TEXT: Fleet Recon: 
  Starfleet Marine
  and
  Rapid Response Team
  Characters
  A Shattered Stars Supplement
     “Fleet Recon” is a set of rules, starships, character creation packets, and equipment for 
  Federation ground forces in the 24th Century.
     With some modification, this information can  be adapted for other crews and other eras. 
  Narrators will require the use of the Star Trek: Player’s Guide, Star Trek: Narrator’s Guide, and may 
  require the use of the Star Trek: Starfleet Operations Manual in running adventures using these 
  rules.  The Shattered Stars Narrator's Guide will provide additional setting information.
  
  Starfleet Special Missions 
  Teams/Fleet Recon Teams
       Following the capture of a senior Starfleet 
  officer during a covert intelligence-gathering 
  mission in 2369, Starfleet Admiral Thomas 
  Kincaid, Commander of the 14th Starfleet, 
  decided that such missions would be better 
  served by elements of the Rapid Response 
  Force or to specially trained Starfleet Marines 
  rather than serving line officers.  
     Starfleet Special Missions Teams (and 
  Starfleet Marine Fleet Recon Teams) are small 
  (usually six to twelve man) units selected 
  primarily from the Starfleet Marine and Rapid 
  Response Team candidate pools.  
     On Stardate 46371, four Special Missions 
  Teams and three Fleet Recon teams were 
  organized at Starbase 153, and were posted to 
  various locations throughout the Federation.  
     Highly trained in unconventional warfare 
  (most characters have the Starfleet 
  Marine/Rapid Response Team Member 
  Profession or have the Special Forces or 
  Assassin Elite Profession), these personnel 
  conduct hazardous missions of a sensitive 
  nature, particularly those where precise, 
  specific action is preferable to a general, high 
  profile Starfleet presence.
     SMT/FRT personnel can be either officers or 
  enlisted men (although teams are always led by 
  officers) and are generally well-trained, 
  possessed of good judgment, and supremely 
  confident.  Teams are very tight knit, self-
  sufficient, and loyal, and usually have a 
  relatively relaxed command hierarchy.  
     SMT/FRT personnel have access to a wide 
  range of equipment in the performance of their 
  duties, but team members prefer to travel light. 
     It is, however, unusual for SMT/FRT 
  personnel to possess permanently assigned 
  transportation. SMT/FRT units are either 
  assigned small craft on a per-mission basis or 
  requisition travel- “hitching” on available 
  starships, as practicable.  
     Although there is no "formula" or default 
  configuration for an SMT/FRT unit, most follow 
  the same general pattern.  A “Six” (or team 
  leader/commanding officer) leads the team, 
  while his “Five” acts as Executive Officer.  A 
  Medical Officer or Corpsman, a technical 
  specialist/ engineer, a science officer a/o 
  computer expert, a demolitionist/sapper, or 
  another “shooter” usually round out the team. 
  All members of the team are well-trained in 
  both close-quarters and ranged combat in 
  addition to their other specialties.  
     As with any small unit, personnel often 
  perform several functions, although medical 
  officers (not being line officers) do not 
  generally lead the teams.  
     SMT/FRT units generally carry out covert 
  strike missions, but this is by no means the 
  only mission type available.    
     Special Missions/Fleet Recon Teams can 
  serve as diplomatic escorts, perform 
  intelligence gathering, rescue hostages, or 
  execute precision demolitions, sabotage, or 
  other hazardous operations in extreme 
  environments.
     Operating under the authority of 
  Commander, 14th Starfleet, Fleet Recon Team 
  Seven-One carries out missions throughout the 
  three sectors administered by Starbase 153, 
  providing a precise, surgical strike and 
  counter-espionage capability.  
  
  Starfleet Marine/
  Rapid Response Team Member
     Throughout Federation history, Starfleet 
  Command has long recognized the need for 
  specialized troops capable of rapid deployment 
  and special warfare under difficult or 
  dangerous conditions.  
     Beginning with the inclusion of MACO* 
  troops aboard the NX-01 Enterprise, many of 
  these troops have served alongside their 
  Starfleet counterparts.  
     Subject to the Commanding Officer's 
  approval, player's may create a Starfleet 
  Marine/RRT character using the profiles below.
  Mission: Starfleet Marines/RRT are elite 
  ground- and ship-based combat troops trained 
  in rapid assault and special warfare operations. 
     They perform high-level security functions, 
  special strike, black-ops, and hostage rescue 
  operations from Starfleet shore and space-
  borne installations.   
     Starfleet Special Missions Teams (such as 
  Team Seven-One) are generally drawn from the 
  Starfleet Marine/RRT personnel pool and given 
  additional special missions training and 
  equipment.
  Background:  Tracing their antecedents to the 
  United States and Royal Marine Corps, the 
  Starfleet Marines/RRT are a highly trained, 
  highly-disciplined combat troops intended to 
  supplement more conventional Starfleet forces. 
     Starfleet Marines/RRT are deployed aboard 
  starbases and starships heading into high-threat 
  areas and report directly to the Executive and 
  Commanding Officers.  For organizational 
  purposes, they are treated as a separate 
  shipboard department and often have their 
  own messing, berthing, and armory areas.  
     Depending upon the needs of the vessel and 
  the decision of the Commanding Officer, they 
  may either supplement or replace the ship's 
  normal security.  When acting as the ship's 
  security force (in lieu of Starfleet security) they 
  coordinate their activities through the ship's 
  First Lieutenant (third-in-command).
  Role:  The preeminent role of a Starfleet 
  Marine/RRT member is to break things and 
  injure or kill people in the most expeditious 
  manner possible, to provide security for 
  Federation diplomatic and government 
  facilities, and Starfleet vessels and installations.
     Starfleet Marines/RRT members are spirited, 
  highly motivated professionals with a strong 
  sense of duty and an ingrained code of honor.
  Game Information
     Prerequisites: Starship Duty, Observe 4+, 
  Ranged Combat 3+, Unarmed Combat 4+, 
  System Operations 1+
     Attributes:  Agility is the Starfleet Marine/RRT 
  member's favored attribute because of its role 
  in attack and dodge tests.  Perception is useful 
  in detecting and thwarting ambushes and 
  selecting targets.  Strength and Vitality are 
  useful as life as a Starfleet Marine/RRT member 
  can be physically demanding.
     Reactions:  As with any other soldier, the 
  Starfleet Marine/RRT member must react 
  quickly to danger, capitalize on attacks, and 
  avoid danger.  Quickness is the Starfleet 
  Marine/RRT member's favored  reaction.
  RRT Member Professional Skills
  Armed Combat*
  AGL
  Athletics
  STR
  Demolitions
  INT 
  First Aid
  INT 
  Inquire
  PRS
  Investigate
  PER 
  Observe
  PER 
  Ranged Combat*
  AGL
  Repair
  INT 
  Stealth
  AGL
  Survival
  PER
  Tactics
  INT
  Unarmed Combat*
  AGL
  *MACO troopers may be created using the Soldier profession on page 63 and the Special Forces Elite 
  Profession on page 166 of the  Star Trek Player’s Guide .
  1
  
