movie sourcebook

Upload: cody-lees

Post on 03-Jun-2018

300 views

Category:

Documents


2 download

TRANSCRIPT

  • 8/12/2019 Movie Sourcebook

    1/57

  • 8/12/2019 Movie Sourcebook

    2/57

    once more unto the breach 2

    This book will help you to adoptyour Star Trek Game into the MovieEra of the Original Series. There aresix chapters in this book.

    Chapter I: The FederationChapter I: The Federation sums theevents depicted in the movies ofKirks crew as well as a generaldescription of the Federation at thetime of the movies, including

    Starfleet.Chapter II: StarshipsChapter II: Starships gives you thestats of ships and alien vessels youencountered in the movies.

    Chapter III: Equipment Chapter III: Equipmentdescribesthe equipment used in the movie era,including phasers and tricorders.

    Chapter IV: CharactersChapter IV: Characters providesyou with new training packages youcan use with the overlays found in

    the Core Book, as well as new playerspecies.Chapter V: The UndiscoveredChapter V: The Undiscovered

    CountryCountry is about setting up acampaign in the movie era and hasthe stats for the most importantpersons you could meet in such acampaign.

    Anything else you need to use this

    book is one of the Core Rulebooksfor the Icon Rules.

  • 8/12/2019 Movie Sourcebook

    3/57

  • 8/12/2019 Movie Sourcebook

    4/57

    once more unto the breach 4

    cloud and machine, by atechnologically advanced planet ofunknown location.

    When VGer arrives at Earth andgets no response of the Creator, he

    begins to fire at Earth to destroy thecarbon-beings, which he believesdisrupt the communication.

    Kirk offers to give VGer what heneeds, when facing him and so anAway Team leaves the cruiser. Whenentering the clouds centre, the crewdiscovers that VGer is actually theold Earth probe Voyager VI. Crash-landed on the machine planet, it was

    repaired to follow its mission by theinhabitants and returned to Earth tocontact the Creator. The Enterpriseisable to answer to VGers hail to thecreator by transmitting the oldprograms codes. Willard Deckerdecides to merge with the creatureand the Ilia-Probe, when VGerswants to directly contact the Creator.The Enterprise leaves Earth on a

    new mission ofexploration.

    The Kahn IncidentThe Kahn IncidentIn 2285, Admiral Kirk

    is now teaching at theAcademy, the Federationis endangered by a newthreat. A routine Sciencemission to the planet Ceti Alpha VI,enables the there confined criminalKhan Noonien Singh to take controlof the Miranda-Class vessel USSReliant.The planet was intended to

    become a test object for the newlydeveloped Genesis Device. WithGenesis it is possible to transform alifeless stellar object into a Class Mplanet. The project is lead by Dr.

    Carol Marcus and her son David atthe science station Regula I.

    When the Reliant arrives at thestation and demands the Genesis

    probe, Dr. Marcus contacts her old

    love captain Kirk and complainsabout that behaviour of Starfleet. Kirkand his crew take the Enterprise toinvestigate what is behind thatcomplaint and when arriving atRegula I are attacked by Kahn andthe Reliant. Only by lowering theenemys shields by hacking into itscomputer systems, the Enterprise isable to drive off Kahn.

    Investigation of the science stationreveals the crew tobe beamed unto thenearby planet,hidden in a cavesystem. Throughmind manipulationwith the help of aCeti eel, Captain

    Terrel, former CO of

    the Reliant, transmits the coordinatesof the team and the Genesis probe toKahn, who beams the deviceonboard his ship. Captain Terrelcommits suicide when ordered to killAdmiral Kirk and CommanderChekov, likewise infested isfortunately rescued.Kirk and the Away Team return totheir ship, taking the scientists with

    him.The heavily damaged ship thanescapes into the nearby Mutara

  • 8/12/2019 Movie Sourcebook

    5/57

    once more unto the breach 5

    Nebula, interfering with the shipssensors. A hunt after each otherbegins, when Kahn tries to destroyEnterprise. When Kahns ship isdisabled and crippled, he decides to

    trigger the Genesis device to destroyKirk with him in the followingexplosion. Only the valiant efforts ofCommander Spock, who repairs thevessels warp drive while beingexposed to high radiation, saves theship. Commander Spock dies onlyminutes later, speaking with hisfriend James Kirk.The Genesis device has caused

    reactions, which let a planet come toexistence.

    Admiral Kirk defectingAdmiral Kirk defectingWhen the USS Enterprisereturns to

    Earth for repairs, Doctor McCoy isrevealed to have psychologicalproblems. Commander Scott istransferred to the newlycommissioned USS Excelsior NX-2000 and Admiral Kirk learns thatStarfleet Command has put Genesis,how the new-formed planet is called,under quarantine and decided todecommission the Enterprise.

    Laterthatday,KirkmeetswithSpocksfather,Sarek,whoclaims that Spocks body has to bereturned to Vulcan, due to deathceremonies of his people.Additionally they learn that DoctorMcCoy indeed holds Spocks mind

    and thus he has to go to Vulcaneither.

    Admiral Kirk then contacts AdmiralCartwright and asks for theEnterprise, but his colleague allows

    no such mission. In the meanwhileDr. McCoy is arrested because hetried to get to Genesis. Howeverhe is freed by Admiral Kirk, Scotty,Chekov, Sulu and Uhura, who stealthe Enterprisefor that rescue mission.Uhura leaves for Vulcan while the

    rest of the crew makes its way toGenesis. Thanks to sabotage byCommander Scott, the ExcelsiorsWarp Drive fails and the Enterpriseisable to escape.

    Accidentally the Klingon CaptainKruge gets to know about theGenesis device and believe it to be anew weapon of the UFP. He travelsto the Genesis planet and destroysthe recently arrived Federationscience vessel USS Grissom.

    But the Grissom had launched anaway team before, including theVulcan Lt. Saavik and Kirks sonDavid Marcus. Both had beamedonto the planets surface afterdetecting a life-sign on Genesis.Shortly after they discover thetorpedo hull, which had holdCommander Spocks body, to beempty and further investigation letthem find a child of Vulcan originbut without a real mind.

  • 8/12/2019 Movie Sourcebook

    6/57

    once more unto the breach 6

    Soon after, the Klingons beamdown to Genesis and take the threeas prisoners. However they aredisturbed by the Enterprise and theshort skirmish renders both ships

    crippled. Negotiating with theKlingons fails and ends in the deathof David Marcus.

    Kirk then lures the Klingon crewonboard Enterprise, before activatingthe self-destruct sequence andbeaming down to the planet. TheKlingon crew dies, with theexception of the away team andCaptain Kruge onboard the cruiser.

    Kirk and the rest of the crew,rescue the hostages and the Admiralis able to defeat Captain Kruge inhand to hand combat, afterconvincing him to beam up hiscomrades in exchange for the data ofthe Genesis device. The planet hasgrown more and more instable andexplodes the moment, the Bird ofPrey warps out the system.The ship rushes to Vulcan and

    there the ancient fal-tor-pan rituallets Spocks mind rejoin with hisbody.

    The Whale ProbeThe Whale ProbeIn 2286 Kirk and his fellows decide

    to return to Earth to face their trial,after the Federation Council demandstheir extraction from Vulcan.

    But before the Bird of Prey arrivesat Earth, the planet is approached bya strange cigar-shaped probe thatcauses all passing ships to loosepower and begins to attack Earth.

    The planets oceans begin toevaporate and heavy storms arecreated which endanger Earth tobecome inhabitable.

    Instead of fleeing the location asordered by the Federation President,

    Kirk and his crew discuss a plan torescue Earth.

    Investigation reveals that the probe

    sends communication hails into theoceans and tries to contacthumpback whales. As this species is

    extinct for centuries, Kirk orders theship to time travel into the pat usingthe suns gravity to accelerateenough and to create a time traveleffect.The crew is able to find a strong

    enough material to built a giganticpool in the cargo bay. Uhura andChekov n the meanwhile try tolocate a source of photons in thenuclear reactor of an old aircraftcarrier ship, the USS Enterpri se.

    Kirk and Spock are able to locate apair of humpback whales. But whenthey finally convince the responsiblescientist to give them the whales,they are set free. Only with the helpof that scientist, Gillian Taylor, theylocate the whales and are able tobeam them onboard after scaring awhale hunter ship away.

    With the whales in the cargo bay,the Bird of Prey travels back into thefuture. However the alien probedrains all power from the ship,which causes a crash landing onEarth, in the bay of San Francisco.

    The whales are released into thewater and answer the probe.

    After Earth is save Kirk and hiscrew have to face the FederationCouncil and the trial. The Council

  • 8/12/2019 Movie Sourcebook

    7/57

    once more unto the breach 7

    decides to demote Admiral Kirk tothe rank of Captain, as he stole theEnterprise and violated nineregulations of Starfleet and disobeyeddirect orders.

    Captain Kirk regains the job ofcommanding a starship. He gets anewly commissioned Enterprisewiththe registry numberNCC-1701-A.

    Nimbus IIINimbus IIIIn 2287 the Enterprise is send to

    investigate the capture of the threeambassadors on Nimbus III. A

    Klingon captain, intercepting atransmission of the ship, learns ofKirks mission and decides to attackfor the sake of glory.

    The terrorists, led by Spocks half-brother Sybok, capture the rescueteam sent to the planet by theEnterprise. Kirk, Dr. McCoy andSpock are put into the brig, afterSybokmanaged togain controlover the ship,by boardingthe rescueteams shuttleand narrowlyevading theKlingon ships fire while landing ontheEnterprise.

    Sybok reveals that he wants totravel to Sha-Ka-Ree, the Vulcanequivalent of paradise, which hebelieves to be located in the centreof the galaxy.The three senior officers are freed

    by their comrade Commander Scottwho enables them to send a distresscall to Starfleet which isintercepted by the Klingon ship.

    Although Sybok is not able toconvince the three to follow his

    course, Kirk agrees to cooperate afterthe ship travels through the GreatBarrier that protects the galactic

    centre.Sybok is

    happy togive Kirkback thelead andsoon a

    shuttle is sent down to the planet, theEnterprise encounters at itsdestination.

    On the planet, the crew discoversan alien being of great power. It

    claims to be God and begins to askquestions about the Enterprise whenit is interrupted by Captain Kirk, whowants to know why God needs astarship. An energy bolt sends Kirk tothe ground as well as Spock whocontinues to ask the Captainsquestion.

    Sybok realizes that this being is notGod and tries to confront it withits inner pain before beginning tofight with it. Kirk then orders thelocation to be bombarded with atorpedo and the three remainingfriends flee the site. The shipsdamaged transporters can onlybeam up two persons and thusKirk decides to rescue his friends.

    Back on Enterprise the ship isendangered by the Klingon Bird ofPrey, which threatens to fire on it.Commander Spock can convince the

  • 8/12/2019 Movie Sourcebook

    8/57

    once more unto the breach 8

    Klingon Ambassador to use hisposition and take command of thatship, which then surprisingly for Kirkenters the planets atmosphere, fireson the pursuing alien and afterwards

    beams Kirk onboard.After this successful rescue a small

    celebration is held in the observationlounge of Enterprise.

    The MeclantiThe MeclantiIn 2288 a series of attacks on

    Federation and Klingon border worldendangers the UFP and the KlingonEmpire and is nearly the cause for a

    new war. But with the help ofCaptain Kirk,two cadets,the human

    DavidForester andthe VulcanSturek, areable touncover that anew unknown

    cybernetic species is responsible forthe attacks. Due to intervention ofCaptain Kirk, after graduation as Lt.Commander, David Forester takescommand of the USS Enterpriseandwith his former Academy comradesreally locates the Meclanti. He savesa Klingon outpostfrom destruction andthus moves forwardthe peace process.

