TEXT: ц
  1
  \
  1
  ★  TJFP ★
  
  UFP
  The Federation Sourcebook 
  for PRIME DIRECTIVE
  
  PRIME DIRECTIVE
  tIFP -  THE FEDERATION SOURCEBOOK
  USS SARATOGA— MISSION DATAFILE
  | The Vexion V1 Mining Colony (Y174)'
  Off in the distance, Kasrilevka burned. The plasteel walls 
  of the colony had long since lost their shine, but the 
  reflections from the fire played on their surface nonetheless. 
  Vak Scarno, the Federation Marshal assigned to this sector, 
  just shook his head and turned back into the entrance port, 
  murmurs of trouble all around him as he walked past the shift 
  workers milling around in the corridors and made his way 
  back to the relative safety of his office. Once inside, he 
  activated the locks and snapped on his computer. There were 
  three new reports of Nightbloat sightings in the Farner 
  tunnels, and four more Missing-Colonist forms waiting for him 
  as he logged on. He pressed the File-Urgent key and began 
  to scan the Missing reports. Suddenly, the door alarm chimed 
  and Vak jumped, his nerves completely on-edge. He turned 
  on the corridor viewer to see Musjion Verinkula standing 
  there, fresh signs of violence clearly visible on his face. 
  Enough was enough! This time he would formally request 
  help from the supply ship. He had no choice.
  | Aboard the USS Saratoga -  Briefing Room Four 
  |
  Rusty could hear the buzz in the Briefing Room from 50 
  meters. Good, this means that Kosov hasn’t arrived yet. lean 
  relax, he thought as he continued towards the door. As he 
  entered the room, he found himself right in the middle of a 
  heated conversation between Az, Minx, and Adrianna. Az 
  seemed intent on impressing the women with his tales.
  “Yeah, well, during the interrogation on Halligan’s World, 
  they were threatening to scrag my bellend with a sonic 
  depilitator!" Az said, and he sat back in his chair, his arms 
  crossed, a self-satisfied smile on his face. Neither Minx nor 
  Adrianna flinched, obviously comfortable with their ignorance 
  of Cygnan anatomy, and Az’s smile turned to a frown. “That 
  was pretty bad, you know!”
  “That’s nothing," Rusty interjected, taking his seat. 
  “During the Connor campaign, I held off 40 enemy troops with 
  just a scatter phaser and two collapsible ladders.”
  “Right!” Adrianna took a deep breath and was just about 
  to begin “her” tale of the worst interrogation she had ever 
  survived or the most outnumbered she had ever been in a 
  fight when a young ensign walked into the room.
  “These disks are for you to read now. Lt. Commander 
  Kosov will be along shortly," he said. Placing the disks on the 
  desk in front of Minx, he turned and left the room.
  “Little snot,” Minx said, and then passed out the disks. 
  “Let's see what’s up.” She placed her disk in the desk viewer, 
  and the information began to scroll.
  Initial Contact Report Summary: Vexion V I
  Initially catalogued in Y147 and surveyed in Y150, 
  Vexion VI is the only habitab'le planet in the VEXION 
  System, located in the Mariaglois Sector. VI is a Class M 
  world designated as Open. (No indigenous intelligent 
  lifeforms.) (See: FSC SecComDoc-GRY 4297/12-ISR(D)
  - Colinwood, Hancock & Thresher Ltd.)
  Chartered to Open Federation Colonization Authority 
  by FCC in Y51. (FCC Charter -  Mariag-Vexion (Sys) 
  GRN-77834/OPN125)
  Phase I Colonization began in Y153, Phase II in Y169, 
  with Phase III projected for Y174.
  Current Population -  11,741
  Ethnic breakdowns follow Standard Profile.
  Features:
  Three prim ary Population centers -  Kasrilevka 
  (Capital/Industrial Center), Hotrail-1 (Mining Facility), 
  and Clozer (Agrarian Complex).
  Extensive mining facilities: Iron, Tungsten, Calamite. 
  Trace production of Magnosite and Dilithium.
  Five prominent continental land masses, and extensive 
  free water. Diverse fauna, with several predatory types.
  Primary agro-ecosystem is being supplanted by Terran 
  Grass/Grain imports. (Oxygen levels are currently within 
  7% of Terran Standard.)
  Colonial Council of 12 sits for 4 year terms. Current 
  Colonial Senior Controller -  Musjion Verinkula.
  Federation M arshals Office has assum ed full/sole 
  Police Authority since indictment/conviction of 8 of 12 
  members of the Local Sheriff’s Office in Y 171 on charges 
  of corruption and graft. Central Office in Kasrilevka. 8 
  Officers. Current Senior Marshal -  Vak Scarno. (See 
  FSR/PD #FM 03/2965 ACC-SF/FMOFOFF Scarno, Vak)
  End of file
  As the report ended, Kosov strode into the room 
  accompanied by two young men the Team recognized from 
  training. The four Black Eagles in the room snapped to 
  attention.
  “At ease,” Kosov said, and everyone took their seats. 
  “Peltier and T ’Pon are still recovering from that nasty 
  business of the last mission, so Science Officer Lt. (SG) 
  Lance Kandler and Marine First Lt. Dohn R’entz are 
  temporarily assigned to the ‘Eagles. You can get acquainted 
  after the briefing." The two newcomers nodded to the Team 
  and took their seats along with the others; Kandler stood just 
  under 2 meters tall, with dark brown hair and a scar which ran 
  from the corner of his mouth to his right ear, and R’entz, a
  UFP -  THE FEDERATION SOURCEBOOK
  Page 3
  
  (IFP - THE РЕРЕЦЯПОН SOURCEBOOK
  PRIME DIRECTIVE
  giant of a Rigeliian, with an unexpected shock of red hair 
  rather than the snow-white outcrop common to most 
  Rigellians. He would definitely stand out in a crowd!
  “As you know,” Kosov continued, “the Saratoga is two 
  days away from a standard supply drop in the Vexion System. 
  This morning we received a coded message from Vak 
  Scarno, the Federation Senior Marshal assigned to the V1 
  colony. His report indicates Nightbloats preying on colony 
  members, and that alone would have been enough to warrant 
  a quick visit, but there’s more.
  “He has reason to believe that a bad element within the 
  civilian mining contingent helped torch the local town last 
  night. Marshal Scarno has requested our help in providing 
  emergency relief for the wounded and displaced miners and 
  to help restore civil order. Any questions before I continue?”
  “Sir, aren’t the Nightbloats indigenous to the Astralan 
  system?” asked Massing.
  “Yes, and prohibited from transport. We’ve had reports 
  that they’ve shown up on a handful of other worlds in the past 
  few months, acting as ‘guard dogs’ for various illicit 
  operations. There is every reason to believe that one of the 
  Orion Cartels has set up a Nightbloat smuggling and 
  distribution operation. It’s anyone’s guess which one though.”
  “Ugh! Nasty critters!” commented Az. “Meeting up with 
  one of them is not exactly what I would call a fun day in the 
  sun, that’s for sure!”
  “Actually, Lieutenant," offered Kandler, “the Nightbloat 
  are nocturnal creatures and are almost completely inactive 
  during the day. Of course, at that time they will expand to 
  almost four times their sleeping size and become voracious 
  feeders. Perhaps you mean that you wouldn’t like to meet up 
  with one in a dark alley?”
  “I knew that!” replied Az angrily as the unmistakable 
  coloring of embarrassment flushed his pale cheeks. “And you 
  can just stop showing off, encyclopedia boy, ‘cause we’re not 
  impressed...”
  “That’s enough, Az!” cracked Minx. “Now, Commander 
  Kosov, about those Orions...”
  Aboard the USS Saratoga -  Transporter Room One
  Two days later, Massing strode into the Transporter 
  Room, the other Black Eagles behind her. Rusty and Dohn 
  were getting along as if they were long separated brothers, 
  which, for all that Minx understood about Rigeliian family 
  structures, they might well have been. Lt. Kandler was fitting 
  in with the other members of the Team, although he was a 
  little distant. He also had the unnerving habit of finishing other 
  people’s sentences for them. Very annoying, but he seemed 
  to know his stuff.
  “All right, ‘Eagles, let’s get on with it,” Minx said. Taking 
  their places on the pads, she nodded, and the transporter 
  chief activated the beam, sending them on their way to Vak 
  Scarno’s office.
  | Vexion V1 (Marshal Scamp’s Office-Evening) 
  |
  Scarno was waiting for them, seated at his cluttered desk 
  and looking absolutely exhausted.
  “Marshal Scarno, I am Lt. Massing of the Black Eagles, 
  operating from the USS S a ra to g a . How can we be of 
  assistance?”
  “Well,” Marshal Scarno began, leaning back in his desk 
  chair, “two Rigellians, an Alpha-С, and a Cygnan. A regular 
  Federation High Council meeting right here on V1.”
  “If you have a problem with the composition of my Team, 
  Marshal, then I’m certain that you and your deputies can 
  handle this situation on your own?”
  “I didn’t mean anything, Lieutenant Massing. It’s just that 
  the locals here are a little rough, and almost all of 'em are 
  Terran. They might not take too well to being rousted by a 
  bunch of, uh, well, non-Terrans.”
  “Their ignorant biases are none of our concern, Marshal. 
  The Nightbloats and the missing workers are. If we need to 
  ‘roust’ any of these people, then I assure you that it will occur 
  as a result of their failure to cooperate with us, and nothing 
  else. So tell me, who do you think is responsible for what is 
  going on here?"
  “Responsible? Hard to say, Lieutenant. Like I said, these 
  folks can be a little rough sometimes, but by and large they’re 
  not so bad. I really couldn’t point any fingers.”
  “May I remind you that, according to your own report, it 
  seems that some of these “not so bad” people burned down 
  an entire town? I’d really like to keep you in the loop on this, 
  Marshal, but if you’re not going to be fully on our side in this, 
  then we’re going to cut out on our own. Do you understand?”
  “Well, if you put that way...”
  “I AM putting it that way, Marshal. We don’t want to have- 
  to take this colony apart, section by section, but we will!”
  While Dohn and Lance were inwardly surprised to see 
  the diminutive Lt. Massing display such a commanding 
  presence, Az, Rusty, and Adrianna knew without a doubt 
  where she got her inspiration from. Peltier, a master at subtle, 
  and not-so-subtle persuasion, was a source of inspiration for 
  them all.
  “Well,” replied the beleaguered Marshal, “I guess that if 
  there was going to be any sort of place to start looking for
  Page 4
  UFP -  THE FEDERATION SOURCEBOOK
  
  PRIME DIRECTIVE
  UFP -  THE FEDERATION SOURCEBOOK
  trouble, then you might as well start with Steve Morrisey and 
  his crew. They run an...” he paused for a second, 
  “...independent operation a few kilometers out from Hotrail-1.”
  “Independent operation?” ventured Sgt. Major Bansett, 
  “on a Federation Chartered Colony? Have they applied for an 
  Operations Lease or a Venture Grant?"
  “Well, not exactly, Sergeant. Out here on the frontier, 
  things like paperwork can kind of get away from the black and 
  white of the Colonial Charter and sort of fade into those grey 
  areas. Seems more reasonable to just file the claim after you 
  find something. ‘Ol Morrisey might be a bit crusty, but he’s no 
  cheat. If any of his claims pan out, then he’d file straight 
  away. Some of his workers though. They...well, he’s hired 
  some real ruffians lately. You'll see. It’s them, probably. Not 
  Morrisey.”
  Minx spent a long moment staring down the exhausted 
  Marshal. “I certainly hope that you’re right, Marshal, for all our 
  sakes.”
  The illicit mining compound was some distance out from 
  Marshall Scarno’s office, and as the Black Eagles rode 
  through the colony gates in a groundcar they had 
  “requisitioned" from the Marshal’s vehicle pool, they could see 
  the smoke still rising into the night sky from the burnt-out 
  remnants of Kasrilevka. The emergency relief crews from the 
  Saratoga were helping the locals in their cleanup efforts. 
  Dozens killed and wounded, and hundreds without power, 
  food, or shelter. A disaster like this could set a colony back 
  ten years or more, threatening to run them over their Charter 
  Limit. The inhabitants would almost certainly have to file for 
  an extension. It would be a shame if one was not granted and 
  V-1 had its Charter revoked. Life in the Colonies was rough, 
  certainly, but no one deserved to have their whole life’s work 
  undermined.
  Morrisey’s “private venture” wasn’t listed on the colony’s 
  official cartographic survey, of course, but Marshal Scarno 
  had given Minx a pretty good idea of where to look. She 
  turned to Rusty and said, “Anything yet?”
  “I’m getting it. About seven and a half klicks out from the 
  Hotrail-1 Compound. Hmmm, that’s odd. Are the rest of you 
  reading what I’m getting here?”
  “Affirmative, Rusty,” said Adrianna. “An advanced 
  perimeter sensor signature. Probably a dedicated Remote 
  Sensor Array, linked to a central processor. This place is a 
  bloody fortress. Reinforced walls, guard towers, the works.”
  “And some sort of shielded enclosure in the main 
  structure. Can anyone get a better make on it?” added Lance.
  “Quit your scans and kill the lights before we trip their 
  monitors,” said Minx. “If they've got a Remote Sensor Grid 
  running, we don’t want to tip them off that we’re on the way. It 
  looks as though the extra time I spent on the equipment 
  allocation was worth it. Adrianna, issue the PSMs.”
  “Of course, Lieutenant.”
  Each member of the Team clipped the Personal 
  Signature Masker onto their belts and activated the unit.
  “W e’re on foot from here on in. Turn off your 
  communicators and no tricorders or phasers until I give the 
  order,” Minx said. “Adrianna, Dohn, you’re on point. Let’s 
  have silence and hand signals only until I give the word. Lt. 
  Kandler, stay near me, okay?”
  “I can take care of myself, Lieutenant. I’m very hard to 
  surprise.”
  “Just the same, Lance, this is your first mission with the 
  Eagles, and I don’t want you to get in over your head.”
  The young Lieutenant shrugged and fell in behind Minx.
  The Black Eagles encountered no one as they made their 
  way silently ahead towards the unseen mining camp, covered 
  by the dark of the moonless night. Somewhat more than an 
  hour later as they approached a stark bunkerlike structure set 
  into the side of a steep hill and illuminated by banks of harsh 
  floodlights, Minx wished for the hundredth time that T’pon, her 
  Vulcan teammate and powerful Psionic, was there. Having 
  someone to Mindscan a potentially hostile position was such 
  a luxury, especially when the tricorder was not an option. 
  Breaking her own strict order of silence, Minx muttered under 
  her breath, "I wish I could get a look in that building!”
  Lt. Kandler moved up close'to here and whispered, “I 
  could try, if you’d like, Lieutenant. To get a look inside I 
  mean.”
  It took Minx a moment to sort out Kandler’s extraordinary 
  offer before she replied, “Are you trying to tell me that you’re 
  an NVP, Lance? It doesn’t say anything about that in your 
  Personnel File!” Minx whispered back, while signalling for the 
  Team to halt its advance.
  “NVP? I hate being called that. It makes me sound like a 
  baseball player! Why can’t you just call me a Psyker?”
  “Lance, I’ll call you anything you want to be called if you 
  can get a peek in that bunker.”
  Kandler nodded, and sitting down in the matted spring 
  grasses, he closed his eyes and began to breathe deeply. 
  While the others instinctively crouched down to form a 
  defensive perimeter around the young Lieutenant, Lance said 
  with a hint of regret, “Now this doesn’t always work. I’m not 
  that good...”
  Long moments passed. Minx didn’t like sitting in an open 
  field just a few hundred meters away from a potentially hostile 
  fortification, and from the way that her marines were scanning 
  the area ahead, she knew that they liked it even less. “C’mon, 
  Lance. We’re in the open here,” she urged.