  Professional Development Packages
  Fleet Marine
     Well-trained,highly disciplined, and 
  courageous, you stand at the sharp end of the 
  stick.
  Skills: Any one Armed Combat skill +2, 
  Athletics +3, Demolitions +2, First Aid +1,
  Observe +2, any one Ranged Combat skill 
  +4, System Ops +1, Stealth +2, any one 
  Unarmed Combat skill +3
  Pick 5: +1 to any professional skill.
  Pick 1 edge: Dead Aim, Covering Fire**, 
  Speed, Great Stamina, Lightning Reflexes,
  Sharp Shooter
     Every Marine is a rifleman...but sometimes 
  you need something more...
  Skills: Any one Armed Combat Skill +2, 
  Athletics +3, Demolitions +1, First Aid +1,
  Observe +2, any one Ranged Combat skill 
  +5, System Ops +1,Stealth +4, any one 
  Unarmed Combat skill +1
  Pick 5: +1 to any professional skill.
  Pick 1 edge: Dead Aim, Covering Fire**, 
  Double Fire**, Snap Shot**, Great Stamina,
  Lightning Reflexes
  RRT Member 
     We go where no one has gone before, under 
  fire...daring rescues our specialty.  
  Skills: Any one Armed Combat skill +2, 
  Athletics +3, Demolitions +1, First Aid +3,
  Observe +2, any one Ranged Combat skill 
  +3, System Ops +2, Stealth +1, any one 
  Unarmed Combat skill +3
  Pick 5: +1 to any professional skill.
  Pick 1 edge: Covering Fire**, Double Fire**, 
  Speed, Great Stamina, Lightning Reflexes
  **pp23-24 of the Starfleet Operations Manual
  Tier 1 Professional Abilities
  Evasion-  Starfleet Marines/RRT members train 
  in defensive techniques to improve their
  ability to evade attacks.  When performing 
  a Dodge action, the character rolls an 
  additional die (3d6) during his Quickness 
  test and keeps the better of the three rolls. 
  The rule of double 6's still applies.
  Covert Ops- Starfleet Marines/RRT members 
  are taught to use cover to their best 
  advantage- whether hiding in shadows or 
  the effective use of camouflage.  Whenever 
  the character makes a Stealth test, he gains 
  a +2 bonus.
  Sapper-  Starfleet Marines/RRT members are 
  taught how to place explosives a/o sabotage 
  equipment quickly and effectively.  When 
  making any Demolitions or Repair 
  (Sabotage) rolls, the character may perform 
  the action in half the base action time. 
  Tier 2 Professional Abilities
  Battle-Hardened-  A Starfleet Marines/RRT 
  member learns to function despite injury, 
  fatigue, or stun.  The  Marine/RRT member 
  gains +1 Health and reduces physical 
  test penalties from injury, stun effects, or 
  fatigue by 1.   Prerequisite: Vitality 8+
  Mission Specialist- A Starfleet Marines/RRT 
  member may specialize in one particular 
  skill set- Computer Use, Engineering (pick 
  one) , Repair, Streetwise, or Knowledge and 
  acquires that skill at level 1 (with 
  appropriate specialization).  The chosen 
  skill may be developed  as a professional 
  skill for the purposes of advancement. 
  Prerequisite: Covert Ops
  Physically Fit- Starfleet Marines/RRT members 
  keep themselves in the peak of physical 
  shape.  Whenever the character makes a 
  Strength or Vitality attribute check or an 
  Athletics skill test, he doubles the modifier 
  conferred by the key attribute. 
  Prerequisite: Strength or Vitality 8+
  Saboteur- Starfleet Marines/RRT members are 
  taught to using explosives and sabotage to 
  their best advantage.  When making any 
  Demolitions or Repair (Sabotage) rolls, the 
  character gains an affinity bonus equal to ½ 
  his Engineering, Computer Use, or System 
  Operations skill (rounding up).  
  Prerequisite: Sapper
  Tier 3 Professional Abilities
  Requisitioning- A Starfleet Marine/RRT 
  commander may attempt to use Enterprise-
  Administration to gain special a/o unusual 
  equipment for use during a mission.  Target 
  numbers are as follows:  special equipment 
  (TN 5), special weaponry (TN 10), and 
  2
  
  explosives or restricted weaponry (TN 15). 
  On a marginal success, the gear is available 
  in 1-3 days.  On a complete success, 12-24 
  hours, and on an Extraordinary success, the 
  gear is available in 4-8 hours.  Prerequisite: 
  Mission Specialist.
  Responsive- Starfleet Marines/RRT members 
  learn to react quickly in combat situations. 
  During combat situations, the character 
  may perform one additional combat action 
  per round without suffering multiple action 
  penalties.
  Prerequisite: Physically Fit.
  Starfleet Special Missions Team 
  Advancement Package (5 picks)
     Not content with Starfleet Marine/RRT 
  member, you underwent (and survived) the 
  rigorous training to become a Special Missions 
  Team Member.  
  Pick 1 skill: Any one Armed Combat skill +2, 
  Athletics +2, Demolitions +2, First Aid +2,
  Observe +2, any one Ranged Combat skill 
  +2, System Ops +2,Stealth +2, any one 
  Unarmed Combat skill +2
  Pick 1 skill: Any one Professional skill +1
  Pick 1 edge: Promotion +1, Dead Aim, 
  Covering Fire**, Speed, Great Stamina, 
  Lightning Reflexes, 
  Enlisted Personnel  
     Enlisted members of the Starfleet Marines/RRT may be created using the Enlisted Creation rules 
  included in “But To Serve”, (Beyond the Final Frontier Issue #2).  Most of their skills will be drawn 
  from the Security Professional Development Package included with that article, but using the 
  Professional skills listed above.
     As with established precedent for enlisted personnel, enlisted crew may not gain any of the 
  Professional Abilities listed above unless they first take the Innovative edge.
  Personnel Origins
     Both the Starfleet Marines and the Rapid Response Teams accept candidates of good character 
  and physical health from all Federation member worlds.  Non-members may be accepted if 
  recommended by a Starfleet or Starfleet Marine officer in good standing.
     The difference between the two forces are largely cosmetic and primarily lie in the command 
  structure to which the force is answerable.  Starfleet Marines (like the MACO's in Enterprise) are 
  answerable to a Military Assault Command, whereas Rapid Response Teams are considered a naval 
  force answerable to Starfleet.
     For the record, Starfleet Marines are repeatedly implied in Star Trek but are not considered canon 
  (as per Gene Roddenberry's insistence that Starfleet was not a military force).  The MACO's were 
  invented in part to circumvent this proscription.
     The inclusion of Starfleet Marine/RRT characters into any campaign or setting is entirely at the 
  discretion of the Narrator.  
  3
  
