Site hosted by Angelfire.com: Build your free website today!

Star Trek For GURPS

Chapter 1 Characters

Welcome to Richard Steele's adoptions of Star Trek for Steve Jackson's GURPS. Currently I have only the Character portion of this done I will at later have Equipment, Star Ships and other section done. Star Trek is Tech level 11 under the third edition of GURPS. This covers from Star Trek the Original series to present as most of the technology has not really changes too much. The Holodeck and replicate are possibly tech level 12. At this time I do not have GURPS Space or GURPS High Tech so I have no gauge for my conversion.

For a Star Trek Campaign the standard level of points is fairly weak. Resetting the starting points to the following levels should allow for more diverse levels of play. Jobs in Star Trek especially in military organizations involve many prerequisites. Also jobs should be role played around instead of having roles for monthly job keeping. Also being an alien also cost something and in some cases a lot.

100 points
This point level is for just out of academy characters. They are in general fairly weak, very weak if they are aliens especially Vulcans and Betaziods and should never be allowed to wear red shirts.
150 points
These characters are ensigns and lieutenant junior grade. They serve as the general rank and file aboard Star ships there will be many of these aboard ship. They are still fairly weak.
200 points
The recommended level for Star Trek because the characters are at the level of senior staff on star ships. One can easily run a campaign aboard ship with these characters.
250 points
Command level characters can easily be heads of departments, second and first officers, captains on smaller ships. Please note that some of the sample characters are from the various series and have point levels based on what they know not what they were set at.

The disadvantages should be left at 40 points however the disadvantages of races should be excluded from this.

Character types

Star Fleet officer

"I am a Starfleet officer, a paragon of virtue."-Captain Benjamin Sisko, Star Trek: Deep Space 9

Starfleet Officer (23 pts)
Starfleet officers are the best and brightest that the Federation has to offer. No Starfleet officer graduates with any ability less than 9. This is due to the comprehensive curriculum that the Starfleet Academy presents its attendees. Students are required to learn not only the basic tools of space exploration and strategic defense, but also the language, history, and culture of the Federation and non-Federation worlds. This makes them very versatile and able to cope better with alien races they might encounter in their travels. The average Starfleet officer learns the following core skills and specializes in another field.

Patron: Starfleet (25 pts)
Rank Level 3 (Ensign) (free)
Duty: Starfleet (-15 pts)
Brawling: DX or Karate or Judo: DX-2 (1 pt)
Beam Weapons (Lasers): DX (1 pt)
Free Fall: DX (2 pts)
Vacc Suit: IQ (2 pts)
1 Science skill (at least a hard skill): IQ (4 pts)
1 Language (at least an average language): IQ (2 pts)
Area Knowledge (Federation): IQ (1 pts)

Ranks
Starfleet operates on the chain of command principle. Rank is an important indicator of which jobs an officer will be eligible for. Characters are assumed to be Starfleet officers and receive 3 levels of Rank advantage at no cost.

Level 3: Ensign and Lieutenant, J.G. (free)
Level 4: Lieutenant and Lieutenant Commander (5 pts)
Level 5: Commander (10 pts)
Level 6: Captain (15 pts)
Level 7: Commodore (20 pts, NPCs only)
Level 8: Admiral (25 pts, NPCs only)

skills off th officer are by sub typewhich have there own point values:
Flight Controller (Conn) (22 pts)
The flight controller or conn is the pilot and navigator of ships large and small. They are versed in the operation of starships and shuttlecraft as well as specializing in a non-standard pilot skill. They are also responsible for navigating the ship through the vast reaches of space. Many conn officers eventually go to command school and become captains and executive officers of starships.

Astrogation: IQ+1 (4 pts)
Pilot (Starship): DX+1 (4 pts)
Pilot (Shuttlecraft): DX+1 (4 pts)
Strategy (Space) IQ (4 pts)
Any Pilot (Average): DX (2 pts)

Operations Manager (Ops) (12 pts)
The Operations Manager position or Ops is in charge of allocating a starship's resources. They can also be depended on to act as a backup of any bridge position in case of emergencies. Finally, they are typically in charge of ship's communications.

Research: IQ+1 (4 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Electronics Operation (Communications): IQ+1 (4 pts)

Note: The operations manger should be versed in some of the other stations skills as they are required to take places on the bridge in emergency

Science Officer (38 pts)
"Fascinating."-Commander Spock, Star Trek: The Original Series
Science officers are at the forefront of the new, more science oriented Starfleet. They specialize in many (and usually varied) sciences to cope with the strange new worlds they might encounter. They are also experienced with the powerful sensors that starships carry and the computers that control that information.

2 Science Majors: 8 pts per (16 pts)
3 Science Minors: 4 points per (12 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Computer Programming: IQ (4 pts)
Research: IQ (2 pts)

Note: The science skills are assumed to be at Mental/Hard level. The point levels should be changed of Very Hard or Average Science skills are taken.

Medical Officer (48 pts)
"I'm a doctor, not an escalator."-Dr. Leonard McCoy, "Friday's Child"
Starfleet medical officers are some of the best trained doctors in known space. They are trained not only in the traditional physician and surgery skills but also in treating and dealing with new life forms that their missions take them to.

Physician: IQ+4 (12 pts)
Surgery: IQ+2 (16 pts)
Physiology: IQ (8 pts)
Psychology: IQ (4 pts)
1 Life Science: IQ (4 pts)
1 Xenobiology: IQ (4 pts)

Note: To be a doctor, a player must have Physician-14 and Surgery-12. A surgeon is a doctor with a Surgery skill of at least 16.

Security Officer (18 pts)
"Intruder alert!"-Lt. Worf, Star Trek: The Next Generation
Starfleet places responsibility of a ship's tactical defense as well as its internal defense in the hands of the members of the Security branch. These beings are given extra training in various forms of combat, on both personal and Starship scales. They are also responsible for the upkeep and repair of these weapons.

legal Enforcement Powers (10 pts)
Beam Weapons (Laser): DX+2 (+3 pts)
Brawling: DX+2 or Judo or Karate: DX (+3 pts)
Electronics Operation (Starship Weapons): IQ (2 pts)
Electronics Operation (Force Shields): IQ (2 pts)
Gunner (Starship Weapons): DX+1 (4 pts)
Armoury (Beam Weapons): IQ (2 pts)
Electronics Operation (Security Systems): IQ (2 pts)
And two other weapons skills at Level 10

Engineering Officer (28 pts)
"Scotty, do you always multiply your repair estimates by four?"-Admiral James Kirk
"Aye, sir. How else do you expect me to keep my reputation as a miracle worker?"-Commander Montgomery Scott, Star Trek III: The Search for Spock
Engineering officers are usually the biggest component of the crew of a starship. They are required to maintain the ships of Starfleet operating in top efficiency in hostile areas of space.

Engineering (Warp Drive): IQ+1 (6pts)
Mechanic (Warp Drive): IQ (2 pts)
Armoury (Starship Armor): IQ (2 pts)
Any 4 Engineering or Electronics: 4 pts per (16 pts)
any 2 mechanical 4 pts per (8 pts)

Command Officers (Captain and First Officers) (22 pts)
"Fire."-Captain James Kirk, Star Trek: The Original Series
"Make it so."-Captain Jean-Luc Picard, Star Trek: The Next Generation
"Engage."-Captain Benjamin Sisko, Star Trek: Deep Space 9
"Do it."-Captain Katheryn Janeway, Star Trek: Voyager
These beings are in charge of the ships of Starfleet. They are trained not only in keeping their ship's organizational structure functioning as they explore space, they are also trained in the exquisite diplomacies of first contact.

Administration: IQ (2 pts)
Diplomacy: IQ (4 pts)
Leadership: IQ (2 pts)
Strategy (Space): IQ+2 (8 pts)
Tactics: IQ+1 (6 pts)
.

Starfleet Salary
"Don't tell me, you don't use money in the 23rd century."-Dr. Gillian Taylor
"Well, we don't."-Admiral James Kirk, Star Trek IV: The Voyage Home
Although the Federation is technically a cashless society in the wilder areas and for rare items, credits are required. Just like modern armed forces Starfleet officers are paid based on rank and expertise: $(80 x best branch skill) + (200 x rank) per month.