  “Hang on. I’m getting it. There.” Lance’s bowstring-taut 
  frame visibly relaxed, as he began to relate to Minx what he 
  saw...
  { Inside Morrisey’s compound (a short while later) 
  |
  The explosions that had ripped through the bunker were 
  still ringing in the ears of the stunned technicians and the 
  others in the command room when the Black Eagles burst 
  into the room.
  “DOWN DOWN DOWN!! EVERYBODY DOWN ON THE 
  FLOOR!! NOBODY MOVE!! HANDS WHERE THEY CAN BE 
  SEEN!!”
  Anyone that did not obey was instantly and efficiently 
  stunned by one of the ‘Eagles who moved in teams of three, 
  two covering whenever the third moved. In a matter of mo­
  ments it was over and before the dust had settled, the room 
  was secure. Minx surveyed the scene — five armed and 
  armored Team members, holding phaser pistols and scatter 
  phasers at the ready over a roomful of shocked and fright­
  ened people. She let the scene ride out for a moment, to drive 
  home the point of who had the upper hand, before speaking.
  | Vexion V1 (On the way to Morrisey’s compound)
  UFP -  THE FEDERATION SOURCEBOOK
  Page 5
  
  (IFF -  THE FEDERATION SOURCEBOOK
  PRIME DIRECTIVE
  “I am Lieutenant Minx Massing of the Federation Prime 
  Team Black Eagles, operating from the USS Saratoga, and 
  you are ALL in a latrine-full of trouble,” Minx said and then 
  nodded to Az, who took a seat at the main computer access 
  console. Within moments, his fingers were flying over the 
  controls.
  “It’s encoded, Lieutenant,” Az called out.
  “Can you crack it?”
  The Cygnan snorted. “Do the Kzintis like Steak Tartare?” 
  he replied.
  The crowd on the floor was starting to get restless. Minx 
  decided that it was time to make a move; reassert control. 
  “Who’s in charge here?” she asked. Getting no response, she 
  continued, “I am looking for Steve Morrisey. If you would 
  please identify yourself, no one has to get hurt.”
  After a moment, one. of the figures on the floor, a rough, 
  stubbled man who looked more like one of the miners than a 
  businessman, spoke. “I’m Morrisey. What right do you have 
  busting in here like this? You could have killed us all blowing 
  that wall like that! How many of my men did you bust up 
  getting in here? How did you get past my remote sensor 
  grid?”
  “I'm sorry, but that’s classified,” Minx replied. “As for your 
  men, they’re fine, merely stunned. I apologize for our rather 
  dramatic entrance, but your overzealous architectural tastes 
  forced our hand. Sergeant M’eins, here, is an expert in 
  demolitions, so you were never in any significant danger.
  “Now, Mr. Morrisey, let’s talk about Nightbloats and your 
  connection with the Orions who supplied you with them,” Minx 
  said, bluffing, but the shocked reaction on Morrisey’s face let 
  her know that she had struck paydirt. “So why don’t you tell us 
  what’s been going on here. If you help us indict the Orions 
  responsible for this, the Federation might go easier on you.”
  Morrisey hesitated. “It would go so much better for you if 
  you just told us what we need to know,” Minx said. “We’re 
  ready to record your statement. Do you have somewhere 
  private we can go?”
  “We can go to my office,” Morrisey replied.
  Minx turned to the ‘Eagles and said, “Lance, you come 
  with me. The rest of you keep an eye on these ‘prisoners’.”
  After a moment alone in his room, Morrisey crumbled. He 
  began to tell the whole sordid tale. Of the rich magnosite 
  deposit he had found. Of the deal he had cut with the Orions 
  to get the material offworld without the need to file a claim 
  with the Federation Council for Colonization. Of the increased 
  security he had to acquire with the arrival of the third stage 
  colonists only months away. And he told her of the 
  Nightbloats. The Orion Cartel he had been dealing with had 
  sold him a pair of male Nightbloats. The price had been 
  astronomical, but worth every credit. No one who came near 
  the lower mines would live to tell about what he had seen, 
  and the threat of the Nightbloats kept the miners in line. 
  Mostly they didn’t care because Morrisey paid them so well, 
  but still, the extra threat was reassuring.
  Then five weeks ago, disaster. It turned out that one of 
  the Nightbloats was not only female, she was pregnant! She 
  attacked her keeper and escaped. Seeking refuge in the 
  endless tunnels of the mines, some of which were abandoned 
  and connected with the surface, she hid out, eluding 
  Morrisey’s hunting parties, until her whole brood was born. 
  Morrisey walked over to the water cooler and took a long, 
  slow drink before continuing.
  “We thought we’d tracked that whole batch of 'em to one 
  of the tunnels under Kasrilevka. The mother kept hunting for 
  food for her young, and it turned out she was hunting 
  colonists! We went in with flamers to clean the whole nest out.
  I never wanted the colony to suffer! You have to believe me. 
  But we only found two of them there, young ones. God, only 
  two! I lost three men, and we ended up torching the whole 
  damn town! It was an accident!” With that, Morrisey collapsed 
  and burst into tears.
  “Mr. Morrisey,” Minx began softly, “we need to know 
  where the rest of the Nightbloats are. If you help us now, I 
  promise I will do whatever I can for you later. There are still 
  people in the city, including a number of my shipmates, and 
  it’s dark out there. Not only that, but the trucks from Clozer 
  are due next week. Do you want to add the farmers to the 
  death count? Where are the rest of the Nightbloats, 
  Morrisey!”
  “We think they’re in the tunnels under the Hotrail-1 
  complex, Lieutenant. It’ll be dawn soon, so you can probably 
  catch them unawares...”
  | Vexion V1 (Marshal Scarno’s Office-Dawn) 
  |
  Several communicator conversations followed, and the 
  colonists and miners were temporarily evacuated from both 
  Kasrilevka and Hotrail-1 to the Saratoga. With the civilians out 
  of harm’s way, a company of Marines beamed down to the 
  planet and began a Nightbloat hunt in earnest. It was time to 
  zap some bugs!
  The Black Eagles, now in Assault Armor and Hummer • 
  Helmets, beamed down once again to the Marshal’s office. 
  Vak Scarno, outfitted like the rest of the Team, stood up and 
  said, “I’ve got a lot of making up to do with you, but we can 
  take care of that later. Are you ready?”
  Minx turned to the others and smiled. They were ready. 
  Vak Scarno opened the door, and the Team began to file 
  through into the corridor beyond.
  Hotrail-1 was ready for a spring cleaning!
  • • •
  Page 6
  UFP -  THE FEDERATION SOURCEBOOK
  
  PRIME DIRECTIVE
  UFP -  THE FEDERATION SOURCEBOOK 1
  This volume, UFP -  The Federation Sourcebook, is the
  first installment of that jump into the future. Divided into two 
  sections, The Federation Sourcebook presents new rules, 
  skills, psionic disciplines, equipment and character types in 
  Book One, and in Book Two, reference material on the inner 
  workings of the Federation, including the Federation 
  Government, additional information about the six Full Member 
  Races, a n d  five brand new Associate Member races, 
  available as player characters for the first time!
  As the Federation continues to grow and change, you 
  can expect to see even more of its place in the cosmos 
  revealed and defined. Space is vast. This is just the 
  beginning...
  UFP -  THE FEDERATION SOURCEBOOK 
  by Timothy D. Olsen & Mark Costello
  As the United Federation of Planets (UFP) continues to 
  explore the almost limitless expanses of our galaxy, they will 
  fill in the empty regions of the galactic atlas, encounter new 
  races -  both friend and foe, and come to know their cultures, 
  philosophies and languages. Along the way, the Federation 
  will develop new technologies, equipment and skills -  All of 
  this and more will be added to the ever growing sphere of the 
  Star Fleet Universe.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 7
  
  UFP -  THE FEPERflTIQH SOURCEBOOK
  PRIME DIRECTIVE
  TABLE OF CONTENTS
  BOOK ONE: EXPANDED RULES/MATERIAL 
  UPDATE FOR PRIME DIRECTIVE
  SECTION ONE: NEW CHARACTER TYPES & SKILLS
  • NEW CHARACTER TYPES
  Vulcan Psionic Disciplines........................................................10
  Non-Vulcan Psionics.................................................................18
  Commando Specialization........................................................23
  Combat Engineer Specialization............................................ 24
  •N EW  SKILLS
  Skill Sub-specializations...........................................................25
  Strength Supported Skills.........................................................26
  Accuracy Supported Skills....................................................... 26
  Logic Supported Skills ...............................................................28
  Intuition Supported Skills..........................................................28
  Technical Supported S kills...................................................... 30
  General Knowledge Supported Skills.................................... 32
  Perception Supported S kills....................................................32
  SECTION TWO: NEW EQUIPMENT
  New Equipment..........................................................................33
  Weapons & Equipment -  Availability by Y e a r..................... 38
  SECTION THREE: NEW RULES & SOURCE MATERIAL
  Mission Types and M odes........................................................39
  Security Levels and Material Sensitivity................................40
  The Yes/No T e s t....................................................................... 41
  Initial Contact Reports (ICR)....................................................41
  Homeworld Leave ..................................................................... 42
  Duties of the Briefing O ffice r...................................................42
  Federation Colonies and Outposts.........................................43
  USS Agincourt -Sam ple Starship Crew ............................. 45
  SECTION FOUR: OPTIONAL RULES
  Innate Stun Damage Reduction............................................. 55
  Critical Success..........................................................................55
  Advanced Initiative.................................................................... 56
  Passive/Active Scan Modes for the Tactical Tricorder.......56
  Hit Location .................................................................................57
  BOOK TWO: A GUIDE TO THE FEDERATION 
  (FEDERATION ARCHIVES PUBLICATION #1)
  SECTION ONE: THE STRUCTURE OF THE FEDERATION
  The Federation............................................................................ 61
  Federation Headquarters........................................................... 62
  Star Fleet Academ y.................................................................... 64
  Star Fleet Headquarters............................................................ 64
  Prime Central............................................................................... 66
  Awards, Decorations, and Medals...........................................69
  Star Fleet Marines .....................................•................................71
  • Marine Strike T eam s................................................................73
  • The National G uards............................................................... 73
  • Special Brigades................................. >...... ..............................74
  SECTION TWO: FULL MEMBER RACES
  • The Humans.............................................................................. 77
  • The Vulcans.............................................................................. 78
  • The Alpha-Centaurans............................................................ 80
  • The Rigellians...........................................................................82
  • The Andorians...........................................................................84
  • The Cygnans............................................................................. 86
  SECTION THREE: NEW ASSOCIATE MEMBER RACES
  • The Tellarites............................................................................. 88
  • The Brecon.................................................................................89
  • The Prellarians..........................................................................90
  • The Mynieni............................................................................... 91
  • The Fralli....................................................................................92
  SECTION FOUR: SHIP RECOGNITION MANUAL (abridged)
  • Heavy Cruisers..........................................................................95
  • Dreadnoughts............................................................................96
  • Galactic Survey Cruisers.........................................................96
  • Heavy Battlecruisers............................................................... 97
  • Light Cruisers............................................................................97
  • “New” Light C ruisers............................................................... 98
  • Destroyers..................................................................................99
  • Frigates...................................................................................... 99
  • Police Cutters (Cruisers)...................................................... 100
  •Tugs and P ods....................................................................... 100
  INDEXES
  U F P -T h e  Federation Sourcebook Index.......................... 101
  Prime Directive Rulebook Index............................................103
  PLAY-AIDS
  Scatter Phaser Template........................................................ 106
  Revised Prime Directive Character S heet.......................... 107
  GM’s Adventure Record/Control S h e e t............................... 109
  Player Adventure Record S heet............................................110
  Team Adventure Record S heet.............................................111
  CREDITS PAGE ...................................................................... 112
  Page 8
  UFP -  THE FEDERATION SOURCEBOOK
  
  Book One
  Expanded Rules/ 
  Material Update
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  SECTION ONE: NEW CHARACTER 
  TYPES AND SKILLS
  VULCAN PSIONIC DISCIPLINES
  The method described in the Prime Directive Rulebook 
  for generating Vulcan Psionics Master characters merely 
  scratches the surface of the complex and intricate traditions 
  and mysterious philosophies surrounding the numerous 
  Disciplines (or Paths) of those rare Psionics Masters native to 
  the planet Vulcan. Dating back to the distant past and before 
  their startling cultural shift to a society based upon total logic, 
  the Nine Paths (as the major Psionic Disciplines have come 
  to be known) have been a deeply ingrained and time-honored 
  part of the Vulcan culture.
  It is no secret that those Romulans who split away from 
  their Vulcan cousins left behind virtually all the bloodlines that 
  would in the fullness of time produce the great Psionic 
  Masters of Vulcan (a fact that the Romulans can scarcely 
  forget). These bloodlines were the first to define their special 
  talents and to hone them in special directions, at first as a 
  necessary aspect of simple survival in the early barbarous 
  days of Vulcan civilization, and later as the precursors to the 
  philosophical stabilization of the race. The early practitioners 
  of these Disciplines learned to rely upon inner strengths and 
  more dispassionate methods of dealing with the world and, as 
  such began to turn away from the violent practices of the day. 
  As their adherents became more numerous and prominent, 
  an increasing number of the ancient Vulcan Warlords turned 
  to these powerful individuals for guidance and assistance. In 
  time, a more pacifistic view of life began to take root in the 
  core of the Vulcan mindset.
  The Nine Paths were not in and of themselves directly 
  responsible for the Vulcan shift to a society based on logic, 
  but they were certainly a major factor. The Nine Paths are still 
  practiced today throughout the galaxy and while they are no 
  longer entirely restricted to specific bloodlines, as they were in 
  past, there is still a great deal of “clannishness" to the various 
  Disciplines. When a player chooses one of the nine 
  Disciplines for his Vulcan Psionics character, the history and 
  background of the discipline becomes an integral part of the 
  character’s bloodline and he may choose to wear the Path 
  emblem upon his uniform.
  Each of the Nine Paths has a Center for Learning on the 
  planet Vulcan along with a training area within the confines of 
  Prime Central.
  THE NINE PATHS
  Path of J’haniar -  Thoughts and the Mind 
  Path of Mey'lar -  Perception and Learning 
  Korini Dercou -  Stealth and Guile 
  Tenets of Serin -  Health and Healing 
  Paktoc Kelfee -  Devotion to Pure Intellect 
  Srenkon De Kafli -  Command and Control 
  Vesehr of Trak -  Perfection of the Physical Form 
  Surini Maklar -  Factual Storage and Computation 
  Srunihki -  General Psionic Practice for Non-Masters
  When generating a Vulcan Psionics Master character 
  under these rules, follow the following guidelines.
  This section changes much of the material presented in 
  the VULCAN PSIONICS MASTER Specialization section 
  presented on page 22 of the Prime Directive Rulebook. 
  Vulcan Psionics Masters must still select this specialization, of 
  course, but will generate their Psionic skills and abilities using 
  the following guidelines. (Exception: A regular, Non-Psionic 
  Master Vulcan may take the Srunihki Path, described below.)
  YOUR CHARACTER 
  MAY ONLY TAKE THOSE 
  PSIONIC ABILITIES LISTED FOR THAT PARTICULAR 
  DISCIPLINE. THIS RESTRICTION LASTS FOR THE LIFE 
  OF THE CHARACTER. (Exception: Any Vulcan character 
  may learn Mind Scanning, but even a Psionics Master may 
  not use the 12 skill levels provided in the Psionics 
  Specialization section unless that skill appears on the 
  ABILITIES list for that discipline.) A character who follows the 
  Path of the Paktoc Kelfee may NEVER learn the Korini 
  Dercou Discipline of Mind Shadow, for instance, and would 
  have to spend either l-CIPs or regular CIPs to acquire and 
  learn Mind Scan.
