TEXT: STAR TREK 
  The Final Frontier 
   
   
  SERIES BIBLE 
  A Guide To Role-playing In The 
  Starfleet Of The 25th Century
  1 
   
  
  HOW TO USE THIS BIBLE 
  2 
   
  This series bible is intended to serve as a guide for players in Star Trek: The Final Frontier.  It 
  contains basic facts about the game world, both general Star Trek information and data specific to the 
  universe of 2404 where the series commences.  Players should give this book at least a quick read-
  through to familiarise themselves with the premise and to allow them to generate characters which 
  will fit the setting.  Hopefully, this will allow everyone to enjoy a good game experience. 
   
  PREMISE 
  Star Trek: The Final Frontier commences in the year 2404.  A continuation of the same universe seen 
  in Star Trek and the various spin-off TV shows and films, the game sees characters playing crew 
  members on the newly launched Federation-class U.S.S. Enterprise, N.C.C. 1701-F.  They are 
  entrusted to carry out the same mission all previous captains of the Enterprise and Starfleet vessels 
  in general have vowed to do: to explore strange new worlds; to seek out new lifeforms and new 
  civilization; to boldly go where no one has gone before. 
   
  Concepts from all five shows can be found: Star Trek, Star Trek: The Next Generation, Star Trek: 
  Deep Space Nine, Star Trek: Voyager and Star Trek: Enterprise.  However, the primary inspiration is 
  very much Star Trek: The Next Generation.  While there are some other elements (in particular, a 
  couple of the darker elements from Deep Space Nine may be referenced) the intention is that the 
  game should for the most part be a “pure” Star Trek romp.  When in doubt, imagine how the 
  scenario would play out on Picard’s Enterprise. 
   
  There is, of course, much more information published on Star Trek and those interested in more 
  research would do well to consult either the now out-of-print Pocket Books research books (such as 
  The Star Trek: The Next Generation Technical Manual and The Star Trek Chronology) or websites 
  such as Memory Alpha ( http://memory-alpha.org ) , the Star Trek-focused wiki. 
   
  GAME SYSTEM 
  Play will use the Primetime Adventures game system by Dog-Eared Designs.  ( Players can obtain a 
  hard-copy if they wish from http://www.leisuregames.com)  A game system designed for mimicking 
  television shows, Primetime Adventures features light mechanics based around playing cards and a 
  group narrative system whereby players other than the Narrator must make suggestions as to what 
  happens in the fiction based on the draw of the cards. 
   
  Primetime Adventures offers several advantages for Star Trek.  The focus on mimicking ensemble 
  cast television show design and the light, flexible character generation system allows First Officers 
  and Transporter Chiefs to be just as valid a character archetype as each other.  However, the group 
  narrative control requires players who can think on their feet and are comfortable with improvising.  
  While the Narrator still has the ability to help, this is not necessarily a game system where players 
  can turn up and switch their brain off for the night while the plot happens to them.
  
  THE GALAXY OF STAR TREK 
  3 
   
  The galaxy of Star Trek is split into four quadrants.  A line is traced from the centre of the galaxy 
  through Sol to form one axes, and another perpendicular to it to form another. By this, the galaxy is 
  split into Alpha, Beta, Delta & Gamma Quadrants. 
   
  The following graphic gives a rough approximation of space allocated to powers as shown in the Star 
  Trek TV and film series, but please note that this map does not show the true state of affairs in 2404: 
  in particular, the Cardassian Union is no longer a Dominion vassal state and the Romulan Empire has 
  been split into many separate regions, some of which are under Federation and Klingon control. 
   
   
   
  The Alpha Quadrant is principally the domain of the Federation, almost a mono-superpower in the 
  region.  The Cardassians were once a major power but, following years of decline and then their loss 
  in the Dominion War, are a pale shadow of their former selves.  The Ferengi Alliance and the Breen 
  are also based here but have made no real effort to expand in the past couple of decades. 
   
  The Beta Quadrant holds the Klingon Empire and the remnants of the Romulan Star Empire, as well 
  as the “eastern” fringes of the Federation.  This area has often seen battle between these three major 
  powers and is considered much more volatile than the Alpha Quadrant.  The Tholian Assembly (an 
  independent and isolationist group) and the Gorn Hegemony (something of a puppet state for the 
  Klingon Empire) are also based here. 
   
  The Delta and Gamma Quadrants are decades away at maximum warp and barely explored – only 
  freak circumstances like stable wormholes have allowed entry into them.  Following the war with the 
  Dominion of the Gamma Quadrant, exploration in these fringes has been limited. 
   
  Other minor galactic powers also exist, though they are usually only a few systems in size.
  
  THE POWERS OF THE GALAXY 
  4 
   
  Several major galactic powers were mentioned in the above section.  A short description of each now 
  follows: 
   
  The United Federation Of Planets: Founded in 2161 and one of the largest powers in the known 
  galaxy, the Federation was founded on the values of peace, understanding and protecting sovereign 
  rights.  A voluntary alliance of more than 150 worlds, the Federation dominates the Alpha Quadrant. 
   