Klingon Defense Force

"This ship contains our finest warriors and best weapons. Although we are on a peaceful mission we are ready to go into battle at a moments notice." -Captain Kargan, "A Matter of Honor"

KDF Officer (9 pts)
"Our future is honor, our present is serving this ship."-Lt. Klag, "A Matter of Honor"
Patron: Klingon Defense Force (20 pts)
Duty: Klingon Empire (-20 pts)
Beam Weapons (Blaster): DX+2 (4 pts)
Knife: DX or Broadsword, Axe/Mace, Two-handed Axe/Mace, or Two Handed Sword: DX-1 or Bat'telh: DX-2 (1 pts)
Brawling: DX+1 or Karate or Judo: DX-1 (2 pts)
Armoury (Beam Weapons): IQ-1 (1 pt)
Tactics: IQ-2 (1 pt)
Area Knowledge (Klingon Empire): IQ (0 pts)
Rank Level 3 (Ensign) (free)

Ranks
"I am Commander Kurn, Klingon Defense Force."-Commander Kurn, "Sins of the Father"
Level 3: Ensign and Lieutenant, J.G. (free)
Level 4: Lieutenant and Lieutenant Commander (5 pts)
Level 5: Commander (10 pts)
Level 6: Captain (15 pts)
Level 7: Admeral (20 pts, NPCs only)
Duty Branches

Helm/Nav Officer (16 pts)
Astrogation: IQ+1 (4 pts)
Pilot (Starship): DX+1 (4 pts)
Pilot (Shuttlecraft): DX+1 (4 pts)
Strategy (Space) IQ (4 pts)

Science Officer (30 pts)
"Science officer analyze."-Commander William Riker, "A Matter of Honor"
2 Science Majors: 8 pts per (16 pts)
2 Science Minors: 4 points per (8 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Research: IQ (2 pts)

Medical Officer (35 pts)
"The Klingon doctors said there's nothing to do for him and we should let him die."-Dr. Beverly Crusher, "Ethics"
Physician: IQ+3 (10 pts)
Surgery: IQ+1 (12 pts)
Physiology: IQ (8 pts)
Psychology: IQ-2 (1 pts)
1 Life Sciences: IQ (4 pts)

Note: To be a Klingon doctor, a player must have Physician-13 and Surgery-10. A Klingon surgeon is a doctor with a Surgery skill of at least 14.

Engineering Officer (24 pts)
Engineering (Warp Drive): IQ+1 (6pts)
Mechanic (Warp Drive): IQ (2 pts)
Armoury (Starship Armor): IQ (2 pts)
Any 3 Engineering or Electronics: 4 pts per (12 pts)
Any 2 Mechanical 4 pts per (8 pts)

Tactical Officer (14 pts)
Electronics Operation (Starship Weapons): IQ (2 pts)
Electronics Operation (Force Shields): IQ (2 pts)
Electronics Operation (Sensors): IQ (2 pts)
Gunner (Starship Weapons): DX+1 (4 pts)
Strategy (Space): IQ (4 pts)

Security Officer (26 pts)

Legal Enforcement powers (10 pts)
Beam Weapons (Blaster): DX+3 (+4 pts)
Brawling: DX+2 or Judo or Karate: DX (+2 pts)
Armoury (Beam Weapons): IQ+1 (+3 pts)
Electronics Operation (Security Systems): IQ (2 pts)
Any two other weapon skills: 4 pts per (8 pts)
Interrogation: IQ (2 pts)
Tactical: IQ+1 (+3 pts)
Survival (Any): IQ (2 pts)

Intelligence Officer (27 pts)
Beam Weapon (Blaster): DX+3 (+4 pts)
Electronics Operation (Security Systems): IQ (2 pts)
Interrogation: IQ+1 (4 pts)
Area Knowledge (Any): IQ (1 pt)
Intelligence Analysis: IQ (4 pts)
Cryptanalysis: IQ (4 pts)
Two thief/spy skills at 4 pts per (8 pts)

Command Officers (Captains, First and Second Officers, etc.) (22 pts)
"If a captain becomes weak or unable to perform his duties he will be assisted into 'honorable retirement' by his first officer. Your second officer will assassinate you for the same reasons."-Lt. Worf
"It is different"-Commander William Riker
"Many things will be different..."-Lt. Worf, "A Matter of Honor"
Interrogation: IQ+1 (4 pts)
Leadership: IQ (2 pts)
Strategy (Space): IQ+2 (8 pts)
Tactics: IQ+1 (6 pts)
Administration: IQ (2 pts)

KDF Salary: (75 x best branch skill) + (180 x rank)


Ferengi Armed Forces Officer (15 pts)

The Ferengi are out to make profit. Even in Millitary. Ferengi in this area should buy off the cowerdness disadvantage

Patron: Ferengi Allance (25 pts)
Rank Level 3 (Ensign) (free)
Duty: FerengiAllance (-15 pts)
Beam Weapons (Lasers): DX (1 pt)
Free Fall: DX (2 pts)
Vacc Suit: IQ (2 pts)
1 Language (at least an average language): IQ (2 pts)

Flight Controller (Conn) (22 pts)
The flight controller or conn is the pilot and navigator of ships large and small. They are versed in the operation of starships and shuttlecraft as well as specializing in a non-standard pilot skill. They are also responsible for navigating the ship through the vast reaches of space. Many conn officers eventually go to command school and become captains and executive officers of starships.

Astrogation: IQ+1 (4 pts)
Pilot (Starship): DX+1 (4 pts)
Pilot (Shuttlecraft): DX+1 (4 pts)
Strategy (Space) IQ (4 pts)
Any Pilot (Average): DX (2 pts)

Operations Manager (Ops) (12 pts)
The Operations Manager position or Ops is in charge of allocating a starship's resources. They can also be depended on to act as a backup of any bridge position in case of emergencies. Finally, they are typically in charge of ship's communications.

Research: IQ+1 (4 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Electronics Operation (Communications): IQ+1 (4 pts)

Note: The operations manger should be versed in some of the other stations skills as they are required to take places on the bridge in emeragcy

Science Officer (38 pts)
They specialize in many (and usually varied) sciences to cope with the strange new worlds they might encounter. They are also experienced with the powerful sensors that starships carry and the computers that control that information.

2 Science Majors: 8 pts per (16 pts)
3 Science Minors: 4 points per (12 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Computer Programming: IQ (4 pts)
Research: IQ (2 pts)

Note: The science skills are assumed to be at Mental/Hard level. The point levels should be changed of Very Hard or Average Science skills are taken.

Medical Officer (48 pts)
Starfleet medical officers are some of the best trained doctors in known space. They are trained not only in the traditional physician and surgery skills but also in treating and dealing with new life forms that their missions take them to.

Physician: IQ+4 (12 pts)
Surgery: IQ+2 (16 pts)
Physiology: IQ (8 pts)
Psychology: IQ (4 pts)
1 Life Science: IQ (4 pts)
1 Xenobiology: IQ (4 pts)

Note: To be a doctor, a player must have Physician-14 and Surgery-12. A surgeon is a doctor with a Surgery skill of at least 16.

Security Officer (28 pts)
Starfleet places responsibility of a ship's tactical defense as well as its internal defense in the hands of the members of the Security branch. These beings are given extra training in various forms of combat, on both personal and starship scales. They are also responsible for the upkeep and repair of these weapons.

Legal Enforcement Powers (10 pts)
Beam Weapons (Laser): DX+2 (+3 pts)
Brawling: DX+2 or Judo or Karate: DX (+3 pts)
Electronics Operation (Starship Weapons): IQ (2 pts)
Electronics Operation (Force Shields): IQ (2 pts)
Gunner (Starship Weapons): DX+1 (4 pts)
Armoury (Beam Weapons): IQ (2 pts)
Electronics Operation (Security Systems): IQ (2 pts)
And two other weapons skills at Level 10

Engineering Officer (28 pts)
Engineering officers are usually the biggest component of the crew of a starship. They are required to maintain the ships of Starfleet operating in top efficiency in hostile areas of space.