  Once you select a Path, you must follow that Path for the 
  life of the character. You CANNOT switch from Discipline to 
  Discipline over the course of the character’s career. Also note 
  that as it takes many years of study to acquire the various 
  skills and Disciplines associated with the various Paths, a 
  character CANNOT “become” a Vulcan Psionics Master after 
  play has begun. (Star Fleet would never allow your character 
  the years of leave required.)
  In order for your character to qualify for the various 
  Psionics Disciplines, he must meet certain characteristic and 
  skill requirements, which are listed below. As with the other 
  requirements listed in the Character Generation Section, 
  these need to be met only by the end of the Character 
  Generation process. Remember to allocate those l-CIPs first, 
  though, so you don’t forget anything.
  Vulcan Psionics Masters still get their 12 Skill Levels to 
  apply to the psionic skills listed in the ABILITIES section of 
  their Discipline, but still cannot raise any of these skills to 
  higher than a 4. If this means that some of the 12 skill levels 
  go unapplied, because there aren’t enough skills listed in the 
  Discipline to use up all the available levels, then the excess 
  levels are lost.
  Page 10
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  The Path of J’haniar
  The Path of J’haniar is the “classic” Vulcan Psionics 
  package, devoted to telepathic communication and the direct 
  linkage of minds. This is the oldest of the Psionic Disciplines 
  and is considered the “purest" by many Vulcans. The J’haniar 
  are drawn from all walks of Vulcan life, and it would not be 
  unusual for any particular Vulcan you encounter to have spent 
  some time studying the philosophy of the J’haniar Path, if not 
  the actual psionic abilities themselves.The IDIC (Infinite 
  Diversity, Infinite Combinations) is one of the highest awards 
  within the Path of J’haniar.
  REQUIREMENTS:
  DISCIPLINE: 6+
  GKN: 4+
  GKN SKILL: Philosophy “Path of J’haniar'’ 2+
  ABILITIES:
  Mind Bar 
  Aid Mind Bar 
  Mind Meld 
  Mind Scan 
  Mind Touch
  The Path of Mey’lar is devoted to acquiring direct 
  knowledge about the universe. Its adherents are scholars, 
  scientists, philosophers, artists and travellers. The Mey’lar
  believe it is the task of all sentients to go forth and discover 
  what is to be learned about the nature of things, and their 
  Disciplines aid in their ability to perceive their surroundings.
  REQUIREMENTS:
  DISCIPLINE: 6+
  PERCEPTION: 4+
  GKN: 4+
  GKN SKILL: Philosophy “Path of Mey’lar” 2+
  ABILITIES:
  Mind Bar
  Mind Scan
  Mind Touch
  Environmental Attunement (New Skill: See below)
  Mey’lar Psionic Skill
  Environmental Attunement: 6/8/1Q (25)
  This Psionic ability, unique to the followers of the Path of 
  Mey’lar, allows the user to quickly adapt to what would 
  otherwise be uncomfortable or even dangerous environmental 
  conditions. When using this ability, a character can ignore, or 
  at least offset, penalties associated with extremes in 
  temperature, humidity, or even the non-availability of food and 
  water! Refer to the SL guidelines below, but remember that 
  this is a powerful ability that must be carefully and consist­
  ently interpreted by the GM.
  Com plete 
  SL means that the character is all but 
  unaffected by the harsh or unpleasant nature of his environ­
  ment. If the effects are judged by the GM to be at a Nuisance 
  level (“Your feet are wet, you’re cold and you wish you were 
  home”), then the character can ignore the fact that they’re 
  miserable, also ignoring any Mods which would be applied to 
  their actions for a period of time equal to their Discipline 
  characteristic in DAYS. If the effects of the environment are 
  judged to be at a Long Term Damage level, i.e., potentially 
  harmful over an exposure of many hours (“It’s so cold that 
  you’ve lost all feeling in your hands and toes”), then the 
  character can resist the effects of the environment for a 
  period of time equal to their Discipline characteristic in 
  HOURS. This would either delay or lessen the severity of any 
  damage or Mods that would be applied due to the 
  environmental conditions. If the effects of the environment are 
  judged to be harmful in the Short Term, but not INSTANTLY 
  harmful (or FATAL), then the character can adapt to the 
  situation for a period of time equal to their Discipline 
  characteristic in MINUTES.
  Moderate SL reduces the resistance TIMES referred to 
  above by one level, i.e., Nuisance to HOURS, Long Term 
  Damage to MINUTES and affords no protection versus Short 
  Term Damage at all.
  Minimal SL would reduce the TIMES by another level, 
  Nuisance to Minutes, and no help versus anything worse.
  Failure means that the character gains no Attunement 
  advantage.
  Botch means that whatever Mod or effects that he hoped 
  to avoid are DOUBLED for the next hour, minus his Discipline 
  x 5 minutes.
  Please note that this ability CANNOT be used to “attune" 
  one’s self to disruptor fire, kicks in the head, acid, or lava. 
  Anything that does damage THE MOMENT THAT IT 
  TOUCHES YOU cannot be “attuned” away. Note, however, 
  that this would allow a character to hold his breath longer or 
  even deal with the effects of a noxious atmosphere (for a few 
  minutes, maybe). Of course, the GM must apply Mods for the 
  severity of the situation, which in turn will help to limit the 
  likely SLs and cut down on the likelihood of strolling across 
  miles and miles of smoldering coals in one’s bare feet.
  “The ideal expression of the ideal mind is infinite 
  diversity in infinite combinations.”
  Attributed to Sorinak the Codemaker, 
  founder of the first of the great Sohk-Paks, the J’haniar.
  “In stillness, all within your view is perfectly 
  knowable, but what lies beyond remains forever a 
  mystery; in motion there can be no perfection, but for a 
  time, all in creation will pass before your eyes.”
  Attributed to Sreck the Wanderer, 
  in his ‘Discussions On The Attainment Of Omniscience,’ 
  his personal journal of the fifty years he spent travelling 
  through the Vulcan wastes, used after his death as the 
  basis for the formation of the M ey’lar Sohk-Pak.
  U F P -T H E  FEDERATION SOURCEBOOK
  Page 11
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  For example, T’Pon, an adherent of the Path of Mey’lar, 
  while working with Az in Engineering, accidentally kicks open 
  the toggle valve of a pressure storage flask, flooding the 
  compartment in which she is working with Deromethic 
  Asilliomethane, a poisonous, but non-corrosive gas. Realizing 
  that the emergency exhaust fans will quickly clear the 
  compartment once the presence of the gas is detected (which 
  will take only moments), T’Pon enters into Environmental 
  Attunement, which she hopes will lessen or negate the 
  harmful effects of the gas.
  The GM rules that although there are no modifiers to the 
  skill tricode (because the gas does not possess any special 
  attributes that would make it more difficult to resist), the gas is 
  a deadly poison, and as such he rules that the gas has a 
  Short Term effect. All T’Pon has to do, really, is not breathe. 
  T’Pon rolls her 5 dice in the skill versus a base 6/8/10, and 
  scores a Complete success. Good! That’s exactly what she 
  needed to resist the effects of the gas. She can ignore the 
  poisonous effects for a number of minutes equal to her 
  Discipline characteristic, more than enough time for the fans 
  to kick in and clear the compartment!
  “What you do not know about me makes me stronger.”
  Attributed to Warmarshall Trenk, 
  an early devotee of N he’Ghir the Thinker, and spiritual 
  founder of the Sohk-Pak of the Korini Dercou.
  The Path of Korini Dercou is an ancient Discipline 
  devoted to obfuscation and misdirection. Remember, that 
  while Vulcans are by nature pacifistic, they recognize the 
  need for guile. Those who follow this Path believe that the 
  best way to avoid a potential conflict situation is simply not to 
  be seen. Similarly, they believe that the best way to disarm or 
  neutralize a potential opponent is to trick him into a position 
  where he has no choice but to surrender, which is precisely 
  what their Disciplines allow them to do. The Korini Dercou are 
  often members of the Vulcan Security forces.
  REQUIREMENTS:
  DISCIPLINE: 6+
  ACCURACY: 4+
  PERCEPTION: 4+
  GKN SKILL: Philosophy “Path of Korini Dercou” 2+
  * The Mind Touch Skill learned in this Discipline is used only 
  as a conduit for the Confusion and Amnesia abilities. The 
  user DOES NOT actually gain the full use of the ability as 
  described in the Prime Directive Rulebook.
  Korini Dercou Psionic Skill
  Mind Shadow: 6/8/10 (25)
  This ability allows a character to make himself, or another 
  individual or object, more difficult to perceive by the naked 
  eye. The individual or object must be within 5 times the 
  character’s Discipline characteristic in meters. If the target 
  ever leaves this range while the ability is being sustained, the 
  effect will vanish.
  Complete SL adds +6 to any attempt to use Perception 
  to locate or even be aware of the target’s presence.
  Moderate SL adds +4 to any attempt to use Perception 
  to locate or even be aware of the target’s presence.
  Minimal SL adds +2 to any attempt to use Perception to 
  locate or even be aware of the target’s”pre6ence.
  Failure has no effect upon the target'.
  Botch means that the target begins to glow and hum with 
  an eerie, but unignorable psionic overtone. Everyone in the 
  area is aware of the target’s location.
  This ability will NOT fool mechanical sensing devices, 
  such as tricorders, and other scanners, and remote cameras, 
  but it WILL fool someone looking directly through IR or UV 
  goggles. If the target is moving slowly (1 meter per TiC or 
  less), apply a Flat +1 mod to the tricode. If the target is 
  moving quickly (more than 1 meter per TiC), apply a Flat +2 to 
  the tricode. If the target is moving swiftly (more than 10 
  meters per TiC), apply a flat +4 mod to the tricode. Mods 
  should also be applied for the level of noise the target is 
  generating. (These Mods would be a possible +1 for tiptoeing 
  across a gravel driveway to +20 for a motorized vehicle 
  starting up.) Also note that while YOU may be hidden and 
  obfuscated in some dark corner, your phaser blasts will NOT 
  be invisible and the bad guys can still return fire in their 
  general direction...possibly hitting you in the process!
  For example, Major Soklar, disguised as a shuttle cargo 
  loader in an impromptu Orion Pirate stronghold, is attempting 
  to exit the place with a satchel full of incriminating data disks. 
  The door itself is guarded, so using Mind Shadow on himself 
  won’t help as the Guards will still see the door open and 
  close! So he decides to obfuscate the satchel, instead.
  The base Mind Shadow tricode is 6/8/10, but the GM 
  rules that a flat +1 mod is applied because the Major is 
  walking, slowly, out the door. He rolls his 6 dice in the skill, 
  and scores a Moderate SL. This adds a flat +4 to the guards’ 
  Perception test. The GM rules that since the disguised Major 
  doesn’t seem to be carrying anything, the base Yes/No 
  number for the guards to spot anything is a 6, raised to a 10 
  due to the Moderate SL Soklar achieved. Neither guard spots 
  anything unusual, and the Major sails right on out!
  ABILITIES:
  Mind Bar 
  Mind Scan 
  Mind Touch*
  Confusion
  Amnesia
  Mind Shadow (New Skill: See below)
  Page 12
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  The Tenets of Serin
  The Tenets of Serin is a Path devoted to aiding the sick 
  and healing the wounded. This is not done without some risk, 
  however, as this often leads the practitioner into dangerous 
  situations. Conflicts, natural disasters and epidemics are all 
  part of the Serinen’s life, but their Disciplines give them great 
  ability to withstand such ravages and to aid others who have 
  fallen victim to them. Serinen are almost always physicians.
  REQUIREMENTS:
  DISCIPLINE: 6+
  GKN: 4+
  INTUITION: 2+
  GKN SKILL: Philosophy “Tenets of Serin” 2+
  First Aid 2+
  Medicine 2+
  ABILITIES:
  Mind Bar
  Aid Mind Bar
  Mind Scan
  Empathic Diagnosis (New Skill: See below)
  Healing (New Skill: See below)
  Tenets of Serin Psionic Skills
  Empathic Diagnosis: 4/6/8 (25)
  This ability allows the user to determine exactly what is 
  wrong with a patient without needing to rely upon diagnosis 
  instrumentation; a simple “one hand on the forehead and 
  another on the abdomen” will suffice.
  Complete SL reveals the precise nature and full extent 
  of the patient’s injuries and other medical troubles. This SL 
  gives the user a flat -3 to any First Aid, Medicine or Surgery 
  tricodes with this patient for these wounds, injuries or 
  sickness(es).
  Moderate SL reveals the general nature and extent of 
  the patient’s injuries and other medical troubles. This SL gives 
  the user a flat -2 to any First Aid, Medicine or Surgery tricodes 
  with this patient for these wounds, injuries or sickness.
  Minimal SL reveals a small amount about the nature and 
  extent of the patient’s injuries and other medical troubles. This 
  SL gives the user a flat -1 to any First Aid, Medicine or 
  Surgery tricodes with this patient for these wounds, injuries or 
  sickness.
  Failure reveals nothing about the patient’s condition.
  Botch means that the user has opened himself up to the 
  very essence of the patient's damage. The user takes one- 
  half the amount of both Stun and Lethal Damage that the 
  patient has suffered.
  Healing: 6/8/10(25)
  This allows the character to aid in the process of healing 
  the Lethal Damage suffered by a stricken individual. The use 
  of this skill requires the character to come into physical 
  contact with the patient for a period of time equal to twice the 
  number of boxes of Lethal Damage the patient has taken in 
  minutes. If contact is broken for any period of time before 
  then, the healing attempt is automatically assumed to have 
  FAILED. The healing character must return to readminister 
  the ability upon the patient at the beginning of each
  subsequent healing-roll time period to reapply the ability.
  Complete SL allows the patient to roll for healing TWICE 
  and in half the normal period of time, with a flat -3 to the 
  Healing Tricode.
  Moderate SL allows the patient to roll for healing with a 
  flat -2 to the Healing Tricode and in half the normal period of 
  time.
  Minimal SL allows the patient to roll for healing with a flat 
  -1 to the Healing Tricode and in half the normal period of time.
  Failure has no effect upon the patient.
  B otch means that the healer has screwed up his 
  patient’s healing metabolism. The healer may no longer 
  attempt to use the Healing ability upon this patient (to recover 
  from this particular set of wounds), the patient must SKIP his 
  next regular healing roll, and ALL subsequent healing rolls are 
  made at a flat +1 until the patient has regained all of his 
  Lethal Damage Capacity. Further, the user takes Stun 
  Damage equal to the patient’s. Lethal Damage.
  If the patient has taken over one-half of his LDC, apply a 
  flat +1 to the Healing Ability tricode.
  If the patient has taken all but one of his LDC, apply a flat 
  +2 to the Healing Ability tricode.
  If the patient has exceeded his LDC, apply a flat +4 to the 
  Healing Ability tricode.
  The Healing skill has no effect upon Stun Damage. Each 
  use of the Healing ability exceeding the user’s Discipline 
  characteristic in a period of time equal to the character’s SDC 
  in hours will cause one point of Stun Damage to the user.
  The Path of the Paktoc Kelfee
  “The ability to recognize and codify the patterns of 
  natural order in the expressions of existence is the highest 
  function, the greatest gift, of the mortal mind. To deny 
  one’s self the exclusive pursuit of this capacity is to deny 
  one’s self the fulfillment of their greater purpose.”
  Attributed to Kaplar the Elder, 
  ancient Vulcan’s foremost mathematician, whose 
  countless writings were used as the basis for the 
  philosophies of the Paktoc Kelfee.
  The Path of the Paktoc Kelfee is devoted to the 
  expansion of pure intellect. This is the most highly respected 
  of all the Paths, and the one with the least practical 
  application. The Disciplines of the Paktoc Kelfee grant 
  immense reasoning powers rivaling even some of the great 
  Artificial Intelligence (Al) computers of the day, but at the 
  price of near somnambulance. The Paktoc Kelfee are not 
  overly energetic in the pursuit of mundane, physical activities, 
  such as walking, eating, etc. Most of the Paktoc Kelfee are
  “Make life your ambition, and freedom from infirmity 
  your goal.”