  The Federation was sorely tested in the 2370s by the Dominion War, which left major worlds ravaged 
  (including Betazed, home to a peaceful matriarchal race of telepaths.)  Top priority for the next 
  decade or so was repairing the damage and shoring up their defences, with veterans of the Dominion 
  War keen to ensure the Federation was defended in case any other power tried to take advantage of 
  its weakness.  Through the 2380s and 90s the interstellar navy of the Federation, Starfleet, took on a 
  more overtly military tone which concerned some others. 
   
  In 2404, Starfleet is finally returning to its old roots of exploration and science above defence and 
  shows of force.  The Federation-class project has produced two vessels which are considered the 
  vanguard of this new approach, but there remains tensions in the Starfleet hierarchy – often between 
  the Dominion War veterans who now hold the ranks of Captain & Admiral and the younger, idealistic 
  junior officers who wish to end the darker period of Starfleet’s history. 
   
  The Klingon Empire: The Klingon Empire’s relationship with the Federation has varied greatly over 
  the past hundred years, from passionate allies against common enemies to rivals on the brink of war.  
  At the start of the 24th century their cold war was over; by the 2340s things were much tenser, but the 
  sacrifice of the Enterprise-C produced a climate in which greater co-operation and an official alliance 
  could be forged.  This fell apart at the hands of the Dominion infiltrators but, when they were exposed 
  and the Dominion War began in full, the two were united even closer.   
   
  The collapse of the Romulan Star Empire, however, gave the Klingons a chance to take control of 
  systems along their border and revenge past slights by their rivals.  This search for “breathing room” 
  on the Romulan/Klingon border in the face of the humanitarian disaster and the Romulan civil war put 
  them greatly at odds with the Federation’s wish to set up a Protectorate as a peace-keeping measure, 
  and now years of alliance are unravelling.   Things are once again deteriorating, with the Klingons 
  removing themselves from the Khitomer Accords and the Treaty Of Alliance and the shadow of all-out 
  war once again lingering. 
   
  J'mpok, the current Chancellor of the Klingon Empire (the true head of the High Council; the Emperor 
  is purely a ceremonial role) holds no love for the Federation.  He defeated former Chancellor Martok 
  in ritual combat in 2393 and then, things were still slightly more cordial – and indeed, Martok’s 
  former allies and veterans of the Dominion War have a greater respect for the Starfleet officers who 
  gave their lives alongside them in glorious battle.  Whether the young J’mpok can hold together these 
  rival forces or whether he too will perish at the thrust of a d'k tahg knife. 
   
   
   
  
  THE POWERS OF THE GALAXY 
  5 
   
  The Romulan Star Empire Once a major power heir to a civilization millennia old, this offshoot of the 
  Vulcan species have fallen on hard times.  A civil war that erupted in 2379 broke the eagle of the 
  Romulan Star Empire into several competing forces, and the destruction of the Hobus system by 
  supernova caused a shockwave which destroyed their own homeworld of Romulus.   
   
  Now, the area is totally balkanized into a score of different alliances of colonies, former vassal races 
  turned independent powers and fiefdoms where the local Romulan military chief holds power.  Into 
  this fractured giant, the Klingon Empire pounced to claim new space.  (And indeed, some races 
  conquered by the Romulans voluntarily allied with the Klingons for protection.)  The Federation, 
  meanwhile, pushed into the area and has set up a peacekeeping force and a Federation Protectorate 
  – but to some that ammounts to annexation in all but name. 
   
  In the section of the old empire closest to the edge of the galactic disc, though, the largest chunk of 
  the Romulan Star Empire flourishes.  Based on the planet Nova Roma, the Imperial Romulan State 
  (or“Eastern Romulan Empire”) is lead by Praetrix Sela, an experienced Admiral of the Dominion War 
  and who has accomplished so much that not even her half-human bloodline is held against her, and 
  still has many of the dreaded Tal Shiar secret police officers working for it.  Though forced to rely on 
  piracy and raids to survive, Sela’s Empire is solidifying it’s control of the more distant edge of the 
  Beta Quadrant and could become a serious threat. 
   
  The Cardassian Union Once a major galactic power who strip-mined their own planet for everything 
  of worth and so pressed on to neighbouring worlds for new conquests, the Cardassians are now in 
  lean times indeed.  First they were forced to give up their most distant or troublesome conquests, 
  including Bajor, due to a lack of resources; then the Klingons feared they were taken over by the 
  Dominions and launched attacks on their remaining colonies; then an actual alliance with the 
  Dominion went sour when the war turned against the Gamma Quadrant giants and their homeworld of 
  Cardassia Prime was bombed by their “allies” as punishment for rebelling against them. 
   
  The remnants of the Cardassian Union have had to survive on hard graft and interstellar aid for the 
  past couple of decades.  A proud people, taking such help has not come easy for them and there is a 
  certain element amongst them who long for the glory days to return – but in some ways, the fight is 
  gone from them.  But they cannot even ally with the Federation, for their former slaves the Bajorans 
  have long memories and have used all their political might to slow down and veto any offers of 
  assistance by or membership to the Federation.   Quite what awaits them in the future is unknown. 
   