Engineering (Warp Drive): IQ+1 (6pts)
Mechanic (Warp Drive): IQ (2 pts)
Armoury (Starship Armor): IQ (2 pts)
Any 4 Engineering or Electronics: 4 pts per (16 pts)
any 2 mechanical 4 pts per (8 pts)

Command Officers (Captain and First Officers) (22 pts)
These beings are in charge of the ships of Ferengi Allance. They are trained not only in keeping their ship's organizational structure functioning as they explore space, they are also trained in the exquisite diplomacies of first contact.

Merchent: IQ +2 (6 pts)
Administration: IQ (2 pts)
Diplomacy: IQ (4 pts)
Leadership: IQ (2 pts)
Strategy (Space): IQ+2 (8 pts)
Tactics: IQ+1 (6 pts)


Ferengi Commerce Authority Agent (62 pts)

Status level 2 (10 pts)
reputation +2 fear from Ferengi all the time (5 pts)
Duty to Ferengi Commerce Authority. (15 pts)
Legal Enforcement Powers (10 pts)
Acting: IQ +2 (6 pts)
Detect Lies: IQ +2 (8 pts)
Fast Talk: IQ +4 (12 pts)
Interrogation. IQ +2 (6 pts)

Romulan Armed Forces


Patron: Romulan Star Empire (25 pts)
Rank Level 3 (Ensign) (free)
Duty: FerengiAllance (-15 pts)
Beam Weapons (Lasers): DX (1 pt)
Free Fall: DX (2 pts)
Vacc Suit: IQ (2 pts)
1 Language (at least an average language): IQ (2 pts)

Flight Controller (Conn) (22 pts)
The flight controller or conn is the pilot and navigator of ships large and small. They are versed in the operation of starships and shuttlecraft as well as specializing in a non-standard pilot skill. They are also responsible for navigating the ship through the vast reaches of space. Many conn officers eventually go to command school and become captains and executive officers of starships.

Astrogation: IQ+1 (4 pts)
Pilot (Starship): DX+1 (4 pts)
Pilot (Shuttlecraft): DX+1 (4 pts)
Strategy (Space) IQ (4 pts)
Any Pilot (Average): DX (2 pts)

Operations Manager (Ops) (12 pts)
The Operations Manager position or Ops is in charge of allocating a starship's resources. They can also be depended on to act as a backup of any bridge position in case of emergencies. Finally, they are typically in charge of ship's communications.

Research: IQ+1 (4 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Electronics Operation (Communications): IQ+1 (4 pts)

Note: The operations manger should be versed in some of the other stations skills as they are required to take places on the bridge in emeragcy

Science Officer (38 pts)
They specialize in many (and usually varied) sciences to cope with the strange new worlds they might encounter. They are also experienced with the powerful sensors that starships carry and the computers that control that information.

2 Science Majors: 8 pts per (16 pts)
3 Science Minors: 4 points per (12 pts)
Electronics Operation (Sensors): IQ+1 (4 pts)
Computer Programming: IQ (4 pts)
Research: IQ (2 pts)

Note: The science skills are assumed to be at Mental/Hard level. The point levels should be changed of Very Hard or Average Science skills are taken.

Medical Officer (48 pts)
Romulan medical officers are some of the best trained doctors in known space. They are trained not only in the traditional physician and surgery skills but also in treating and dealing with new life forms that their missions take them to.

Physician: IQ+4 (12 pts)
Surgery: IQ+2 (16 pts)
Physiology: IQ (8 pts)
Psychology: IQ (4 pts)
1 Life Science: IQ (4 pts)
1 Xenobiology: IQ (4 pts)

Note: To be a doctor, a player must have Physician-14 and Surgery-12. A surgeon is a doctor with a Surgery skill of at least 16.

Security Officer (18 pts)
Starfleet places responsibility of a ship's tactical defense as well as its internal defense in the hands of the members of the Security branch. These beings are given extra training in various forms of combat, on both personal and starship scales. They are also responsible for the upkeep and repair of these weapons.

Legal Enfocement Powers (10 pts)
Beam Weapons (Laser): DX+2 (+3 pts)
Brawling: DX+2 or Judo or Karate: DX (+3 pts)
Electronics Operation (Starship Weapons): IQ (2 pts)
Electronics Operation (Force Shields): IQ (2 pts)
Gunner (Starship Weapons): DX+1 (4 pts)
Armoury (Beam Weapons): IQ (2 pts)
Electronics Operation (Security Systems): IQ (2 pts)
And two other weapons skills at Level 10

Engineering Officer (28 pts)
Engineering officers are usually the biggest component of the crew of a starship. They are required to maintain the ships of Starfleet operating in top efficiency in hostile areas of space.

Engineering (Warp Drive): IQ+1 (6pts)
Mechanic (Warp Drive): IQ (2 pts)
Armoury (Starship Armor): IQ (2 pts)
Any 4 Engineering or Electronics: 4 pts per (16 pts)
any 2 mechanical 4 pts per (8 pts)

Command Officers (Captain and First Officers) (22 pts)
These beings are in charge of the ships of Romulans. They are trained not only in keeping their ship's organizational structure functioning as they explore space, they are also trained in the exquisite diplomacies of first contact.

Merchent: IQ +2 (6 pts)
Administration: IQ (2 pts)
Diplomacy: IQ (4 pts)
Leadership: IQ (2 pts)
Strategy (Space): IQ+2 (8 pts)
Tactics: IQ+1 (6 pts)

Romulan Tai Shiar (67 pts)

Status level 2 (10 pts)
reputation +2 fear from Romulans all the time (5 pts)
Duty to Tai Shiar. (15 pts)
Legal Enforcrement powers (15 pts)
Acting: IQ +2 (6 pts)
Detect Lies: IQ +2 (8 pts)
Fast Talk: IQ +4 (12 pts)
Interrogation. IQ +2 (6 pts)

Treat all other Groups and forces as the Federation's starfleet with duty and paton changed to the ruling governement.

Star Trek Races

"To seek out new life and new civilizations..."
-from the Starfleet charter

The Advandages, disadvandages and skills given to the races below are my interpation of what the races are like. It is totally subjective. I have filled in abillites for some races so that they have some thing to offer players. The following race packages describe the minimum requirments for the average member of the race. Most species show a wide range of variation just as humans do.

Andorian ( 54 pts)
A passionate violent people, that are members of the Federation.
+3 HT (30 pts)
+1 ST (10 pts)
Acute Hearing 2 (4 pts)
Combat Reflexes (10 pts)
Warrior Code (-10 pts)

Betazoid (48 pts)
Civilization of telepaths from the planet Betazed. Members of the Federation.
Psionics: telepathy Power 10 (50 pts)
Telesend mental/hard IQ level (4 pts)
Teleresieve Meta/hard IQ level (4 pts)
Honesty (-10 pts)

Notes: Betazoids can learn psionic powers only from the telepathy discipline.

Bajorans (-1)
Humanoid race from the Planet Bajor. The Bajoran culture flourished 25, 000 years ago. However the Bajorans have just been given back their planet after the long occupation by the Cardassians. Earth Historians are quick to recognize that the Bajoran occupation is much like how Hitler ruled his empire during the Second World War. Bajorans have their family name given first and then their given name. For example: Ro is the Family name Laren is the given name. So if your talking to Ro Laren then you should call her ms. Ro or Laren if you know her. However, Bajorans do not seem to have any problem with others convincing their names. Deeply Religious people, they have much faith in the Prophets.