  Force Recon House Rules
  Variations from the Standard Rules Set
    While a number of “House Rules” regarding character creation and advancement have been set 
  forth in other sections of this manual, this section refers specifically to changes to the rules for 
  game play.  
     As always, the Narrator/Gamemaster is the final arbiter in rules disputes.
  Auto-fire Rules
     Most of the weapons in Star Trek are essentially “single-action” weapons- one “trigger pull”, one 
  shot fired.  There are rare exception- notably older, more archaic projectile weapons and rare pulse 
  phasers can be set to fire a spray of fire.  
     As a Key Trait, and with a suitable weapon, a character may conduct an auto-fire attack as a full-
  round action. 
     The character designates an area 30O in diameter (as with Covering Fire) and makes an Average 
  TN 7 Energy Weapons test.  Upon a successful test, anyone standing in or moving through the 
  affected area must make an OPPOSED Quickness test against the shooter's Energy Weapons test 
  result. Characters who are caught flat-footed suffer a -5 penalty to their test.  Characters who are 
  unconscious or immobilized are hit automatically.
     An autofire attack can only be made at short range or closer and uses ten times as many charges 
  as a single attack at the same weapon setting.  Autofire cannot be used with called shots or aimed 
  attacks.
  Prerequisite: Energy Weapons +5 and a suitable weapon.  Does not combine with other traits or 
  actions.
  Character Action Limits
     Outside of truly extraordinary circumstances (as determined by the Narrator) a character may not 
  take more than four actions in a single turn, regardless of multiple action penalties.  
  Coup De Grace Rules
     As a key trait of either the Armed Combat or Unarmed Combat skill, a character may make an 
  immediately fatal attack against a helpless or unaware foe as per the rules below.
     Prerequisite: Armed or Unarmed Combat +3, humanoid target with vulnerable anatomy 
  (Narrator's discretion)
     Effects:  As a full-round action against a foe at point-blank range you ready a weapon (or prepare 
  for a hand-to-hand strike). Without attacking, you make an immediate test using the appropriate 
  skill (free action) as if you were attacking.    
     You now have the drop on the character and attack at any point in the combat turn (and act 
  before your target, regardless of initiative).  You keep the drop on him until you attack, dodge, or 
  otherwise divert your attention.  
     If you keep the drop on your target for at least 1 full round, you may (on a subsequent turn) 
  attack for immediately fatal damage.  This attack counts as a standard action.
     If you lose the drop on your target (due to making another attack, dodging enemy fire, etc.), the 
  process must begin again.
  4
  
  Starfleet Marine/Rapid Response Team 
  Mission-Specific Equipment 
     The equipment listed in this section is generally reserved for Starfleet Marine combat or special 
  warfare teams headed “into harm's way”- or in other words, on a mission-specific, as-needed 
  basis, and subject to the Commanding Officer's approval.
     Because of the nature of this equipment, little of it is normally carried aboard a starship except in 
  time of war, and the Narrator has the final say about whether such equipment is actually available. 
  Field Emergency Kits
  Specifications: armored case roughly 1.5  x 1 
  x1 meters.  60 kg 
  Description:  A field emergency kit is an 
  armored case kept aboard Federation 
  runabouts and shuttlecraft for emergency 
  landings.  
     Field Emergency Kits are also routinely 
  dropped with Starfleet Marine Recon Teams 
  and Rapid Response Team mission forces to 
  provide basic supplies.
  The unit contains:
  1 Emergency Beacon (PG pp. 173)
  1 Medical Kit (PG pp. 176)
  50 meters Lightweight Synthrope (w/ 
  grapple and launcher)
  2 Type 1 Phasers
  6 Molecular Pitons
  4 Climbing Harnesses
  1 Survival Axe/Pick
  1 Set Powered Binoculars (PG pp. 174)
  2 Dylex Memory Tents (PG pp. 173)
  1 Standard Tricorder (TR-590 X)  
  1 Replicator Multi-tool (SFOM pp. 70)
  1 Portable Fusion Generator/Thermal 
  Heater
  120 Starfleet Issue Ration Packs
  HALO/LOLO Pack
  Specifications: Rectangular backpack unit 
  measuring 77 x 31 x 18 cm.  Cylindrical 
  tool 30 cm long, mass 10 kg.
  Description:  Developed for Starfleet Rapid 
  Response Team and other special operations 
  personnel, The HALO pack is a low-profile, 
  short-duration anti-grav unit designed to 
  provide a safe, controllable descent during 
  HALO/LOLO “jumps”.
     HALO/LOLO “jumps” are an insertion 
  method used by Rapid Response Teams 
  when normal transporter or shuttlecraft 
  operations are prohibited or impractical.    
     HALO stands for High Altitude Low 
  Opening, LOLO for Low Orbit Low 
  Opening.  
     In either method, the Rapid Response 
  Team is placed at altitude above the target 
  either by transporter or in specially 
  modified torpedo casings and then freefall 
  to the target, using the HALO packs to slow 
  their descent and land safely.  
  Rules: Equipped with a self-destruct, the unit 
  can double as a small demolitions charge.  
  Each unit weighs 15kg and has an 800kg 
  carrying capacity.  The unit is capable of 1 
  hour of continuous usage and induction 
  charging.  
  Intrusion Grenades
  Specifications: Hand-held (thrown) device 
  approximately 10 cm x 7 cm x 3 cm, 0.4 kg 
  Description: A self-contained isodesium flare 
  and integral sonic pulse generator, these 
  devices create a brilliant flash and
  thunderous noise intended to disorient and 
  debilitate targets prior to a combat-team 
  entry.  
  Rules: The device is dropped or thrown into a 
  target area using an Athletics (Throw) 
  test.  Targets in the immediate area (10 
  meters) must make a Stamina test at TN 15 
  or suffer a -10 penalty to all tests for 1d6 
  rounds.  Multiple intrusion grenades do not 
  create cumulative penalties, but must be 
  dealt with individually.
  Duration: Rechargable.  The unit has five 
  charges and can be set to re-detonate on 
  timed intervals or remote command.  
  Marine Fighting Knife
  Specifications: 47 cm long. 0.5 kg.
  Description: Perfectly balanced, with a hollow 
  handle filled with a small-grain aggregate. 
  The blade of the Marine Knife is slightly 
  shorter than that of a Klingon d'k tahg. One 
  edge of the blade is blunt. The other is 
  serrated for one half of it's length, and kept 
  very sharp as a rule. The handle of the 
  Knife is also fitted with a set of titanium 
  “knuckles”, finger guard, which adds to 
  barehand damage.  
  5
  