  The Ferengi Alliance: An alien culture built around capitalism not just as an economic system but as 
  a political and religious one too, the Ferengi have been often considered more a nuisance or a 
  necessary evil than a true galactic power.  For a long time most of their number avoided contact with 
  other races and even speaking to them, causing a mystique to be raised amongst them – even now, 
  untrue rumours that they eat sentient species abound. 
   
  Grand Nagus Nog, religious head of the Ferengi Alliance, has done his best to try and liberalise 
  Ferengi culture after his long and happy time amongst humans: but while women have a greater 
  position in the culture now, they remain focused on money above all else.  Starfleet officers are 
  advised to deal with them cautiously. 
  
  THE POWERS OF THE GALAXY 
  6 
   
   
  The Breen Confederacy: A mysterious species with xenophobic tendencies who wear full-body 
  refrigeration suits, the Breen  Confederacy was mainly known for privateers and considered a local 
  threat until 2375 when the allied with the Dominion during the Dominion War.  Unlike the 
  Cardassians, they did not change sides before the war ended – indeed, many of the great victories of 
  the war, like the surprise attack on Starfleet Headquarters in San Fransisco, Earth, were at Breen 
  hands.  When the Dominion retreated to the Gamma Quadrant the Breen lost the weight of their war 
  machine behind them and returned to their borders.  While some punitive raids were attempted, the 
  Alpha & Beta Quadrant powers were too weakened by the war to truly afford any such attacks so the 
  Breen have been left as is.  They still launch the occasional pirate or slaver attack into other systems, 
  but now their foes have a new respect for them – and the spies of other governments are spending 
  much more time watching them.  
   
  The Gorn Hegemony: These reptilian humanoids are considered as aggressive as the Klingons – but 
  that belies a civilization which wishes to avoid war where possible while being ready for it when it 
  comes.  The violent first contact with the Federation in 2266 gave way to a non-aggression treaty and 
  ceding the contested world of Cestus III to the Federation and they stuck a non-aggression pact with 
  the Dominion in 2373.  (Though they later joined the Alpha/Beta Quadrant alliance.)  They control a 
  small but uncontested area of space, partly because of their fierce reputation as warriors (Gorn Space 
  Commands’ vessels were considered some of the finest of the late 23rd century and even now the 
  “Anaconda-class” cruise is an impressive ship) and partly because of their brinksmanship – including 
  intelligence that Starfleet espionage unit Section 31 gained from a high-profile defector indicates they 
  have experimented with banned Omega particles, the 25th Century weapon of mass destruction. 
   
  The Tholian Assembly: No notable species in the Alpha & Beta Quadrant is perhaps quite as alien as 
  the Tholians.  Their vessels use unique weaponry, their appearance is far from the general humanoid 
  norm, their native temperature is over 450 Kelvin and their very mindset seems at odds with all other 
  species.  Other powers have fought more than one vicious war with them only to have peace treaties 
  proposed surprisingly suddenly and with minimal terms required.  What to expect of them in the 
  future is hard to say… and could change with little to no warning. 
   
  The Dominion: The giant of the Gamma Quadrant, the Dominion tried in the 2370s to carve out 
  territory in the Alpha Quadrant using the Bajoran wormhole as a beach-head… but after early 
  successes they failed and were forced into their first surrender in centuries.  Forced back to the 
  Gamma Quadrant, the Dominion has been forced to concentrate on internal matters – with other 
  occupied races trying to capitalize on their weakness.  With the Alpha Quadrant powers taking baby 
  steps back through the wormhole into the Gamma Quadrant, the Dominion’s silence is deafening. 
   
  The Borg Collective: Once the scourge of the Delta Quadrant whose invasions into the Alpha 
  Quadrant left millions dead in their wake, the part-machine, part-organic Borg Collective have not 
  been seen for decades: the U.S.S. Voyager struck a blow to the hub of their collective intelligence and 
  they’ve not been confirmed as active since 2377.  Now more a rumour swapped by old spacehands 
  and used to explain every missing spaceship, their true status is unknown. 
  
  THE U.S.S. ENTERPRISE - F 
  7 
   
   
   
  The ship on which the player characters are based is the U.S.S. Enterprise, a Federation-class vessel 
  with registry number N.C.C. 1701-F.  The seventh Starfleet ship to bear the name, the Enterprise is 
  the latest in a long line of illustrious vessels and the name was specifically chosen for the second 
  Federation-class explorer to stress the return to a scientific role for Starfleet – less General Patton, 
  more Jacques Cousteau. 
   
  The Federation-class Enterprise-F is the largest vessel ever built by Starfleet, with a keel 842m long 
  and seventy nine decks: making it about two hundred metres longer and twenty-five decks taller than 
  Picard’s Galaxy-class Enterprise-D.  As with most vessels of Starfleet design it is based around a 
  saucer-shaped primary hull and a detachable secondary hull which houses the ship's primary 
  engines on nacelles.  The sauces is an oval facing forward but there is no appearance of sleekness or 
  aerodynamic quality to the vessel – in fact, compared to many other Starfleet vessels, the saucers is 
  fat and rounded leading it to be called “the whale in space”. 
   