    The UndiscoveredThe UndiscoveredCountryCountry

    After thedestruction of the Klingon moonPraxis, the Klingon Empire isthreatened to loose its homeworldand one major source of energy. Dueto this fact, an Ambassador is sent to

    the Klingon homeworld to negotiatea peace treaty and make further talkspossible.

    Starfleet orders the USS Enterpriseto escort the Klingon Chancellors

    ship to Earth for negotiations.After the first meeting with the

    Klingon Chancellor Gorkon,suddenly the Enterprisebegins to firetorpedoes onto the Klingon ship. Araiding team enters the ship and killsGorkon. When the Klingon shiplaunches a counterattack, Kirksurrenders and both he and Dr.McCoy beam overt to the Klingon

    cruiser, although not after Spockattaches a homing patch on Kirksback.

    Dr. McCoy, though trying

    desperately, is not able to save theChancellor which results in thearresting of Captain Kirk and themedic.

    A trial is held on QonoS, whichclaims Kirk andMcCoy guilty of

    murder, and theyare sent to the articKlingon Prisoncolony RuraPenthe.The fellow

    prisoner, Martia ofan unknown,

    shapeshifting species is able to helpthe both escape but is revealed of

    working for the Klingons.Just before the head of the colonytries to shoot Kirk, they are beamed

  • 8/12/2019 Movie Sourcebook

    9/57

    once more unto the breach 9

    out by the Enterprise, which wasable to sneak past Klingon borderoutposts.

    In the meantime investigationonboard the Enterprise has revealed

    that not itself fired the weapon, butthat the database was modified. Thecrew has the theory, that a cloakedKlingon ship fired on the QonoS Iand that the boarding team camefrom Enterprise. However the searchfor the evacuation suits isunsuccessful.

    After Kirk and McCoy are rescued,Commander Scott finds the suits and

    the twoassassinsarefound,shotdead. Atrap setfor thekiller ofthese two, reveals that Lt. Valeris ispart of the conspiracy. A mind meldforced by Captain Spock, uncoversother members of the conspiracy.Admiral Cartwright of Starfleet, theKlingon General Chang and theRomulan Ambassador knew of theassassination.

    Communication with the Excelsiorinforms Kirk that the new site of thenegotiations is Khitomer. TheEnterprisemakes its way towards thatplanet. Shortly before reachingtransporter range the ship is attackedby General Chang commanding theBird of Prey that attacked theQonoS. The cloaked ship hits theEnterprise several times until thecrew creates the plan to use sensorequipment that should scan gaseousanomalies to track the enemy shipsdrive plasma.

    Finally the Excelsiorarrives to savethe day. She distracts the Bird of Preyuntil Kirks crew has prepared thetorpedo with the sensor equipment.

    The torpedo hits the Bird of Prey and

    lets it decloak. Together the twoFederation ships are able to destroythe Klingons.

    An away team is sent down to theplanet and arrives just to preventanother assassination of theconspirators, this time the FederationPresident is the target.

    Kirk and his comrades can stop theassassin, a Starfleet Officer disguised

    as Klingon. Captain Sulu reinforcesthe away team and arrests theconspirators.

    After saving again the Federation,the Enterprise is ordered to return tospace dock for decommissioning,however Captain Kirk orders the shipto fly to the next star instead for a lastvoyage.

    The Death of Captain KirkThe Death of Captain KirkAfter the NCC-1701-A is

    decommissioned Starfleet buildsanother Enterprise, this time anExcelsior-Class ship. During themaiden voyage Captain Kirk,Commander Chekov andCommanderScott areguestsonboard.The ship

    launcheswithouttorpedoes ortractor beamsand unluckily has to respond to adistress call. A pair of freighterscarrying El-Aurian refugees, istrapped in a strange energy band.After several failing ideas of Captain

  • 8/12/2019 Movie Sourcebook

    10/57

    once more unto the breach 10

    Harriman, Captain Kirk suggests toget into transporter range and beamthe refugees onboard. Sadly not allcan be saved. However theEnterprise is trapped in the band

    itself. A modification of the deflector,done by Captain Kirk, frees the ship,but the ship is hit by an energywave, which hit Deflector Controland obviously kills the famousCaptain Kirk.

    The United FederationThe United Federation

    of Planetsof PlanetsThe United Federation of Planets

    has not much changed since the mid23rd century. The governmentalbodies are the same as in earlier andlater centuries.

    InterInter--Species RelationsSpecies RelationsThe Federation has ambassadors at

    the homeworlds of all major space-faring races. Different to the 24thcentury, even the Romulans haveagreed to an exchange of diplomaticcommittees and thus on Earth there iseven an embassy of this mysteriouspeople.

    Another important delegate is theKlingon ambassador, known to holddaring and demanding speeches in

    the halls ofthe

    FederationCouncil.

    Althoughfirst contactwith these

    species was made long ago, theTholians and the Gorn both have nosuch instalments on Earth nor on anyother Federation world. Contact withthese species is rare at best.

    The only Gorn in contact with theFederation are the colonists onCestus III, which agreed to share theplanet with the Federation settlers.

    While not in a state of war, the

    most tense relations are that with theKlingons, before 2293, where peaceis agreed on. The Klingons fear theFederation could start a warespecially on Klingon border worldsand different warlords at the Empiresrim use this state to push their owncareers and increase their power withcampaigns against the Federation.

    However the long lasting tensions

    between the Federation and theKlingon Empire have cost a fortuneand took many resources on bothsides. WhiletheFederationeconomy isnot only notbound tomoney butFederationhas a largerscale and isnot asexpansive as the Klingons invadingtactics. Due to that fact, there arevoices in the Empire, which finallydemand peace between the twopeople, so that the Klingon Empirecan recover. That was the hour ofGorkon, who used that mood tobecome Chancellor of the KlingonHigh Council. He was able toconvince military hardliners ofhumanitys trustworthiness due tocooperation of the two people, e.g.during the events on Nimbus III andthe Meclanti-Incident.

    Although Gorkon was killedbecause of his plans for the future,his daughter Azetbur was able to

  • 8/12/2019 Movie Sourcebook

    11/57

    once more unto the breach 11

    create a long lasting peace with theFederation.

    The Romulan relations are far moreunstable and mysterious. Theambassador prefers to comment on

    Federation policy and informs theFederation President and Council ofthe Romulan position on intergalacticmatters. The Federation Ambassadorresidents not on Romulus but onAlgeron near the Romulan NeutralZone. The Ambassador is only rarelyinvited to diplomatic meetings,which most of the time only consistson a single way communication of

    the Romulan Praetor or Senate, whotells the Ambassador about theRomulan position. Requests of theFederation Ambassador are onlyrarely answered and if they are theanswer is not to ask or involve inRomulan affairs.The currently most important

    diplomatic contact is made with theBolian people. Originating from theBolarus System, more precise BolarusIX, the Bolians have asked foradmittance into the UFP. Howeverthey were involved in an inter-species war. Although the Boliansretreated form the war, there are stilltensions on Bolarus as two of thethree major states were involved inthe war on different sides. HoweverBolarus has created a united worldgovernment and currently preparesfor UFP membership.

    StarfleetStarfleetOnly few changes occurred to

    Starfleet in the most recent decades.Nevertheless due to the tensions withthe Klingons and other majorpowers, Starfleets military role wasmore dominant than in earlier orlater times of the UFP. It has to patroltwo Neutral Zones and in case of

    emergency is not able to count onpowerful allies, like in the 24thcentury.

    While the Excelsior-Class will be inuse for almost ten decades, the

    Constitution-Class isdecommissioned after the half of thetime. Starfleet puts more stress onstate of the art ship design in earliertimes, due to the constant militarythreat.

    Besides ship design, Starfleetchanged also the uniforms between2260 and 2293.The first change in 2270,

    introduces new one-coloureduniforms, which are available inshort sleeve versions and jump suitsas well. The rank insignias are thesame as in the 60s although thecolours have changed. Dark blue isthe Command branch, light blue isScience and Gold is Operations.

  • 8/12/2019 Movie Sourcebook

    12/57

    once more unto the breach 12

    A new set of uniforms is introducedin the 80s of the 23rd century. Theyhave a more militaristic style,basically red and had stripesaccording to rank on the black pair

    of trousers. The enlisted uniforms aresimple, red jumpsuits, with lightyellow shoulders.The rank insignia is worn on

    department coloured stripes at theright shoulders. The departmentcoulours differ from earlier periodsvastly. The Command Branchscolour is white, Medical is green,Science is blue, Operations is grey

    and Security is yellow. Under the redjackets the uniform is composed of ashirt with high collar, which has thedepartmental colour.

  • 8/12/2019 Movie Sourcebook

    13/57

    once more unto the breach 13

    In this chapter you stats for the mostimportant ships of the era,Federation, Klingon and Romulanships.

    ConstitutionConstitution--ClassClass

    Class and TypeClass and Type: Constitution-ClassHeavy Cruiser refitCommissioning DateCommissioning Date: 2271

    H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c s

    Size: 6 (289 m long, 21 decks)Resistance: 4Structural Points: 120

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac:615/1100/2k[ 6 pwr/rd]

    Computers: 4 [ 2 pwr/rd]

    Transporters: 4 p, 6 c, 4 e[ 7 pwr/rd]

    Tractor Beams: 1 fv, 1 av[ 2/ rating used]

    Propulsion and Pow er CharacteristicsPropu lsion and Pow er Characteristics

    Warp System: 6.0/7.0/8.0 ( 12hours ) [ 2/ warp factor]Impulse System: .6c/.8c

    [ 6/ 8 pwr/rd]Power: 150

    Sen sor Sys tem sSen so r Sys tem s

    Long-Range Sensors: +1/15 ly[ 6 pwr/rd]

    Lateral Sensors: +1/1 light year[ 4 pwr/rd]

    Navigational Sensors: +1[ 5 pwr/rd]

    Sensors Skill: 5

    W eapon s Sys temsW eapon s Sys tems

    Type VIII Phaser:Range: 10/30k/100k/300kArc: forward ( 270 degrees )Accuracy: 5/ 6/ 8/ 11Damage: 16Power: [ 16 ]

    Photon Torpedoes:Number: 100Launchers: 2 fvSpread: 4

    Arc: f but are self-guidedRange:15/300k/1000k/3000kAccuracy: 4/ 5/ 7/ 10

  • 8/12/2019 Movie Sourcebook

    14/57

    once more unto the breach 14

    Damage: 18Power: [ 5 ]

    Weapons Skill: 5

    D efens i ve Sys temsD e fens i ve Sys tems

    Starfleet Deflector ShieldProtection: 42/65Power: [42]

    Description:Description: This cruiser design,originating in the mid 40s of the 23rdcentury is refit in the year 2271.Weapons and structural integrity areimproved as well as certain standard

    systems like transporters and medicalequipment. The Constitution-Classremains the workhorse of Starfleetuntil the mid 90s, wheredecommissioning begins.