  Attributed to Serin the Physician, 
  First Dane of the Shalyat Hospice, 
  and founder of the Sohk-Pak of her Tenets.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 13
  
  H i -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES S SKILLS
  abstract philosophers or scholars who spend their days 
  acquiring data to feed into their computer-like minds. (It is 
  very rare for a follower of the Paktoc Kelfee to join Star Fleet, 
  and even rarer for them to be found on Prime Teams.)
  REQUIREMENTS:
  DISCIPLINE: 6+
  LOGIC: 8+
  GKN SKILL: Philosophy “Paktoc Kelfee” 2+
  No STR, ACC or SPD characteristic can start above 2.
  ABILITIES:
  Mind Bar
  Heightened Reasoning: (New Skill: See below)
  Paktoc Kelfee Psionic Skill
  Heightened Reasoning: NO TRICODE (25)
  This is a special psionic ability that allows the user to 
  greatly increase his capacity to perform acts of calculation 
  and reasoning. Basically, for every level in Heightened 
  Reasoning a character possesses, he parenthetically raises 
  his LGC characteristic by +1 for the purposes of calculating 
  the number of task dice that the character will have for his 
  LGC skills. This also has the effect of raising his LGC 
  characteristic by +1 for the purposes of determining the 
  maximum Skill Level he may possess with his LGC skills.
  For example, a character with a (natural) LGC 
  characteristic of 7, and a Heightened reasoning skill level of 3, 
  would have a modified LGC score of 10 for the purposes of 
  calculating his task dice and the maximum skill levels for his 
  LGC skills.
  This increase may NOT raise a character’s GKN 
  characteristic above 12, even “parenthetically”, nor does it 
  affect the maximum natural characteristic increase allowed to 
  the character’s LGC characteristic.
  render them incapable of performing any hostile acts. 
  Needless to say, the practitioners of this Discipline go through 
  the most rigorous moral and ethical training before ever being 
  taught even the most minor of the Discipline’s Mysteries. The 
  Srenkon De Kafli are often Security or Military personnel.
  REQUIREMENTS:
  LEADERSHIP: 4+
  DISCIPLINE: 7+
  GKN SKILL: Philosophy “Srenkon De Kafli” 2+
  ABILITIES:
  Mind Scan
  Mind Touch*
  Mind Bar
  Command
  Deep Programming: (New Skill: See below)
  * The Mind Touch Skill learned in this Discipline is used only 
  as a conduit for the Command and Deep Programming 
  abilities. The user DOES NOT actually gain the full use of the 
  ability as described in the Prime Directive Rulebook.
  Srenkon De Kafli Psionic Skill
  Deep Programming: 6/8/10 (25)
  This ability allows the user to set into another person’s 
  mind a deeply ingrained mental compulsion or prohibition. 
  This essentially is a “delayed reaction" Command ability that 
  lasts for a considerable amount of time. The skill functions 
  exactly as Command (see the Prime Directive Rulebook) with 
  the following differences.
  Complete SL allows the user to cause the target to 
  perform some action, or prevent him from doing such, either 
  as a result of a specific trigger, such as seeing a face or 
  hearing a specific word or phrase, or prevent him from 
  performing some act, such as leaving a certain area or 
  responding to an individual’s specific question. The potential 
  for this effect lasts for ten times the user’s Discipline 
  characteristic in Days. At this SL, the target character has no 
  ability to resist the compulsion.
  Moderate SL means that the user can compel the target, 
  as above, but only for a period of time equal to the user’s 
  Discipline characteristic in Days.
  Minimal SL means that the user can compel the target, 
  as above, but only for a period of time equal to the user's 
  Discipline characteristic in Hours.
  Failure means that the user has no effect upon the 
  target.
  Botch means that the user causes Stun Damage to 
  himself equal to the Target’s Discipline characteristic.
  For example, the last time that Lt. Surek met the weak- 
  willed security guard working in the Lyran Consulate (at the 
  front gate at lunch time), Lt. Surek implanted a Deep 
  Programming compulsion into the guard’s mind. Lt. Surek 
  scored a Moderate SL, allowing him to leave an “invisible” 
  command in the guard’s mind which would last for up to the 
  Lieutenant’s Discipline characteristic in days. The command 
  was for the guard to open the gate without setting off the 
  internal monitor, and then to forget the whole thing, when he 
  heard the phrase, “The wood are lovely, dark and deep.” . 
  Three nights later, the leader of the black-clad Prime Team 
  whispers the phrase out of the shadows and the gates 
  whoosh open. The Team mutters a quick series of thanks to 
  the Lieutenant’s abilities, and the mission is on.
  The Path of the Srenkon De Kafli
  “The Mind of a foe is the foremost weapon to be 
  turned against him.”
  Attributed to Malyar, personal attendant/bodyguard and 
  chief of assassins to Karick the Learned, Clanlord of the 
  Dariol Wastes, an important historical figure of his own. 
  Malyar, however, eclipses Karick as the founder of the 
  ancient cult of psionic assassins which evolved into the 
  modern Sohk-Pak of the Srenkon De Kafli.
  The Path of the Srenkon De Kafli is an offshoot of the 
  Korini Dercou. Rather than simply avoiding one’s foes, the 
  philosophy here is to directly take control of their minds and to
  Paktoc Kelfee Path Emblem
  Page 14
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  “Even the most skillful rider is woeful indeed without a 
  worthy mount.”
  Attributed to Karshan the Mighty, 
  Vulcan’s foremost proponent of the Vesehr of Trak.
  The Path of the Vesehr of Trak is devoted to the perfec­
  tion of the physical form and the betterment of the physical 
  world around themselves. Their slant is that without a well- 
  tuned “vehicle” (i.e., body) for their “intellect" (mind) to travel 
  in and be protected by, there is little point, logically, to having 
  a superior intellect to begin with. The Vesehr, therefore, 
  devote the bulk of their Disciplines to being fast, strong, 
  healthy, etc.
  REQUIREMENTS:
  DISCIPLINE: 6+
  STR, ACC, SPD: ALL 4+
  STR, ACC or SPD skills: Any three at 2+
  (NOTE! These three skills CANNOT be ones that were 
  acquired under the ALL STAR FLEET, or Skills By Service 
  Division sections!)
  GKN SKILL: Philosophy “Vesehr of Trak" 2+
  ABILITIES:
  Mind Bar
  Biofeedback (New Skill: See below.)
  Feign Death (New Skill: See below.)
  Vesehr of Trak Psionic Skills
  Biofeedback: 6/8/10 (25)
  The Psionic ability Biofeedback gives the user extra­
  ordinary control over his own bodily functions. This is 
  represented by a temporary increase of the character’s 
  characteristics.
  Complete SL allows the character to temporarily raise 
  one of his physical characteristics, Strength, Accuracy, Speed 
  or Perception, by up to +3. This cannot raise a characteristic 
  above 12. This increase lasts for TiCs equal to the character's 
  Discipline characteristic if the characteristic is raised by +3; 
  for TiCs equal to 10 times the character’s Discipline 
  characteristic if the characteristic is raised by +2; for minutes 
  equal to the character’s Discipline characteristic if the 
  characteristic is raised by +1. The character chooses how 
  much he will raise the characteristic at the time he begins 
  using the ability.
  Moderate SL allows the character to temporarily raise 
  one of his physical characteristics, Strength, Accuracy, Speed
  or Perception, by up to +2. This cannot raise a characteristic 
  above 12. This increase lasts for TiCs equal to the character’s 
  Discipline characteristic if the characteristic is raised by +2; 
  for TiCs equal to 10 times the character’s Discipline 
  characteristic if the characteristic is raised by +1. The 
  character chooses how much he will raise the characteristic at 
  the time he begins using the ability.
  Minimal SL allows the character to temporarily raise one 
  of his physical characteristics, Strength, Accuracy, Speed or 
  Perception, by up to +1. This cannot raise a characteristic 
  above 12. This increase lasts for TiCs equal to the character’s 
  Discipline characteristic.
  Failure has no effect.
  Botch LOWERS the target characteristic by 1D3 points 
  for an hour minus his Discipline characteristic times 5 
  minutes. If this would lower the characteristic to 0, or lower, 
  the character automatically takes all his boxes of Stun and 
  may not begin to roll to recover ANY SDC until after a period 
  of time equal to an hour minus tiis Discipline characteristic 
  times 5 minutes.
  Only ONE characteristic can be affected by this ability at 
  any one time, and the effects of this ability are NOT 
  cumulative. For every use of this ability past the first in a 
  period of time equal to 13 hours minus the character’s 
  Discipline characteristic in hours, the user is subject to a flat 
  +1 mod to ALL his psionic AND physical task tricodes.
  Feign Death 4/6/8 (15)
  This skill allows a character to put himself into a super­
  deep trance. This effectively slows his metabolism down to 
  the extent that it will not only fool the unsuspecting observer 
  but also make it appear as if he is lifeless to a med scan. It 
  also affords temporary sanctuary from inhospitable environ­
  ments.
  Complete SL allows the character to fall into a trance so 
  deep it appears as if he is dead. Only a Complete Success 
  with a tricorder (at a flat +2) will show that he is alive. While in 
  this mode, he can go without food or water for a period of time 
  equal to the character’s Discipline characteristic in days and 
  can go without breathing for a period of time equal to his 
  Discipline characteristic times 5 minutes.
  Moderate SL means the character is in a trance. Only 
  the successful use of a tricorder will detect the ruse. He can 
  go without food or water for a period of time equal to one-half 
  the character’s Discipline characteristic in days and can go 
  without breathing for a period of time equal to his Discipline 
  characteristic times 2 minutes.
  Minimal SL means the character is in a trance. Only a 
  less advanced entity will be fooled. He can go without food or 
  water for 24 hours and can go without breathing for a period 
  of time equal to his Discipline characteristic in minutes.
  Failure means the character was unable to fall into a 
  trance.
  Botch means that the character falls into a deep trance 
  just like the Complete SL, but will either wake up at some 
  random time before or after his set wake up time (down to half 
  the expected time, or up to half again as long, but no longer 
  than the maximum), or perhaps not wake up on his own at all! 
  (But don’t worry, one of his Teammates will undoubtedly 
  come along to snap him out of it!)
  Note that while the character is completely aware of his 
  surroundings while in the Feign Death trance (he can hear 
  everything that is going on around him), he is completely 
  immobile and incapable of action! Also, once the trance has 
  begun, the character is incapable of performing any other 
  psionic activities, as all his psychic energy is being directed to 
  the trance.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 15
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  A character who places himself into a trance may either 
  allow the trance to run its full course, or alternately, he can set 
  a 'wake-up time’ when he will emerge from the trance. This 
  decision must be made at the time the character enters the 
  trance and may not be altered thereafter. Note that if 
  someone is actively trying to awaken the tranced character 
  before he is scheduled to emerge from the trance (slapping 
  his face, yelling his name, etc.), then the character MAY 
  voluntarily emerge from his trance before he is scheduled to 
  wake up.
  If a character, for whatever reason, wishes to exit the 
  trance (without any external assistance) before the time limit 
  he set when he entered it, he must make a Discipline Test 
  versus a yes/no number of 8*. A success means that he exits 
  the trance immediately, with no ill effects. A Failure means 
  that the character takes a point of SDC and increases the 
  Yes/No number by +1 for any subsequent attempt.
  ‘ A Yes/No test is a test wherein the only results possible are 
  Success and Failure, much like the BR# test for additional 
  Mission Equipment Allocation Requests. Any mods listed are 
  applied directly to the listed test #, including Level of Damage 
  mods, Repeated Task mods (if any), etc. However, Yes/No 
  tests are not subject to the Continuing Task Attempt rules, 
  nor can a Yes/No test result in a Botch regardless of how low 
  the task roll is.
  It takes only a single TIC for this to function.
  The Surini’s Disciplines are related to the acquisition of 
  factual knowledge and are reflected in their GKN skills.
  REQUIREMENTS:
  DISCIPLINE: 6+
  GKN: 6+
  GKN SKILL: Philosophy “Surini Maklar” 2+
  ABILITIES:
  Factual Storage (New Skill: See below)
  Surini Maklar Psionic Skill
  Factual Storage: NO TRICODE (25)
  This is a special psionic ability that allows the user to 
  have a greatly increased capacity to store mental information. 
  The way this works is this: For every level in Factual Storage 
  that a character possesses, he parenthetically raises his GKN 
  characteristic by +1 for the purposes of calculating the 
  number of task dice that the character will have for his GKN 
  skills. This also has the effect o f.'ra isin g  his GKN 
  characteristic by +1 for the purposes of determining the 
  maximum Skill Level he may possess with his GKN skills.
  For example, a character with a (natural) GKN character­
  istic of 5, and a Factual Storage skill level of 3, would have a 
  modified GKN score of 8 for the purposes of his task dice and 
  maximum skill levels for his GKN skills. This increase may 
  NOT raise a character’s GKN characteristic above 12, even 
  “parenthetically”, nor does it affect the maximum natural 
  characteristic increase allowed to the character’s GKN 
  characteristic.
  The Path of the Surini Maklar
  “We may only become by becoming.”
  General credo of the Sohk-Pak of the Srunihki and 
  attributed at various times to different authors.
  “Everything that is, is the product of everything else. To 
  know anything, one must know everything.”
  Attributed to Spenok, 
  the renowned Senior Master of the ancient Vulcan 
  Academy of Natural Philosophy at Torin’aku, and co­
  founder of the Sohk-Pak of the Surini Maklar.
  The Path of the Surini Maklar is related to, but apart from, 
  the Paktoc Kelfee. The Surini are more concerned with the 
  simple acquisition of raw data than in any particular pursuit 
  related to it. While the Paktoc Kelfee are superb experts in 
  one or two very narrow, very specific fields, the Surinin are 
  just general know-it-alls about everything. In some ways they 
  are comparable to the Mey’lar, except that they want to just 
  KNOW about what the Mey’lar experience for themselves.
  The Path of the Srunihki is actually a recently constructed 
  (within the last 800 years) amalgam of other lesser Paths, and 
  its teachings are turned toward the “fine tuning” of the weaker 
  Psionic abilities in the general Vulcan populace as well as 
  dealing with Non-Vulcan Psionics who have turned to 
  traditional Vulcan Mysticism for instruction. While most 
  Srunihki Temples are located on Vulcan, several have 
  recently been established on other Federation worlds to 
  facilitate the entrance of these out-worlders into the Path. The 
  Srunihki is the Path that all Non-Psionics Master Vulcan 
  characters who still want Psionic abilities will follow. Bear in
  The Path of the Srunihki
  Surini Maklar Path Emblem
  Page 16
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  mind that ANY degree of Psionic ability is taken as a sign of 
  superior dedication and logical capacity by most Vulcans, 
  such that those who follow the Path of Srunihki are certainly 
  not looked down upon as “cut rate” or “bargain basement” 
  Psionics by their Vulcan peers, and should not be seen as 
  such by others!
  REQUIREMENTS:
  DISCIPLINE: 6+
  GKN SKILL: Philosophy “Srunihki” 2+
  ABILITIES:
  Mind Bar
  Aid Mind Bar
  Mind Meld
  Mind Scan
  Mind Touch
  (Remember, these abilities cost DOUBLE the normal 
  amounts to acquire and learn.)
  ANY ONE OTHER ABILITY (from those listed above) at 
  FOUR TIMES THE COST TO ACQUIRE AND LEARN.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 17
  
  I UFP -  THE FEPERffnOH SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  NON-VULCAN PSIONICS
  Psionic abilities, as detailed in the Prime Directive 
  Rulebook, were initially presented as being available only to 
  Vulcan characters. (Of all the Federation Member races, only 
  the Vulcans seem to possess such abilities in any significant 
  numbers.) However, other Federation races have produced, 
  from time to time, individuals possessed of some degree of 
  Psionic ability. Unfortunately, historical and cultural events in 
  these races’ pasts have all but eliminated the societies’ 
  cultural pragmatism for dealing with these rare psionic 
  individuals. As a result, even in the advanced and egalitarian 
  atmosphere of the United Federation of Planets, there tends 
  to be a lingering distrust of, and aversion to, Psionic 
  individuals.