Atractive (5 pts)
Intollerace of Cardassians (-5)
Quirk: Strong faith in the Prophets (-1)

Benzites (5 pts)
Humaniod inhabitants of the planet Bezar. Those of the same geostructure look the same to those not of the benzit race.
Mathmatical ability (10pts)
Unattractive (-5 pts)

Bolians ( 10 pts)
Civilization of humaniods native to the planet Bolarus IX and distinguished by light blue skin and a bifurcated ridge down the centre of their face.
+1 DX (10 pts)
Alertness +2 (10 pts)

Cardassian (33 pts)
Humanoid race that has been involved in a bitter, extended conflict with the UFP that has just recently been resolved. The Cardassians annexed Bajor and striped it of it resources. The Bajorans are very resentful of this occupation of their planet and hate Spoonheads as a result. Many Cardassians hate Bajorans and Klingons. Those who hate Bajorans usily are victams of Bajoran attacks during the Cardassian Ocupation. Klingon cause many death during the war with Cardassian end by the allance with the Founders and Dommion.
+1 IQ (10 pts)
DR 1 (10 pts)
Eidetic Memory (30 pts)
Bad Hearing 1 (-1 on all hearing rolls, -2 pts)
Unattractive (-5 pts)
Stubborness (-10)

Deltan (20 points)
"Don't worry commander, I wouldn't take advantage of a sexually immature race."-Lt. Ilia, Star Trek: The Motion Picture
Humaniod species native to planet Delta IV. Deltans exhibit a characteristically bald head other than eyebrows, and are known for the highly developed sexuality
Beautiful Appearance (15 pts)
Empathy (10 pts)
Oath of Celibacy (-5 pts)Only for Deltans on Federationships

Ferengi (-8", -15 lbs.) (0 pts)
"Once you have their money, you never give it back."-Rule of Acquisition #1
A Race of pure Capitalist. Karl Marx's worst nightmare, the Ferengi are motivate to profit.
+1 IQ (10 pts)
Psionic Resistance, 10 levels (20 pts)
Greedy (-15 pts)
Cowardice (-10 pts)
Ferengi code of honor (Rules of Acquisition) (-5 pts)

Founders ( 150 pts)
Ancient civilizations of shap shifters, architects of the Dominion in the Gamma Quadrant. Allied with Cardassan. Must take the Natural liquid form every 18 hours or die.
Shapeshifting (200 pts)
Cna take the form of any physical of any lifeforms or object. Abilitys and hitpoints advandages and such stay the same.
Must resume Liquid form every 18 hours for four hours or die. (-50 pts)

Jem'hadar (pts)
Genetically engineered warriors of the Dominion
+4 ST (45 pts)
+3 DX (30 pts)
+4 HT (45 pts)
Combat reflexes (10 pts)
High Pain Threshold (10 pts)
Toughness (DR 2) (25 pts)
Need Ketrace-White or death within two days (-40 pts)
Duty: Dominion (-15 pts)
Fanaticism: Founders (-15 pts)

Klingon (+6", +30 lbs.) (50 pts)
"Duty, honor, loyalty, these are the ways of the Klingon."-Lt. Worf, "Heart of Glory"
Humanoid Warrior race based on honour and glory. Originally from Qo'nos these proud, tradition bound people have become respected and and feared through out the Alpha and Beta Quadrants.
+3 ST (30 pts)
+3 HT (30 pts)
Combat Reflexes (15 pts)
High Pain Threshold (10 pts)
Toughness (DR 1) (10 pts)
Bad Temper (-10 pts)
Klingon code of honour (Duty, honour, loyalty, strength, agressiveness, accuracy, straightforwardness) (-15 pts)
Duty: Family Line (-5 pts)
Sense of Duty:Klingon Empire (-10 pts)
Impulsive (-10 pts)

Half-Klingon (15 pts)
+2 ST (20 pts)
+1 HT (10 pts)
High Pain Threshold (10 pts)
Toughness (10 pts)
Impulsive (-10 pts)
Bad Temper (-10 pts)
Klingon Code of Honour (-15 pts)

Nausicaans (32 pts)
"Play Doma-jot Hooman" Zon, "Tapasry"
Intelligent humaniode life forms some are known for being bad tempered, quick to violence very tall
+2 ST (20 pts)
+3 HT (30 pts)
High Pain Threshold (10 pts)
Fearless 6 levels (12 pts)
Ugly (-10 pts)
Bad Temper (-10 pts)
Gigantism (-10 pts)

Ocampa (28 pts)
Civilization from the Delta Quadrant. The Ocampa have a life span of nine years.
Psionics: telepathy Power 4 (20 pts)
Telesend mental/hard IQ level (4 pts)
Teleresieve Meta/hard IQ level (4 pts)

Romulan (30 pts)
"Do you understand Captain? We are back."-Romulan Commander, "The Neutral Zone"
+1 ST (10 pts)
+1 HT (10 pts)
Extended Lifespan 2 (10 pts)
Duty: Romulan Star Empire

Talaxian (10 pts)
Humaniod civilization native to talax in the Delta Quadrant
Intuition (15 pts)
Subborness (-5)

Trill (15 pts)
"I've been a man and a woman."-Jadzia Dax, Star Trek: Deep Space 9
Racial Memory (40 pts)
Unaging (15 pts)
Vulnerability to Poison, -2 levels (-10 pts)
Parasite, can survive only in one particular race (-30 pts)

Vulcan (45 pts)
"Nowhere am I more desperatly needed than on a ship full of illogical humans."-Commander Spock, "I, Mudd"
Humanoid race native to the planet Vulcan. they were a violent, passionate people until Surak caused the rejection of emotion for Logic. Vulcan society is based on logic. Showing of emotion are considered rude when from other races and deviant if from Vulcans. When set in a society primarily of another race they will not interfere with their ideas of emotion but will remain logical.
+2 ST (20 pts)
+4 IQ (45 pts)
Absolute Timing (5 pts)
Acute Hearing, 2 levels (4 pts)
Composed (5 pts)
Lightning Calculator (5 pts)
Extended Lifespan 2 (10 pts)
Honesty (-10 pts)
No Sense of Humor (-10 pts)
Telerecieve 2 (Touch only 3 pts, IQ-4 pts) (7 pts)
Vulcan Neck Pinch: DX (H/physical skill) (4 pts)
Code of Logic (must have a reason for doing something, GM may enforce this by asking the player for a logical reason for doing something with the penalty being loss of good roleplaying points) (-10 pts)
Pacifism, self defense (-15 pts)
Truthfulness (-5 pts)
Vegetarian(-5 pts)

Note: Telesend, emotion sense, and mind shield are the only other psionic powers that PC Vulcans may acquire. All PC Vulcan psionic powers must take the touch only limitation.


Advantages, Disadvantages and skills

Advantages

Zeroed is a 30 point advantage because it is a lot harder to be missing from the federation, klingon, romulan,bajor ,cardassian or other data bases.

Disadvantages

Addiction is almost non-exsitent as there are few drugs, and alchol is rarely used. In it place is synahol. Klingons however can still use alcholism as they still use alchol in their drinks.

Skills

Astrophysics Mental/very hard
Study of the universe and its parts in attempt to discouver how how it works and theories to explain astronomical obsevations and events

Chapter 2

Starships

"Treat her like a lady and she'll always bring you home"-Admiral Leonard McCoy, "Encounter at Farpoint"
The following starships are built using the guidelines given in the starship construction section of GURPS Space. Most GURPS Star Trek civilizations are TL 10 societies. Any exceptions to TL 10 items should be listed in the ship's description.