    ExcelsiorExcelsior--ClassClass

    Class and Type:Class and Type: Excelsior-Class

    Heavy CruiserCommissioning Date:Commissioning Date: 2284

    H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c s

    Size: 7 ( 511m, 30 decks )Resistance: 3Structural Points: 140

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 750/130/9800

    [ 8 pwr/rd ]Computers: 4[ 2 pwr/rd ]

    Transporters: 4 p, 4 c, 4 e[ 6 pwr/rd ]

    Tractor Beams: 1 ad, 1fv[ 2/ rating used ]

    Propulsion and Pow er CharacteristicsPropu lsion and Pow er Characteristics

    Warp System: 6.0/ 8.0/ 9.0( 12 hours )[ 2/ warp factor ]Impulse System: .65c/ .82c

    [ 6/ 8 pwr/rd ]Power: 155

    Sen sor Sys tem sSen so r Sys tem sLong-Range Sensors: +1/ 15 ly

    [ 6 pwr/rd ]

    Lateral Sensors: +1/ 1 lightyear[ 4 pwr/rd]

    Navigational Sensors: +1[ 5 pwr/rd]

    Sensors Skill: 5

    W eapon s Sys temsW eapon s Sys tems

    Type VIII Phaser:Range: 10/ 30k/ 100k/ 300kArc: f, a ( 540 degrees )Accuracy: 5/ 6/ 8/ 11Damage: 16Power: [ 16 ]

    Photon TorpedoesNumber: 200Launchers: 4 f, 2fvSpread: 4Arc: F or a, but are self-guidedRange: 15/300k/1000k/3000kAccuracy: 4/ 5/ 7/ 10Damage: 18Power: [ 5 ]

    Weapons Skill: 5

    D efens i ve Sys temsD e fens i ve Sys temsStarfleet Deflector Shield

    Protection: 45/ 68Power: [ 45 ]

    Description:Description: The Excelsior-Classships were originally planned to usetranswarp-drives instead of ordinary

  • 8/12/2019 Movie Sourcebook

    15/57

    once more unto the breach 15

    ones. However the unsuccessful useof the prototype, let the programbeen cancelled and standard warp-drives were installed. They arecurrently the largest Starfleet vessels

    and its most prominent explorers.

    MirandaMiranda--ClassClass

    Class and Type:Class and Type: Miranda-ClassCruiserCommissioning Date:Commissioning Date: 2274

    H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c s

    Size: 5 ( 278m, 15 decks )Resistance: 3Structural Points: 100

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 220/ 250/ 500[ 5 pwr/rd ]

    Computers: 4[ 2 pwr/rd ]

    Transporters: 3 p, 2 c, 2 e[ 4 pwr/rd ]

    Tractor Beams: 1 ad, 1fv[ 2/ rating used ]

    Propu lsion and Power ChaPropu lsion and Pow er Characteristicsracteristics

    Warp System: 6.0/ 7.5/ 8.2( 12 hours )

    [ 2/ warp factor ]Impulse System: .6c/ .82c

    [ 6/ 8 pwr/rd ]Power: 120

    Sen sor Sys tem sSen so r Sys tem sLong-Range Sensors: +1/12 ly

    [ 6 pwr/rd ]Lateral Sensors: +1/ 1 lightyear

    [ 4 pwr/rd]

    Navigational Sensors: +2[ 5 pwr/rd]

    Sensors Skill: 4

    W eapon s Sys temsW eapon s Sys tems

    Type VII Phaser:Range: 10/ 30k/ 100k/ 300kArc: f ( 270 degrees )Accuracy: 5/ 6/ 8/ 11Damage: 14

    Power: [ 14 ]Photon Torpedoes

    Number: 80Launchers: 2 av, 2fvSpread: 2Arc: f or a, but are self-guidedRange: 15/300k/1000k/3500k

    Accuracy: 4/ 5/ 7/ 10Damage: 18Power: [ 5 ]

    Weapons Skill: 4

    D efens i ve Sys temsD e fens i ve Sys temsStarfleet Deflector Shield

    Protection: 42/ 60Power: [ 42 ]

    Description:Description: TheMiranda-Class isthe smaller cousin of theConstitution-Class. It is a cruiserand thus it is not equipped withsuch sophisticated scienceequipment. However its weaponsarsenal is intimidating even forlarger ships.

  • 8/12/2019 Movie Sourcebook

    16/57

    once more unto the breach 16

    OberthOberth--ClassClass

    Class and Type:Class and Type: Oberth-Class ScoutCommisCommissioning Date:sioning Date: 2275

    H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c sSize: 4 ( 160m, 11 decks )Resistance: 2Structural Points: 80

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 80/ 200/ 625[ 6 pwr/rd ]

    Computers: 3[ 2 pwr/rd ]

    Transporters: 2 p, 1 c, 1 e[ 2 pwr/rd ]

    Tractor Beams: 1 av, 1fv[ 2/rating used ]

    Propu lsion and Power CharacteristicsPropulsion and Pow er Characteristics

    Warp System: 5.0/6.0/7.2 (6h)[2/warp factor ]

    Impulse System: .4c/ .62c[ 4/ 6 pwr/rd ]

    Power: 100

    Sen so r Sys tem sSen sor Sys tem sLong-Range Sensors: +1/12 ly

    [ 6pwr/rd ]Lateral Sensors: +1/1 lightyear

    [ 4pwr/rd]Navigational Sensors: +1

    [ 5pwr/rd]Sensors Skill: 5

    Weapons SystemsWeapons SystemsType V Phaser:

    Range: 10/30k/100k/300kArc: f ( 270 degrees )Accuracy: 5/6/8/11

    Damage: 10Power: [ 10 ]

    Photon TorpedoesNumber: 20Launchers: 1 fdSpread: 2Arc: f, but are self-guidedRange: 15/300k/1000k/3500kAccuracy: 5/ 6/ 8/ 11Damage: 18

    Power: [ 5 ]Weapons Skill: 4

    D efensi ve SystemD efens i ve Sys tem

    Starfleet Deflector ShieldProtection: 30/45Power: [ 30 ]

    Description:Description: The Oberth-Class is asmall surveyor craft, primarilydesigned for cartography missionsand as planetary surveyor. It has onlyrudimentary defense systems but wellequipped laboratories.

    Class V ShuttlecraftClass V Shuttlecraft

    Class and Type:Class and Type: Class V ShuttlecraftCommissCommissioning Date:ioning Date: 2280

  • 8/12/2019 Movie Sourcebook

    17/57

    once more unto the breach 17

    H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c s

    Size: 2Resistance: 2Structural Points: 40

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 2/ 8/ 24[ 3 pwr/rd ]

    Computers: 2[ 1 pwr/rd ]

    Transporters: noneTractor Beams: 1fv

    [ 2/rating used ]

    PropulsionPropul sio n and Power Characteristicsand Power Characteristics

    Warp System: noneImpulse System: .42c/ .68c

    [ 4/ 7 pwr/rd ]Power: 80

    Sen so r Sys tem sSen sor Sys tem sLong-Range Sensors: +0/12 ly

    [ 6pwr/rd ]Lateral Sensors: +1/1 lightyear

    [ 4pwr/rd]Navigational Sensors: +1

    [ 5pwr/rd]Sensors Skill: 3

    Weapons SystemsWeapons SystemsType IV Phaser:

    Range: 10/30k/100k/300kArc: f ( 270 degrees )Accuracy: 5/6/8/11Damage: 8Power: [ 8 ]

    Weapons Skill: 3

    D efensi ve SystemD efensi ve Sys tem

    Starfleet Deflector ShieldProtection: 28/32Power: [ 28 ]

    Description:Description: TheClass Vis a typicalFederation shuttlecraft used for awaymissions and transport operations.

    SurakSurak--Class TransportClass Transport

    Class and Type:Class and Type: Surak-ClassTransportCommissioning Date:Commissioning Date: 2265

    H u l l C har a ct e r i s t i c s H u l l C har a c te r i st i c sSize: 3Resistance: 2Structural Points: 60

    Ope r O pe r a t i o n s Cha r ac t e r i st i c s a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 5/ 40/ 120[ 4 pwr/rd ]

    Computers: 3[ 1 pwr/rd ]

    Transporters: 1 p, 1 c[ 1 pwr/rd ]

    Tractor Beams: 1fv, 1 av[ 2/rating used ]

    Propulsion and Pow er CharacteristicsPropu lsion and Pow er Characteristics

    Warp System: 4.0/ 6.5/7.0 (6h)[2/warp factor ]

    Impulse System: .5c/ .7c[ 5/ 7 pwr/rd ]

    Power: 95

    Sen sor Sys tem sSen so r Sys tem sLong-Range Sensors: +0/14 ly

    [ 6pwr/rd ]Lateral Sensors: +1/1 lightyear

    [ 4pwr/rd]Navigational Sensors: +1

    [ 5pwr/rd]Sensors Skill: 3

  • 8/12/2019 Movie Sourcebook

    18/57

    once more unto the breach 18

    Weapons SystemsWeapons SystemsType IV Phaser:

    Range: 10/30k/100k/300kArc: f ( 270 degrees )Accuracy: 5/6/8/11

    Damage: 8Power: [ 8 ]

    Weapons Skill: 3

    D efensi ve SystemD efensi ve Sys tem

    Starfleet Deflector ShieldProtection: 25/30Power: [ 25 ]

    Description:Description: The Surak-Class

    transport is a civilian ship of Vulcanorigin. It can carry passengers andcargo alike, depending on itsmission.

    D12D12--Class ScoutClass Scout

    Class and Type:Class and Type: D-12 Class ScoutCommissioning Date:Commissioning Date: 2275H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c s

    Size: 3 ( 52m, 3 decks )Resistance: 3Structural Points: 60

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew / Passengers: 12/ 4/ 24[ 4 pwr/rd ]

    Computers: 2[ 1 pwr/rd ]

    Transporters: 1 p, 1 c[ 1 pwr/rd ]

    Tractor Beams: 1 av[ 2/ rating used ]

    Propulsion and Pow er CharacteristicsPropu lsion and Pow er Characteristics

    Warp System: 5.0/7.0/8.5 (8 h)

    [2/warp factor ]Impulse System: .5c/ .7c

    [ 5/ 7pwr/rd ]Power: 110

    Sen sor Sys tem sSen so r Sys tem sLong-Range Sensors: +1/10 ly

    [ 6 pwr/rd ]Lateral Sensors: +1/ 1 lightyear

    [ 4pwr/rd]

    Navigational Sensors: +1[ 5pwr/rd]

    Cloak: 4[ 16 pwr/ rd ]

    Sensors Skill: 4

    W eapon s Sys temsW eapon s Sys tems

    Type V Disruptor:Range: 10/30k/100k/300kArc: f ( 270 degrees )Accuracy: 4/ 5/ 7/ 10Damage: 14Power: [ 14 ]

    Photon TorpedoesNumber: 50Launchers: 1 fvSpread: 2Arc: f, but are self-guidedRange: 15/ 300k/1000k/3500k

    Accuracy: 4/ 5/ 7/ 10Damage: 18Power: [ 5 ]

    Weapons Skill: 4

    D efens i ve Sys temsD e fens i ve Sys temsKlingon Deflector ShieldProtection: 20/ 40Power: [ 20 ]

    Description:Description: The D-12 was the firstmodern Bird of Prey used by the

  • 8/12/2019 Movie Sourcebook

    19/57

    once more unto the breach 19

    Klingons. It is used as small patrol,raid and scour ship. It has onlymoderately powerful weapons, but isfast and relies on its cloak.