  Federation-class craft are designed to operate for years at a time away from Starfleet bases and 
  thusly are highly independent craft featuring cutting-edge technology, including some lessons from 
  the substantially more sleek Broadsword-class vessels which were up until recently the largest 
  vessels in the fleet. The warp drive has a sustainable speed of Warp 9 with special warp geometry 
  considerations minimising damage to subspace & the ship caused by high speeds.  The crew of 1,638 
  officers live in comparative comfort in what amounts to a flying city, equipped with excellent scientific 
  facilities so they can do their day jobs and equally impressive recreational facilities to allow them to 
  relax when off-duty.  Furthermore, the vessel is capable of defending itself in a battle: Protected by 
  an FSS-3 shield system, six Type XI phaser arrays and photon & quantum torpedoes, its scientific 
  designation belies its capability to serve as a flying fortress. 
   
  The most distinctive feature of the vessel is that the saucer section possesses its own emergency 
  warp drive.  Hidden behind detachable panels and only available when the saucer and engineering 
  hull are separated, the Federation-class saucer section has a sustainable speed of Warp 6 and a 
  theoretical bmaximum Speed of Warp 8, meaning that even with the destruction or loss of the main 
  warp core the crew can make a slow return back into Federation space.  Unfortunately, the poor warp 
  geometry means that exceeding the sustainable speed puts the vessel in marked danger of shaking 
  itself apart.  
   
   
   
  
  THE CHAIN OF COMMAND 
  8 
   
   
   
  The Star Trek show and this game concentrate on Starfleet officers and their family & friends as the 
  lead characters around whom adventures take place – and while Starfleet is sometimes portrayed as 
  notably more liberal than our own worlds military, it is clearly shown to be an organisation with a 
  clear rank structure around which a chain of command sits.  Players may worry about the 
  practicalities of this in play – after all, one spends enough time in your work life taking orders from 
  people who have authority over you and many role-playing games have a certain aspect of “power 
  fantasy” to them.  What’s the point in playing a game in which, if you play an Ensign, anyone who is a 
  Lieutenant can tell you what to do?  
   
  Star Trek: The Final Frontier takes its cue here from Star Trek: The Next Generation and the way in 
  which the senior staff were portrayed as working.  Captain Picard never made a decision on the 
  Enterprise-D without consulting his colleagues; nor does Captain Satlek on the Enterprise-F.  
  Whenever a serious decision is required the senior staff can expect to be summoned to the Ready 
  Room to discuss the matter with the Captain, who will be seeking their various suggested solutions 
  and approaches. 
   
  Furthermore, within one’s area of expertise or authority, a certain amount of leeway can be expected 
  which trumps the number of rank pips on one’s neck.  The Chief Engineer may outrank the Helmsman 
  but the Helmsman is specially trained to fly the vessel & to plot stellar courses and their opinion on 
  navigating matters will take precedence; and even though the Chief Medical Officer outranks them 
  both (and can use that to relieve them of duty on medical ground) it is still the Chief Engineer who 
  decides how much stress the ship’s warp core can take when it needs to exceed safe speeds.   
   
  CAPTAIN SATLEK 
  Captain Satlek is the superior officer of the U.S.S. Enterprise-F.  A Vulcan with a long and well-
  regarded history of service, his selection is partly a political move – he becomes the first non-human 
  to permanently captain an Enterprise and his credentials as a science officer on the U.S.S. T’Pau 
  makes it clear that he will see his posting as one of exploration, not of more military concerns. 
   
  Some parts of Vulcan society have a somewhat condescending attitude towards other races who do 
  not hide their emotions, especially to Humans who they view almost as hyperactive children who they 
  cannot always decipher.  Captain Satlek, however, is a huge fan of humanity – and in particular, he 
  believes the art from the 1960s shows a fascinating glimpse into a complex culture not that different 
  from his own race’s history of war and introspection. 
   
  Captain Satlek is reserved as an NPC but it is not the intention to have him be a stick to beat the 
  characters with, using his rank to allow the GM to order players to do as he wishes.  Captain Satlek is 
  more as a plot device for relaying initial orders from Starfleet and to tie together stories through log 
  entries, staff meetings and the like.  If Satlek gives an order or makes a decision in a Ready Room 
  meeting, it will usually follow the majority opinion or that of the relevant specialist officer.
  
  POSITIONS FOR PLAYER CHARACTERS 
  9 
   
  The following is a non-exhaustive list of possible roles on the ship that player characters could fill, 
  along with examples of typical ranks held at such a position.  Because of the nature of Primetime 
  Adventures, do not worry too much about rank: characters can participate in stories whether they are 
  Commanders or Chief Petty Officers.  Furthermore, some officers may hold more than one position.  
  (For example, Data in Next Generation is both Executive Officer and Operations Officer.) 
   