Starfleet Vessels

Sovereign Class Starship (introduced 2371)

TL 11 Hull: 200,000 cy at $1000/cy
TL 11 Armor: DF 6, 200,000 cy at $1000/cy
TL 11 Force Field, DF 9
Compartmentalization: Total
TL 11 Fusion Plant, 25,000 MW
TL 11 Antimatter Reactor, 25,300 MW
25,400g of Antimatter fuel
TL 11 Reactionless Drive: 130,000 tons of thrust (1.06 G)
Warp Drive: WTF-200,000, Max Speed~1672c (~warp 9+)
Crew Quarters: 1300 1st Class
Full Life Support: 1300 people
Weapons: 15 Type X Phaser Banks
(Dual TL 11 Heavy Particle Beam) 300 FP per
4 Heavy Quantum Torpedo Launchers
400 Heavy Quantum Torpedoes
(TL 12 Heavy Antimatter Missile, FP 1000 per)
3 Sensor Suites
Stealth Suite (DF 2)
FTL Radio (2)
Artificial Gravity (TL 11)
TL 11 Tractor Beams (30,000 tons)
Gravity Compensators
TL 11 Optical Genius Megacomp, Complexity-10
1,000 gigs
Airlocks-20 Standard
Auxiliary Bridge
TL 11 Auxiliary Optical Mainframe, Complexity-
900 gigs
Hangar Deck (24 100 cy shuttles, 24 20 cy shuttlepods)
Totals:
FP: 8500
DR-17
Crew-1,286
Cost($): 4,606,755,000
Mass(tons): 122,974
Volume(cy): 168,582
Power(MW): 50,268

Galaxy Class Starship (introduced 2362)
"Every starship that has carried the name Enterprise has become a legend"-Starfleet Admiral, "The Measure of a Man"
The Galaxy class is a magnificent showcase of the Federation starship technology. Her speed makes her useful for deep space exploration and her defensive systems make her an effective threat deterent.

Hull: 150,000 cy at $1000/cy
Armor: DF 6, 150,000 cy at $1000/cy
TL 11 Force Field, DF 9
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 20,000 MW
TL 11 Antimatter Reactor, 20,000 MW
20,000 g of Antimatter fuel
TL 11 Reactionless Drive, 95,000 tons of thrust (1.01 G)
Warp Drive: WTF-140,000, Max Speed~1641c (~warp 9)
Crew Quarters: 1100 1st Class
Life Support: 1100 people
Weapons: 10 Type X Phaser Banks
(Dual TL 11 Heavy Particle Beam) 300 FP per
3 Medium Photon Torpedo Launchers
300 Medium Photon Torpedoes
(TL 11 Medium Antimatter Missile, FP 500 per)
3 Sensor Suites
Stealth Suite (DF 1)
FTL Radio (2)
TL 11 Artificial Gravity
Gravity Compensators
TL 11 Tractor Beam (30,000 tons)
TL 11 Optical Genius Megacomp, Complexity-10
1,000 gigs
Airlocks-15 Standard
Auxiliary Bridge
TL 11 Auxiliary Optical Mainframe, Complexity-8
800 gigs
Hangar Deck (18 100 cy shuttles, 18 20 cy shuttlepods)
Totals:
Total FP 4500
Total DR 16
Cost($): 2,306,880,000
Mass(tons): 93,833
Volume(cy): 128,306
Power(MW): 39,737

Nebula Class Starship
Hull: 100,000 cy at $1000/cy
Armor: DF 6, 100,000 cy at $1000/cy
TL 11 Force Field, DF 9
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 11,000 MW
TL 11 Antimatter Reactor, 12,000 MW
12,000g of Antimatter fuel
TL 11 Reactionless Drive, 60,000 tons of thrust (1.14 G)
Warp Drive: WTF-80,000, Max Speed~1249c (~warp 8)
Crew Quarters: 800 1st Class
Life Support: 800 people
Weapons: 10 Type X Phaser Banks
(Dual TL 11 Heavy Particle Beam) 300 FP per
2 Medium Photon Torpedo Launchers
200 Medium Photon Torpedoes
(TL 11 Medium Antimatter Missile, FP 500 per)
2 Sensor Suites
Stealth Suite (DF 1)
FTL Radio
Artificial Gravity (TL 11)
TL 11 Tractor Beams (30,000 tons)
Grav Compensators
TL 11 Optical Megacomp, Complexity-9
900 gigs
Airlocks- 12 Standard
Auxiliary Bridge
TL 11 Auxiliary Optical Mainframe, Complexity-8
800 gigs
Hangar Deck (12 100 cy shuttles, 12 20 cy shuttlepods)
Totals:
FP: 4000
DF: 16
Crew: 732
Cost($): 1,468,540,000
Mass(tons): 59,069
Volume(cy): 86,659
Power(MW): 22,847

Constellation Class Starship (Refit)
"The Stargazer was an old, underpowered ship...but I still remember her fondly"-Captain Jean-Luc Picard, "Relics"
This class of starship, built to replace the aging Constitution class late in the 23rd century, has a long and rich history. One of the more famous ships of this class was the Stargazer commanded by Captain Picard. The Constellation is still used as it was designed for, deep space exploration. Starfleet has upgraded the phasers and command systems on some of these vessels. This description reflects that refit. The Constellation class is no longer in production.

Hull: 50,000 cy at $200/cy
Armor: DF 3, 50,000 cy at $750/cy
TL 11 Force Field, DF 8
Compartmentalization: Total
Fusion Plant, 5,150 MW
TL 11 Antimatter Reactor, 5,150 MW
5,150g Antimatter fuel
TL 11 Reactionless Drive, 34,000 tons of thrust (0.98 G)
Warp Drive: WTF-11,000, Max Speed~348c (~warp 5.8)
Crew Quarters: 350 1st Class
Full Life Support: 350 people
Weapons: 3 Type X Phaser Banks
(Dual TL 11 Heavy Particle Beam), 300 FP per
3 Light Photon Torpedo Launcher
250 Light Photon Torpedoes
(TL 11 Light Antimatter Missile, FP 200)
2 Sensor Suites
Stealth Suite (DF 1)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (20,000 tons)
Gravity Compensators
TL 11 Optical Mainframe, Complexity-8
800 gigs
Airlocks-6 Standard
Auxiliary Bridge
Auxiliary Computer: Optical Mainframe, Complexity-7
700 gigs
Hangar Deck (6 100 cy shuttles, 3 20 cy shuttlepods)
Totals:
FP: 1,500
DF: 12
Crew: 330
Cost($): 282,650,000
Mass(tons): 34,808
Volume(cy): 39,906
Power(MW): 10,202

Intrepid Class Starship (introduced 2369)
"Voyager is one of the new Intrepid class starships."-Lt. Tom Paris, "Caretaker"
Hull: 20,000 cy at $1000/cy
Armor: DF 4, 20,000 cy at $750/cy
TL 11 Force Field, DF 8
Streamlining: Ordinary
Compartmentalization: Total
Fusion Plant, 3,200 MW
TL 11 Antimatter Reactor, 6,200 MW
3,100 g of Antimatter
TL 11 Reactionless Drive, 20,000 tons of thrust (1.43 G)
Warp Drive: WTF-25,000, Max Speed~1963c (~warp 9.2)
Crew Quarters: 160 Standard Accomodations
Life Support: 160 people
Weapons: 3 Type X Phaser Banks
(Dual l TL 11 Heavy Particle Beam), 900 FP per
1 Medium Photon Torpedo Launcher
50 Medium Photon Torpedoes
(TL 11 Medium Antimatter Missile, FP 500)
2 Sensor Suites
Stealth Suite (DF 1)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (5,000 tons)
Grav Compensators
TL 11 Optical Genius Mainframe, Complexity 9
900 gigs
Airlocks 4 Standard
Auxiliary Bridge
Auxiliary Computer TL 11 Optical Genius Mainframe, Complexity-9,
900 gigs
Hangar Deck (3 100 cy shuttles, 3 20 cy shuttlepods)
Totals:
FP: 1400
DF: 12
Crew: 152
Cost($): 444,017,500
Mass(tons): 14,012
Volume(cy): 18,707
Power(MW): 8,847