  In early Earth history, for instance, such individuals were 
  considered to be either visionaries or heretics, depending 
  upon the time and the culture into which they were born. 
  Some of these extraordinary individuals found a place in the 
  more tolerant societies and were exalted as prophets, monks, 
  great seers, and medicine men. More often, however, such 
  individuals were shunned, or hunted down and killed, by 
  societies that feared anything that they did not understand. 
  Even in the current era of faster-than-light star travel and 
  matter transportation systems, most Humans still tend to 
  dismiss any claims or signs of Psionic activity on the part of 
  their children as the result of an overactive imagination or as 
  something to be hidden or “grown out of”. (It is rumored that 
  intensive studies were conducted with pairs of identical twins 
  in the early days of faster-than-light travel, in an attempt to 
  develop Psionic abilities to aid in communications, but no 
  evidence exists to support this claim.) Very few Humans with 
  any degree of Psionic activity ever come to truly believe in 
  their nature or openly admit to it, while even fewer 
  successfully seek out competent instruction.
  Similarly, the Cygnans have it as part of the cultural 
  legacy left them by the Sky Fathers that Psionics are a “dark 
  road” leading to delusion and ruin. In fact the very term the 
  Cygnans use for Psionics, “Shresh’Ohk”, has its roots in the 
  ancient terms that literally mean “Shadowed Pathway”. Only a 
  very few Cygnans that display any degree of psionic ability as 
  children, apart from the Chosen Artists responsible for the 
  wondrous holographic Psionic projections, are likely to find a 
  sympathetic adult who will encourage them to develop their 
  abilities, and fewer still who will find anyone capable of giving 
  them much in the way of useful instruction and guidance.
  Andorians fare little better, for while the wild nomadic 
  collectives of the central deserts still tend to produce 
  “Vyet’kazmani", or “Blessed Seers”, with some degree of 
  frequency, ancient prophecies call for strict trials to be 
  administered to all but a few of these individuals while they 
  are still newborns. Part genuine tests of hardihood, and part 
  ancient methods of keeping the “Mystic Powers” in the hands 
  of just a few family lines, very few of these newborns survive 
  to grow into their abilities. To make matters worse, the current 
  cultural tension between the “civilized” coastal dwellers and 
  the less technologically inclined desert nomads leads the 
  more “advanced” elements of Andorian society to hold the 
  entire notion of “Kazmani”, or Psionic individuals, in general 
  disdain, relegating the belief in such to the realms of folklore 
  and superstition. (As a result of this cultural bias, most 
  Andorians with Psionic abilities will be bitter and reclusive.) 
  Few coastal dwellers are likely to undertake the dangerous 
  and uncertain journey into the continental interior to seek the 
  guidance of a Kazmani, and even fewer trained Kazmani, who 
  are greatly venerated and pampered by the nomads, are 
  likely to leave the world, let alone the deserts.
  Rigellian Psionics have a slightly better rate of 
  acceptance than do some of their kin in the other Federation 
  worlds. Since the Rigellians did not embrace the development 
  of technology with the same fervor that the other Federation 
  races did, they did not experience the same degree of “anti- 
  mystical” cultural backlash that many societies go through 
  while developing into a technologically based society. 
  Rigellians have a strong natural bond with their evolutional 
  past, both in terms of their collective culture and their 
  individual nature. As a result, the Rigellians are more “in 
  touch” with the inner drives and feral instincts that ALL 
  advanced races share (but attempt to deny). It is the essential 
  nature of the Rigellian mindset to “be what you are, and 
  nothing else”. While this might lead one to assume that this 
  drive leads most Rigellians to be two-dimensional and mono­
  directed, nothing could be further from the truth. Due to this 
  belief, Rigellians spend virtually none of the time that the 
  other races do attempting to excise or suppress any part of 
  their personal nature. (As an interesting side note, the 
  incidence of mental illness and instability is virtually nil in 
  Rigellian society.) As a result of this “inner acceptance”, 
  Rigellians are much more likely to be accepting of Psionic 
  members of their society. Unfortunately, since the number of 
  active Psionics is still very low, there are no places for young 
  Rigellian Psionics to go to gain special insights into their 
  special natures. (Recently, however, Vulcan has allowed the 
  creation of a “Path of the Srunihki” center on the Rigellian 
  homeworld in an attempt to bring forth these under-developed 
  abilities.)
  Most accepting of all the races in terms of Psionics in 
  their society are the Alpha-Centaurans. Strong historical 
  indications of matriarchal psionic bloodlines early in Alpha- 
  Centauran history are suspected to be one of the major 
  cultural factors leading to the current division of Male/Female 
  social roles in Alpha-Centauran society. However, for reasons 
  that remain unknown, the incidence of Psionic activity 
  am ongst A lpha-C entaurans, 
  how ever 
  prevalent 
  and 
  pronounced it may have been in Alpha-Centauran society in 
  the past, has diminished greatly over the past several 
  centuries. Consequently, it is no more common today than in 
  any of the other non-traditionally psionic races of the 
  Federation. By and large, however, perhaps as the result of 
  the acknowledged role that Psionics have played in the 
  world’s history, there has not been the same degree of 
  distrust and alienation directed toward the few active Psionics 
  that have come forward.
  Page 18
  U F P -T H E  FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  Creating a Non-Vulcan Psionic character
  As a result of these cultural obstacles, emerging Non- 
  Vulcan Psionics (NVPs) generally face great difficulties in 
  terms of social acceptance and locating and securing 
  instruction in their abilities. As a result, the overall number of 
  fully competent NVPs in the general Federation population is 
  very small, and the number that join Star Fleet is 
  proportionally smaller still. While Star Fleet actively seeks to 
  recruit these NVPs for their Special Ops Teams (as do the 
  armed forces of ALL the major powers), part of the price they 
  pay in gaining their services is that many of these NVPs are 
  only marginally qualified for Star Fleet duty. In order to reflect 
  these demographic factors in Prime Directive, the Character 
  Generation Process for NVP Characters is altered in the 
  following manner:
  First, choose your race. However, since NVPs do not 
  always represent the “best and brightest", as do other Prime 
  Team personnel, starting characteristics for NVPs are likely to 
  be lower then those normally found in a Prime Team 
  character. Roll a D6 for each of the character’s starting Racial 
  Characteristics as listed on page 18 of the Prime Directive 
  Rulebook, except for those characteristics listed as “1”s. On a 
  die roll of 4, 5 or 6, that characteristic is lowered by 1. Die 
  rolls of 1, 2 or 3 indicate that that characteristic begins as 
  listed on the table. Human and Alpha-Centauran characters 
  may still “tweak” their characteristics as normal. Remember, 
  starting characteristic of 1 are never reduced in this manner.
  Then, with the starting characteristic levels recorded, the 
  player must decide if he wants his character to be in the 
  Psionics Division or one of the other Star Fleet Service 
  Divisions. If he chooses the former, then the character enters 
  Star Fleet with some degree of formal Psionics training, as 
  reflected by the Skills by Service Division and Service 
  Specialization tables below (though it is still likely that he will 
  not initially be as advanced as a Vulcan Psionics Master). 
  Note that the NVPs Service Division is its own Service 
  Division/Specialization, with its own requirements and skills. 
  (In either case, the NVP character never pays double the CIP 
  costs for his psionic abilities, as do certain Non-Psionics 
  Master Vulcans.)
  If the character chooses the second option (to join one of 
  the other Star Fleet Service Divisions), then he will be a 
  character of that type who “just happens to have” a few 
  psionic abilities, but who will have to “pay” for those abilities 
  out of his own l-CIPs. Note that in this case the character 
  must STILL meet the Service Division Requirements listed on 
  pages 19-20 of the Prime Directive Rulebook in order to 
  qualify for the character type AS WELL AS using the modified 
  method of determining initial l-CIPS, as described below.
  The next thing the character does is to determine his 
  stock of l-CIPs. Unlike other characters, NVPs do not 
  automatically begin with 56 l-CIPs, although they DO still 
  receive their bonus l-CIPs for Rank. Roll 3D6 on the NVP I- 
  CIP Table, below.
  NVP l-CIP Table
  3D6 Roll
  l-CIPs
  3-4
  36
  5-6
  40
  7-10
  44
  11-14
  48
  15-17
  52
  18
  56
  These l-CIPs act in all ways exactly as the l-CIPs 
  provided to characters going through the normal Character 
  Generation process described in the Prime Directive 
  Rulebook.
  As noted above, an NVP character who wishes to join 
  one of the “regular” Star Fleet Service Divisions must meet 
  the requirements for that Division using this stock of l-CIPs. If 
  the character cannot meet those minimum requirements, 
  then the character is not eligible to join that Service Division 
  and must select another one. In any event, all NVP characters 
  receive the skills listed in the STANDARD STAR FLEET 
  SKILLS list, as well as the skill/characteristic bonuses listed in 
  their final Service Division/Specialization lists.
  As indicated above, an NVP character who selects a 
  “regular” Service Division must “buy” his Psionic abilities out 
  of his own stock of l-CIPs. However, he may still circumvent 
  the high initial Psionic Ability, “Start Up Cost" for Level 0 by 
  initially acquiring low levels in his abilities.
  The following is the S e rvice , Division/Specialization 
  information for the NVP Service Division. Note that unlike the 
  expanded Vulcan Psionics discussed in this volume, there are 
  few, if any, recognized Psionics “Colleges" outside of Vulcan. 
  As such, there are no Colleges of Psionic activity for NVPs, 
  who tend to “catch as catch can” in terms of instruction. As an 
  OPTIONAL RULE, at the discretion of the GM, an NVP 
  character who is able to raise his Discipline Characteristic to 
  an 8 or greater, AND who meets any/all other listed require­
  ments, may be assumed to have gone to Vulcan to study with 
  one of the Colleges, and follow one of the Vulcan Psionic 
  Paths listed in this volume instead of using the NV PSIONICS 
  SKILLS BY SERVICE DIVISION information listed below. 
  This is a rarity in the Prime Directive universe, and the GM 
  should only allow it for a character with an e x c e lle n t 
  background justification.
  An NVP character who selects the Non-Vulcan Psionics 
  Service Division determines his Rank (and thence his 
  Professional and Heroic Reputations) on the appropriate 
  Vulcan Psionics Master table (even if he isn’t a Vulcan 
  Psionics Master). An NVP character who selects one of the 
  “regular” Service Divisions simply determines his Rank and 
  Professional and Heroic Reputations as normal.
  Beyond that, the NVP character finishes the Character 
  Generation Process just like any other character, spending 
  left over l-CIPs, determining Background Rating, Range Type, 
  etc., and selecting Personal Interest Skills as normal.
  SKILLS BY SERVICE DIVISION:
  NON-VULCAN PSIONICS
  R E Q U IR E M E N T  -  Discipline characteristic of 5 or 
  greater by the end of the Character Generation Process.
  Non-Vulcan Psionics Characters:
  Any ONE of the following at Skill Level 4, OR any TWO 
  of the following at Skill Level 2: Mind Scan, Mind Touch, Mind 
  Bar, Confusion, Amnesia.
  SERVICE DIVISION SPECIALIZATION SKILLS
  Any ONE of the following three skills (which are ONLY 
  available to Non-Vulcan Psionic characters) at Skill Level 2: 
  Far Sense, Precognition, or Telekinesis.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 19
  
  (IF9 -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  “Just over that bluff, I can see a low building set back 
  into a fold in the canyon. There are two men on the roof 
  with electronic binoculars and phaser rifles. Inside, I can 
  see rough walls all around; it’s one big room. That’s a l l ... 
  no, wait. There are bars on the windows; there’s a cell in 
  one corner of the room and ... Rodriguez is in it! He looks 
  okay. Hold on. There are two other men in there with him. 
  One is a short weasely-faced man with scars on his neck 
  and face. I don’t recognize him. The other guy looks like 
  one of the thugs that ambushed us last night. This could 
  be trouble!”
  See Far Sense
  Far Sense: 6/8/10 (25)
  Far Sense is an ability that lets the character “see” and or 
  “hear” things that are going on in the distance. While the 
  ability occasionally operates as Precognition (where the GM 
  butts into the adventure and informs the character that he 
  “sees” something, but that he doesn’t know exactly what), 
  generally the character tries to focus his attention on a 
  specific location or attempts to “find" a particular individual. 
  While the character is Far Sensing, he may perform NO other 
  actions, other than listening to those around him and relaying 
  the information to them.
  When the character is attempting to look into a remote 
  location, the following conditions apply. If the character is 
  trying to Far Sense into an area that he has NEVER directly 
  seen before (in that clump of reeds, in that house, in the room 
  next door, etc.), then the Far Sense test is resolved with a flat 
  +3 mod. If the character is trying to Far Sense into an area 
  that he has not directly seen recently (in the past month) or if 
  that area has been significantly changed (fire, knocked-out 
  wall, paved over, buried by rockslides, etc.), then the Far 
  Sense test is resolved with a flat +1 mod.
  If a character wishes to hear what is going on around the 
  person or location that he is Far Sensing in addition to 
  sensing it, he must state his intention before he makes the 
  task attempt and resolve the task with a flat +4 mod. The 
  character cannot JUST listen unless he defines his Far Sense 
  ability as Aurally Prominent, in which case he ALWAYS 
  hears and must apply the +4 mod to be able to SEE as well.
  Complete SL allows the character to pinpoint the 
  location of (but not necessarily the direction to get to) another 
  character with whom the Far Sensing character has had prior 
  face to face contact (at least a minute) at a range of up to his 
  Discipline in Kilometers. The Far Sensing character can also 
  generally perceive the target character’s surroundings (Area 
  Perception), to within a few meters all around, but may not 
  minutely examine these surroundings. If the character is 
  trying to remotely examine a nearby area, no farther away 
  than the character’s Discipline x 10 meters, then this SL will 
  allow the character to minutely examine such an area in 
  diameter of up 2.5 times the character’s Discipline in meters. 
  The character cannot move objects around, of course, but he 
  can otherwise examine the area as closely as if he were 
  actually there. With this SL, the character may continue to 
  “look around” the area for a period of time equal to twice his 
  Skill Dice in Far Sensing in TiCs before he begins to tire. For 
  every additional period of TiCs equal to this base time, or 
  portion thereof, that the Far Senser continues looking into the 
  area without first resting (using NO Psionic abilities) for at 
  least a Recovery period equal to 15 minutes minus his 
  Discipline, he will automatically suffer one point of Stun 
  Damage. REGARDLESS of whether this damage is reduced, 
  ANY subsequent psionic activity will suffer a flat +2 mod for
  EACH point taken until sufficient time has been spent to 
  Recover from ALL the accumulated fatigue.
  Moderate SL allows the character to closely determine 
  the location of another character with whom the Far Sensing 
  character has had prior face-to-face contact (at least a 
  minute) at a range of up to one-half his Discipline in 
  Kilometers. As with with Complete SL, above, this does not 
  provide detailed instructions as to how to get to this place, but 
  rather gives you the knowledge that it is “X hundred meters 
  that’awayl”. This SL can be off by as much as several meters 
  left/right and up/down. The Far Sensing character can also 
  vaguely perceive the target character’s surroundings, to within 
  a few meters all around, but with virtually no detail. If the 
  character is trying to remotely examine a nearby area, no 
  farther away than the character’s Discipline x 5 meters, this 
  SL will allow the character to generally examine such an area 
  in diameter up to the character’s Discipline in meters. The 
  character can look all around the a[ea, but he cannot get 
  close enough to individual objects or locations to minutely 
  look them over. With this SL, the character may continue to 
  “look around” the area for a period of time equal to his Skill 
  Dice in Far Sensing in TiCs before he begins to tire. For every 
  additional period of TiCs equal to this base time, or portion 
  thereof, that the Far Senser continues looking into the area 
  without first resting (using NO Psionic abilities) for at least a 
  Recovery period equal to 15 minutes minus his Discipline, he 
  will autom atically suffer one point of Stun Damage. 
