TEXT: FAE Trek
  (https://web.archive.org/web/20140220221357/http://overgeeked.wordpress.com/fate-of-the/alpha-quadrant/)
  Note: This article was originally written for Fate Core, but after playing a few sessions I’m definitely more of a 
  Fate Accelerated man.
  What I have so far is limited, but it’s a start. My preference is to use the Fate Accelerated rules as close to 
  written as possible, with only minor tweaks and variations to any rules and the occasional use of Fate Core. 
  Wherever possible, I think, simply reskinning or renaming parts of the rules works better than rewriting existing
  rules or writing whole new sections of rules.
  Species
  In my view species should be handled as aspects whenever possible. Certain stunts could be used to represent 
  various racial abilities beyond the norm, such as a Deltan’s telepathic healing ability represented by renaming 
  the Empathy Psychologist stunt to Telepathic Healing. Specific species traits, such as generally being stronger 
  than humans or the like are easily covered by invokes, approaches, and stunts.
  Rank
  In Star Trek, rank is generally a non-issue unless an Admiral decides to order the Captain and Crew around. 
  Within the ship, aside from the Captain and XO, the differences between a lieutenant and lieutenant, jg. are 
  minimal at best. For groups who want rank to matter more, simply make an aspect depicting the characters 
  ranks. Or include rank as part of another aspect, most likely the high concept, such as Two-Fisted Captain.
  Approaches
  Part of the reason for my switch from Core to Accelerated is due to the need for changing skills, writing new 
  ones, and generally having to fiddle with that subsystem far too much for my liking. In FAE Trek approaches 
  work so much smoother it’s kind of maddening that it took me so long to finally admit it. This also allows for 
  the significant overlap in capabilities the crew of a starship would have without dozens of redundant skills 
  cluttering up a character sheet. Besides, approach rankings also do a lot of work adding personality to a 
  character. The differences between a Forceful +3 Security Chief and a Clever +3 Security Chief are a lot wider 
  than their Fate Core counterparts would be.
  Set Phasers to Stun
  One of the many strengths of Fate is that there are mechanical supports for role playing considerations. The 
  fiction of the game is supported mechanically via aspects and Fate points. For a decent Trek game you need to 
  deal with characters setting their phasers to stun. You can make this a mechanical effect by giving them huge 
  damage bonuses, and even bigger bonuses for higher settings such as disintegration. But, that’s fairly anti-Fate 
  conceptually and design wise, to me at least. The simplest, and I think the best ways to handle this are already in
  the book: stacking free invokes, concessions, and being taken out.
  Building up a decent advantage before actually hitting someone is replete in the fiction. Phaser fights where no 
  one hits, characters are jockeying for position, and finally hit them with a stun. Stacking a great number of free 
  invokes before actually narrating a hit works perfectly for that. So too with disintegrating someone. But, that’s 
  
  really the difference between a concession on the part of the loser or being taken out. If you don’t want to be 
  disintegrated, concede. Worst case you’ll be stunned and captured. Now that’s Fate.
  Ship Combat
  The players’ starship will be treated as an Extra. The characters will decide their actions (representing not only 
  themselves, but their departments) during a space battle. Players will roll their characters’ skills, using any 
  relevant aspects, stunts, and fate points as normal.
  The players’ ship has no stress track of its own, only consequences. However, the players can opt to have their 
  characters mitigate stress or consequences for their ship when they are part of the exchange. This character 
  mitigation is represented in the game world as panels blowing out, systems going off-line, the character being 
  hurt as the ship shakes around them, and other shipboard hazards faced during a space battle.
  (If you have access to the pre-release Toolkit, this is basically the reverse of collateral consequences. There the 
  characters can shuffle off their personal stress to the environment, here characters prevent harm to their ship by 
  absorbing ship-to-ship combat stress themselves.)
  Keep in mind that ship combat is meant to challenge the entire group, not a single character. The Bird-of-Prey 
  below is equivalent to a regular character, but is weaker than the group as a whole (as they are depicted in the 
  various series), but the D-7 Battlecruiser is a threat to a group of PCs.
  Enemy ships can be treated any way NPCs are, whether full characters, as mooks, as groups of mooks, or as 
  obstacles (FC217).
  USS Excelsior
  Aspects:
  By God, That’s a Big Ship
  The Great Experiment
  Consequences: Mild, Mild, Moderate, Severe
  Klingon Bird-of-Prey
  Aspects:
  Perhaps Today Is a Good Day to Die
  We Do Not See Eye to Eye with the Empire
  Approaches: +3 Sneaky; +2 Forceful and Flashy; +1 Quick and Clever; +0 Careful
  Stunts: “Because I have a Cloaking Device, once per game session I can choose to go first in a physical 
  conflict.”
  Stress: ooo
  Consequences: Mild, Moderate, Severe
  D-7 Battlecruiser
  
  Aspects:
  Perhaps Today Is a Good Day to Die
  A Threat to Federation Security
  Approaches: +4 Forceful; +3 Sneaky and Flashy; +2 Careful and Clever; +1 Quick
  Stunts: “Because I have a Cloaking Device, once per game session I can choose to go first in a physical 
  conflict.”
  Stress: ooo
  Consequences: Mild, Moderate, Severe
  Nameless NPCs
  Most Starfleet officers and crew will be mook NPCs.
  Helmsman
  Let’s See What She’s Got; Skilled (+2) at: ; Bad (-2) at: ; Stress: None.
  Ops
  Scanning…; Skilled (+2) at: ; Bad (-2) at: ; Stress: None.
  Engineer
  I Can Do It For You In Two Hours; Skilled (+2) at: ; Bad (-2) at: ; Stress: None.
  Security
  Shields Up, Captain?; Skilled (+2) at: Defending the ship and Blasting things out of the sky; Bad (-2) at: 
  Resolving things without violence; Stress: O.
  Science
  Fascinating; Skilled (+2) at: Using scanners and Sciency goodness; Bad (-2) at: Explaining things so non-
  scientists can understand; Stress: None.
  Medical
  I’m a Doctor, Not a Doorstop; Skilled (+2) at: Medical emergencies; Bad (-2) at: Being a doorstop; Stress: 
  None.
  Counselor
  How Did That Make You Feel?; Skilled (+2) at: Talking and Listening; Bad (-2) at: Anything useful; Stress: 
  None.
  Department Head
  For a Department Head, either add Managing a Department to their skilled at list, or bump them up to a full 
  NPC.
  Klingon Warrior
  You Dare Insult My Honor?; Skilled (+2) at: Being aggressive and Kicking ass; Bad (-2) at: Reason and 
  Thinking clearly; Stress: OO.
  Naming NPCs
  
  I think gaming works best when it’s largely a collaboration between the players and GM. Players should feel 
  free to name NPCs in their department as they interact with them. They can control these nameless NPCs 
  basically at whim. Remember though, they’re Starfleet Officers, so don’t let the players take advantage of them.
  Any NPCs the players name should become reoccurring characters if possible. This will help them become 
  immersed in the setting and feel that they have more impact on the unfolding story than just their characters’ 
  reactions to GM plotting.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/FATE Accelerated (FAE)/FAE Homebrew/FAE Trek.pdf