Defiant Class Escort (introduced 2370)
"Offically, she's an escort ship. Unofficially she's a gunboat. No more, no less."-Commander Benjamin Sisko, "The Search"
Built with the fruits of research into weapons to counteract the Borg, the Defiant class of ships is the first warship to be produced by the Federation for some time. She has the lastest developments in weapons and defensive systems and is ready to meet any attack mounted on the Federation.
TL 11 Hull: 10,000 cy at $2000/cy
Armor: DF 6, 10,000 cy at $1000/cy
Force Field, DF 9
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 3,000 MW
TL 11 Antimatter Reactor, 5,000 MW
500 g of Antimatter fuel
TL 11 Reactionless Drive: 10,000 tons of thrust (0.96 G)
TL 11 Warp Drive: WTF-4,000, Max Spee~424c (~warp 5)
Crew Quarters: 52 Crew quarters
Life Support: 52 people
Weapons: 7 Type XI Phaser Banks
(Dual TL 11 Heavy Particle Beam), 300 FP per
6 Medium Quantum Torpedo Launchers
75 Medium Quantum Torpedoes
(TL 12 Heavy Antimatter Missile, FP 500)
2 Sensor Suites
Stealth Suite (DR 3)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (50 tons)
Gravity Compensators
TL 11 Optical Mainframe, Complexity-8
800 gigs
Airlocks-2 Standard
TL 11 Auxiliary Optical Minicomputer, Complexity-7
700 gigs
Hangar Deck (2 20 cy shuttlepods)
Totals:
FP: 5100
DR: 18
Crew: 50
Cost($): 333,258,000
Mass(tons): 10,372
Volume(cy): 9,944
Power(MW): 7,973

Danube Class Runabout (introduced 2368)
"Thankfully, Earth has a lot of rivers."-Major Kira, after losing another runabout
TL 11 Hull: 300 cy at $500/cy
Armor: DF 3, 300 cy at $500/cy
Force Field, DF 4
Streamlining: Standard
Compartmentalization: Total
Fusion Plant, 123 MW
TL 11 Reactionless Drive: 250 tons of thrust (0.92 G)
Warp Drive: WTF-60, Max Speed~214c (~Warp 5)
6 Standard Accomodations
Life Support: 6 people
Weapons: 1 Type V Phaser
(Dual light lasers), 10 FP per
1 Light Photon Torpedo Launcher
5 Light Photon Torpedoes
(TL 11 Light Antimatter Missile, FP 100 per)
Sensor Suite
Stealth Suite (DF 1) Artificial Gravity (TL 11)
TL 11 Tractor Beam (5 tons)
TL 11 Optical Minicomputer, Complexity-6
6 users
100 gigs
Airlocks: 1 One-person
Totals:
FP: 110
DF: 8
Crew: 2
Cost($): 3,776,000
Mass(tons): 232
Volume(cy): 287
Power(MW): 123

Type 7 Personal Shuttle
"Shuttle Tyderium you are clear for approach."-Admiral Piett
Hull: 85 cy at 2000/cy
Armor: DF 1, 85 cy at $500/cy
Force Field, DF 1
Compartmentalization: Standard
Streamlining: Ordinary
Fusion Plant, 22 MW
TL 11 Reactionless Drive: 40 tons of thrust (1.01 G)
Warp Drive, WTF-20, Max Speed~557c (~warp 5)
Crew Quarters: 8 Crew stations
Life Support: Full, 8 people
Weapons: 1 Type V phaser emitters
(Dual light lasers), 10 FP per
Standard Sensor Suite
TL 11 Artificial Gravity
Grav Compensators
TL 11 Minicomputer: Complexity 6
100 gigs
Landing Gear
Totals:
FP: 10
DF: 2
Crew: 1
Cost($): 1,294,200
Mass(tons): 40
Volume(cy): 63
Power(MW): 23
Note: Yes, I know the quote is from Star Wars I just wanted to make sure you were paying attention.

Type 16 Shuttlepod
"Enterprise this is Shuttlepod Hawking, prepare for approach"-Lt. Commander Data, "The Most Toys"
Hull: 18 yds at $2000/cy
Armor: DF 1, 18 cy at $500/cy
Force Field, DF 1
Compartmentalization: Standard
Streamlining: Ordinary
Power Plant: TL 11 Fusion, 2 MW
TL 11 Reactionless Drive, 12 tons of thrust (1.18 G)
Warp Drive, WTF-4, Max Speed~408c (~warp 5)
Crew Quarters: 2 crew stations
Life Support: 20 man-days
Mini-Sensor Suite
TL 11 Optical Minicomputer: Complexity-6
100 gigs
Landing Gear
Totals:
FP: 0
DF: 2
Crew: 1
Cost($): 769,020
Mass(tons): 10
Volume(cy): 16
Power(MW): 1

Chapter 3

Klingon Vessels

Negh'Var Class Battlecruiser (introduced 2371)
GURPS Space Stats
Hull: 200,000 cy at $2000/cy
Armor: DF 6, 200,000 cy at $2000/cy
TL 11 Force Field, DF 9
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 24,000 MW
TL 11 Antimatter Reactor, 22,000 MW
22,000g of Antimatter fuel
TL 11 Reactionless Drive: 120,000 tons of thrust (0.98 G)
Warp Drive: WTF-100,000, Max Speed~656c (~warp 7)
Crew Quarters: 1300 crew accomodations
Life Support: 1300 people
Weapons: 20 Disruptor Beams, 200 FP per
4 Heavy Photon Torpedo Launchers
400 Heavy Photon Torpedoes
(TL 11 Heavy Antimatter Missiles), FP 1000 per)
2 Sensor Suites
Stealth Suite (DF 5)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (40,000 tons)
Grav Compensators
Optical Macroframe, Complexity-8
800 gigs
Airlocks- 15 Standard
Auxiliary Bridge
Auxiliary Optical Macroframe, Complexity-8
800 gigs
Hangar Deck (20 100 cy shuttles)
Totals:
FP: 8000
DF: 19
Crew: 942
Cost($): 4,910,340,000
Mass(tons): 124,486
Volume(cy): 144,308
Power(MW): 45,537

Vor'Cha Class Battlecruiser
"It is the Vor'Cha class battlecruiser BortaS'"-Lt. Worf, "Redemption, Part I"
Hull: 150,000 cy at $500/cy
Armor: DF 5, 150,000 cy at $500/cy
TL 11 Force Field, DF 8
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 17,000 MW
TL 11 Antimatter Reactor, 17,000 MW
17,000g of Antimatter fuel
TL 11 Reactionless Drive: 100,000 tons of thrust (0.98 G)
Warp Drive: WTF-80,000, Max Speed~656c (~warp 7)
Crew Quarters: 1000 crew accomodations
Life Support: 1000 people
Weapons: 12 Disruptor Beams, 200 FP per
3 Heavy Photon Torpedo Launchers
300 Heavy Photon Torpedoes
(TL 11 Heavy Antimatter Missiles), FP 1000 per)
2 Sensor Suites
Stealth Suite (DF 5)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (30,000 tons)
Grav Compensators
Optical Macroframe, Complexity-8
800 gigs
Airlocks- 15 Standard
Auxiliary Bridge
Auxiliary Optical Macroframe, Complexity-8
800 gigs
Hangar Deck (20 100 cy shuttles)
Totals:
FP: 5400
DF: 18
Crew: 942
Cost($): 1,192,920,000
Mass(tons): 133,094
Volume(cy): 120,643
Power(MW): 33,947

K'Vort Class Battlecruiser
"It is the Pagh. They are hailing us."-Lt. Worf, "A Matter of Honor"
These battlecruisers are the workhorse of the KDF. They serve almost every role that the KDF has a need for: warship, explorer, diplomatic courier, cargo carrier, spy, etc.
Hull: 50,000 cy at $200/cy
Armor: DF 4, 50,000 cy at $500/cy
TL 11 Force Field, DF 7
Streamlining: Winged
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 6,000 MW
TL 11 Antimatter Reactor, 6,000 MW
6,000g of Antimatter fuel
TL 11 Reactionless Drive: 41,000 tons of thrust (0.99 G)
Warp Drive: WTF-22,000, Max Speed~586c (~warp 6.76)
Crew Quarters: 350 steerage accomodations
Life Support: 350 people
Weapons: 4 Disruptor Beams, 200 FP per
2 Heavy Photon Torpedo Launchers
150 Heavy Photon Torpedoes
(TL 11 Heavy Antimatter Missle, FP 1000 per)
2 Sensor Suites
Stealth Suite, (DF 5)
TL 11 Artificial Gravity
FTL Radio
Artificial Gravity
TL 11 Tractor Beam (10,000 tons)
Grav Compensators
Optical Mainframe, Complexity-7
700 gigs
Airlocks- 15 Standard
Auxiliary Bridge
Auxiliary Optical Mainframe, Complexity-7
700 gigs
Hangar Deck (10 100 cy shuttles)
Totals:
FP: 2800
DF: 16
Crew: 328
Cost($): 379,915,000
Mass(tons): 41,294
Volume(cy): 40,961
Power(MW): 11,902