  Parry Modifier: -1
  Damage: 1d6+3 (blade) 
  +3 STR modifier (handle)
  Starfleet Combat Armor Type MI-5
  Specifications: 40 kg with backpack and full 
  consumables load.
  Description:  The MI-5 combat suit is designed 
  as defensive armor for Starfleet Rapid 
  Response Team and other security 
  personnel operating in high-risk situations 
  and hostile natural environments.  The MI-5 
  consists of a light-weight environmental suit 
  with an armored vest, gravity boots, 
  helmet, and gauntlets.  
     The unit is fitted with fully encrypted 
  side-band communications, adaptive 
  camouflage, and an IFF transponder/ 
  interrogator, which enable the Rapid 
  Response Team to identify teammates on 
  the visor Heads Up Display (or HUD).  The 
  HUD also has a computerized sighting 
  interface which provides night and false-
  spectrum vision.
     The armor contains sensors which 
  analyze the background and adjust the 
  coloring scheme of the armor to suit the 
  terrain.  
     MI-5 armor has the same endurance, 
  temperature, radiation, and vacuum 
  protection characteristics as the standard 
  issue environmental suit, 
  Rules: The HUD (Heads Up Display) provides 
  basic target identification and limited 
  tricorder functions, and lowers the TN to hit 
  by one range increment.  
     The adaptive camouflage provides a +1 
  bonus to Stealth tests and a +1 TN to 
  Ranged Combat tests made against the 
  wearer.  
     The armor can automatically Repair small 
  rips and tears (self-sealing puncture of four 
  points or less). The wearer can patch larger 
  holes at the cost of the adaptive 
  camouflage, but only a skilled armorer can 
  make full repairs.
     The MI-5 suit provides +10 protection 
  against physical and energy attacks.  Users 
  suffer a –5 penalty to most physical tests 
  while using the suit.
  Duration/Energy: The onboard power cell and 
  consumables are sufficient for 25 hours of 
  continuous use.  
  Starfleet Combat Armor Type MI-6
  Specifications: Custom-fitted body suit with 8 
  kg worth of CPU and headset/monacle.
  Description:  This lightweight combat suit is 
  intended as an improvement over the 
  simple black commando outfits favored by 
  Starfleet Command over the last several 
  decades.  The MI-6 consists of a full body 
  jumpsuit, light combat headset, and central 
  processing unit.  The CPU (roughly the size 
  and shape of a Federation tricorder in the 
  closed position) provides full encrypted 
  side-band communications, adaptive 
  camouflage, and an IFF 
  transponder/interrogator.  
     The CPU contains sensors that analyze 
  the background and adjust the coloring 
  scheme to match the terrain.  
  Rules: The combat headset (monocle) provides 
  basic target identification and limited 
  tricorder functions, and lowers the TN to hit 
  by one range increment.  
     The adaptive camouflage provides a +5 
  bonus to Stealth tests and a +5 TN to 
  Ranged Combat tests made against the 
  wearer.  
  Duration/Energy: The onboard power cell is 
  sufficient for 96 hours of continuous use.  
  Starfleet Combat Armor Type MI-6b
  Specifications: 19.6 kg body suit, armored 
  vest, leg and arm greaves, and helmet.
  Description:  The middle ground between the 
  Type 5 and Type 6 combat suits is MI-6b.  
  The MI-6b consists of a full body jumpsuit, 
  light body armor, and light combat helmet 
  with built-in headset and HUD.  The CPU 
  (roughly the size and shape of a Federation 
  tricorder in the closed position) provides 
  full encrypted side-band communications, 
  adaptive camouflage, and an IFF 
  transponder/interrogator.  
     The CPU contains sensors that analyze 
  the background and adjusts the coloring 
  scheme of the suit to match the terrain.
  Rules: The helmet's integrated HUD (Heads 
  Up Display) provides basic target 
  identification and limited tricorder 
  functions, and lowers the TN to hit by one 
  range increment.  
     The adaptive camouflage provides a +3 
  bonus to Stealth tests and a +3 TN to 
  Ranged Combat tests made against the 
  6
  
  wearer.  
     The MI-6b armor provides +8 protection 
  against physical and energy attacks.  Users 
  suffer a –2 penalty to most physical tests 
  while using the suit.
  Duration/Energy: The onboard power cell and 
  is sufficient for 96 hours of continuous use. 
  Type 3b Compression Phaser Rifle
  Specifications: 53cm long, 2.2L volume, 2.0 
  kg
  Description:  Developed for Starfleet Rapid 
  Response Team and other special operations 
  personnel, the Type 3b phaser rifle is a 
  shortened, compact version of the rugged, 
  dependable Type 3a.  Functionally, the two 
  rifles are identical, differing only in length.  
  Even their weight remains the same.  The 
  Type 3b was designed for rapid Response 
  Team operations where close quarters and 
  tight-fits are the norm, rather than the 
  exception.  
  Advice for the Game Master- Equipment
     Starfleet places a great deal of emphasis on the resourcefulness of its officers and men, and 
  Special Mission Team Seven-One is no exception.  While Starfleet works hard to send crews into 
  the field properly equipped, it also frowns on technofiles who want to load their party down with 
  one of everything.  If the players insist demanding one of everything in the tool locker, they should 
  be reminded of the encumbrance rules- and these should be strictly enforced.  
     More to the point, Star Trek is a game about the human spirit- the gee-whiz doodads and gim-
  cracks are backdrops for the story.  Gamemasters are advised to exercise good judgment in the 
  matter- if the mission is completed only because of all the gear the players brought, experience and 
  renown awards should be adjusted radically downward.  This stipulation does not apply, of course, 
  to the basic equipment issued by Starfleet (usually listed in Handout #2) nor to items the PCs really 
  need.
     Finally, the Narrator might flatly state that the desired equipment simply isn't available.  As my 
  players have been generally responsible, I’ve not yet needed to resort to these methods, but other 
  GMs might not be so fortunate.   
     A Note on Replicators:  So long as power and basic matter supplies exist, replicators can 
  provide nearly unlimited equipment and supplies (and headaches for the Narrator).  Most of the 
  equipment on this list can be replicated, creating tremendous flexibility and at least the potential 
  for abuse.  In an attempt to moderate this impulse, the Narrator might rule that items larger than .
  75m in length are too large for the replicator, and must be assembled from replicated parts. 
  Additionally, the Narrator may decide that the single-bit errors inherent to replication can render 
  certain equipment (such as molecular level circuitry and phaser emitter crystals) unreliable or non-
  functional. 
  Starfleet Vessels and Transportation
     Starships and other long-range spacecraft are complex and expensive pieces of equipment that 
  require extensive training to operate.  As a result, Starfleet is loathe to relinquish control of warp-
  capable vessels larger than a shuttle or runabout.
     With the exception of short-range fighters and the like, the old adage holds true, “Fleet does the 
  flying”.  
     On the other hand, there are certain mission types that require the Marines have access to 
  special ships and crews.  In such instances, the Marines are paired with Starfleet personnel and 
  equipment for joint-operations.  
     The following entries reflect the sort of special operations starships Fleet Recon and Rapid 
  Response Team personnel might use in the field.
  7
  
  U.S.S. 
   
   Springer
   
    NX-705
   
   
     The U.S.S. Springer is the first of three experimental vessels built for Starfleet Intelligence.  Like 
  her sisters U.S.S. Pointer and U.S.S. Retriever, Springer is fitted with an experimental sensor suite 
  and a highly classified quieting system.  These vessels are a new generation of scoutship 
  representing the pinnacle of intelligence gathering platforms.    
     Although not normally assigned to the Special Missions Teams, Commander Patterson and her 
  crew occasionally host the teams on missions of extreme sensitivity.  
     Springer possesses a revolutionary quieting system, which will allow her to “run silent” at speeds 
  up to Warp Six.  Every Warp Factor above 6, however, reduces the effectiveness of her 
  monorefractive hull by 5, making it easier to detect her.  
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Springer Class
  Scoutship
     Year Launched:  2377   
  Hull Data
   
          
   
             
   
   
     Structure: 20  
  Size: 4, 7 decks
     Length: 120m
  Crew: 31
     Atmospheric Capable: No
  Operational Data
     Transporters:  1 ea, personnel, cargo,
  emergency
     Cargo Capacity: 2   
     Tractor Beams: 1a
     Sensor Systems: Class 2 (+2/C)       Operations Systems: Class 2 (C)       
     Life Support: Class 2 (C)
  Propulsion Data
   
      
    
     Impulse Engines: FIE-3 (.85c) (C)
     
  Warp Drive: LF-35 (Warp 6 /9 / 9.2) (B)
  Tactical
     Phasers
   
          
   
             
   
   Type X (x2 / B)
   
   
  Deflector Shields
   
           
   
   CIDSS-3 (C)
   
   
  Penetration
  4 / 4 / 4 / 0 / 0
  Protection/Threshold
  15/ 3
     Photon Torpedo
   
         
   
   Mk 75 DF  (x1 / A)
   
   
  Photon Penetration
  3 / 3 / 3 / 3 / 3
  Quantum Penetration 4 / 4 / 4 / 4 / 4
  Miscellaneous
     Maneuver Modifiers  +1 C, +2 H, +1 T   
  Traits:  Monotanium Plating (+4 to enemy Sensor test), Monorefractive Hull (rating 14),
  Nimble, Design Flaw: Vulnerable System (Sensors)
  8
  
  U.S.S. 
   