  • 
  First Officer (Commander) 
  • 
  Executive Officer (Lt Commander) 
  • 
  Chief Medical Officer (Lt Commander) 
  • 
  Chief Engineer (Lt Commander) 
  • 
  Science Officer (Lieutenant) 
  • 
  Security Chief (Lieutenant) 
  • 
  Chief Tactical Officer (Lieutenant) 
  • 
  Ship’s Counselor (Lieutenant) 
  • 
  Helmsman (Lieutenant Jr Grade) 
  • 
  Operations Officer (Lieutenant Jr Grade) 
  • 
  Transporter Chief (Chief Petty Officer) 
  • 
  Stellar Cartographer (Lieutenant) 
  • 
  Linguistics Officer (Ensign) 
  • 
  Diplomatic Attaché  (Lt Commander) 
  • 
  Intelligence Officer (Lieutenant) 
  • 
  Ship’s Historian (Ensign) 
  • 
  Anthropologist (Lieutenant Jr Grade) 
  • 
  Botanist (Chief Petty Officer)
   
  Feel free to consult your GM to propose other possible positions and appropriate ranks for them.   
   
  RACES FOR PLAYER CHARACTERS 
  Species can be from more or less any established Star Trek race, whether a major race like Humans 
  and Vulcan or minor races like Benzites or Caitans.  Furthermore, Star Trek shows that many major 
  races can interbreed (though it may be rare and difficult) so mixed-blood characters like 
  Vulcan/Human Spock or Human/Betazoid Deanna Troi are possible. 
   
  The following is a non-exhaustive list of possible player character races: more can found by 
  consulting websites such as Memory Alpha. 
   
  • 
  Human  
  (The original, the standard, the ever-present children of Earth) 
  • 
  Andorian 
  (Blue-skinned; antennas making them four-eyed; hard-faced soldiers.) 
  • 
  Bajoran  
  (Crinkled-nose; strongly spiritual; survivors of Cardassian occupation.) 
  • 
  Betazoid 
  (Deep black eyes; Telepathic from puberty; matriarchal; Diplomats.) 
  • 
  Cardassian 
  (Reptilian, complete with cold blooded; ex-Dominion allies; occupied Bajor) 
  • 
  Gorn 
   
  (Tall and muscular; green-skinned reptilian; Klingon allies/vassals; warriors) 
  • 
  Ferengi  
  (Short; large-eared; opportunistic ultra-capitalists; sexist) 
  • 
  Klingon  
  (Crinkled-forehead; obsessed with honour and battle; think space Vikings.) 
  • 
  Orion 
   
  (Green-skinned; passionate; old race of ex-empires; think space Romans.) 
  • 
  Romulan 
  (Vulcan off-shoot; once huge empire with secret police; think space Chinese) 
  • 
  Trill 
   
  (Spotted neck/back; minority merge with long-lived symbiotes)  
  • 
  Vulcan  
  (Pointed ears; repress all emotions; can mind-meld on touch; geniuses) 
   
  Furthermore, creating your own race is a perfectly valid choice: every new Star Trek show has 
  included a new race as a major character!  Simply speak to your GM to clear up your choice.
  
  UNIFORMS OF THE 25TH CENTURY 
  10 
   
  The following are the Starfleet uniforms currently in service as of 2404. 
   
   
   
   
   
   
  All uniforms have rank insignia on the left shoulder; below that, current posting and name are listed.  (I.E. 
  “USS Enterprise Satlek“ or “Starbase 63 Keynes”)  On the left breast the communicator badge is worn.
  
  UNIFORMS OF THE 25TH CENTURY 
  11 
   
   
   
  Dress Uniform is the more formal uniform style, mainly worn for ceremonial functions like award 
  ceremonies.  Mess Dress is the formal evening wear for dining functions and is more comfortable.
  COMMUNIATOR BADGE 
  All personnel on Starfleet ships, stations and locations wear these badges, shaped in 
  the Starfleet insignia.  Wearing them allows remote location of crewmembers as 
  each badge has a personalised signal; tapping them allows short-range 
  communication, either inter-ship or from a landing party to  an orbiting vessel. 
   
  Similar technology is used by most other major forces in the Alpha Quadrant. 
  
  OTHER SHIPS OF THE 25TH CENTURY 
  12 
   
  The following ships are also in service during the year 2404 and may be encountered by the crew of 
  the U.S.S. Enterprise-F in their journeys: both friendly and hostile. 
   
  Federation “Broadsword-Class” Warship: With a distinctive flat profile and a circular section cut out 
  of it’s saucer to give it a  pointed look, this is perhaps the most combat-focused ship ever built by 
  Starfleet.  Until the Federation-class, Broadsword class ships were the cutting edge and the U.S.S. 
  Damocles was the former flagship.  (Several major crewmembers on the Enterprise-F originally 
  served on the Damocles.)  It remains possibly the best single ship for combat in the 25th century. 
   
  Federation “Galaxy-Class” Dreadnought: Originally designed as explorer 
  crafts, a major refit on the Galaxy class at the end of the 2370s saw the extant 
  ships equipped with a more combat edge, including a rare triple-nacelle 
  design and a Spinal Phaser Lance.  The forty-year-old spaceframe remains 
  young by starship standards (some designs being almost a century old) and the vessel is expected to 
  see many more years of service as a front-line vessel, whether on exploration or combat missions. 
   