    KTingaKTinga--Class CruiserClass Cruiser

    Class and Type:Class and Type: KTinga ClassCruiserCommissioning Date:Commissioning Date: 2285

    H u l l C har ac t e r i st i c s H u l l C har a c te r i s t i c s

    Size: 6 ( 327m, 10 decks )Resistance: 3Structural Points: 120

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 380/600/1500[ 6 pwr/rd ]

    Computers: 4[ 2 pwr/rd ]

    Transporters: 3 p, 2 c, 2 e[ 4 pwr/rd ]

    Tractor Beams: 1 ad, 1fv[ 2/ rating used ]

    Propul sion and Power CharactePropul sion and Pow er Characteristicsristics

    Warp System: 5.5/7.0/8.0 (6 h)[ 2/warp factor ]

    Impulse System: .6c/ .76c[ 6/ 8pwr/rd ]

    Power: 140

    Sen sor Sys tem sSen so r Sys tem sLong-Range Sensors: +1 /15 ly

    [ 6pwr/rd ]

    Lateral Sensors: +1/ 1 lightyear[ 4pwr/rd]

    Navigational Sensors: +1[ 5pwr/rd]

    Cloak: 6[ 24 pwr/ rd ]

    Sensors Skill: 4

    W eapon s Sys temsW eapon s Sys tems

    Type VI Disruptor:

    Range: 10/30k/100k/300kArc: f ( 270 degrees )Accuracy: 4/ 5/ 7/ 10Damage: 16Power: [ 16 ]

    Photon TorpedoesNumber: 120Launchers: 2fv, 1avSpread: 4Arc: f or a, but are self-guidedRange: 15/300k/1000k/3500k

    Accuracy: 4/ 5/ 7/ 10Damage: 18Power: [ 5 ]

    Weapons Skill: 4

    Defensive Systems:Defensive Systems:Klingon Deflector ShieldProtection: 40/ 60Power: [ 40 ]

    Description:Description: TheKTinga-Class is thebackbone of the Klingon fleet andessentially an uprated D7-A cruiser.It is equipped with a cloak and itsweapons are more modern, as wellas its engines.

  • 8/12/2019 Movie Sourcebook

    20/57

    once more unto the breach 20

    BertaaBertaa--Class CruiserClass Cruiser

    Class and Type:Class and Type: Bertaa-Class HeavyCruiserCommissioning Date:Commissioning Date: 2285

    H u l l C H u l l C ha r ac t er i st i c s ha r a c t e r i s t i c s

    Size: 8 ( 653m, 30 decks )Resistance: 4

    Structural Points: 160

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 850/400/4000[ 7 pwr/rd ]

    Computers: 4[ 2 pwr/rd ]

    Transporters: 5 p, 5 c, 2 e[ 6 pwr/rd ]

    Tractor Beams: 1 ad

    [ 2/ rating used ]

    Propu lsion and Power CharacteristicsPropulsion and Pow er Characteristics

    Warp System: 5.0/7.0/8.0 (6h)[2/warp factor ]

    Impulse System: .4c/ .6c[ 4/ 6pwr/rd ]

    Power: 160

    Sen so r Sys tem sSen sor Sys tem s

    Long-Range Sensors: +1/14 ly[ 6pwr/rd ]

    Lateral Sensors: +1/ 1 lightyear[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Cloak: -Sensors Skill: 4

    W eapon s Sys temsW eapon s Sys tems

    Type VI Disruptor:Range: 10/30k/100k/300kArc: f and a ( 540 degrees )

    Accuracy: 4/ 5/ 7/ 10Damage: 16Power: [ 16 ]

    Photon TorpedoesNumber: 200

    Launchers: 4 fv, 2 adSpread: 4Arc: f or a, but are self-guidedRange: 15/300k/1000k/3500k

    Accuracy: 4/ 5/ 7/ 10Damage: 18Power: [ 5 ]

    Weapons Skill: 4

    D efens i ve Sys temsD e fens i ve Sys tems

    Klingon Deflector ShieldProtection: 45/ 65

    Power: [ 45 ]

    Description:Description: The Bertaa-ClassCruiser is the heaviest design of theKDF. It has a powerful weaponsload-out and is heavily armored.Only on rare occasions Starfleet seesit in the field.

    GarudaGaruda--Class WarbirdClass Warbird

    Class and Type:Class and Type: Garuda-ClassWarbirdCommissioningCommissioning Date:Date: 2280

    H u l l C har a ct e r i s t i c s H u l l C har a c te r i st i c s

    Size: 7 ( 560m, 29 decks )

  • 8/12/2019 Movie Sourcebook

    21/57

    once more unto the breach 21

    Resistance: 3Structural Points: 140

    O pe r a t i o n s Cha r ac t e r i st i c s O pe r a t i o n s Cha r ac t e r i st i c s

    Crew/Pass/Evac: 600/200/2k

    [ 6 pwr/rd ]Computers: 4

    [ 2 pwr/rd ]Transporters: 4 p, 5 c, 3 e

    [ 6 pwr/rd ]Tractor Beams: 1 av, 1 fd

    [ 2/rating used ]

    Propu lsion and Power CharacteristicsPropulsion and Pow er Characteristics

    Warp System: 5.0/7.0/7.8 (6 h)

    [2/warp factor ]Impulse System:.52 c/.72 c

    [ 5/7pwr/rd ]Power: 165

    Sen so r Sys tem sSen sor Sys tem sLong-Range Sensors: +1/15 ly

    [ 6pwr/rd ]Lateral Sensors: +1/ 1 lightyear

    [ 4pwr/rd]Navigational Sensors: +1

    [ 5pwr/rd]Cloak: 6

    [ 24pwr/rd ]Sensors Skill: 4

    W eapon s Sys temsW eapon s Sys tems

    Type J Disruptor:Range: 10/30k/100k/300kArc: f or a ( 540 degrees )Accuracy: 4/5/7/10Damage: 18Power: [ 18 ]

    Plasma Torpedoes:Number: 200Launchers: 4 f, 2 aSpread: 5Arc: f or a, but are self-guidedRange: 30k/250k/900k/1500kAccuracy: 4/5/7/10Damage: see textPower: [ 5 ]

    Weapons Skill: 5

    Defensive Systems:Defensive Systems:Romulan Deflector Shield

    Protection: 40/ 50

    Power: [ 40 ]

    Description:Description:TheGaruda-Class is themost dangerous and most secretaddition to the Romulan ship arsenal.It is a powerful ship, equipped with acloaking device and heavy weapons.It is easily a match against theFederationsExcelsiorcruisers.

    Plasma torpedoes do 30 points ofdamage to ships within onemovement range. For each additionalpoint of movement range the damagedrops by one point, until the missilevanishes when reaching a damage ofzero.

  • 8/12/2019 Movie Sourcebook

    22/57

    once more unto the breach 22

  • 8/12/2019 Movie Sourcebook

    23/57

    once more unto the breach 23

    Starship DesignStarship DesignStarship design is not an easy task

    and there are several importantsystems other matters to reckon with.

    ExplorerExplorer--ClassClassIn the late 23rd century Starfleets

    design policy is different from thosein other eras.

    Most remarkable is that Starfleetintroduces no new Explorer-Classvessels. All new ships of comparablesize and function are rather referredas heavy cruisers, the famous

    Constitution-Class and Excelsior-Class ships included. The firstexplorer vessel since decades is theambassador-Class, commissioned in2322.The reasons for this are several.

    Most prominent is that in the late23rdcentury Starfleets military role ismore dominant than in later times.

    There were the Klingons and the

    Romulans to guard and no one newwhen the Gorn or Tholians wouldpose a new threat. That changesagain in the early 24thcentury, as theRomulans enter their isolation and inthe 40s the Klingon-Federationalliance is signed.

    However although the ships arenot called explorers, their mission isalso scientific, not different from

    those of later decades. Generallymost Heavy cruiser of that timewould be described as exploratorycruiser or explorers, more accurately.

    Starship SystemsStarship SystemsThe main systems of a starship

    have not changed since the 60s ofthe 23rdcentury. Most important is of

    course life support, as without it nohumans could life on a starship. Lifesupport not only creates a breathable

    atmosphere it also handles artificialgravity and air pressure. Eachstarship normally has several singleperson quarters, which are used forcrewmembers that need special

    conditions while onboard withoutdisturbing fellow crewmembers ifsharing quarters with colleagues.Besides that every room on mostvessels can adopt its environmentalsettings to the needs of the crew.

    Computer onboard a starshipnormally consist of at least onecomputer core, which is the centreof computing operations. However

    there are computers throughout theship, which control different shipfunctions. They are also used to storedata, for research and e.g. forsimulating processes.

    Weapons and defensive systemsare as important as any other. Shieldsnot only protect whips from enemyfire but are also the last defenceagainst pulsar radiation and the like.Most starships use two different kindsof weapons. There are beamweapons and missile weapons,which can be fired while travelling atwarp speed.

    The sensors are a ships senses andinform the crew about thesurrounding of the ship, which maybe at a radius of several lightyears.

  • 8/12/2019 Movie Sourcebook

    24/57

    once more unto the breach 24

    Starship LocationsStarship LocationsThe most important location

    onboard a starship is its commandcentre, usually referred to as thebridge. Here all starship operationsare coordinated and all systems canbe accessed from consoles here. Theships navigation is also stationedhere as well as weapons operations.

    Due to the importance of thislocation, most ship have a secondcommand post often called BattleBridge which can be used inemergency. Most often MainEngineering cans be used asemergency commander centre aswell.

    In the 23rdcentury it is unusual tohave ready rooms or offices asseparated rooms like in later eras.

    The quarters of officers andcrewmembers alike contain lessluxury and also serve as offices forhigher-ranking personal.Next to bridge in importance is MainEngineering. All major ship functionsare overviewed here and from mainengineering there are severalmaintenance tunnels leading throughthe ship for system access. In MainEngineering there usually is the WarpCore, or whatever energy source aship uses.

    Most ships also have one or moreconference rooms, a galley and messhall, as well as a place where to carefor sick and wounded, sickbay.

    There are also recreation areas andcontrol rooms for various systemsand a shuttle hangar.

  • 8/12/2019 Movie Sourcebook

    25/57

    once more unto the breach 25

    Starfleet and most other stellarpowers have access to a wide rangeof equipment for use of theirpersonnel.

    Personal WeaponsPersonal WeaponsThere are different kinds of

    personal weapons, depending on theorigin of the weapon.

    PhasersPhasersStarfleet currently uses three types

    of Phased Energy Rectifiers or shortphasers. Theyhave energycells, whichprovide thephaser with itscharges. Eachphaser has

    differentsettings and

    modes, e.g. they can be set to widebeam and the like.

    Type 1:Type 1:Range: 5/12/25/35Size: 10cm x 5cm 2.6cmMass: 0.25kgDuration: 120 chargesSettings: 1-6

    Type 2:Type 2:Range: 5/25/60/100Size: 20cm x 4cm x 14cmMass: 0.75kgDuration: 280 chargesSettings: 1-10

    Type 3:Type 3:Range: 10/60/180/350Size: 74cm x 12 cm x 25 cmMass: 2 kg

    Duration: 1150 chargesSettings: 1-12

    DisruptorsDisruptorsDisruptors are the primary

    weapons of the Klingons and theRomulans. They are beam weaponslike the phasers but use bolts ofgravity energy to do damage.

    Pistol:Pistol:Range: 5/20/40/60Size: 28cm x 5cm x 10cmMass: 1.25kgDuration: 350 chargesSettings: 1-3

    Rifle:Rifle:Range: 10/40/100/250Size: 84cm x 10 cm x 30 cm

    Mass: 2.5 kgDuration: 1400 chargesSettings: 1-5

  • 8/12/2019 Movie Sourcebook

    26/57

    once more unto the breach 26

    SettingSetting DamageDamage ChargesCharges NotesNotesPhaser DamagePhaser Damage1 Light Stun [2+2d6] 1 Stun a human for 5 minutes2 Medium Stun [3+3d6} 2 Stun a human for 15 minutes, a

    Klingon for 5 minutes

    3 Heavy Stun [5+4d6] 3 Stun a human for 1 hour, aKlingon for 15 minutes

    4 Light Thermal 6+2d6 4 Cut a 1m hole in 30cm of wood in4 minutes

    5 Medium Thermal 8+2d6 6 Cut a 1m hole in 30cm of wood in3 minutes

    6 Heavy Thermal 10+2d6 8 Cut a 1m hole in 30cm of steel in3 minutes

    7 Light Disrupt A 10+3d6 12 Cut a 1m hole in 30cm of steel orrock in 1 minute

    8 Light Disrupt B 12+4d6 14 Kill a humanoid, cut a 1m holeinto a duranium bulkhead in 12minutes

    9 Disrupt A 16+4d6 16 Vaporize a humanoid10 Disrupt B 24+5d6 20 Vaporize metals, resilient alloys,

    explode 5 cubic meters of rockinto rubble

    11 Heavy Disrupt 30+9d6 30 Vaporize any substance, explode10 cubic meters of rock intorubble

    12 Desintegrate 50+12d6 60 Explode 25 cubic meters of rockinto rubble

    Disruptor DamageDisruptor Damage1 Light Stun [2+2d6] 1 Stun a human for 5 minutes2 Heavy Stun [4+2d6] 2 Stun a human for 15 minutes, a

    Klingon for 5 minutes3 Light Thermal 12+2d6 5 Cut a 1m hole in 10cm of steel in

    2 minutes, cut a 1m hole into aduranium bulkhead in 18 minutes

    4 Heavy Thermal 24+5d6 15 Vaporize almost anythingincluding humanoids and resilientalloys

    5 Disrupt 100+8d6 80 Explode 500 cubic meters of rockinto glowing rubble

    Personal EquipmentPersonal EquipmentThere are different kinds of

    personal equipment,communications equipment, sensor

    equipment and other.