  REGARDLESS of whether or not this damage is reduced, 
  ANY subsequent psionic activity will suffer a flat +2 mod for 
  EACH point taken until sufficient time has been spent to 
  Recover (as described above) from ALL the accumulated 
  fatigue.
  Minimal SL allows the character to generally determine 
  the location of another character with whom the Far Sensing 
  character has had prior face-to-face contact (at least a 
  minute) at a range of up to his Discipline x 100 meters. This 
  SL can be off by as much as 100 meters left/right and 
  up/down. The Far Sensing character can perceive virtually 
  nothing about the target character’s surrounding with the 
  exception of generalities such as bright/dark, hot/cold, 
  wet/dry, etc. If the character is trying to remotely examine a 
  nearby area, no farther away than the character’s Discipline in 
  meters, this SL will allow the character to generally examine 
  such an area up to the character’s Discipline in meters in 
  diameter. The character can look all around the area, but he 
  does so as if he were several meters away from the scene, 
  and in dim light. Little, if any, detail can be picked out. With 
  this SL, the character may continue to “look around” the area 
  for a period of time equal to one half his Skill Dice in Far 
  Sensing in TiCs before he begins to tire. For every additional 
  period of TiCs equal to this base time, or portion thereof, that 
  the Far Senser continues looking into the area without first 
  resting (using NO Psionic abilities) for at least a Recovery 
  period equal to 15 minutes minus his Discipline, he will 
  autom atically 
  suffer 
  one 
  point 
  of 
  Stun 
  Damage. 
  REGARDLESS of whether or not this damage is reduced, 
  ANY subsequent psionic activity will suffer a flat +2 mod for 
  EACH point taken until sufficient time has been spent to 
  Recover (as described above) from ALL the accum ulated. 
  fatigue.
  Failure indicates that the character was unable to focus 
  on the target or target area. No information is received.
  Botch means that the character has over-extended his 
  abilities and suffers a horrendous psychic feedback as he is 
  flooded with a rapid succession of random, uncontrolled 
  visions of things both near and far. The character becomes 
  completely immersed in the onrushing flood of information, 
  with no ability to collate or control it. The character suffers D3 
  points of Stun Damage per subsequent round until he passes
  Page 20
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK I
  out. (He cannot avoid taking this damage by 'turning o ff the 
  Far Sense.) The character then takes an additional 2D6 Stun 
  Damage points and must then recover from his Stun Damage 
  as normal. (This is not a good time to Botch!)
  Time for Far Sense is 2 TiC to establish (which does not 
  count against the time limit for Area Perception) and requires 
  at least 1 TiC per subsequent turn to maintain. The Far 
  Senser does NOT need to make an additional roll each TiC to 
  maintain the ability, but may choose to roll again if he wishes 
  to attempt to increase his SL. In this case Repeated Task 
  Attempt mods would be applied.
  Precognition (PreCog): 6/8/10 (25)
  Precognition gives the character momentary (and unex­
  pected) glimpses of the future. People, places, events, 
  significant objects, meaningless junk, fragments of songs or 
  music, cryptic scenes and shadowy images, they’re all part of 
  the Precognition game. 
  Make no mistake about it, 
  Precognition is a PLOT DEVICE IN THE HANDS OF THE 
  GM. The owning character does not so much “use” the ability 
  as the ability “happens” to him at a dramatically appropriate 
  moment in the adventure. PreCog is a good device for a GM 
  to use to get the Team started on an adventure, to point them 
  in a particular direction, or to give them a foreshadowing of 
  upcoming events. This can work especially well if the GM is 
  running a continuing campaign instead of a series of episodic 
  adventures. Of course, the GM does have to work it out so 
  that the things that the character sees in his ‘Visions” actually 
  show up at some point in the adventure. Sometimes this can 
  be a real challenge to the GM’s plotting skills! Anyway, the 
  GM decides WHEN and WHAT the PreCog character sees. 
  Then the character rolls to see how much he understands 
  about what he’s seen in the vision.
  Complete SL means that, to the extent possible, the 
  character has a full understanding of the situation and/or the 
  significance of the scene he sees. The GM starts off by 
  saying, “You see a shadowy figure, clutching a knife, about to 
  jump out to attack another figure, lost in the mist...” With a 
  Complete SL, the GM might add, “There is even a third figure. 
  It’s YOU! The mysterious person with the knife is trying to 
  prevent the second guy in the mist from attacking you from 
  behind. You are sure that this first guy has been waiting for 
  you to come by for a while now, and that you can trust him...”
  Moderate SL means that the character has perceived all 
  that there is to see about the scene, but without a great deal 
  of UNDERSTANDING about the significance or motivation of 
  the situation. A Moderate SL in the situation described above 
  might yield this continuation from the GM, “There is a third 
  figure. It’s you! The first guy advances with the knife and 
  attacks the second guy, who also seems to be armed. You 
  turn to witness the attack...”
  Minimal SL means that the character sees only a portion 
  of the scene and has little or no understanding about its 
  meaning or motivation. A Minimal SL in the situation 
  described above might get this level of extra detail, “There is 
  a third figure. It’s YOU. Everyone is armed now, and there is 
  an aura of danger in the air...”
  Failure means that the character gains NO additional 
  insight to the situation. He simply get the base description 
  from the GM and nothing else.
  Botch means that the character misinterprets the vision! 
  A Botch SL in the situation described above might get the 
  character turned around like this, “There is a third figure. It’s 
  YOU! Both of the other strangers draw knives and advance 
  upon you. There is a flash of steel and the smell of blood. 
  Beware these two...”
  In any event, the character will almost always know it 
  when he gets to the situation that he saw in his vision. Of 
  course, this doesn’t mean that he can always recognize the 
  situation in time to CHANGE what he saw (unless he 
  Botched), but once the moment has come and gone, and he 
  sees in real time what he previously saw in his vision, he’ll go, 
  “That was what I saw!”
  Remember, the pla ye r,NEVER gets to say “I want to 
  make a Precognition roll now! Dp we get blown up if we try to 
  disarm the bomb, or not?” But, remember also that the 
  character has spent points on this ability that he could have 
  spent on something dull (but useful) like phasers or amnesia, 
  so give the guy a break and let him use the Precognition skill 
  once or twice an adventure. It’ll make him feel that he’s 
  contributing to the adventure, and besides it’s a cool way to 
  add some interesting twists to what might be an otherwise 
  straight forward mission.
  O ’Connor smiled as the Obulite trophy floated through 
  the air and then abruptly flew towards the window. The 
  others shielded their eyes as the glass exploded and the 
  gas poured out of the room.
  “Why are you such a Tekehound, O ’Connor? You 
  could have just thrown it!” Redding said, as she knocked 
  the shards free and clambered through the opening.
  “That would have been no fun.”
  See Telekinesis
  Telekinesis (TK): 6/8/10 (25)
  This ability allows a character to move and manipulate 
  objects at a distance without actually touching them. The 
  degree of control a character achieves over the object(s) that 
  he is attempting to manipulate is determined by the 
  Telekinesis SL he scores. This skill is sometimes referred to 
  as “teke” or “teking”.
  Complete SL means that the character has achieved a 
  level of fine control over the object that he is manipulating. If 
  he is trying to move something to a specific location, then it 
  goes to the desired target location, within a few millimeters. If 
  he is attempting to use Telekinesis to remotely perform some 
  other manipulation-based task (GM’s call, but generally 
  anything that uses the hands, including Martial Arts, or tools 
  of some kind, including melee weapons), the skill task is 
  resolved with a flat +2 mod (in addition to any other mods). 
  The RATE at which the object(s) may be moved with this SL 
  is equal to twice the character’s Discipline in Meters, per 
  action. (Note that this means that a character may be required 
  to spend multiple actions to move an object significant 
  distances.)
  Moderate SL means that the character has achieved a 
  moderate level of control over the object. If he is trying to 
  move something to a specific location, then it ends up not 
  more than 10 to 20 centimeters from the desired target 
  location. If he is attempting to use Telekinesis to remotely 
  perform some other manipulation-based task, the skill task is 
  resolved with a flat +4 mod (in addition to any other mods).
  “The bay doors are open and you can see the shuttle off 
  in the distance. There are blast marks all over the surface 
  of the craft and you recognize that it is from the Saratoga. 
  There’s a body lying next to the shuttle. As you make 
  your way cautiously over to her, you see that it’s Aquash. 
  She is holding a frag grenade...”
  See Precognition
  UFP -  THE FEDERATION SOURCEBOOK
  Page 21
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  The RATE at which the object(s) may be moved with this SL 
  is equal to the character’s Discipline in Meters, per action.
  Minimal SL means that the character has achieved a 
  poor level of control over the object. If he is trying to move 
  something to a specific location, then it ends up anywhere 
  between a meter or two away from the desired target location. 
  If he is attempting to use Telekinesis to remotely perform 
  some other manipulation-based task, the skill task is resolved 
  with a flat +6 mod (in addition to any other mods). The RATE 
  at which the object(s) may be moved with this SL is equal to a 
  flat rate of one meter per action.
  Failure means that the character has failed to gain any 
  degree of control over the object(s). If the character was using 
  Telekinesis to move the same object(s) last action, then they 
  fall. If he is attempting to use Telekinesis to remotely perform 
  some other manipulation-based task, the skill task is resolved 
  with a flat +8 mod, with a MAXIMUM POSSIBLE SL of 
  Minimal.
  Botch means that the character has lost control of the 
  direction of the motion of the object(s). The object(s) move 
  3D6 meters in a random direction (use the grenade scatter- 
  gram in the Prime Directive Rulebook) if the character was 
  trying to move the object(s). If the character was attempting to 
  use Telekinesis to remotely perform some other manipulation- 
  based task, the manipulation task is AUTOMATICALLY a 
  BOTCH as well.
  The Distance over which the ability may be used equals 
  the character’s Discipline x 10 in meters. There is a flat +2 to 
  any Telekinetic activity being conducted at over one-half the 
  user’s range. For example, a character with a Discipline of 6 
  has a total Telekinetic Range of 60 meters. However, any 
  attempts to use the ability at a range of over 30 meters (one- 
  half his total 
  Range) 
  are resolved with a flat +2. 
  REGARDLESS of the distance, however, the character MUST 
  be able to see the object(s) that he is attempting to 
  manipulate throughout the entire action. If the character loses 
  sight of the object even momentarily (a small object going 
  behind a tree, for instance), the task is resolved with a flat +2 
  mod. If the character loses sight of the object for a significant 
  portion of his action (an object being moved underneath the 
  length of a long table, for instance), the task is resolved with a 
  flat +4. If the character cannot see the object at all (because 
  he has been temporarily blinded, or because he cannot turn 
  his head to look at the object, for example), the task is 
  resolved with a flat +8 mod. Note that in any event the 
  character must be aware of the starting location of the object, 
  and he must have been able to see the object in its starting 
  location (i.e., you can’t manipulate objects that you don’t know 
  are there, on the other side of a wall, with just a flat +8 mod).
  The total amount of Weight that the character is capable 
  of manipulating telekinetically at one time is equal to the 
  character’s Discipline squared (Discipline x Discipline) in 
  Kilograms. However, if the character is attempting to 
  manipulate multiple objects simultaneously, there is a flat +2 
  for every object past the first that the character is attempting 
  to manipulate. These mods are NOT applied in an 
  incremental manner, i.e., no mods for the first object, +2 for 
  the second, +4 for the third. Rather, the total number of extra 
  objects (past the first) x 2 equals the TOTAL mods applied to 
  EVERY manipulation test made during the action.
  The equivalent Strength characteristic that a character 
  can generate telekinetically is determined by referring to the 
  table below. This Telekinetic Strength can be used exactly 
  like a character’s regular strength (subject to the conditions 
  described above) to knock over and lift people, to manipulate 
  objects, or to “punch”. Any strength based RRTs called for
  when using TK are resolved using the standard RRT rules 
  versus the listed Strength.
  DISCIPLINE
  EQUIVALENT STRENGTH
  1-4
  0
  5-6
  1
  7
  2
  8-9
  3
  10
  4
  11
  5
  12
  6
  Time for Telekinesis is 1 TiC per attempt. As discussed 
  above, many TK actions may takes several TiCs to resolve. 
  There are NO Repeated Action Mods for the use of the TK 
  ability itself, although manipulation'tasks being performed 
  through TK do accrue Repeated Action’Mods as normal.
  Non-Vulcan Psionic Character Generation Example
  Anne wants to play a Non-Vulcan Psionics character in 
  her next adventure, so with her GM’s permission, she starts to 
  put one together. Anne wants to play an Alpha-Centauran 
  Psionic character, both tough AND smart. Besides that, she 
  isn’t sure what else she wants to do with the character, so first 
  things first.
  Anne first checks to see what her character’s starting 
  characteristics are going to be. She rolls a D6 for each of the 
  10 characteristics listed for Alpha-Centauran characters, and 
  rolls a 4, 5, or 6 for Accuracy, Logic, Intuition, and Perception. 
  After reducing each of these characteristics by 1, her 
  character’s starting Characteristic values look like this:
  Str-3 Acc-3 Spd-4 Ldr-3 Lgc-2 lnt-2 Dis-4 Tec-3 GKn-3 Per-2
  However, Alpha-Centaurans can add +1 to either their 
  Accuracy, Speed or Discipline. Anne chooses to add the +1 to 
  her character’s Discipline, figuring that it might be helpful for a 
  psionic character. At this point, Anne’s character’s looks like 
  this:
  Str-3 Acc-3 Spd-4 Ldr-3 Lgc-2 lnt-2 Dis-5 Tec-3 GKn-3 Per-2
  The next decision Anne has to make is whether she 
  wants her character to actually be a Psionics Division 
  character, or whether she wants her to be in one of the 
  “regular” Service Divisions (Marines, Medical, Command, etc.) 
  and just pick up a few special psionics abilities on the side. 
  It’s a tough choice. A Psionics Division character has Psionic 
  abilities, but not much else. Regular Service Division 
  characters get all their Skills By Service Division, but might 
  not have enough l-CIPs to start with much in the way of 
  Psionics abilities.
  Anne decides that she would like to play her character as 
  a Psionic Command Division character. She takes the 
  Command Division Characters package (along with the 
  Standard Star Fleet Skills package, of course). This adds + t 
  to her character’s Leadership characteristic.
  At this point Anne’s character looks like this:
  Str-3 Acc-3 Spd-4 Ldr-4 Lgc-2 lnt-2 Dis-5 Tec-3 GKn-3 Per-2
  + all the skills in the Command Division Characters list and 
  the Standard Star Fleet Skills list.
  Next, Anne selects her Service Division Specialization. 
  She decides to go for Helm/Navigation (Navai) to be the
  Page 22
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  Team’s pilot. She records the skills listed in the section and 
  moves on.
  Anne knows she has to get her character’s Leadership 
  characteristic up to a 6 in order to qualify for the Command 
  Division. But raising skills and characteristics requires l-CIPs, 
  and Anne doesn’t know how many of those she has yet! So, 
  Anne turns to the NVP l-CIP Table, and rolls 3D6. Her roll of 
  13 means that she has 48 l-CIPs to spend. While this is 
  somewhat less than the usual 56, Anne realizes that her 
  character has access to the special Psionics abilities that the 
  other non-Vulcan characters on her Team do not. In fact, 
  Anne's character has access to a few psionics abilities that 
  even the Vulcans can’t get!