  Federation “Olympic-Class” Research Vessel: Used principally as 
  hospital ships due to their expansive capacity for passengers and fast 
  response times thanks to excellent warp drives, Olympic-class vessel 
  (and the smaller sister ship, Hope-Class) can be found on many 
  humanitarian missions as well as other postings of scientific value. 
   
  Federation “Aurora-Class” Scout: A small vessel designed to carry a crew of about 
  twenty, Aurora-class ships fill the role of science vessel as well as doubling up as 
  military scouts when required.  Larger than the Nova class but smaller than the Quasar 
  class, all three vessels are tiny by starship standards but are valuable parts of the fleet.  
   
  Klingon “Haj-Class” Bird Of Prey: A vessel with design lineage going back 
  over a hundred years worth of Klingon vessels the Haj-class Bird Of Prey 
  remains the cornerstone of the Klingon military machine and defines their 
  tactics: small, compact combat ships with cloaking devices to carry out hit & 
  run attacks.  The Norgh-Class Bird Of Prey may outgun it, but this is still the 
  staple of the Imperial Klingon Fleet across the galaxy. 
   
   
  Romulan “D'Ridthau-Class” Carrier: One of the last new Romulan designs before the collapse of 
  their empire, this ship may be fatter but it clearly resembles the D'deridex-class Warbirds which 
  were the finest Romulan vessels of the 2360s.  Few were made as they were very specific in purpose - 
  designed to carry hordes of Scorpion-class fighters and Gladius-class bombers, principally for 
  planetary assaults or other occasions when a large warship would be impractical. 
   
  dddd
  
  TIMELINE 
  13 
   
  The following timeline gives a rough idea of the timeline of the universe of Star Trek, principally from 
  the point of view of humanity and using the AD dating system.  (Though some alien-specific events are 
  included for context.)   
   
  No player is expected to commit this history to memory, naturally: it is simply to help put the various 
  TV shows and movies of Star Trek into context within the game. 
   
  279: Surak is born on Vulcan.  At the age of 33, 
  he will banish all emotion from his thoughts 
  and adopt a life of pure logic, an example 
  which will slowly transform Vulcan society 
  from warlike and passionate into a stellar 
  power. 
   
  369: A group of Vulcans, ostracised due to 
  their refusal to follow Surak’s teachings, 
  departs their very homeworld in a primitive 
  interstellar ship.  These refugees travel for 
  some time in search of a suitable world to 
  colonize, going by the name Debrune, before 
  finally settling on Romulus and forming the 
  basis of the Romulan Star Empire. 
   
  801: Kahless the Unforgettable, first emperor 
  of the Klingon Empire, is born on Qo’Nos.  His 
  example of honour and courage through noble 
  combat makes him into an almost messianic 
  figure who will be worshipped for over a 
  millennia after his death. 
   
  1440: Following clashes with Romulan 
  warships and combining the knowledge of the 
  two independent cultures, Vulcans develop 
  warp drive technology and begin an era of 
  exploration of their near vicinity. 
   
  1969: Neil Armstrong is the first Human to 
  walk on the surface of his native world’s moon.  
  His vessel, the Apollo 11, herald the start of 
  the space age for his race. 
   
  1992 Just as the first human sleeper ships 
  offer the possibility of colonies on another 
  world, The Eugenics Wars ravage Earth.  Khan 
  Noonien Singh and several other genetically 
  engineered humans battle with each other and 
  the established nations of the world for 
  dominance which only ends in 1996.  The 
  bloodshed was great and the aftershocks 
  linger in the culture for centuries: Humanity 
  eschews genetic engineering as a taboo 
  science. 
   
  2053: The Third World War (an event where 
  the exact commencing point is lost to history) 
  ends in a final nuclear exchange instigated by 
  failed American presidential candidate Colonel 
  Green.  Virulent nationalism and religious 
  extremism finally explodes in an onslaught 
  which nearly dooms humanity to extinction. 
   
  2063: In one of the surviving pockets of human 
  civilization, Zefram Cochrane uses a nuclear 
  missile as the basis for a vehicle and develops 
  the first Human warp-capable ship.  Following 
  his test-flight a Vulcan vessel from 40 Eridani 
  A  detects his warp signature and Humanity 
  makes first contact with an interstellar 
  species. 
   
  2121: The transporter is invented on Earth by 
  Emory Erickson.  Early models can only safely 
  transport on a molecular level and thusly only 
  work for inanimate objects: it takes more than 
  two decades before the quantum resolution of 
  transportation and living beings can be safely 
  sent.  
   
  2151: After almost a century of exploring and 
  colonizing the surrounding few star systems, 
  Humanity builds its first Warp 5 capable ship 
  
  TIMELINE 
  14 
   
  and can now be truly considered a stellar 
  power.  First contact is made with the Klingon 
  Empire but poor handling of the situation leads 
  to intermittent skirmishes for the next 
  century. 
   