    CommuniCommunicatorcatorThe communicator is the

    connection between ship and awayteam on planet bound missions.Additionally it serves as homingbeacon and enables a ships crew totrack its away team. They also have

  • 8/12/2019 Movie Sourcebook

    27/57

    once more unto the breach 27

    some rudimentary translationcapabilities, which enable the user tospeak and understand knownlanguages, however it cannotsubstitute a universal

    translator. StarfleetCommunicatorshave a range of30,000 kilometreswhencommunicating witha ship and a rangeof up to 350 km indirect contact with each other.

    Size: 11cm x 5cm x 3cm

    Mass: 0.25 kgDuration: 600 hours

    Environmental SuitEnvironmental SuitEnvironmental suits are use when

    crewmembers have toenter hostileenvironments whetheron a planet or maybeon a contaminatedstarship. They canhold to pressures of 5atmospheres andtemperaturedifferences from 100degrees to 120degrees. Damage,which punctures thesuit, is self-sealed ifnot exceeding 3points..

    The magnetic boots allowmovement even in zero-genvironments. There are differenteditions of these suits, dependent totheir primary function. There areradiation suits or e.g. fire protectionsuits and the like.

    Armor: 1, damage exceeding 1punctures the suit

    Size: 14l folded + boots andhelmetMass: 10 kgDuration 15 hours

    TricorderTricorderThe tricorders is the typical

    Starfleet device to interact withand investigate the surrounding. Italso holds basic databanks forreview, comparing and storingdata, although that can takeseveral hours of time. For general

    data long range scans are adequate,however for detailed analysis short

    range scans are needed as they donot scan the whole surrounding butare focused in one direction.There exist several more

    specialized variations of tricorders,e.g. engineering tricorders andmedical tricorders.

    Range: 1,800 meters for longrange, 24 meters for shortrangeSize: 15cm x 10cm x 4 cmMass: 0.6kgDuration: 850 hours

  • 8/12/2019 Movie Sourcebook

    28/57

    once more unto the breach 28

    In this chapter you find anythingyou need to create a character in themovie era, using the charactercreation rules of one of the corebooks.

    OverlaysOverlaysTo create standard Starfleet

    Officers of that time, you can simplyuse the overlays of the core-books.However there are some charactersin the movies, which are not coveredby the standard rules.

    Federation Security ServiceFederation Security ServiceThe Federation Security Service is a modern police, which is responsiblefor arresting criminals and investigating crimes in general. They are welltrained and equipped. Each larger city has a FSS Academy, which trainsrecruits in a one-year term or a three-year term depending on their skills andplans.One Year: Add for Three-Year Term:

    Athletics ( c. Sp. ) 1 (2) Personal Equ. ( c. Sp. ) 1 (2)Computer ( c. Sp. ) 1 (2) Vehicle Ops ( c. Sp. ) 1 (2)Energy Weapons ( Phaser ) 1 (3) Security ( Security Systems) 1 (2)

    Language Federation Standard 1 Intimidation ( Bluster ) 1 (2)Law ( Federation Law ) 1 (2)Security ( Security Systems ) 1 (3)Unarmed Combat ( c. Sp. ) 1 (3)Security Clearance +1

    Prison Guard ( Security )Prison Guard ( Security )The Prison Guards are Starfleet enlisted personnel, which are responsible to

    take care of prisoners and criminals. They are trained to use weapons and

    fight unarmed alike.

  • 8/12/2019 Movie Sourcebook

    29/57

    once more unto the breach 29

    Training PackagesTraining PackagesWhile the corebooks provide youwith a load of packages of e.g.Academy Life, there are some newpossibilities for your characters in themovie era, e.g. taking part in thepeace talks on Khitomer of like Kirkand Forester before to beat thefamous No-win scenario at theAcademy.

    Simply use the standard rules forthe background packages asdescribed in the core books.There are two different kinds of

    Cadet Cruises as described in thePlayers Guide of LUG. The heroicone and the standard cruise, you willfind here more examples for theheroic one.

    Athletics ( c. Sp. ) 1 (2)Energy Weapons ( Phaser ) 1 (3)Language Federation Standard 1Law ( Federation Law ) 1 (2)

    Personal Equipment ( Communicator ) 1 (2)Unarmed Combat ( c. Sp. ) 2 (3)Security ( Security Systems ) 1 (2)

    RogueRogueThe Rogue overlay represents fringers and people who live more on the

    other side of the law, whether it is one of the poor beings that lives onNimbus III or maybe a follower of Kahn Singh. Rogues excel at survival skills,bargaining and combat.

    Athletics ( c. Sp. ) 2 (3)Energy Weapons ( c. Sp. ) 1 (3)Engineering, Systems ( c. Sp. ) 1 (2)First Aid ( c. Sp. ) 1 (2)Language Federation Standard 1

    Any Other 1Personal Equipment ( c. Sp. ) 2 (3)Persuasion ( c. Sp. ) 2 (3)Planetside Survival ( c. Sp. ) 2 (3)

    Primitive Weaponry ( c. Sp. ) 1 (2)Shipboard Systems ( c. Sp. ) 1 (2)Streetwise ( c. Sp. ) 1 (2)Vehicle Ops ( c. Sp. ) 1 (2)Alertness +1Vitality +1

  • 8/12/2019 Movie Sourcebook

    30/57

    once more unto the breach 30

    Early Life History ( 5 DevEarly Life History ( 5 Development Points )elopment Points )

    Refugee:Refugee:The character grew up on a world now abandoned due whateverreasons, e.g. the El-Aurian homeworld.

    Planetside Survival ( c. Sp. ) 1 (2), Primitive Weaponry ( c. Sp. ) 1 (2),Vengeful ( whoever is responsible for refuge ) 1

    Criminal:Criminal:The parents of the character were wanted criminals and had tohide from the law. However the character herself may be innocent, but still iswanted for various reasons, if only to testify against her parents.Persuasion ( Storytelling ) 1 (3), Unarmed Combat ( c. Sp. ) 1 (2), Contact +1( contact in any criminal organization ), Dark Secret: criminal parents 2

    Academy Life History ( 8 Development Points )Academy Life History ( 8 Development Points )

    Diplomatic Training:Diplomatic Training:The character was part of a training, which taught thbasic procedures of diplomacy.Diplomacy ( c. Sp. ) 1 (2), Persuasion ( c. Sp. ) 1 (2), Perception +1, Empathy+1, Pacifism: Cannot Kill -1

    Artistic Study:Artistic Study:The character studied alien arts as they are an important par

    of culture and may reveal some valuable information about a species.Artistic Expression ( c. Sp. ) 1 (2), Culture ( c. Sp. ) 1 (2), Intellect +1

    System Development:System Development:The character studied engineering with thespecialization in further developing existing systems and improving alreadyexisting starship-designs efficiently.Systems Engineering ( c. Sp. ) 1 (3), Material Engineering ( Spaceframe ) 1 (2),Innovative +1

    Romulan Specialist Program:Romulan Specialist Program:The character was part of a program, whichwas meant to create experts on Romulan affairs.Starship Tactics ( Romulan ) 1 (2), Language Romulan 1, Espionage( Romulan Intelligence Techniques ) 1 (2), Rival -1

    Section 31:Section 31:The character is member of this cell of SI or a sub-group.Behaviour Modification ( Resistance ) 1 (3), Espionage ( CovertCommunications ) 1 (3), Intimidation ( c. Sp. ) 1 (2), Promotion +2, Dark

    Secret 2: Member of Section 31, Obligation 3: Section 31, Intolerant -1

  • 8/12/2019 Movie Sourcebook

    31/57

    once more unto the breach 31

    Heroic Cadet Cruise ( 4 Development Points )Heroic Cadet Cruise ( 4 Development Points )

    Team Mate Rescue Team Mate Rescue:: During an away team mission, the character was ableto save it from a trap.

    Energy Weapons ( Phaser ) 1 (2), Reaction +1, Commendation +1, Impulsive1

    Scientific Breakthrough:Scientific Breakthrough: During s science mission, the character had asignificant success in research.Science, Any ( c. Sp. ) 1 (2), Innovative +1

    Athletic Contest:Athletic Contest: During cadet cruise the character took part in a multi-

    species athletic contest and actually won.Athletics ( c. Sp. ) 1 (2), Renown Skill +2

    Tour of Duty History ( 10 DevelopmenTour of Duty History ( 10 Development Points )t Points )

    Five Five--Year Mission:Year Mission:The character took part in one of Starfleets severalexploration missions of the rim territories and earned experience in a widerange of skills.Engineering, Any ( c. Sp. ) 1 (2), Science, any ( c. Sp. ) 1 (2), Promotion +3,Bold +1 or Ally +1

    Infiltration Mission:Infiltration Mission:The character was member of Starfleet Intelligence andinfiltrated another major power in the quadrant.Disguise ( Romulan or Klingon ) 1 (2), Culture ( Romulan or Klingon ) 1 (2),Language Romulan or Klingon 1, Espionage ( c. Sp. ) 1 (2), Hides Emotions2

    Border Outpost:Border Outpost: This tour took place at one of the Federations borderswhere the character was a crewmember of an outpost monitoring the borderand coordinating ship traffic and trade.Bargain ( c. Sp. ) 1 (2), Espionage ( Traffic Analysis ) 1 (2), StrategicOperations ( c. Sp. ) 1 (2), Diplomacy ( Federation Frontier ) 1 (2), Intolerant( Klingon or Romulan ) 2

  • 8/12/2019 Movie Sourcebook

    32/57

    once more unto the breach 32

    TemplatesTemplatesHere you find some new alien

    templates to use during yourcharacter generation.

    DeltansDeltans

    Deltans are a humanoid species with no body hair, which is the only visualdifference to humans. However they tend to be a bit sleeker and less heavybuilt than the average human.

    Deltans are well known because of their highly developed sexuality. Dueto the fact that Deltan women become pregnant only rarely, sexuality becamean important matter of life and Deltan society. Before entering Starfleet,Deltans have to swear the Oath of Celibacy, which means not to takeadvantage of less advanced species in terms of sexuality.The Deltan homeworld is Delta IV, which is a wonderful class M world not

    unlike Earth. However the average temperature is around two degrees higher.

    AttributesAttributes SkillsSkillsFitness 2 [4] Charm ( c. Sp. ) 1 (2)Coordination 2 [5] Culture ( Deltan ) 2 (3)Intellect 3 [6] History ( Deltan ) 1 (2)

    Logic 1 Language Deltan 2Presence 3 [6] Science, Any ( c. Sp. ) 2 (3)

    Empathy +1 W. Knowledge ( Delta IV ) 1 (2)Psi 0 [5]

    Typical Advantages/ DisadvantagesTypical Advantages/ Disadvantages

    Ally +1Sexy +2Code of Honor: Oath of Celibacy 2

    ChameloidsChameloidsChameloids are an extremely rare species and only few ever heard of them.