   Lethe
   
    NX-72467
   
   
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets   
     Class and Type: Danube Class Runabout
     Year Launched: 2368
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 2, 1 deck
  Length: 23m    
     Structure: 10
  Crew: 1+ 
     Cargo Capacity: 2   Atmospheric Capable: Yes
  Operational Data
     Transporters: 1 2-person standard
     Sensor Systems   
  Class 2 (+2/C)            
     Operations Systems Class 1 (B)          
     Life Support 
  Class 1 (B)
     
     Tractor Beams: 1fd, 1ad
  Propulsion Data
     Impulse Engines:    FIB-3 (.75c) (B)    
     Warp Drive:  LF-7x2 (Warp 4 / 6 / 8.3) (B)
  Tactical
     Phaser Banks    Type VI (x2/B)      
   
       
  Penetration  4 / 3 / 3 / 0 / 0
  Photon Torpedoes        Mk 25 micro  (x2/B)
  Penetration
  2 / 2 / 2 / 2 / 0
     Deflector Shields
   
        
   
   FSQ-2 (CC)
   
   
  Protection/Threshold
  14 / 1
  Miscellaneous
     Maneuver Modifiers +0 C, +2 H, +0 T   
  Traits:  Monotanium Plating (+4 to enemy Sensor tests), Monorefractive Hull (rating 14),
     The U.S.S. Lethe is a modified Danube Class starship- a small, multipurpose vessel with a crew 
  of between two and six officers and enlisted men.  Because of her small size and small crew, deep 
  space missions aboard the Lethe seldom last more than a week or two.
     Like other Danube Class runabouts, Lethe is designed to be mission-flexible and has four 
  swappable cargo modules, and she has been fitted with both monotanium and mono-refractive hull 
  plating in order to carry out Special Missions Team operations.  
   . Unfortunately, Lethe's monorefractive hull currently renders her ineligible for the customizable 
  “roll bar” mission pallet.
     At speeds of less than Warp 4, Lethe is essentially invisible to starship scans (although in 
  accordance with the Treaty of Algeron, she can be sighted visually).  Every Warp Factor above 4, 
  however, reduces the effectiveness of her monorefractive hull by 5, making it easier to detect her.  
  Module Types
  Cargo Modules
     Lethe can be fitted with up to four pre-configured cargo modules with different mission loadouts.
  Cargo/Supply Module- Adds 1 Cargo Unit.
  Scientific Module- Upgrades sensors to  Class 3 (+3/D)
  Personnel Module- Adds bunk and replicator facilities for 5 personnel.
  Probe Module-  Adds 8 Class X probes w/throwaway launcher.
  9
  
  Fleet Recon Team 
  Seven-One
  Starfleet Marines
  Starbase 153
  10
  
  Fleet Recon Team Seven-One
     Fleet Recon Team Seven-One is a covert/special operations team which originally “stood to” at 
  the order of Starfleet Admiral Thomas Kincaid, Commander of the 14th Starfleet.
     Force Recon Team Seven-One is a special operations team attached to the 22nd Marine 
  Expeditionary Unit, 4th Starfleet Marines, operating on detached duty.  Organized, recruited, and 
  trained at Starbase 153, Team Seven-One remains homeported at that same facility.
     Fleet Recon Team Seven-One saw extensive action during and following the Dominion War, and 
  conducted a variety of missions, including the rescue of Federation Ambassador Thomas Greene, 
  the destruction of a Jem'Hadar ketracel white shipment, the destruction of the Dominion 
  communications relay over Ivor Prime, and the rescue of the passengers of Princess Olivia, taken 
  hostage by Orion pirates.
     Operating under the authority of Commander, 14th Starfleet, Fleet Recon Team Seven-One carries 
  out diplomatic escort, intelligence-gathering, hostage rescue, demolitions, sabotage, and 
  hazardous-environment missions throughout the three sectors administered by Starbase 153.
  Fleet Recon Team Seven-One
  Roster
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer/Six   
  Daniel Hobbes 
  Human  
  1st Lieutenant
  Executive Officer/Five
  Donald Brooks
  Human 
  Gunnery Sergeant
  Medic/Four
      
  Timor Gatan 
         Trill (Unjoined)   Petty Officer 3rd Class
  Engineer/Tech/Three   
  Blake
  Human
  Lance Corporal
  Sciences/Computer/Three
  Spencer MacKenzie
  Human
  Corporal
  Scout/One
   
         
   
             
   
             
   
   Emari ir' Idrani
   
             
   
   Andorian
   
           
   
   Corporal
   
   
  Hobbs, Daniel-   1st Lieutenant, FRT 7-1. Daniel Hobbs is an orphan raised by his maternal uncle- 
  Starfleet Admiral William Lars.  Upon coming of age, Hobbs joined the Starfleet Marines, 
  graduated near the top of his academy class, and completed several tours of duty with the 
  Federation embassies to the Deltans and to the Klingon Empire with high marks.
     Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his 
  skill and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-
  One.    
  Brooks, Donald- Gunnery Sergeant, FRT 7-1.  At age thirty-four, Gunnery Sergeant 
    
     (“Gunny”) Brooks is the oldest member of the Fleet Recon Team.  He is also a consummate 
  professional and an experienced veteran.  While 1st Lieutenant Hobbs concentrates on 
  accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all hands work 
  together efficiently as a team.  Alternately serving as a drill instructor, father-figure, technical 
  expert, and on-call pain-in-the-butt, Brooks works as hard as any officer to mold the crew into 
  an efficient fighting unit. 
  Blake-  Lance Corporal, FRT 7-1.  Blake's specific background remains classified by order of 
  Starfleet Command- though it has been confirmed that he is phenomenally healthy and fit, and 
  lacking in basic socialization and cultural skills. 
     Blake joined the Starfleet Marines because he was (in his own words) already accustomed to 
  the regimented lifestyle involved, and because it allowed him “to make a difference”.
  Gatan, Timor-  Corpsman Petty Officer Third Class, FRT 7-1.  Gatan was rejected as a candidate for 
  joining under mysterious circumstances, and left the Trill homeworld soon thereafter.  After a 
  number of years wandering in a variety of capacities (mostly as a merchant crewman), he 
  enlisted in Starfleet in the wake of the Dominion War.  
  ir'Idrani, Emari-  Corporal, FRT 7-1.  The sole female on Team Seven-One, Emari is a consummate 
  hunter and stalker- skills she's honed to near perfection.  As the Team's scout, Emari tends to 
  operate semi-independently of the group in the field, using her skills at stealth and stalking (and 
  her keen senses) to their fullest advantage.  A passionate woman, Emari effects an amused 
  tolerance and cool detachment at the exploits of her team mates.  
  11
  