K'T'Inga Class Battlecruiser
"Klingon battlecruiser off the port bow."-Enterprise announcer
"Never been this close before."-Captain James Kirk, Star Trek VI: The Undiscovered Country
Although the K'T'Inga is an old design it is nevertheless a very rugged design that has allowed these venerable warriors to survive into the 24th century. The Klingon Empire made a name for itself with vessels like these and the fear inspired by it is still remembered to this day. Due to this fact, the K'T'Inga class battlecruiser is still a popular assignment. The K'T'Inga is no longer in production by the Klingon Empire.
K'T'Inga Class Cruiser
Hull: 60,000 cy at $200/cy
Armor: DF 4, 60,000 cy at $500/cy
TL 11 Force Field, DF 7
Streamlining: Winged
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 6,000 MW
TL 11 Antimatter Reactor, 6,100 MW
6,100g of Antimatter fuel
TL 11 Reactionless Drive: 50,000 tons of thrust (0.99 G)
Warp Drive: WTF-20,000, Max Speed~586c (~warp 6.76)
Crew Quarters: 450 steerage accomodations
Life Support: 450 people
Weapons: 5 Disruptor Beams, 200 FP per
1 Medium Photon Torpedo Launchers
150 Medium Photon Torpedoes
(TL 11 Medium Antimatter Missle, FP 1000 per)
2 Sensor Suites
Stealth Suite, (DF 5)
TL 11 Artificial Gravity
FTL Radio
Artificial Gravity
TL 11 Tractor Beam (10,000 tons)
Grav Compensators
Optical Mainframe, Complexity-7
700 gigs
Airlocks 10 Standard
Auxiliary Bridge
Auxiliary Optical Miniframe, Complexity-6
600 gigs
Hangar Deck (10 100 cy shuttles)
Totals:
FP: 1500
DF: 15
Crew: 473
Cost($): 438,570,000
Mass(tons): 49,476
Volume(cy): 46,215
Power(MW): 12,697

B'rel Class Fighter
"Klingon Bird-of-Prey decloaking, she's arming torpedoes!"-Commander Hikaru Sulu, Star Trek III: The Search for Spock
Hull: 10,000 cy at $200/cy
Armor: DF 4, 100,00 cy at $500/cy
TL 11 Force Field, DF 7
Streamlining: Winged
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 1,645 MW
TL 11 Antimatter Reactor, 1,600 MW
800g of Antimatter fuel
TL 11 Reactionless Drive: 10,000 tons of thrust (0.95 G)
Warp Drive: WTF-8,000, Max Speed~1045c (~warp 8)
Crew Quarters: 75 steerage accomodations
Life Support: 75 people
Weapons: 2 Disruptor Beams, 200 FP per
2 Light Photon Torpedo Launchers
100 Light Photon Torpedoes
(TL 11 Light Antimatter Missile, FP 200 per)
Sensor Suite
Stealth Suite (DF 5)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (1,000 tons)
Grav Compensators
Optical Mainframe, Complexity-7
700 gigs
Airlocks- 2 Standard
Auxiliary Bridge
Auxiliary Optical Mainframe, Complexity-7
700 gigs
Boat Bays (2 100 cy shuttles)
Totals:
FP: 800
DF: 16
Crew: 71
Cost($): 132,628,500
Mass(tons): 8,424
Volume(cy): 9,602
Power(MW): 3,244

Cardassian Vessels

Galor Class Warship
"Two Type III GalorClass warships"-Lt. Worf
"Top of the line"-Commander William Riker, "Ensign Ro"
Hull: 100,000 cy at $1000/cy
Armor: DF 4, 100,000 cy at $750/cy
TL 11 Force Field, DF 9
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 9,500 MW
TL 11 Antimatter Reactor, 9,500 MW
9,500g of Antimatter fuel
TL 11 Reactionless Drive, 47,000 tons of thrust (1.14 G)
Warp Drive: WTF-47,000, Max Speed~1110c (~warp 8)
Crew Quarters: 600 1st Class
Life Support: 600 people
Weapons: 8 Type X Phaser Banks
(Dual TL 11 Heavy Particle Beam) 300 FP per
3 Medium Photon Torpedo Launchers
210 Medium Photon Torpedoes
(TL 11 Medium Antimatter Missile, FP 500 per)
2 Sensor Suites
Stealth Suite (DF 1)
FTL Radio
Artificial Gravity (TL 11)
TL 11 Tractor Beams (30,000 tons)
Grav Compensators
Optical Mainframe, Complexity-7
700 gigs
Airlocks-10 Standard
Auxiliary Bridge
TL 11 Auxiliary Optical Mainframe, Complexity-7
700 gigs
Hangar Deck (12 100 cy shuttles, 12 20 cy shuttlepods)
Totals:
FP: 3900
DF: 16
Crew: 732
Cost($): 740,380,000
Mass(tons): 46,915
Volume(cy): 68,795
Power(MW): 18,847

Kelvin Class Warship
Hull: 35,000 cy at $1000/cy
Armor: DF 4, 35,000 cy at $750/cy
TL 11 Force Field, DF 9
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 4,700 MW
TL 11 Antimatter Reactor, 4,700 MW
4,700g of Antimatter fuel
TL 11 Reactionless Drive, 24,000 tons of thrust (1.14 G)
Warp Drive: WTF-24,000, Max Speed~1110c (~warp 8)
Crew Quarters: 350 1st Class
Life Support: 350 people
Weapons: 8 Type X Phaser Banks
(Dual TL 11 Heavy Particle Beam) 300 FP per
1 Medium Photon Torpedo Launchers
100 Medium Photon Torpedoes
(TL 11 Medium Antimatter Missile, FP 500 per)
Sensor Suite
Stealth Suite (DF 1)
FTL Radio
Artificial Gravity (TL 11)
TL 11 Tractor Beams (10,000 tons)
Grav Compensators
Optical Mainframe, Complexity-7
700 gigs
Airlocks-6 Standard
Auxiliary Bridge
TL 11 Auxiliary Optical Mainframe, Complexity-7
700 gigs
Hangar Deck (6 100 cy shuttles, 6 20 cy shuttlepods)
Totals:
FP: 1700
DF: 13
Crew: 313
Cost($): 336,320,000
Mass(tons): 22,370
Volume(cy): 30,117
Power(MW): 9,321

Romulan Vessels

Romulan D'Daridex Warbird
"It is a Type B D'Daridex, Executioner class warbird."-Lt. Commander Data, "Tin Man"

Hull: 200,000 cy at $200/cy
Armor: DF 4, 200,000 cy at $250/cy
TL 11 Force Field, DF 8
Compartmentalization: Total
TL 11 Fusion Plant, 22,000 MW
TL 11 Antimatter Reactor, 21,000 MW
21,000g of Antimatter fuel
TL 11 Reactionless Drive: 200,000 tons of thrust (1.13 G)
Warp Drive: WTF-190,000, Max Speed~1176c (~warp 9+)
Crew Quarters: 1200 Crew Accomodations
Full Life Support: 1200 people
Weapons: 20 Disruptor Beams
1 Heavy Photon Torpedo Launchers
100 Heavy Photon Torpedoes
(TL 11 Heavy Antimatter Missile, FP 1000 per)
2 Sensor Suites
Stealth Suite (DF 6)
FTL Radio
Artificial Gravity (TL 11)
TL 11 Tractor Beams (30,000 tons)
Gravity Compensators
TL 11 Optical Mainframe, Complexity-7
700 gigs
Airlocks-20 Standard
Auxiliary Bridge
TL 11 Auxiliary Optical Mainframe, Complexity-7
700 gigs
Hangar Deck (20 100 cy shuttles)
Totals:
FP: 5000
DR-18
Crew-1,140
Cost($): 1,077,735,000
Mass(tons): 178,442
Volume(cy): 165,784
Power(MW): 42,127