    Chameloids are shapeshifters and are able to change their form into anythingof humanoid form, changing look and size is in their range of skill.

    As the Chameloids often take advantage of this ability, it often is the reason

    for mistrust and even violence towards the Chameloids. Thus most membersof this species tend to keep their abilities secret.

    Scientists believe that these skills come from aviolent past of the Chameloids, they probably used itto hide from predators.

    The ordinary look of Chameloids is humanoid.They have yellow eyes and dark hair.

    AttributesAttributesFitness 3 [5] Perception +1

    Coordination 2 [5] Presence 2 [5]Intellect 2 [5] Psi 0 [5]

  • 8/12/2019 Movie Sourcebook

    33/57

    once more unto the breach 33

    SkillsSkillsCulture ( Chameloid ) 2 (3)

    ( c. Sp. ) (3)Disguise ( c. Sp. ) 2 (3)

    History ( Chameloid ) 1 (2)Language Chameloid 2

    Any Other 1World Knowledge ( Chameloid ) 1 (2)

    TypicaTypical Advantages/ Disadvantagesl Advantages/ DisadvantagesNight Vision +1Restricted Shapeshifting +5Dark Secret: -2Greedy 1

    N ew A dvan t age : Rest r i c t ed Shapesh i f t i ng +5N ew A dvan t age : Rest r i c t ed Shapesh i f t i ng +5

    Restricted Shapeshifting works different from the comparable advantage of theFounders of the DS9 series.

    Unlike the Founders, who can transform into any shape, the Chameloidsare bound to the humanoid form. They can however change their view andsize, as well as gender and species. Nevertheless this is very fatiguing.

    To use this skill the character has to make a disguise skill check to mimic aspecies or person. Due to their natural advantages the difficulties are eachone level lower than described in the core book. No matter if the test was

    successful or not, the character has to pass a Fitness test with the samedifficulty. Failure means the character receives damage equal to half thedifficulty, rounded up. If the first test was a failure either than the damage isonly one third.

    IkaraniansIkaraniansThe Ikaranians are a highly spiritual people. They are led by the Kuruna,

    which means something like first monk. The primary principle of theIkaranians is that everything is only a tool and needs to be used correctly.

    They dislike misuse of any kind. Every member of the species is highlytrained in science and engineering, which they believe to be given by theirgods so that the Ikaranians can someday become as powerful as their gods.

    However they do not search for power or domination, but for peace andjustice for all beings in the galaxy. Their homeworld Ikara is located near theRomulan border and is a typical class M planet, with a domination omountainous landscape.

    Ikaranians look almost human, especially Earth Asian people. They oftenwere highly ceremonial tunics, which represent their status and profession.

  • 8/12/2019 Movie Sourcebook

    34/57

    once more unto the breach 34

    AttributesAttributesFitness 2 [5]Coordination 2 [5]Intellect 3 [5]

    Presence 2 [5]Empathy 1Psi 0 [5]

    SkillsSkillsCulture ( Ikaranian ) 2 (3)Engineering, Any ( c. Sp. ) 2 (3)History ( Ikaranian ) 1 (2)Language Ikaranian 2Science, Any ( c. Sp. ) 2 (3)

    World Knowledge ( Ikarania ) 1 (2)

    Typical Advantages/ DisadvantagesTypical Advantages/ DisadvantagesEngineering Aptitude +3

    TarkiansTarkiansTarkians are a reptile species originating from the planet Tarkia X in the sta

    system of the same name. They have dark green skin and have a humanoidfigure. Their heads are triangular shaped and they have small claws at their

    fingertips. Due to their snake-like tongue, Tarkians speak Federation standardonly under hard effort, which is why most of them simply carry a universaltranslator with them for better understanding.They have well developed ears unlike other reptiles and are excellen

    acrobatics due to their orientation sense, however therefore they are sensibleconcerning zero gravity.Tarkanians are ruled by a Council, which is elected once a decade. They

    have a past as predators but overcome their aggressive nature by hunt gamesin their homeworlds forest.

    AttributesAttributesFitness 2 [5]Coordination 3 [5]Intellect 2 [5]

    Perception +1Presence 2 [5]Psi 0 [5]

  • 8/12/2019 Movie Sourcebook

    35/57

  • 8/12/2019 Movie Sourcebook

    36/57

    once more unto the breach 36

    Language Efrosian 2Physical Science ( Mathematics ) 2 (3)Planetside Survival ( Artic ) 2 (3)World Knowledge ( Efrosia ) 1 (2)

    Typical Advantages/ DisadvantagesTypical Advantages/ DisadvantagesSense of Direction +1

    Toughness +1

    HarashiHarashiThe Harashi are feline species, originating from the

    Class M world Harash. They developed alreadymillennia ago and use warp technology since three

    decades.Most native vessels of the Harashi are military shipsand cannot travel at speeds faster than warp 3, andthanks to the Harashis pride it is hardly likely thatthey will accept external influence to change this.

    Harashi manners are quite strange towards otherpeople, e.g. their eating habits. They can be quite aggressive due to their pastas predators.

    Harashi society is divided into clans, lead by their oldest member. Theirgovernment is called the Circle and consists of dignitaries from each clan.

    Personal honour is an important part of Harashi culture, keeping onesword and not breaking laws is essential.Harashi somehow lack the skills to become good engineers, thus their

    technological development was rather slow. To compensate this they joinedthe UFP in 2278.

    AttributesAttributes SkillsSkillsFitness 2 [5] Athletics ( Jumping ) 2 (3)

    Vitality +1 Culture ( Harashi ) 2 (3)Coordination 2 [6] History ( Harashi ) 1 (2)

    Dexterity +1 Language Harashi 2Intellect 2 [5] Stealth ( Stealthy Movement ) 1 (2)Perception +1 World Knowledge ( Harash ) 1 (2)

    Presence 2 [5]Empathy -1

    Psi 0 [4]

    Typical Advantages/ DisadvantagesTypical Advantages/ DisadvantagesAthletic Ability +2 Night Vision +1Excellent Balance +1 Inept: Engineering -1

  • 8/12/2019 Movie Sourcebook

    37/57

    once more unto the breach 37

    This chapter gives hint how to createa campaign in the movie era andprovides you with stats for the mostimportant people to meet.

    A MovieA Movie--Era CampaignEra CampaignThis netbook provides you with

    stats and anything else you need tocreate a campaign.

    SettingSettingWhen designing your

    campaign you have todecide what setting you use.

    Basically any setting youcould use in any othercampaign is available in theMovie Era as well.

    However there are stilldifferences. Although in the TNG-Era, the Excelsior-Class is an oldcruiser, in this era it is the mostmodern ship of Starfleet. In anordinary TOS series the Constitution-Class is the top of the line while inthe Movie Era is uprated and laterdecommissioned due to its old age.However the Constitution-Class issomewhat classical and is still apowerful ship if only through its size.

    The Miranda-Class is comparableto the later Nebula-Class. It is apowerful cruiser although not ascapable as the Constitution, itslaboratories are not that extendedand the ship is to small for long-terms comparable to the larger heavycruisers. On the other side, the shipis much younger and thus uses moremodern systems than older designs.

    Another option would be to makea starbasethe centre of

    thecampaign.Spacedock

    in orbitaround Earthand RegulaOne are

    examples ofstarbases of that time, their outerappearance is similar to that of latereras.

    If you want a more adventurousbase you could use the Klingonprison Rura Penthe.Together with the actual base of

    operations, who have to decide whatcrew you want. You can mix any

    crew you want, e.g. a Federationscientists team operating on aStarfleet ship, together with its crew,

  • 8/12/2019 Movie Sourcebook

    38/57

    once more unto the breach 38

    or you can choose to use one crewtype like a group of smugglers tryingto make a fortune at one of theNeutral Zones.

    As with any Star Trek series, it is

    easiest to take Federation characters,because you have far more screenmaterial available to derive fromyour ideas and the drawing of thesetting. Next come the Klingons,who evolved more to their TNGcounterparts and thus there is a loadof material about them as well.

    Hard to play is a Romulan series.There is no screen evidence on

    anything about the Romulan Empire,with the exception of AmbassadorNunclus in Star Trek VI. We do notsee any ships of them nor anythingelse. Only the PC Game StarfleetAcademy reveals a bit more,although still sparsely.

    In Star Trek III we also have a shortappearance of a non-aligned crewand there are examples of othercharacters more on the fringe of thesociety in Star Trek II, V and VI.

    Last you should set a timeframe foryou series. Do you want to start withthe refit of the Constitution-Class ormaybe even with itsdecommissioning, although manycharacters will certainly enjoy a stayon that historical class of ship.Alternately you could jump forward abit and while actually not reallybelonging to the Movie Era, you canset your campaign in the early 24thcentury onboard a Constellation-Class ship.

    StoryStoryConnected to your type of crew is

    the story you want for your series. AMovie-Era Campaign can easilynarrated like the TOS or TNG series,

    an episodical series. The mostimportant difference of this era toothers is the technology and thegalactic setting, i.e. the aliensavailable at that time as well as the

    relations between the differentspecies.

    An exploration campaign set in thisera runs very well. There are farmore things to explore than in latereras and the most interesting is thefact, that you can meet species forthe first time, which are alreadyknown in the TV series. It is greatfun, to make first contact with e.g.

    the Betazoids, because your playerswill most probably remember thatfact together with their charactersand the series each time the focusgoes to a Betazoid.

    Alternately you can decide tocreate a serial series, connected

    through alarge storyarc. The

    majorplotline ofthe seriescould be

    an ongoing war or conflict like inDS9. Another option is to combinethese elements. Let the charactersexplore a new sector, full ofmysteries and with an ongoing riddlethe characters have to solve.

    OnOn--Going CampaignGoing CampaignOne major challenge would be

    conclude a TOS campaign in thatera. Similar to Kirks original crewyou could let some old charactersrevive and give them newopportunities to save the day. Thenew technology and environmentcan provide new tension to an oldcampaign.

  • 8/12/2019 Movie Sourcebook

    39/57

    once more unto the breach 39

    If you choose long livingcharacters, e.g. Vulcans you couldeasily let the setting move from the23rd century to the 24th. Thecharacters could be prime examples

    of a great Starfleet career and couldbe idols for younger Starfleet officers.After all there are only few whoserved on a Constitution-Class and aGalaxyas well.

    Such a campaign would give theplayers the feeling that theircharacters are really important, sincethey saw several historic eventsothers only know from history

    lessons.

    What about the KlingonsWhat about the KlingonsWhen you compare the TOS

    Klingons to those of the Movie-Era,you notice thatthey changedin their

    appearance.Unless youwant to unravelthe secretbehind thechange of

    appearance, you should simply leaveit out and do as Worf claimed: Wedo not talk about it.

    However there exists severalexplanations some vague others not.

    There is the idea that the differencecomes from their origin, so that theappearance differs dependingwhether a Klingon comes from thenorthern hemisphere or the southern.

    However that is highly unlikely asin DS9we see Klingons in the newshape, who looked different in thepast.

    Others say that the cause is thatthe Klingons wanted to look morehuman in the past, because theywanted to deceive their enemies.

    That would match the fact that theKlingons used intrigues at that timemore often than in the future.

    If this is true or not should decidethe narrator, or leave it out of the

    campaign entirely.

    Meeting Kirks CrewMeeting Kirks CrewOne major event in your campaign

    could be a meeting with the crew ofthe original series. It is very excitingto interact with heroes of theFederation and maybe work togetherwith them.