  It takes 9 l-CIPs to raise her Leadership from a 4 to a 6 
  (the minimum required Leadership characteristic for the 
  Command Division), so Anne spends those points first, before 
  anything else, just to make sure she doesn’t overspend on 
  other things. This leaves Anne with 39 l-CIPs to spend on her 
  character. At this point, however, Anne rolls for her 
  character’s Rank and Seniority, which will provide her with a 
  few more l-CIPs to spend on skills. Anne rolls on the OTHER 
  NAVAL COMMAND table and gets a 9. This makes Anne’s 
  character a Lieutenant (SG). Next, rolling on the Seniority 
  table, Anne gets a 7, raising her starting Seniority to a 35, just 
  enough to get a bonus of 7 l-CIPs to be spent on skills.
  From this point Anne determines her Background Rating, 
  Heroic and Professional Reputations, Personal Interest skills, 
  Body Weight, etc., just as usual. She also gets to spend her 
  remaining l-CIPs to raise her character’s Skills and 
  Characteristics. Note that while Anne’s character did not take 
  the Non-Vulcan Psionics Service Division or Specialization, 
  she is still able to acquire any/all of the psionic abilities listed 
  there. (She would have to spend 8 of her remaining l-CIPs to 
  acquire Level 1 in all 8 of the abilities listed there.)
  If Anne HAD decided to send her character into the Non- 
  Vulcan Psionics Division, then her character generation would 
  have gone much the same, but with Anne acquiring the 
  special abilities in the Non-Vulcan Psionics Division/Specializ­
  ation rather than those listed in the Command progression, 
  (and requiring different Service Division characteristic 
  minimums). Also, she would have determined her Rank on 
  the VULCAN PSIONICS MASTER - NAVAL chart instead of 
  the OTHER NAVAL COMMAND chart.
  UFP -  THE FEDERATION SOURCEBOOK
  The Commando Service Division Specialization
  The Commando is essentially a highly specialized 
  version of the Marine Surface Combatant. Commandoes are 
  characters from any Marine Service Division who take the 
  Commando Service Division Specialization (as detailed 
  below).
  Regardless of the Service Division selected by the 
  character, he is still a Commando. His Service Division 
  selection serves only to help determine the character’s 
  directional emphasis in terms of his role within the ranks of 
  the Commandoes and Star Fleet. A Command Division 
  Commando character, for instance, is NOT in line to 
  command the Team. (There is an exception to this, however. 
  See the Note to the GM below,) Commandoes roll for Rank 
  on the Other Marine Command table.
  The Commando Division is a demanding one, as it eats 
  into the character’s l-CIPs. A Commando must both fulfill the 
  requirements for his Service Division AND acquire the skills 
  listed for the Marine Surface Combatant, and the required 
  Discipline of 6, by the end of the character generation 
  process. While the character gets his chosen Service Division 
  “package” for free, he must acquire the Marine Surface 
  Combatant skills, and the required Discipline, with his l-CIPs. 
  (The Marine Surface Combatant Skills cost the character 11 
  of his 56+ l-CIPs.)
  The Commando tends to serve a double role as both 
  warrior and spy. He is often called upon to perform covert 
  acts of espionage and infiltration, as well as to act as a 
  (admittedly elite) soldier in the field. As a Prime Team 
  Commando, the character is often called upon to exercise an 
  “advisory command” position in espionage and other covert 
  type missions, where his extensive training puts him in the 
  position to “advise” the Team Leader on how to best conduct 
  the operation.
  While no “Espionage” or “Covert Operations” skills exist, 
  the Commando is assumed to have an extensive knowledge 
  of how to conduct operations of these types in exactly the 
  same manner that Command and Marine characters are 
  assumed to have an extensive knowledge of strategy and 
  tactics. No die rolls should cover these sorts of endeavors. 
  That’s why YOU control the characters!
  [NOTE TO THE GM -  If your players are more interested in 
  playing Soldiers and Spies than Diplomats and Scientists, you 
  might consider just letting them build a Strike Team, which 
  could function as a Commando Prime Team. They would still 
  be able to “cover the bases” by selecting different Service 
  Divisions, while forming a hard-hitting, no frills combat team.)
  Commando characters specialize as follows:
  12 skill levels to be applied to any combination of the 
  following skills: Lethal Damage Attack (AMA), Nerve Strike, 
  Melee Combat, Stealth, Throwing, Tracking, Quick Draw, 
  Interrogation, Resist Interrogation, Dem olitions, Blind 
  Fighting, Parachuting, Vocal Mimicry, Disguise, Heavy 
  Weapons Operations, Survival, Free Climbing, Rope 
  Climbing. NO skill level may be brought above a value of 4 in 
  this manner.
  Commando Character Generation Example
  Alan decides that for his next game he wants to play a 
  Commando character, and so, with the permission of the GM, 
  he starts to put one together. As always, Alan must first 
  choose the race for his new character. In order to try 
  something new, Alan decides to make his new Commando 
  character an Andorian, specializing in Tracking and other
  UFP -  THE FEDERATION SOURCEBOOK
  Page 23
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW CNBRfSCTER TYPES & SKILLS
  perceptive abilities. Good choice! Alan’s character starts out 
  with these characteristics:
  Str-3 Acc-3 Spd-3 Ldr-1 Lgc-4 lnt-3 Dis-3 Tec-3 Gkn-3 Per-6
  He also gets all the Standard Star Fleet Skills, and so he 
  pencils in that information on his Character Datafile.
  Now, regardless of his other choices, Alan’s character is 
  still a Marine. Normally, a Marine character would pick a 
  Service Division package, and then a Service Division 
  Specialization package before going on to spend his l-CIPs. 
  However, since this is going to be a Commando character, 
  things are done a little differently.
  First, Alan picks a Service Division for his character just 
  like normal, except that he cannot select the Marine Surface 
  Combatant package. (He will still acquire all the skills in that 
  package later, but will have to spend l-CIPs to do so.) The 
  Service Division that Alan selects for his character at this 
  point simply determines the sort of secondary emphasis that 
  his character wants to develop in terms of skills and abilities. 
  Remember that although Alan’s character will be assigned to 
  Prime Team duty, Commandoes should be able to form up 
  into independent units that are supposed to be able to “cover 
  the bases” in terms of command, medical, technical and 
  scientific abilities all on their own.
  Alan decides that his Andorian character probably isn’t 
  cut out for the Command role, and opts to go for the Medical 
  role instead. Alan pencils in the skills listed in the Medical 
  Division Characters section. Note that Alan does NOT have to 
  meet (in this case) the Characteristic and Skill requirements 
  for the Medical Division; he only picks up the skills listed in 
  the Medical Division Skills By Service Division list. Alan’s 
  character will have to meet the characteristic requirements 
  for the Marine Surface Combatant Service Division, however.
  Later, instead of picking one of the three Marine Division 
  Specializations (Combat Specialist, 
  Heavy Weapons 
  Specialist or Scout), Alan will select his character’s 
  Specialization skills from the Commando Specialization list, in 
  the section above.
  First, however, Alan needs to determine his Rank and 
  Seniority to determine how many l-CIPs he has to spend on 
  his character. Rolling on the Other Marine Command table, 
  Alan gets a 7, making his character a First Lieutenant. Rolling 
  on the Seniority Chart, he rolls a 5, yielding a final Seniority 
  Rating of 13. Alan now has his 56 l-CIPs to spend as he 
  pleases, plus the 2 additional I- CIPs that his Seniority gives 
  him to spend on skills.
  First things first. Alan needs to raise his character’s 
  Discipline characteristic to a 6 in order to qualify for the 
  Marines division. It costs 12 l-CIPs to raise his character’s 
  Discipline of 3 to the required 6, leaving him with 44 l-CIPs. 
  Since his character is a Commando, Alan is also required to 
  acquire all the skills (but not the +1 to Discipline) listed in the 
  Marine Surface Combatant’s Skills By Service Division 
  section. This costs another 11 l-CIPs, leaving Alan with 33 to 
  spend on his character's skills, characteristics or range type, 
  and his two Seniority l-CIPs to spend on skills. At this point, 
  Alan turns back to the skills list for the Commando 
  Specialization, and selects the skills he wants. With the 
  particulars of generating the Commando skills for his 
  character taken care of, Alan would spend his remaining I- 
  CIPs, determine his Background Rating, Size, Weight and 
  Personal Interest Skills all as normal.
  The Combat Engineer Service Division Specialization
  The Combat Engineer is a Marine Service Division which 
  combines the qualities of the Engineering and Surface 
  Combatant Service Divisions. The Combat Engineer is still 
  considered to be an Engineering Division character for the 
  purposes of determining Rank.
  The Combat Engineer specializes in the preparation of 
  field fortification and entrenchments, the construction and 
  repair of vital field structures and facilities (such as bridges, 
  runways, sensor domes, etc.) under combat conditions, and is 
  often called upon to help in the employment of explosives to 
  neutralize bunkers, clear roadways, demolish bridges, etc. All 
  in all, not the best way to collect a pension!
  The Combat Engineer’s Skills By Service Division entry 
  looks like this:
  Combat Engineer Characters 
  ' 
  .
  Add +1 to your TECHNICAL Characteristic
  Accuracy
  +1 to Fire (Phaser)
  +1 to EITHER Melee Combat OR Martial Arts 
  Throwing - 1
  Technical
  Computer Systems -  2 
  Demolitions -  2
  Combat Engineer Division Characters specialize as follows:
  Field Engineer
  Electronics -  4 
  Mechanics -  4 
  Civil Engineering -  4
  10 skill levels to be applied to any combination of Technical 
  skills. NO skill level may be brought above a value of 4 in this 
  manner.
  Page 24
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  | NEW SKILLS
  New Skills by Characteristic
  Skill Sub-specializations
  “Move aside!” Lt. Commander McCaig called out, as 
  he pushed his way through the crowd and knelt at the side 
  of the fallen Governor. The ashen-faced Shirokov, chief 
  administrator of the colony for over forty years, was 
  clutching his left arm, obviously in great pain, and 
  appeared to be having trouble breathing.
  “Sir, I can help,” Lt. Graham said as he joined his 
  Commander at Shirokov’s side, already unslinging his 
  Medical tricorder. “Stay calm, Governor, I’m a doctor. 
  You’re going to be fine.
  “Hmmm, looks like a heart attack, simple Posterior 
  Ventricliosis. But, wait, no! Look here, sir, these 
  endocranial readings are too high. Sir, this man has been 
  poisoned!”
  A skill that possesses sub-specializations (such as 
  Medicine) allows for, but does not require, considerable 
  specialized knowledge within (or beyond) the “basics" 
  provided by the base skill.
  A sub-specialization, in game terms, is a skill that deals 
  with a specific sub-topic of a larger, more general skill, and 
  these sub-specializations have special rules associated with 
  them. First, a skill is only ever a sub-specialization skill if it 
  appears in the rules or if your gaming group agrees that it is. 
  Next, a sub-specialization skill costs one-half the normal IP 
  (or CIP) cost to acquire and learn (with a minimum of 1 IP or 
  CIP per level). However, this one-half cost bonus is in effect 
  only as long as the level that is being purchased for the sub­
  specialization skill is less than or equal to your current level in 
  the base skill. That is to say, you only get the “half-price 
  special” for the sub-specialization skill as long as your level in 
  that skill doesn’t exceed your level in the basic skill that 
  “controls” it. If you wish to learn a skill level for a sub­
  specialization skill that exceeds your level in the basic skill, 
  then you pay the normal IP cost for the sub-specialization. (Of 
  course, you always have the option of raising your level in the 
  basic skill first.)
  The main advantage of a sub-specialization skill is that it 
  provides your character with an extra degree of ability or 
  insight in a specific, technical or highly detailed situation. In 
  situations where it is relevant, a sub-specialization skill (or 
  skills) will often be used as a Supporting Skill (see section 2.7 
  of the Prime Directive Rulebook) for some task involving the 
  basic skill. However, there are times when the sub­
  specialization skill itself might well be the primary skill used. 
  The GM will decide (or the adventure will tell you) whether a 
  sub-specialization skill is being used as a supporting skill or 
  as the primary skill. In any event, any limitations or special 
  considerations that apply to the basic skill also apply to the 
  sub-specialization skill as well.
  STRENGTH
  Endurance ..................................................................................... 26
  ACCURACY
  Archery............................................................................................ 26
  Blade Throw ing............................................................................. 26
  Forgery (Documents).................................................................... 26
  Parachuting.................................................................................... 27
  Trick S h ot........................................................................................27
  LOGIC
  Memorization..............................:.................................................. 28
  INTUITION
  Disguise...........................................................................................28
  Instruction....................................................................................... 29
  Vocal Mimicry......................................л........................................29
  TECHNICAL
  Civil Engineering...........................................................................30
  Diving............................................................................................... 31
  Mechanical Lockpicking............................................................... 31
  Security Systems...........................................................................31
  GENERAL KNOWLEDGE
  Medicine Subspecializations...................................................... 32
  PERCEPTION
  Minute Observation...................................................................... 32
  UFP -  THE FEDERATION SOURCEBOOK
  Page 25
  
  UFP -  t h e f e d e r a t io n  so u r c eb q o W M  Д Щ
  Ж
  Е Ш
  Ш
  Д Д
  STRENGTH SUPPORTED SKILLS 
  ACCURACY SUPPORTED SKILLS
  NEW CHARACTER TYPES & SKILLS
  “How you holding up back there, Ayanian?”
  Ensign Cheryl Ayanian, the Team ’s newest, and only 
  non-Rigellian, non-Alpha-Centauran member, shot a 
  nasty look at Major Turek’Kiels, the Team ’s Rigellian 
  leader, before singing out in a too-chipper voice, “Just 
  fine, Major! Why do you ask?”
  Of course, at that moment, and for the past hour, the 
  pair had been marching up the side of Mount Arikojyt at a 
  fast trot toward the rendezvous point with the rest of the 
  Team still several kilometers distant. As the sole human 
  on the Team, her new teammates had given her no end of 
  gentle, but pointed, ribbing about the “soft” nature of her 
  race, and this dash up the side of the mountain was just 
  another reminder. But while Cheryl was small; at only 64 
  kilos, she was in the sort of physical condition that only a 
  seasoned long distance runner could ever hope to achieve. 
  To Cheryl, long distance running was not only her hobby, 
  it was her passion.
  Noticing the first trickles of sweat on the brow of the 
  huge Rigellian, she smiled, and bolted ahead shouting, 
  “C ’mon Major, w e’re going to be late! Want to race?”
  See Endurance
  Endurance: 4/6/8 (8)
  This skill describes a character’s developed cardio­
  vascular conditioning above and beyond his sheer muscle 
  and bulk. A character using this skill has the endurance and 
  fatigue threshold of a character who is much “stronger” than 
  would be expected of his size, without necessarily having the 
  accompanying size and strength to match.
  Complete SL means that the character is considered to 
  be operating with a Strength characteristic that is three higher 
  than his base Strength ONLY for the purposes of determining 
  Fatigue and Fatigued related effects and mods.
  Moderate SL means that the character is considered to 
  be operating with a Strength characteristic that is two higher 
  than his base Strength ONLY for the purposes of determining 
  Fatigue and Fatigue related effects and mods.
  Minimal SL means that the character is considered to be 
  operating with a Strength characteristic that is one higher than 
  his base Strength ONLY for the purposes of determining 
  Fatigue and Fatigue related effects and mods.
  Failure means that the character operates at his own 
  normal Strength level.
  Botch means that the character has pushed himself 
  beyond his current limits and is on the verge of suffering a 
  collapse. Any Fatigue test called for is resolved as if the 
  character’s Strength was one-half of its normal value.
  A character may elect to make an Endurance skill test 
  any time he is informed that he will need to make a Fatigue 
  test. The character need not use the Endurance skill if he 
  feels that other mods might not make it worthwhile for him to 
  do so. The Endurance skill’s effects (if any) are in effect until 
  the next time the character is called upon to make a Fatigue 
  test. The Repeated Task Attempt rules are in full effect for the 
  use of Endurance.