  2156: The Earth-Romulan wars commence 
  after initial contacts turn to violence.  
  Conducted before subspace communication 
  was perfected and thusly with only audio 
  communication, neither party knows exactly 
  what the other looks like but do battle across 
  the stars until 2160.  Final victory is achieved 
  when Earth secures alliances with the Vulcan, 
  the Tellarites and the Andorian Empire under 
  the banner of “the Coalition of Planets”. 
    
  2161: On the back of their success as the 
  Coalition of Planets a more permanent 
  alliance between Earth, Vulcan, Tellar and 
  Andor is agreed.  The United Federation of 
  Planets is created, with representatives of the 
  four worlds and the independent human 
  colony of Alpha Centauri signing the Articles of 
  the Federation in San Fransisco, Earth.  
  Although each world retains sovereignty and 
  it’s own space fleet, Starfleet is founded as a 
  multispecies defence force.  This organisation 
  grows in strength and other races slowly begin 
  to petition for membership, and it slowly 
  becomes a more political body with its own 
  representative body, presidency and even it’s 
  own currency unit. 
   
  2245: The U.S.S. Enterprise, a Constitution-
  class cruiser, is launched under the command 
  of Captain Robert April.  His role will later be 
  taken by Captain Christopher Pike; both 
  officers will commence the illustrious history 
  of the registration NCC-1701 by taking part in 
  military and exploration missions of note. 
   
  2264: Captain James T. Kirk assumes 
  command of the U.S.S. Enterprise for a five-
  year mission which is one of the most famous 
  in Starfleet.  During this time the ship makes 
  first contact with the Gorn Hegemony, the 
  Tholian Alliance, the First Federation and 
  many other races; they make the first visual 
  contact with Romulans and steal one of their 
  early cloaking devices; make first contact with 
  the Gorn; and carry out other acts of heroism 
  which move the name of the vessel into 
  legend. 
   
  2267: The Klingons and Federation seem 
  poised to go from skirmishes to a galaxy-wide 
  war when the Organians, a race of energy-
  beings, intercede and use their amazing 
  scientific and psionic powers to prevent 
  conflict.  A state of cold war develops between 
  the two powers who will spend the next thirty 
  years alternating between peace treaty 
  attempts and brinksmanship tactics. 
   
  2277: The U.S.S. Enterprise undergoes a refit 
  and Admiral James T. Kirk takes the vessel on 
  a new five year exploration mission before the 
  vessel is converted into a training vessel. 
   
  2286: The U.S.S. Enterprise is destroyed in the 
  Mutara Sector in an event which is classified 
  for decades but later revealed to involve the 
  controversial Genesis Device, a terraforming 
  device with terrifying weaponization potential.  
  Admiral Kirk is demoted to Captain for his part 
  in the proceedings, which involved illegally 
  removing the ship from Spacedock and 
  disobeying direct orders – but he is given 
  command of the new U.S.S. Enterprise, NCC-
  1701-A, a replacement Constitution-class 
  vessel. 
   
  2293: The Khitomer Accords are signed 
  between the Klingon Empire and the 
  Federation, a peace treaty which finally ends 
  the cold war.  The U.S.S. Enterprise-A s is 
  decommissioned but a new Excelsior-class 
  Enterprise-B is introduced in the same year 
  and it’s Captains, John Harriman and Demora 
  
  TIMELINE 
  15 
   
  Sulu, goes on to do the name Enterprise 
  proud. 
   
  2311: The Tomed Incident occurs between the 
  Federation and the Romulans leading to the 
  loss of thousands of lives.  As a result the 
  Treaty of Alergon is signed, reaffirming the 
  territorial rights of each party and establishing 
  other limits – including Starfleet vowing never 
  to deploy cloaking devices. 
   
  2344: The Ambassador-class Enterprise-C  is 
  destroyed at the battle of Nardena III, 
  defending a Klingon outpost from attack from 
  Romulan aggressors.  The sacrifice of 
  Federation officers greatly impresses the 
  Klingons and the two powers undergo a period 
  of close alliance. 
   
  2364: The Galaxy-Class Enterprise-D is 
  launched from Utopia Planitia Fleet Yards, 
  Mars.  Under the command of Captain Jean-
  Luc Picard, this new flagship for Starfleet has 
  a short but impressive history: including 
  service in the blockade of Romulan 
  interference in the Klingon Civil War of 2367-
  68, first contact with the Borg in 2365 and the 
  eventual  destruction of the ship protecting the 
  planet of Veridian III. 
   
  2366: A Borg Cube rampages through the 
  Alpha Quadrant, destroying most of Starfleet’s 
  forces who mass against it at the Battle Of 
  Wolf 359 with some Klingon allies.  The Borg 
  Cube contains Jean-Luc Picard, kidnapped and 
  assimilated into the Borg Collective, and 
  reaches as far as Earth in Sector 001 before it 
  is finally destroyed by the Enterprise-D. 
   
  2367: The Klingon Chancellor, Gorkon, is 
  challenged for his role by the bastard son of 
  his previous rival, Duras.  A Klingon Civil War 
  erupts, with the House of Duras receiving 
  covert aid from the Romulans – only when this 
  aid is revealed is stability returned. 
   