    If you let the characters interactwith Kirk, Spock or whoever youhave in mind, be careful not tocentre to much on these figures, oryou players will be bored soon.You should rather let them be

    mentors for your characters who maygive advice and lend a hand or twobut never do the job on their own,

    because that would spoil thecharacters of the opportunity of beingheroic. It is simply more fun, if youfight along Captain Spock and Suluthan just sit by and watch them fight.

    Important CharactersImportant CharactersThere are several important figures

    you could meet in this Era and notall belong to the original crew norare all of them heroes of the UFP.

  • 8/12/2019 Movie Sourcebook

    40/57

    once more unto the breach 40

    Captain KirkCaptain Kirk

    Captain James Tiberius Kirk is oneof the most renown Captains ofStarfleet history, not only in his owncentury.

    Although he accomplished severalmission well, he sticks not always tothe rules and believes they are madefor perfect situations and its on himto adapt them to less perfect ones.

    He is a great one for rushing inwere angels fear to tread and a great

    tactician.He joined

    Starfleet like hisfather George,XO of the USSEnterprise onits first missionunder Robert

    Aprilscommand.

    James T. Kirkor Jim as friends call him was the firstcadet to pass the Kobayashi Marutest, although it was regarded a No-Win scenario.

    He commanded two instalments ofthe famous Enterprise, the originalship and the NCC-1701-A. When heaccompanied the maiden voyage ofthe third ship to bear the name, theNCC-1701-B, he was killed whilesaving a pair of transports.

    Fitness 3Vitality +1

    Coordination 3Dexterity +1

    Intellect 3Presence 5

    Willpower +1Psi 0

    Administration ( Starship ) 3 (4)Athletics (Running) 3 (4)

    ( Riding ) (4)Charm ( Seduction ) 2 (5)Command ( Starship ) 5 (6)Computer ( Research ) 1 (2)Culture ( Human ) 2 (3)

    Diplomacy ( Fed Frontier ) 3 (4)Dodge 2Energy Weapons ( Phaser ) 1 (3)

    ( P. Rifle ) (3)Fast Talk 2Gaming ( 3 D Chess ) 1 (4)History ( Human ) 1 (2)

    ( Federation ) (2)Intimidation ( Bluster ) 1 (4)Language Fed. Standard 3

    Law ( Starfleet Reg. ) 5 (6)Personal Eq. ( Communicator ) 1 (3)Physical Science ( Math ) 1 (2)Planetary Survival ( Arctic ) 1 (2)Ship. Systems ( Tactical ) 1 (2)

    ( Command ) (2)Starship Tactics ( Fed ) 4 (6)

    ( Klingon ) (5)Unarmed Combat ( SMA ) 2 (3)

    ( Boxing ) (4)Vehicle Ops ( Shuttlecraft ) 1 (2)Vulcan Mind Shield 1W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Commendation ( several ) +3Bold +1 Promotion +10Dep. Head +4Famous Incident ( several ) +3Sexy +2

    Disadvantages:Disadvantages:Code of Honor 3: DefenderPacifism -1: Cannot KillIntolerant 2: KlingonsObsession -1: Attraction to

    womenSpecies Enemy -5: Klingon

    C.P.: 8C.P.: 8

  • 8/12/2019 Movie Sourcebook

    41/57

    once more unto the breach 41

    Renown:Renown: 8686Aggression +10, Discipline +20,Initiative +16, Openness +20, Skill20.

    Captain SpockCaptain Spock

    Captain Spock, son of the well-known Ambassador Sarek, was thefirst Vulcan becoming a member ofStarfleet.

    Spock is only a half-Vulcan, as hismother, Amanda Grayson, was ahuman teacher.

    Spock served already longer onEnterprisethan its last Captain, JamesKirk, as he already accompaniedCaptain Christopher Pike on his five-

    year mission.Captain Spock

    is an ideal of aVulcan andeven tried topass theKolinahr ritual,although failedto do so.Additionally hewas the onlyVulcan to bebrought back to

    live by Vulcan rituals since ages. Hisskills have a wide range, he is adiplomat, scientist and commanderand excelling at all this jobs.

    He behaves absolutely logicallyand finds remarks that he is humaninsulting.

    Fitness 3Strength +1

    Coordination 3Intellect 5

    Logic +2Presence 2

    Willpower +1Psi 1

    Focus -1

    Administration ( Starship ) 2 (3)

    Artistic Expression ( V. Harp ) 1 (3)Athletics (Jumping) 2 (3)Command ( Starship ) 4 (5)Computer ( Research ) 2 (4)Culture ( Vulcan ) 2 (4)Diplomacy ( Intergalactic A. ) 3 (4)Dodge 1Energy Weapons ( Phaser ) 1 (2)Gaming ( 3 D Chess ) 1 (4)History ( Vulcan ) 2 (3)

    ( Federation ) (3)Language Fed. Standard 3

    Vulcan 3Law ( Starfleet Reg. ) 4 (5)Life Science ( Biology ) 2 (3)Mind Meld 4Personal Eq. ( Tricorder ) 2 (5)Physical Science ( Math ) 4 (5)Planetary Science ( Geology ) 1 (2)Planetary Survival ( Desert ) 2 (3)Prop. Engineering (Warp Drive) 2 (3)Rha-Tel 2Shan-Tip 2Ship. Systems ( Sensors ) 3 (5)

    ( Command ) (4)( Library Computer ) (4)

    Space Science ( Astrophysics ) 3 (4)Starship Tactics ( Fed ) 3 (5)

    ( Klingon ) (4)Systems Engineering (Computer) 2 (3)U. Combat (V. Nerve Pinch) 2 (5)Vehicle Ops ( Shuttlecraft ) 1 (2)Vulcan Mind Shield 3W. Knowledge ( Vulcan ) 1 (2)

    Advantages:Advantages:Commendation ( several ) +3Curious +1Dep. Head +4Famous Incident ( several ) +3Mixed Species Heritage +6

  • 8/12/2019 Movie Sourcebook

    42/57

    once more unto the breach 42

    Multitasking +2Promotion +10

    Toughness +1

    Disadvantages:Disadvantages:

    Arrogant -1Code of Honor 4: StarfleetCode of Honor 3: VulcanHides Emotions -2

    C.P.: 5C.P.: 5

    Renown: 75Renown: 75Aggression -6, Discipline +25,Initiative +4, Openness +12, Skill

    28.

    Captain ScottCaptain Scott

    Captain Montgomery Scott, calledScotty by his friends and miracleworker as well, was the Chief ofEngineering on the originalEnterprise, the Excelsior and theEnterprise-A. He is probably one ofthe best engineers ever to serve in

    Starfleet andmany of hismethods arestill taughton theAcademy.

    He is apassionate

    person and areal Scotsman, remembering hisheritage strongly.

    Fitness 3Coordination 3Intellect 4Presence 3

    Willpower +1Psi 0

    Administration ( Starship ) 2 (3)Athletics (Climbing) 2 (4)Artistic Expression ( Bagpipes ) 1 (3)Command ( Starship ) 4 (5)Computer ( Modelling ) 2 (4)

    Culture ( Human ) 2 (3)Dodge 1Energy Weapons ( Phaser ) 1 (3)History ( Human ) 1 (2)

    ( Federation ) (2)Language Fed. Standard 2Law ( Starfleet Reg. ) 4 (5)Material Engineering ( P. Equ. ) 3 (4)Personal Eq. ( Tricorder ) 1 (3)

    ( Communicator ) (3)

    Physical Science ( Math ) 3 (4)Planetary Survival ( Mountain ) 1 (2)Prop. Engineering (Warp Drive) 3 (6)Ship. Systems ( Transporters ) 3 (5)

    ( Sensors ) (4)Starship Tactics ( Federation ) 1 (2)Systems Engineering ( Tactical ) 4 (5)

    (Transporter) (5)Theoretical Eng. ( Warp Theory ) 3Unarmed Combat ( Boxing ) 1 (3)Vehicle Ops ( Shuttlecraft ) 1 (2)

    ( Work Bee ) (2)Vulcan Mind Shield 1W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Commendation ( several ) +3Engineering Aptitude +3Famous Incident ( several ) +3Innovative +1Mathematical Ability +3

    Disadvantages:Disadvantages:Code of Honor -2: Make as fast as

    possible repairsImpulsive -1Intolerant 2: KlingonsObsession 1: Repairs

    C.P.: 5C.P.: 5

  • 8/12/2019 Movie Sourcebook

    43/57

    once more unto the breach 43

    Renown:Renown: 7272Aggression +8, Discipline +10,Initiative +12, Openness +18, Skill28.

    Commander McCoyCommander McCoy

    Leonard McCoy, or Bones as hisfriends call him, was the ChiefMedical Officer of the originalEnterprise. He retired from Starfleetafter the first five-year mission andserved as physician privately.

    Admiral Kirkreactivated himduring theapproach ofVGer and heserved anotherfive-year missionon the refitEnterprise. Hetook the lead ofsickbay on the

    Enterprise-A as well and is one ofStarfleets best medics ever.

    Dr. McCoy not only created curesfor several already known illnessesbut also regularly is faced with newchallenges he as regularlyovercomes.

    He has a sarcastic nature and lovesto provoke his old friend Spock.

    Fitness 2Coordination 2Intellect 4Presence 3

    Willpower +1Psi 0

    Administration ( Starship ) 1 (3)Athletics (Rowing) 2 (4)Artistic Expression ( Singing ) 1 (2)Command ( Starship ) 1 (2)

    Computer ( Research ) 1 (3)Culture ( Human ) 2 (3)Dodge 1Energy Weapons ( Phaser ) 1 (2)1. Aid (Wound/Combat Trauma) 2 (3)

    History ( Human ) 1 (2)( Federation ) (2)

    Language Fed. Standard 3Law ( Starfleet Reg. ) 3 (4)Life Science ( Biology ) 3 (4)Medical Science ( Surgery ) 4 (5)

    ( General ) (5)Personal Eq. ( Med. Tricorder ) 2 (4)Physical Science ( Math ) 1 (2)Planetary Survival ( Mountain ) 1 (2)

    Ship. Systems (Medical Systems) 2 (5)Social Science ( Anthropology ) 2 (3)Systems Eng. (Medical Systems) 1 (3)Vehicle Ops ( Shuttlecraft ) 1 (2)Vulcan Mind Shield 1W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Commendation ( several ) +3Department Head +4Famous Incident ( several ) +3Innovative +1Promotion +8Shrewd +1

    Disadvantages:Disadvantages:Code of Honor -2: Hippocratic

    OathObsession 1: Sarcasm

    C.P.: 6C.P.: 6

    Renown:Renown: 5656Aggression +4, Discipline +8,Initiative +14, Openness +10, Skill18.

  • 8/12/2019 Movie Sourcebook

    44/57

    once more unto the breach 44

    Commander ChekovCommander Chekov

    Commander Pavel AndreievichChekov belongs to the crew ofCaptain Kirk since the originalEnterprise. He was thenavigator on the shipbefore becoming acrewmember of the USSReliant.

    After the destruction ofthe ship he again joinedthe crew of the refitEnterprise and becamethe navigator of theEnterprise-Aas well.

    He is a capable officer and alsowas member of the Academy staff onEarth responsible for the simulationmissions. He is loyal to the crew andship. Due to his Russian origin, hespeaks with a slight accent and oftentries to comment on a situation bycomparing it to an old Russian tale.