  MacKenzie, Spencer-  Corporal, FRT 7-1.  MacKenzie is Team Seven-One's resident practical joker. 
  There's nothing he likes more- not wine, women, nor song- than a bit of technically induced 
  mischief.  A naturally talented engineer and technician, the reports are that MacKenzie was 
  denied an application to Starfleet Academy due to criminal prosecutions for some of his earlier 
  exploits.  MacKenzie exudes a devil-may-care nonchalance, and displays proper military 
  discipline only under duress- but keeps his uniforms, equipment, and weapons meticulously 
  clean.
  12
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Daniel Hobbs
  Age:
  28
  Species
  Human 
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Red
  Rank:
  1st Lieutenant, Starfleet Marines
  Current Assignment:
  Commanding Officer/Six, Force Recon Team Seven-One
  Profile/History:
     1st Lieutenant Daniel Hobbs was orphaned at age eight when his parents were killed under 
  mysterious circumstances, and was left in the custody of his uncle- Starfleet Admiral Phillip Lars.  
     Upon coming of age, Hobbs joined the Starfleet Marines, graduated near the top of his academy 
  class, and completed several tours of duty with the Federation embassies to the Deltans and to the 
  Klingon Empire with high marks.
     Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his skill 
  and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-One.    
  Psychological Profile: 
     At age twenty eight, Lieutenant Hobbs is a man with a mission and a secret- his parents were 
  smugglers for the Orion Syndicate, and occasionally took him along for the ride.  As much to 
  cleanse his family name as from a sense of duty, young Daniel joined the Starfleet Marines without 
  revealing his family’s questionable past.  
  Attributes
  Str    9 (+1)
  Agl   11 (+2)* Int 12 (+2)   Vit  10 (+2)   Prs  7 (+0)*  Per 8 (+1) 
  Quickness +4     Savvy +1
  Stamina +2
  Willpower +2* 
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 11  Renown: 4   
  Advancements: 7
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat- Simple 
  AGL
  +2
  +2
  +4
  Athletics
  STR
  +1
  +1
  +2
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  Enterprise- Administration
  INT
  +2
  +2
  +4
  ( Starfleet )
  Enterprise- Streetwise
  INT
  +2
  +1
  +3
  Influence 
  PRS
  +0
  +1
  +1
  Knowledge- Politics
  INT
  +2
  +5
  +7
  ( Federation )
  Knowledge:Culture  
  INT 
  +2
  +3
  +5
  ( Human )
  Knowledge:History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge:Specific World 
  INT
  +2
  +3
  +5
  ( Earth )
  Language- Deltan
  INT
  +2
  +4
  +6
  13
  
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Klingonese
  INT
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +1
  +3
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +6
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +1
  +3
  Stealth
  AGL
  +2
  +4
  +6
  Survival
  PER
  +1
  +3
  +4
  ( Tracking )
  System Engineering
  INT
  +2
  +3
  +5
  (Phaser Artillery)
  System Operation  
  INT 
  +2
  +2
  +4
  ( Command )
  Tactics
  INT
  +2
  +3
  +5
  ( Small Unit, Infantry )
  Unarmed Combat  
  AGL 
  +2
  +3
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Covert Ops: Hobbs knows how to use cover to his best advantage and gains a +2 bonus to Stealth 
  tests.
  Insight:  Having spent several years around diplomats and those who seek their favor, Hobbs has 
  learned to see through lies.  When making a Savvy check, Hobbs rolls 3 dice (instead of two) 
  and keeps the highest two numbers.  
  Starship Duty:  1st Lieutenant Hobbs has received all the training necessary to serve aboard a 
  starship.  
  Starship/Starbase Protocols:  Growing up the favored nephew of a Starfleet Admiral gives 1st
  Lieutenant Hobbs an edge in navigating Starfleet bureaucracy.  He receives a +4 bonus to 
  Administration (Starfleet) tests.
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Hobbs a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command (2): 1st Lieutenant Hobbs is fully qualified to command Force Recon Team Seven-One.
  Contacts (Orion Syndicate-Streetwise):  Should he ever be desperate enough to use them, Hobbs 
  has contacts in the Orion Syndicate (people who knew his parents) and gains a +2 to 
  Streetwise tests when using these contacts.  
  Dark Secret (Orion Syndicate):  Despite his own unblemished career, the involvement of his 
  parents in the Orion Syndicate is an ongoing source of pain and shame to 1st Lieutenant 
  Hobbs.  
  Dodge:  Hobbs is especially fast on his feet and gains a +3 bonus to Quickness when making 
  Dodge actions.
  Innovative (2):  Embassy duty (among the “movers and shakers” has allowed Hobbs to learn the 
  Starship/Starbase Protocols and Insight Professional Abilities,
  Promotion 2:  Hobbs holds the rank of 1st Lieutenant in the Starfleet Marine Corps.  
  Fit:  Hobb's disciplined physical fitness grants him a +1 bonus to all Physical tests.
  14
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Donald Brooks
  Age:
  34
  Species
  Human 
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Red
  Rank:
  Gunnery Sergeant, Starfleet Marines
  Current Assignment:
  Executive Officer/Five, Force Recon Team Seven-One
  Profile/History:
     At age thirty-four,Gunnery Sergeant Brooks is the oldest member of Fleet Recon Team Seven-
  One.  He is also a consummate professional and an experienced veteran.  While Lieutenant Hobbs 
  concentrates on accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all 
  hands work together efficiently as a team.  
     
  Psychological Profile: 
     Gunnery Sergeant Brooks is a sixteen year veteran of the Starfleet Marines, and is a keeper of the 
  tradition.  In addition to carrying out the mission at hand, Brooks sees it as his job to shape the 
  next generation of Starfleet Marine- both officer and enlisted man.
     To Brooks, this is a sacred trust, and he will spare no effort and no amount of sweat or pain to 
  achieve it.  He keeps himself perfectly fit through rigorous exercise and is a recruiting-poster 
  example of the perfect Marine NCO.
     Alternately serving as a drill instructor, father-figure, technical expert, and on-call pain-in-the-
  butt, Brooks works as hard as any officer to mold the crew into an efficient fighting unit. 
  Attributes
  Str    9 (+1)
  Agl   11 (+2)* Int 11 (+2)*   Vit  9 (+1)   Prs  7 (+0)  Per 9 (+1) 
  Quickness +2     Savvy +1
  Stamina +1
  Willpower +4*  
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 10  Renown: 13   Advancements: 10
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +1
  +5
  +6
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Retrieval ) 
  Demolitions 
  INT
  +2
  +4
  +6
  Enterprise- Streetwise
  INT
  +2
  +3
  +5
  Enterprise-Administration 
  INT
  +2
  +3
  +5
  ( Starfleet )
  Investigate
  PER
  +1
  +3
  +4
  Knowledge:Culture  
  INT 
  +2
  +3
  +5
  ( Human, Romulan )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Human, Romulan )
  Knowledge:Specific World 
  INT
  +2
  +3
  +5
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Romulan
  INT
  +2
  +3
  +5
  15
  