Romulan Interceptor
Hull: 10,000 cy at $500/cy
Armor: DF 4, 10,000 cy at $500/cy
TL 11 Force Field, DF 6
Streamlining: Winged
Compartmentalization: Total
Stress Rating: Standard
Fusion Plant, 1,551 MW
TL 11 Antimatter Reactor, 1,531 MW
1,400g of Antimatter fuel
TL 11 Reactionless Drive: 9,500 tons of thrust (1.05 G)
Warp Drive: WTF-12,000, Max Speed~1,456c (~warp 8.9)
Crew Quarters: 72 steerage accomodations
Life Support: 72 people
Weapons: 4 Disruptor Beams, 200 FP per
1 Light Photon Torpedo Launchers
50 Light Photon Torpedoes
(TL 11 Light Antimatter Missile, FP 200 per)
Sensor Suite
Stealth Suite (DF 5)
FTL Radio
TL 11 Artificial Gravity
TL 11 Tractor Beam (500 tons)
Grav Compensators
Optical Mainframe, Complexity-7
700 gigs
Airlocks- 2 Standard
Auxiliary Bridge
Auxiliary Optical Mainframe, Complexity-7
700 gigs
Boat Bay (1 100 cy shuttle)
Totals:
FP: 1000
DF: 15
Crew: 72
Cost($): 134,040,000
Mass(tons): 9,067
Volume(cy): 9,905
Power(MW): 3,202

Chapter 4

Equipment

Starfleet Weapons and Armor
"Shoot to kill."-Captain Kirk, "Devil in the Dark"
Starfleet uses the phaser (PHASed Emission of Radiation) as its main weapon of choice. Although the phaser beam is created by the rapid decay of nadions and is technically a charged beam weapon, the beam produced acts for all practical purposes like a laser. Phasers, in keeping with their laser similarity, have variable beam settings as described in GURPS Space. The phaser beam has an extremely high armor division factor (which explains why most races don't use heavy armor). Phasers also have a 'stun' setting which acts exactly like the effect produced by stunners from the GURPS Basic Set. When set to stun, the phaser has a ROF of 3~. The two-step built in laser sights described in GURPS Ultra-Tech provide and effective aiming device. Phasers belong to the beam weapons (laser) skill group.

Phaser I: This is the standard sidearm of some Starfleet officers. It has few shots in its 3 B cells but can produce quite a punch for a small weapon. Starfleet uniforms have a special pocket designed for these little weapons that hide it from view.


malf  type  dmg       ss  acc  1/2D  max   wt   rof  shots  st  rcl  cost  TL
verC  imp   2d-1(10)  9   12   600   1100  1.1   2   15/3B  0    0   1640  10

Phaser II: These weapons are the standard weapon for Starfleet away teams. Some races consider these weapons underpowered, however, when used properly they can deliver a powerful punch that can overcome almost any form of personal armor.


malf  type  dmg       ss  acc  1/2D  max   wt   rof  shots  st  rcl  cost  TL
verC  imp   2d+1(10)  5   12   800   1500  1.9   4   30/C   0    0   1790  10

Phaser Rifle: The main battle weapon of Starfleet and other races that use phasers, the Phaser Rifle does more damage for longer time than any other weapon in known space.


malf  type  dmg       ss  acc  1/2D  max   wt   rof  shots  st  rcl  cost  TL
ver   imp   3d(10)    9   15   2100  4200  7.8   8   150/D  0    0   4950  10

Starfleet uniforms are made of light monocrys, PD 2 (PD 1 vs. impaling), DR 8 (DR 2 vs. impaling), wt. 7 lbs., cost 1000

Security reflex armor is the duty uniform of Starfleet Security: PD 5, (PD 2 vs. beam weapons, DR 30 (DR 15 vs. beam weapons), wt 10 lbs., cost 4000

Other Weapons and Armor

Disruptors: The most common users of this weapons technology are the Klingons, Romulans, and Breen. Other races will be found with these weapons due to their sheer raw power. Disruptors work by suppressing the strong nuclear forces in the atoms of the target. For an additional cost, electrolaser settings can be added to disruptors (although few Klingons take this option). Disruptors use the beam weapons (blaster) skill.

Disruptor Pistol


malf  type  dmg   ss  acc  1/2D  max   wt  rof  shots  st  rcl  cost  TL
ver   imp   7d    10   6     -   660   2   3~   30/C   8   -1   2000  10

Disruptor Rifle


malf  type  dmg   ss  acc  1/2D  max   wt  rof  shots  st  rcl  cost  TL
ver   imp   14d   14  13   450   900   10   3~  18/C   9   -1   3000  10

The Klingon Bat'letlh is essentially a balanced pick that is much harder to use than a normal pick. The Bat'letlh has the same stats and properties of a pick but it is balanced and can be used like all other balanced weapons. Bat'letlh skill is a physical/hard skill and is only taught by the Klingons.

The Klingon duty uniform is equivalent to medium monocrys armor PD 2 (1 vs. impaling), DR 16 (2 vs. impaling) wt. 7lbs. cost 1000.

"The Veron-T disruptor is illegal."-Lt. Commander Data, "The Most Toys"
The Star Trek universe supports many of the TL 10 weapons listed in GURPS: Space. Among those are: lasers, blasters, disruptors (very popular among the Tal'Shiar and Obsidian Order and known as masers), electrolasers, screamers (often known as sonic disruptors) and stunners.

Armor technology in the Star Trek universe has not kept up with weapon technology. Most members of spacefaring fleets (Romulans, Cardassians, Ferengi) use duty uniforms that have similar PD and DR as Starfleet uniforms.

 

Other equipment

Medicine
"I've been dead before."-Captain Spock, Star Trek VI: The Undiscovered Country
The following GURPS High-Tech drugs and devices are available:

Recenetly, Starfleet has introduced the Emergency Holographic Doctor which acts like a standard autodoc (execpt less empathic).

Replicators
"Tea, Earl Gray, hot."-Captain Jean Luc-Picard, Star Trek: The Next Generation
These are equivalent TL 10 minifacs that use microtransporter technology to beam the results of a build request to the users location. Replicators are also somewhat more versatile than the Ultra-Tech minifacs. Replicators can make food and are less dependent on outside sources of raw materials due to their use of transporter technology. They are able to use the transporter to change raw materials into something more readily usable by the minifac. This option is used rarely though due to the high energy loss.

Transporters
"Scotty, beam me up."-Admiral James Kirk, Star Trek IV: The Voyage Home
These are equivalent to TL15 teleporters from GURPS Vehicles except they do not have the matter exchange property. Transporters are also less reliable under non-ideal conditions. Electromagnetic fields, proximity to powerful energy sources, magnetic storms, range, as well as the traditional raised deflector shields reduce the chance of a successful transport. Under normal circumstances no electronics operations: transporters rolls are required. A failed tranporter roll will inflict from 1d points of fatigue to 4d points of damage to the transportee depending on how badly the skill roll was missed (GM decision). The following circumstances will require a skill roll with the following modifiers:

Transporter to transporter: +4
Using pattern enhancers: +4
Through shields: -10
Ion or magnetic storms or subspace distortion: -1 to -10
Proximity to power source: -1 to -4
Jamming: -1 to -5
For every 1000 miles: -1

Tricorders
"It does not register on the tricorder, sir."
Tricorders are equivalent to TL 10 multiscanners from GURPS Space. Most of the major starfaring races have some form of this useful device. None, however, are more user-friendly than Federation tricorders.

This Page is provide free of charge and is only for entertainment use. Klingons and Star Trek are trademarks of Paramount Pictures. No use of Paramount's trademarks with the intent of violating their trademarks or copyrights..GURPS is Trademarked and Copyrighted by Steve Jackson Games.No use ofSteve jackson Games's trademarks with the intent of violating their trademarks or copyrights.