    Fitness 3Coordination 3Intellect 3

    Perception +1Presence 2

    Willpower +1Psi 0

    Administration ( Starship ) 3 (4)Athletics (Jumping) 2 (4)Artistic Expression ( Singing ) 1 (2)Command ( Starship ) 3 (4)Computer ( Research ) 1 (2)Culture ( Human ) 2 (3)Dodge 1Energy Weapons ( Phaser ) 1 (3)1. Aid (Wound/Combat Trauma) 1 (3)History ( Human ) 1 (2)

    ( Federation ) (2)Knowledge: Russian Tales 3Language Fed. Standard 2

    Russian 3

    Law ( Starfleet Reg. ) 3 (4)Personal Eq. ( Tricorder ) 2 (3)Physical Science ( Math ) 2 (4)Planetary Survival ( Jungle ) 1 (2)Ship. Systems (Navigation) 3 (5)

    ( Tactical ) (5)Systems Eng. (Navigation) 2 (3)Sp. Science (Stellar Cart.) 2 (3)

    ( Astrogation ) (4)Starship Tactics (Federation) 2 (3)Unarmed Combat ( SMA ) 1 (2)Vehicle Ops ( Shuttlecraft ) 2 (4)W. Knowledge ( Earth ) 2 (4)

    Advantages:Advantages:

    Commendation ( several ) +3Department Head +4

    Famous Incident ( several ) +3Promotion +8

    Disadvantages:Disadvantages:Code of Honor -4: StarfleetObsession 1: comment with

    Russian tale

    C.P.: 5C.P.: 5

    Renown:Renown: 5050Aggression +2, Discipline +8,Initiative +8, Openness +18, Skill14.

    Captain SuluCaptain Sulu

    Hikaru Sulu, the originalHelmsman onboard the Enterprise isof Japanese originand a great martialartist. He wonseveral fencing

    competitions.Hikaru Sulubelonged to the

  • 8/12/2019 Movie Sourcebook

    45/57

    once more unto the breach 45

    crew of the Enterprise for years andwas the helmsman of the refit andtheEnterprise-A.

    In 2288 Hikaru Sulu became headof the Command School of Starfleet

    Academy and served there well,before getting command of theExcelsior.

    He has a daughter, who alsojoined Starfleet and is a remarkableCaptain. He is an expert on archaicweapons.

    Fitness 3Coordination 4

    Intellect 4Presence 3

    Willpower +1Psi 0

    Administration ( Starship ) 3 (4)Athletics (Running) 3 (4)Command ( Starship ) 4 (5)Computer ( Research ) 1 (2)Culture ( Human ) 2 (3)Dodge 1Energy Weapons ( Phaser ) 1 (3)History ( Human ) 1 (2)

    ( Federation ) (2)Knowledge Archaic Weapons 3Language Fed. Standard 3Law ( Starfleet Reg. ) 4 (5)Life Science ( Biology ) 3 (4)Personal Eq. ( Tricorder ) 1 (3)Physical Science ( Math ) 3 (4)Planetary Survival ( Urban ) 1 (2)Primitive Weaponry ( Fencing ) 2 (4)Prop. Engineering (Warp Drive) 1 (2)Ship. Systems ( Helm ) 3 (5)

    ( Tactical ) (5)Social Science ( Archaeology ) 1 (3)Starship Tactics ( Federation ) 3 (5)

    ( Klingon ) (5)Space Science ( Astrophysics ) 2 (3)

    (Stellar Cartography) (3)( Astrogation ) (5)

    Systems Engineering ( Helm ) 1 (2)

    Unarmed Combat ( SMA ) 2 (3)(Karate) (4)

    Vehicle Ops ( Shuttlecraft ) 2 (5)W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Bold +1Commendation ( several ) +3Department Head +4Famous Incident ( several ) +3Mathematical Ability +3Promotion +10

    Disadvantages:Disadvantages:Code of Honor -4: Starfleet

    Code of Honor 2: HonestyDependant 2: DaughterIntolerant 1: People who call

    him Tiny

    C.P.: 6C.P.: 6

    Renown:Renown: 7070Aggression +5, Discipline +12,Initiative +10, Openness +15, Skill18.

    Commander UhuraCommander Uhura

    Uhura, a woman ofafro-american descend,is the shipsCommunications Officersince its first voyageunder the command ofCaptain Kirk.

    She is a sympatheticwoman, who cares for

    others and tries to help, whensomebody needs assistance or advicein personal matters.

    She is also a great singer anddancer. Her career on the Enterprisewas shortly interrupted when she wastransferred to Spacedock in Earth

  • 8/12/2019 Movie Sourcebook

    46/57

    once more unto the breach 46

    orbit, but she returned to theEnterprise-A, as soon as she wascommissioned.

    Fitness 2

    Coordination 2Intellect 4Presence 3

    Willpower +1Empathy +2

    Psi 0

    Artistic Expression ( Singing ) 3 (4)( Dancing ) (4)( Harp ) (4)

    Administration ( Starship ) 1 (2)Athletics (Swimming) 2 (4)Charm ( Influence ) 1 (3)Command ( Starship ) 3 (4)Computer ( Research ) 1 (2)Culture ( Human ) 2 (3)Dodge 1Energy Weapons ( Phaser ) 1 (2)History ( Human ) 1 (2)

    ( Federation ) (2)Language Fed. Standard 3

    Klingon 1Law ( Starfleet Reg. ) 3 (4)Personal Eq. ( Communicator ) 1 (4)Physical Science ( Math ) 1 (2)Planetary Survival ( Ocean ) 1 (2)Ship. Systems (Communication) 2 (5)Social Science ( Anthropology ) 2 (3)Systems Engineering (Com) 2 (4)Unarmed Combat ( SMA ) 1 (2)Vehicle Ops ( Shuttlecraft ) 2 (3)W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Commendation ( several ) +3Famous Incident ( several ) +3Language Ability +2Promotion +8Sexy +2

    Disadvantages:Disadvantages:Pacifism 3: Self-Defence

    Phobia 2: Loose a crewmember

    C.P.: 6C.P.: 6

    Renown:Renown: 4848

    Aggression 0, Discipline +8,Initiative +8, Openness +22, Skill10.

    Captain DeckerCaptain Decker

    Willard Decker is the son of thefamous Commodore Matt Decker,who was killed when the PlanetKiller destroyed his ship the USSConstellation.

    In spite of his fathers death,Willard Decker

    joined Starfleet andwanted to explorespace. He excelledat the Academy andalso in his latercareer.

    One of his firstposts was on DeltaIV, where he met theDeltan Ilia and fell in

    love with her.In 2270 he took Command of the

    USS Enterprise by Captain Kirk order,who had choose him because of hisskills Lt. Ilia became his navigator.

    One year later, he stepped downto make room for Captain Kirk andbecame XO of the ship during theVGer-Incident. He later sacrificedhimself and joined with VGer.

    Fitness 3Coordination 3Intellect 4Presence 3

    Willpower +1

  • 8/12/2019 Movie Sourcebook

    47/57

    once more unto the breach 47

    Psi 0

    Administration ( Starship ) 3 (4)Athletics (Soccer) 3 (4)

    Command ( Starship ) 4 (5)Computer ( Research ) 2 (3)Culture ( Human ) 2 (4)

    ( Deltan ) (3)Diplomacy ( Fed. Frontier ) 2 (4)Dodge 1Energy Weapons ( Phaser ) 1 (2)History ( Human ) 1 (2)

    ( Federation ) (2)Language Fed. Standard 3

    Deltan 1Law ( Starfleet Reg. ) 4 (5)Mat. Engineering ( Spaceframe ) 2 (3)Personal Eq. ( Vacuum Suit ) 1 (3)Physical Science ( Math ) 2 (3)Planetary Survival ( Forest ) 1 (2)Ship. Systems ( Command ) 2 (4)Starship Tactics ( Federation ) 3 (4)Space Science ( Astrogation ) 1 (3)Vehicle Ops ( Shuttlecraft ) 2 (3)W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Bold +1Commendation ( M. of Honor ) +2Innovative +1Promotion +10

    Disadvantages:Disadvantages:Pacifism 1: Cannot KillRomantic Attachment -2: Lt. Ilia

    C.P.: 5C.P.: 5

    Renown:Renown: 6868Aggression -2, Discipline +16,Initiative +8, Openness +18, Skill25.

    Ensign SuluEnsign Sulu

    Demora Sulu is the daughter of thefamous Captain Sulu. Her mothergave no note to Hikaru that she waspregnant and thus he learned of herexistence late after birth, when shewas a teenager. Her mother had diedand so Captain Sulu adopted her.

    Although theyhad difficulties tocope with eachother, due toHikarus longabsence when hewas on amission, theymanaged to getalong.

    Demora joinedStarfleet as well, when sheunderstood the lessons her fathertaught her and finally became thehelmsman of the USS Enterprise-B.Captain Kirk said, that it would notbe the Enterprise without a Sulu atthe helm.

    Fitness 3Coordination 3Intellect 3Presence 2

    Willpower +1Psi 0

    Artistic Expression ( Drawing ) 1 (3)Administration ( Starship ) 1 (2)Athletics (Running) 3 (4)Computer ( Hacking ) 1 (2)Culture ( Human ) 2 (3)Dodge 1Energy Weapons ( Phaser ) 1 (2)History ( Human ) 1 (2)

    ( Federation ) (2)Language Fed. Standard 3Law ( Starfleet Reg. ) 2 (3)Personal Eq. ( Tricorder ) 1 (3)

  • 8/12/2019 Movie Sourcebook

    48/57

    once more unto the breach 48

    Physical Science ( Math ) 2 (4)Planetary Survival ( Urban ) 1 (2)Primitive Weaponry ( Fencing ) 1 (2)Prop. Engineering (Warp Drive) 1 (3)Ship. Systems ( Helm ) 2 (4)

    ( Sensors ) (3)Space Science ( Astrogation ) 2 (4)Systems Engineering ( Helm) 1 (2)Unarmed Combat ( SMA ) 1 (2)Vehicle Ops ( Shuttlecraft ) 2 (4)W. Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Curious +1Strong Will +1

    DDisadvantages:isadvantages:Code of Honor 2: HonestyImpulsive -1

    C.P.: 4C.P.: 4

    Renown:Renown: 2Aggression +1, Discipline 0,Initiative 0, Openness +0, Skill 1.

    Lt. SaavikLt. Saavik

    Saavik became member of Starfleetin 2281 and leftthe Academy fouryears later. Spockwas her mentorand she servedaboard Enterprisewhen sheencountered KahnSingh and was a

    crewmember of the USS Grissombefore she was destroyed in Orbit ofGenesis.

    Saavik helped to rescue Spock andleft Starfleet a year later to stay onVulcan.

    Fitness 2Strength +1

    Coordination 3Intellect 4

    Logic +1

    Presence 2Psi 1

    Focus -1

    Administration ( Starship ) 2 (3)Athletics (Running) 1 (3)Command ( Starship ) 3 (4)Computer ( Modeling ) 1 (3)Culture ( Vulcan ) 2 (3)Dodge 1

    Energy Weapons ( Phaser ) 1 (2)History ( Vulcan ) 2 (3)

    ( Federation ) (3)Language Fed. Standard 2

    Vulcan 2Law ( Starfleet Reg. ) 2 (3)Life Science ( Biology ) 2 (3)Mind Meld 2Personal Eq. ( Tricorder ) 1 (4)Physical Science ( Math ) 2 (4)Planetary Science ( Geology ) 1 (2)Planetary Survival ( Artic ) 1 (2)Ship. Systems ( Sensors ) 1 (3)

    ( Command ) (2)Starship Tactics ( Fed ) 2 (3)U. Combat (V. Nerve Pinch) 2 (3)Vehicle Ops ( Shuttlecraft ) 1 (2)W. Knowledge ( Vulcan ) 1 (2)

    Advantages:Advantages:Curious +1Dep. Head +4Eidetic Memory +3Promotion +4

    Disadvantages:Disadvantages:Code of Honor 4: StarfleetCode of Honor 3: VulcanHides Emotions -2

    C.P.: 3C