a dedicated law 
  enforcement character as a series regular (rather than Starfleet Security).  Specific episodes 
  to look out for are listed 
   
  Many Thanks to; Brian Kreuzinger, Owen E Oulton, Aldaron, Fugazi Girl, JALU3, 
  Sarge, The Tatterdemalion King, Tricky, as well as the original authors of Last 
  Unicorn Games Star Trek ICON under Kenneth Hite, Ross A. Isaacs and Christian 
  Moore 
   
   
   
   
   
  
   
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SOURCE: textdata/thevault/Star Trek RPG/Star Trek RPG (Last Unicorn Games)/3rd party/Law and Order - Law Enforcement - Unknown.pdf