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +6
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +3
  +5
  Stealth
  AGL
  +2
  +5
  +7
  Structural Engineering
  INT
  +2
  +4
  +6
  ( Architecture )
  Survival
  PER
  +1
  +3
  +4
  ( Tracking )
  System Operation  
  INT 
  +2
  +3
  +5
  Tactics
  INT
  +2
  +4
  +6
  ( Small Unit )
  Unarmed Combat  
  AGL 
  +2
  +7
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Covert Ops: “Gunny” Brooks knows how to use cover to his best advantage and gains a +2 bonus 
  to Stealth tests.
  Mission Specialist: “Gunny” Brooks specialized in Structural Engineering early in his career, and 
  developed this as a professional skill for the purposes of advancement.  
  Requisitioning- “Gunny” Brooks maintains an informal network of contacts in both Starfleet and the 
  Starfleet Marines and may attempt to use those contacts (an Enterprise-Administration test) to 
  gain special a/o unusual equipment for use during a mission.  Target numbers are as follows: 
  special equipment (TN 5), special weaponry (TN 10), and explosives or restricted weaponry 
  (TN 15).   On a marginal success, the gear is available in 1-3 days.  On a complete success, 
  12-24 hours, and on an Extraordinary success, the gear is available in 4-8 hours.  
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Brooks a +2 bonus to his Willpower reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command (1): Gunnery Sergeant Brooks is fully qualified to act as executive officer of Team Seven-
  One.
  Innovative (2):  Through his long experience, “Gunny” Brooks has learned the Covert Ops, Mission 
  Specialist, and Requisitioning Professional Abilities.  
  Promotion E-6:  Brooks holds the enlisted rank of Gunnery Sergeant in the Starfleet Marine Corps.  
  Fit:  Brook's long record of disciplined physical fitness grants him a +1 bonus to all Physical tests.
  16
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Emari ir' Idrani
  Age:
  23
  Species
  Andorian
  Homeworld:
  Andoria
  Gender:
  Female
  Eyes:
  Blue
  Hair:
  White
  Rank:
  Corporal
  Current Assignment:
  Scout/One, Force Recon Team Seven-One
  Profile/History:
    Emari ir' Idrani is the daughter of a clan chieftain in a remote section of northern Andoria, and 
  has been hunting almost since she could walk.  After several years with her clan militia, Emari 
  decided that her calling lay off-planet and enlisted in the Starfleet Marines.
     After excelling in several assignments, Emari was recruited for Team Seven-One.
  Psychological Profile: 
     The sole female on Team Seven-One, Emari is a consummate hunter and stalker- skills she's 
  honed to near perfection.  As the Team's scout, Emari tends to operate semi-independently of the 
  group in the field, using her skills at stealth and stalking (and her keen senses) to their fullest 
  advantage.  A passionate woman, Emari effects an amused tolerance and cool detachment at the 
  exploits of her team mates.  
  Attributes
  Str    9 (+1)
  Agl   9 (+1)*
  Int 9 (+1)*   Vit  9 (+1)   Prs  7 (+0)  Per 9 (+1) 
  Quickness +2*     Savvy +2
  Stamina +1
  Willpower +1  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 10  Renown: 1   
  Advancements: 5
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple
  AGI
  +1
  +5
  +1
  +7
  Athletics
  STR
  +1
  +4
  +5
  ( Running )
  Computer Use
  INT 
  +1
  +2
  +3
  ( Retrieval ) 
  Demolitions 
  INT
  +1
  +3
  +4
  Knowledge:Culture  
  INT 
  +1
  +4
  +5
  ( Andorian )
  Knowledge:History  
  INT 
  +1
  +3
  +4
  ( Federation )
  Knowledge:Specific World 
  INT
  +1
  +3
  +4
  ( Andoria )
  Language- Andorian
  INT
  +1
  +4
  +5
  Language- Fed Standard  
  INT 
  +1
  +4
  +5
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +8
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +1
  +3
  +4
  Stealth
  AGI
  +1
  +5
  +6
  Survival
  PER
  +1
  +6
  +7
  ( Tracking )
  17
  
  System Operation  
  INT 
  +1
  +3
  +4
  Unarmed Combat  
  AGL 
  +1
  +5
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  None
  Species Abilities:
  Antennae:  Andorians sense a great deal about their environment through their antennae, and gain 
  a +2 species bonus to tests involving sensing the area immediately around them (three meters 
  or less) (including Observe (Spot) and (Listen) tests.  
  High Pain Threshold:  Andorians are a hardy species accustomed to physical discomfort, and 
  reduce TN penalties due to pain or injury by -2.  
  Keth- Indrani:  The Indrani are trained as warriors from an early age and gain a +1 to either Armed 
  Combat or Ranged Combat skill at character creation.  
  Redundant Circulation: Andorians have a two-layered circulatory system that allows them to ignore 
  TN penalties for uncomfortable or extreme cold. This does unfortunately, render them more 
  vulnerable to certain toxins (-1 to Stamina tests to resist poison).
  Edges/ Flaws: 
  Promotion 3:  Emari holds the enlisted rank of Corporal in the Starfleet Marine Corps.  
  Suit-Trained:  Emari does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  18
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Timon Gatan
  Age:
  22
  Species
  Trill
  Homeworld:
  Trill
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Brown
  Rank:
  Corpsman Petty Officer Third Class
  Current Assignment:
  Medic/Four, Force Recon Team Seven-One
  Profile/History:
     Gatan was a high-profile medical student and a candidate in the Symbiate program till he was 
  caught experimenting with illegal narcotics,at which point he dismissed from the program (though 
  his record was sealed by the Commission).  
     Gatan flirted with severe depression and spent a number of years wandering in a variety of 
  capacities (mostly as a merchant crewman), before enlisting in Starfleet.  
     Based on his prior academic record, Gatan easily qualified for the independent duty corpsman 
  program, and was assigned to the  22nd MEU.  
  Psychological Profile: 
     Gatan has more or less recovered his equilibrium in the wake of his humiliating dismissal from 
  the Symbiote Program, but remains closed and secretive about his past.  He is aloof, but not 
  morose, withdrawn, but not forbidding.  
     Starfleet Command is aware of his drug conviction, but has chosen not to make those prior 
  events part of his public record.  Despite this, Gatan lives in fear that his dark secret may come 
  back to haunt him once more.  
  Attributes
  Str    8 (+1)
  Agl   8 (+1)*
  Int 10 (+2)*   Vit  8 (+1)   Prs  9(+1)*  Per 8 (+1) 
  Quickness +1     Savvy +1
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9  
  Renown: 1   
  Advancements: 5
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +1
  +3
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieval ) 
  First Aid
  INT 
  +2
  +5
  +1
  +8
  Knowledge:Culture  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:History  
  INT 
  +2
  +4
  +6
  ( Federation )
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( TrillI )
  Knowledge:Politics
  INT
  +2
  +2
  +4
  ( Trill Symbiosis Commission )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Trill
  INT
  +2
  +4
  +6
  Medicine
  INT
  +2
  +5
  +1
  +8
  ( Combat Trauma )
  19
  