  2369: The Cardassians, after more than fifty 
  years of occupying Bajor and battling 
  insurgents on the world, abandon the planet 
  and the mining station Terok Nor.  Starfleet 
  offer reconstruction aid and protection to 
  Bajor and help administer the running of the 
  station, renamed Deep Space Nine, which 
  becomes one the most strategically valuable 
  places in the Alpha Quadrant when a stable 
  wormhole to the Gamma Quadrant is located 
  nearby. 
   
  2370: First contact is made by a crew from 
  Deep Space Nine with the Dominion, a major 
  power of the Gamma Quadrant who destroy 
  the Galaxy-Class U.S.S. Odyssey and demand 
  the Alpha Quadrant powers stay out of the 
  Gamma Quadrant. 
   
  2371: The Intrepid-class U.S.S. Voyager is 
  believed lost in the Badlands near the 
  Federation/Cardassian border while chasing 
  Maquis terrorists.  In fact, an alien entity 
  transported the vessel to the Delta Quadrant, 
  more than seventy years away from Federation 
  space at maximum warp and its captain 
  Kathryn Janeway spend seven years in search 
  of a “short cut” home for her crew. 
   
  2372: The Sovereign-class Enterprise-E is 
  launched from San Francisco Fleet Yards, 
  Earth.  Originally scheduled for another name, 
  it was renamed in honour of the recently-
  destroyed Enterprise-D and many of the crew 
  of the previous are reassigned here, including 
  Captain Picard.  Meanwhile, Dominion 
  infiltrators sow dissent between the 
  Federation and Klingons which causes the 
  Khitomer Accords to be dissolved. 
   
  2373: After years of skirmishes and attempts 
  to infiltrate their government, the Dominion 
  officially declare war on the Federation.  The 
  Cardassians side with the Dominion,; the 
  
  TIMELINE 
  16 
   
  Federation gain the assistance of the Klingons  
  who resume their alliance with them and, 
  eventually, the Romulans. 
   
  2375: The Dominion War ends with the first 
  recorded surrender of the Dominion in 
  centuries, but not before the Alpha Quadrant is 
  ravaged.  Cardassia is left bombed into ashes 
  and the collapsed government requires aid 
  from the Federation to survive. 
   
  2377: The U.S.S. Voyager returns home to the 
  Alpha Quadrant.  Janeway is promoted to the 
  admiralty and the vessel is taken away to 
  examine it’s salvaged Delta Quadrant 
  technology; the crew are forced to sign the 
  Starfleet Official Secrets Act. 
   
  2379: A Romulan Civil War erupts when the 
  Praetor Shinzon (A human; the first non-
  Romulan to hold the role) takes over the 
  empire by force and then dies with no clear 
  ruler. 
   
  2381: After decades of negotiation, Bajor joins 
  the Federation.  Despite only a few colonies 
  and still being a poor people, the Bajoran 
  Wormhole gives them a huge bargaining chip 
  and their service in the Dominion War sees 
  them quickly considered one of the major 
  members of the Federation – a position they 
  use to obstruct attempts to have the 
  Cardassians join the Federation. 
   
  2387: The star Hobus goes into supernova, 
  destroying several nearby systems – including 
  the planet Romulus, whose people are too 
  ravaged by civil war to quickly prevent the 
  tragedy or evacuate in time.  Colonies declare 
  independence, vassal races break free of 
  Romulan control and the Romulan Star 
  Empire balkanizes into a collection of petty 
  territories, often controlled by what military 
  officers remain.  
   
  2388: Starfleet and Klingon forces push into 
  Romulan space: the former as a peace-
  keeping force who set up a Federation 
  Protectorate, the latter as conquerors seeking 
  to gain new ground.  This situation causes a 
  degeneration in Federation/Klingon relations 
  which seem to verge back into 2280s “Cold 
  War” territory. 
   
  2393: The Broadsword-class U.S.S. Damocles 
  is launched from Utopia Planitia Fleet Yards, 
  Mars.  One of the most cutting-edge warships 
  ever built by the Federation, it is considered by 
  many as the ultimate expression of post-
  Dominion War Starfleet thinking.  It is made 
  flagship of the fleet, a title it holds until 2404. 
   
  2397: The Federation-class design projects 
  begins, a conscious effort to return Starfleet to 
  its more scientific roots than the militarised 
  bent it has taken in the past couple of decades. 
   
  2399: The Khitomer Accords are once again 
  revoked by the Klingon Alliance, making all-
  out war between them and Starfleet seem 
  closer than it has been for decades. 
   
  2401: The pathfinder for the Federation class, 
  U.S.S. Federation, is launched from the 40 
  Eridani A Construction Yards, Vulcan. The 
  U.S.S. Enterprise-E is retied from active 
  service. 
   
  2404: The Federation class, U.S.S. Enterprise-
  F is launched the 40 Eridani A Construction 
  Yards, Vulcan.  Under the command of Captain 
  Satlek, it is made the new flagship of the fleet 
  and given an exploration mission and in 
  particular is charged with going beyond the 
  “galactic west” border of the Federation
   
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/Prime Directive/The Final Fontier (GURPS)/The Final Frontier - George Quail.pdf