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +5
  ( Phaser )
  Repair 
  INT 
  +2
  +2
  +4
  Physical Science
  INT
  +2
  +3
  +5
  ( Chemistry )
  Survival
  PER
  +1
  +3
  +4
  System Operation  
  INT 
  +2
  +3
  +5
  ( Flight Control)
  Unarmed Combat  
  AGL 
  +1
  +3
  +4
  ( Starfleet Martial Arts )
  Professional Abilities:  
  None
  Species Abilities:
  Joined:   Gatan (like most other Trill) can be joined to a symbiont, though he was rejected from the 
  program by the Symbiont Commission.  
  Skilled:  Trill place an emphasis on education from very early in life, and as a result, Trill 
  characters gain +2 skill picks at character creation.
  Edges/ Flaws: 
  Cultural Flexibility:  Gatan is very cosmopolitan and is unfazed by other cultures, and gains a +2 
  to Social tests involving species other than his own. 
  Meticulous:  Gatan gains a +1 to cumulative Extended tests.
  Multi-Tasking:  Gatan may treat a full-round action as two actions and take additional actions at 
  the standard penalty.
  Dark Secret:  Despite the fact that Starfleet Command has chosen not to include his prior drug 
  convictions in his official record, Gatan worries that word will leak out and destroy his 
  reputation once more.  
  Promotion 3:  Gatan holds the enlisted rank of Petty Officer Third Class in Starfleet.  
  Suit-Trained:  Gatan does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  20
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Blake
  Age:
  8
  Species
  Human
  Homeworld:
  Nevari Prime
  Gender:
  Male
  Eyes:
  Green
  Hair:
  Brown
  Rank:
  Lance Corporal
  Current Assignment:
  Engineer/Tech/Three, Force Recon Team Seven-One
  Profile/History:
     Corporal Blake is the result of a series of unauthorized cloning experiments conducted on Nevari 
  Prime, with the intent of creating a super-soldier (much like th Eugenics programs of late 20th 
  Century Earth).  
     Blake was rescued by Starfleet at age 5 (though he'd already acheived the physical maturity of a 
  late adolescent), and following an “acclimation” period, he was released from Federation custody.  
     Blake's genetic resequencing endows him with above average physical attributes, but has 
  severely and artificially curtailed his effective lifespan.  Blake is not expected to live more than 
  twenty years.
  Psychological Profile: 
     Blake was raised in an extremely limited clinical environment, and as a result, was deprived of 
  most cultural, historical, and social skills.  This profound lack (along with his  ingrained stoicism) 
  and the clinical cultural conditioning has left him somewhat innocent, very stoic, and occasionally 
  awkward.  There is much about human society and customs that he still does not understand.
     Lacking normal socialization skills, Blake joined the Starfleet Marines because he was already 
  accustomed to the regimented lifestyle involved, and because it allowed him “to make a 
  difference”.
  Attributes
  Str    10 (+2)
  Agl   10 (+2)* Int 10 (+2)   Vit  10 (+2)   Prs  7(+0)  Per 8 (+1)* 
  Quickness +4*     Savvy +1
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 4         Health: 13  Renown: 1   
  Advancements: 5
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGI
  +2
  +2
  +1
  +5
  Athletics
  STR
  +2
  +3
  +1
  +6
  ( Running )
  Computer Use
  INT 
  +2
  +3
  +5
  ( Invasion ) 
  Demolitions
  INT 
  +2
  +4
  +1
  +7
  First Aid
  INT 
  +2
  +2
  +1
  +5
  Knowledge:Culture
  INT
  +2
  +1
  +3
  Knowledge:History 
  INT
  +2
  +1
  +3
  Knowledge:Specific World 
  INT
  +2
  +1
  +3
  ( Nevari Prime )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  21
  
  Observe
  PER 
  +1
  +2
  +1
  +4
  Ranged Combat:Energy 
  AGL
  +2
  +4
  +1
  +7
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +2
  +1
  +5
  Survival
  PER
  +1
  +3
  +1
  +5
  System Engineering
  INT 
  +2
  +5
  +7
  System Operation  
  INT 
  +2
  +4
  +1
  +7
  Unarmed Combat  
  AGL 
  +2
  +4
  +1
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:
  Battle-Hardened: Blake has learned to function despite pain and injury. He gained +1 Health 
  (already factored in) and reduces his TN modifier from pain and injury by -1
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given Blake a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Addiction (Enhanced Metabolism):  Blake's genetic modifications grant him a number of bonuses, 
  but only at a cost- he must eat half again as much per day as a normal human being in order 
  to fuel his voracious metabolism.  
  Excellent Metabolism:  Blake gains a +4 bonus to tests to resist poison and illness.
  Dark Secret:  Blake is the result of illegal experiments in genetic engineering and is not expected to 
  see his 20th birthday, neither of which fact does he want widely known.
  Fit:  Blake's great physical fitness grants him a +1 bonus to all Physical tests.
  Great Vitality:  Blake's metabolism grants him a +5 bonus to rolls to Stabilize him after injury, and 
  a +4 to weekly (or bi-weekly) Stamina tests to recover lost wound points.
  High Pain Threshold:  Blake's clinical life and genetic dispositions has taught him to endure higher 
  levels of pain than normal. He reduces all TN penalties due to pain and injury by -2.
  Innovative:  Blake has learned the Battle-Hardened Professional Ability.  
  Promotion 2:  Blake holds the enlisted rank of Lance Corporal in the Starfleet Marine Corp.  
  Rapid Healing:  Blake heals at twice the rate of a normal human (recovery 2 points per day of 
  natural healing).  
  Suit-Trained:  Blake does not suffer the penalties normally associated with the use of an 
  environmental suit.  
  22
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Spencer MacKenzie
  Age:
  22
  Species
  Human
  Homeworld:
  Luna
  Gender:
  Male
  Eyes:
  Brown
  Hair:
  Light-Brown
  Rank:
  Corporal
  Current Assignment:
  Sciences/Computer/Two, Force Recon Team Seven-One
  Profile/History:
     A naturally talented engineer and technician, the reports are that MacKenzie was denied an 
  application to Starfleet Academy due to criminal prosecutions for some of his earlier exploits.  
  Psychological Profile: 
     MacKenzie is Team Seven-One's resident practical joker.  There's nothing he likes more- not 
  wine, women, nor song- than a 
  bit of technically induced mischief.  MacKenzie exudes a 
  devil-may-care nonchalance, and displays proper military discipline only under duress- but keeps 
  his uniforms, equipment, and weapons meticulously clean.
  Attributes
  Str    6 (+0)
  Agl   9 (+1)*
  Int 10 (+2)   Vit  10 (+2)   Prs  6(+0)  Per 9 (+1)* 
  Quickness +3*     Savvy +1
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 11  Renown: 1   
  Advancements: 5
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat
  AGI
  +1
  +2
  +3
  Athletics
  STR
  +0
  +1
  +1
  ( Running )
  Computer Use
  INT 
  +2
  +5
  +7
  ( Hacking ) 
  Conceal
  INT 
  +2
  +5
  +7
  Demolitions
  INT 
  +2
  +4
  +6
  Knowledge:Culture
  INT
  +2
  +4
  +6
  Knowledge:History 
  INT
  +2
  +4
  +6
  ( Federation )
  Knowledge: Religion
  INT 
  +2
  +4
  +6
  Knowledge:Specific World 
  INT
  +2
  +4
  +6
  ( Luna )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Physical Science
  INT 
  +2
  +3
  +5
  Ranged Combat:Energy 
  AGL
  +2
  +5
  +7
  ( Phaser ) ( Phaser Rifle )
  Repair 
  INT 
  +2
  +3
  +5
  Survival
  PER
  +1
  +2
  +3
  System Engineering
  INT 
  +2
  +5
  +7
  Environmental Systems
  23
  
  System Operation  
  INT 
  +2
  +4
  +6
  Unarmed Combat  
  AGL 
  +2
  +3
  +5
  Professional Abilities:
  Fix-It: MacKenzie may use any of the Repair specializations untrained.  
  Species Abilities:
  Adaptable:   Humans thrive in even the harshest conditions and climes.  Human adaptability has 
  given MacKenzie a +2 bonus to his Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled:   Humans tend to draw on a broad range of experiences, and as a result, receive two 
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Innovative: MacKenzie has gained the Fix-It Professional Ability.
  Promotion- E-3: MacKenzie holds the rank of Corporal in the Starfleet Marines.
  24
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Setting sourcebooks/Shattered-Stars-Fleet-Recon-Supplement.pdf