  “Did you see that? Randall knocked the weapon out of 
  Hopkirk’s hand! I don’t believe it...what a lucky shot!” 
  Anderson said as he watched Randall take the saboteur 
  into custody.
  “Luck didn’t enter into it,” Randall replied as he looked 
  up at him and smiled.
  See Trick Shot
  Archery: 4/6/8 (8)
  This skill allows a character to use Bows of all types 
  (standard and crossbows), as described in the Combat 
  section of the Prime Directive Rulebook.'
  Blade Throwing 4/6/8 (15/5)
  This skill is a new division of the'general Throwing skill 
  that allows characters to throw bladed weapons with the 
  intent of hitting their targets with the pointed tip, rather than 
  the pommels or the flat of the blade.
  A character with the base Throwing Skill but without this 
  Blade Throwing skill may still attack with bladed weapons at 
  range, but has a flat +2 to his To Hit tricode, and will score 
  one-half the normal listed D#s with any SL except Complete. 
  A character who has both Throwing skills, but whose Knife 
  Throwing skill is lower than his General Throwing skill, must 
  use his lower Knife Throwing skill for the task or suffer the 
  penalties described above. There is no Blade throwing 
  penalty for having a lower General Throwing skill, or none at 
  all.
  A character who already possesses the General 
  Throwing skill at at least level 1 may acquire Level 0 in the 
  Blade Throwing Skill for 5 CIPs. Otherwise, it requires 15 
  CIPs to acquire Level 0 in the Blade Throwing Skill. Blade 
  Throwing in all other ways is resolved as discussed in the 
  Throwing section of the Prime Directive Rulebook.
  Forgery (Documents): 6/8/10 (20)
  This skill allows a character to create false documents 
  and inscriptions that are identical, or nearly so, to the real 
  thing. The Forgery skill covers such things as duplicating the 
  distinctive signature of another individual, the creation of a 
  fake ID card or badge, or even the creation of false orders or 
  requisitions.
  One must realize, however, that in the high tech 
  environment of the Star Fleet Universe, just being able to 
  duplicate a superior officer’s signature is not sufficient to fool 
  anyone. Most military orders and comm unications are 
  created, transmitted, accepted and recorded electronically, so 
  a successful forgery attempt dealing with official orders, 
  documents, ID cards, etc., will almost always need to be 
  accompanied by a Computer Programming skill task. The 
  lowest SL achieved on either task will determine the overall 
  SL of the forgery attempt. In any event, the character must 
  also know which forms are required, and what types of 
  authorizations are required to validate them, etc. Usually the 
  Star Fleet Regs skill (or its equivalent) will provide this 
  information, but occasionally an Administration skill roll might 
  be in order. Also, when attempting to forge IDs (etc.) with 
  Holographic plates or magnetically-encoded materials, the 
  GM may also rule that special materials must be acquired and 
  that additional skills, such as Computer Programming, above, 
  must be brought into play to complete the job.
  Complete SL means that the character has produced 
  something that looks just like the real McCoy. Assuming that 
  the information and materials are correct, even someone who 
  should know better will be completely taken in. (This doesn’t
  Page 26
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  mean that they couldn’t get in touch with someone else to 
  verify the information, however.)
  Moderate SL means that the character has produced a 
  quality forgery that will survive all but the closest scrutiny, 
  again, assuming correct information and materials. Someone 
  who has reason to doubt the veracity of the forgery to begin 
  with, however, would probably spot the flaws if he spent any 
  amount of time looking for them, however.
  Minimal SL means that the character has produced 
  something that looks about right to the casual observer, but 
  will not stand up to any degree of close examination. If 
  someone who knows what the piece should look like does 
  more than just glance at the thing for a few moments, then 
  there is an excellent chance that he will spot the flaws.
  Failure mean that piece isn’t going to fool anyone. One 
  look is all it takes for someone to know that something is fishy 
  about the piece...
  Botch is along the lines of, “Hey, pal, we haven’t used 
  these CX-172/H Blue Sheets for almost a year now, and this 
  Authorization Routing Number is all screwed up! Maybe you 
  ought to step into the booth for a minute...” You’d better hope 
  that your Fast Talk is in rare form today!
  Time scale for this action is TOC = 10 minutes.
  Parachuting: 4/6/8 (8)
  This skill allows the character to jump out of an airborne 
  craft (or from a great height) using a parachute and land on 
  the ground unharmed. This skill might be used either in an 
  emergency evacuation of a failing aircraft or as a stealthy 
  method of entering a hostile territory. Of course, some (crazy) 
  characters might do this just for fun!
  When making a jump, the character needs to make TWO 
  Parachuting tests, one to determine if he lands anywhere 
  near where he wanted to, and another to see if he hurts 
  himself at the moment of impact. (Advances in materials 
  technology all but preclude the possibility of chutes that tangle 
  or fail to open all together.) If the characters are using “low 
  tech” chutes, however, the GM might want to make a secret 
  “folding up” roll to see if the chutes are incorrectly folded into 
  the harness packs. A Botch SL on the Folding Roll will cause 
  the chute to fail in some way, automatically causing a Botch 
  (at least!) for the jump.
  Complete SL means that the character does everything 
  just right, opening his chute at the optimal altitude, and 
  successfully guiding his descent to within a meter or two of 
  his desired landing location. He not only gets to where he 
  wants to be, but also rolls out just like they showed him in 
  training, taking no damage, and wasting no time.
  Moderate SL means that the character gets to the 
  ground all right, but he opened his chute a moment or two too 
  early or late, perhaps with some minor consequences if the 
  timing of the drop was critical, and finds himself landing 2D6 
  times 10 meters from his intended landing spot. For the 
  landing test, it means that the character made a rough landing 
  but nothing dangerous. The character takes one point of Stun 
  Damage. A character’s AR has NO effect upon this damage, 
  and it cannot be avoided with defensive maneuvers.
  Minimal SL means that the character gets to the ground 
  in more or less one piece, but it wasn’t fun. For the location 
  test, he is WAY off base, landing 2D6 times 25 meters from 
  his intended landing spot. In the landing test, this SL means 
  that the character made a safe, but VERY rough landing. The 
  character takes D6+1 points of Stun Damage. (This could 
  easily knock the character out.) A character’s AR has NO 
  effect upon this damage, and it cannot be avoided with 
  defensive maneuvers.
  Failure means that the character is swept way off 
  course, landing 2D6 times 100 meters from his intended
  landing spot. For the landing test, this SL means that the 
  character takes a D6+1 Stun Damage, as above, but also 
  takes an additional D3 points of LETHAL damage. Ouch! A 
  character’s AR has NO effect upon this damage, and it cannot 
  be avoided with a defensive maneuver.
  Botch means that not only does the character drift way 
  off course (2D6 times 250 meters), he also, unlike the above 
  SLs, has NO IDEA W HATSOEVER of the direction to his 
  intended landing spot. He is now completely lost! In the 
  landing test, this SL means that the character made a 
  disastrous, potentially fatal, landing. The character takes 2D6 
  Lethal Damage points and automatically takes his entire SDC 
  plus a D6.
  A jump made without visipn aids at night is subject to a 
  flat +2 Mod, as is one made in high winds or in other drastic 
  atmospheric conditions. (While laser/satellite locational aids 
  (LORAN) are unable to help the parachutist pick a better 
  landing area, they will certainly help him find his rendezvous 
  point much faster.)
  The time involved in a parachuting attempt depends upon 
  the gravitationally determined Terminal Velocity for the world, 
  the height from which the character jumps, and the altitude at 
  which the character deploys his chute.
  Trick Shot: 6/8/10(25)
  This skill, which is available ONLY to those characters 
  with a Range type of Marksman or Sharpshooter, allows the 
  character to perform astounding feats of precision with his 
  weapon, such as shooting weapons out of other people's 
  hands, firing while looking in a mirror, or shooting only the 
  Red targets (for instance) that appear in and amongst a host 
  of other potential decoys, etc. Essentially, this skill gives the 
  character the opportunity to offset any mods applied to a shot 
  due to the situation involved. This skill would NEVER allow 
  the character to offset Level Of Damage mods, however.
  A character must declare that he intends to make a trick 
  shot before the regular attack is made, and is subject to an 
  additional flat +2 mod if the character has not Aimed for at 
  least one action directly prior to the actual attack, and an 
  additional +4 mod if the character is firing a weapon on a 
  Repeater setting. When rolling against the listed tricode for 
  this skill, apply any and all mods that would otherwise affect 
  the regular shot to the Trick Shot tricode.
  Complete SL means that the character may offset up to 
  6 points of Mods from his shot. This may NEVER lower the to 
  hit tricode to below its base value.
  Moderate SL means that the character may offset up to
  4 points of Mods from his shot. This may NEVER lower the to 
  hit tricode to below its base value.
  Minimal SL means that the character may offset up to 2 
  points of Mods from his shot. This may NEVER lower the to 
  hit tricode to below its base value.
  Failure means that the character fails to offset any of the 
  mods applied to his shot.
  Botch means that the character tried too hard. Not only 
  does he not offset any of the mods applied to the shot, he 
  suffers an Expanded +1/+2/+3 mod to his actual to hit-tricode!
  Trick Shot must be acquired separately for each Type of 
  weapon that the character wishes to be able to use the skill in 
  conjunction with. For instance, Trick Shot -  Phaser, Trick 
  Shot -  Archery, Trick Shot -  Ballistic, Trick Shot -  Thrown, 
  etc.
  A Trick Shot roll requires no time, but must be made in 
  conjunction with a regular attack To Hit roll. A Trick Shot roll 
  may NEVER be used to actually perform an attack.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 27
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  LOGIC SUPPORTED SKILLS
  “The schematic we saw indicates that once we reach 
  the first turning in the air ducts, we should then take a left, 
  a right, two lefts, and then continue 100m straight ahead 
  past the main juncture on the right. This 100m stretch, 
  which will bring us to the hatch above the computer 
  rooms, contains electronic security tripwires at 25m and 
  65m which we should certainly avoid.”
  See Memorization
  Memorization: 4/6/8 (20)
  This skill represents a character’s ability to commit to 
  memory even quite complex and complicated information. 
  This information may be presented to the character in either 
  written or verbal form. This skill is particularly useful for 
  memorizing directions, ■ instructions, quotations or other 
  lengths of text, long lists of names, dates, numbers, and other 
  tasks involving memory. Please note that this skill requires 
  preparation and a certain amount of time to be spent in the 
  process of memorizing the materials in question. As such this 
  is NOT an “eidetic” memory skill, allowing characters to recall 
  in minute detail any and all situations that pass before their 
  eyes.
  GMs should impose mods based upon the size and 
  complexity of the Memorization task at hand. The “normal” 
  baseline Memorization task might be to Memorize an entire 
  page of names and associated security pass numbers (50+ 
  sets), or to commit to memory the exact blueprint layout of a 
  multi-roomed single story structure, with about a minute of 
  exposure.
  Complete SL means that the character remembers the 
  memorized information as if it were written down in front of 
  him. In general, the GM should give the character 100% 
  access to the information or the ability to reproduce it with 
  100% accuracy.
  Moderate SL means that the character accurately 
  remembers the majority of the material (about two-thirds), and 
  can determine with a great degree of certainty what it is that 
  he can’t recall. A character with this SL trying to recall a vital 
  piece of information will be able to do so on a D6 roll of 1-4.
  Minimal 
  SL means that the character accurately 
  remembers a sizable portion of the material (about one-third), 
  but doesn't have a solid grasp on what he actually remembers 
  and what he only thinks he remembers. In this case the GM 
  rolls a D6, with the character accurately recalling the 
  information on a D6 roll of 1 or 2, and scoring the equivalent 
  of a Botch on a roll of 6!
  Failure means that the GM says 'Tough luck; you should 
  have written it down!”
  Botch is the sort of situation that devious GMs dream of, 
  as they can make up whatever they want and the character 
  believes it!
  “Then we take the second right (there is no second 
  right) and drop down into the vertical airshaft over the 
  vault (actually over the main security compound). After 
  that, it’s a straight shot to the shuttle bay (actually three 
  buildings over) and home!”
  Time to Memorize material is as short as a TiC for a very 
  short list or diagram, up to an hour for complex lists or 
  diagrams, to years memorizing the Complete Sonnets of 
  Sendiar of Vulcan, who lived to be over 200 years old and 
  wrote over 135,000 thirty-line sonnets!
  INTUITION SUPPORTED SKILLS
  Chandler stepped over the unconscious body of the 
  guard and switched on the intercom. Taking a deep 
  breath, he signalled Cell Level One. The response came 
  almost immediately.
  “Cell Level One.”
  “410015,” Chandler recited the security code slowly 
  and deliberately in what he hoped was a convincing 
  imitation of the fallen guard’s voice, and then continued. 
  “Deactivate electronic locking systems on cells two, five 
  and eleven.”
  “Reason?” The intercom barked back at him.
  “I am preparing a prisoner transfer for the Overguard,” 
  Chandler replied. This just might work, he thought, but he 
  reached for his phaser anyway. Can’t be too careful!
  See Vocal Mimicry
  Disguise: 6/8/10 (15)
  This skill allows you to alter your appearance in order to 
  avoid being recognized or to attempt to pass as a different 
  sort of person in general. It is relatively easy to change your 
  general appearance, height, hair color, distinguishing 
  features, etc. but it does require some props and materials, 
  such as clothing and makeup. The GM may apply mods to the 
  Disguise Task if the character does not have appropriate 
  materials available to him. Also, the GM must rule on mods 
  for the general difficulty of a Disguise attempt. (A Kzinti trying 
  to pass as a Gorn had better have an awful lot of hair remover 
  available!)
  Attempting to “look like someone other than yourself” 
  applies no particular mods to the Disguise tricode, while trying 
  to pass yourself off as someone (or something) in particular, 
  like “one of those cargo handlers” , or “one of the 
  Ambassadorial party”, or “one of the Urban Nomads of Meva 
  Station”, would probably have some mods associated with the 
  attempt.
  Complete SL means that you look for all the world just 
  like whatever it is that you want to look like. If you just wanted 
  to “look different", any Perception test made to recognize you 
  would be made with a flat +6 to the attempt. Of course, if you 
  were trying to look like something in particular, this SL 
  wouldn’t give you any special knowledge about any of that, 
  and your inability to respond to certain questions, or act in an 
  appropriate manner, could still cause others to become 
  suspicious. (Fast Talk is a good Supporting Skill to use here.)
  Moderate SL means that you are pretty darn hard to 
  recognize. Apply a flat +4 to any Perception based attempts 
  to recognize you. If you are trying to “pass”, you are doing a 
  decent job, but close scrutiny might give you away.
  Minimal SL means that you have managed to cover 
  most of your distinctive features and are safe from casual 
  recognition. Apply a flat +2 to any Perception based attempts 
  to recognize you. If you are trying to “pass”, then virtually any 
  close contact with someone who should know better will see 
  through your disguise, but you are safe from distant or casual 
  observation.
  Failure means that you blew it. Anyone who is looking for 
  you is not going to find it any more difficult to recognize you 
  than he would normally. If you are trying to “pass”, then you 
  aren’t going to get away with it.
  Botch means that you LOOK like someone who is trying 
  to disguise themselves and failing miserably. Not only do you 
  fail to disguise yourself, but your inept attempt actually 
  attracts attention. If you can’t easily get rid of your disguise,
  Page 28
  U F P -T H E  FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  UFP -  THE FEDERATION SOURCEBOOK
  then anyone looking for you actually has a flat +2 mod to 
  recognize you! If you are trying to “pass”, the first person you 
  run into is going to go, “Hey, pal! Whadda you think you’re 
  trying to pull here, anyway!” Good luck...
  Good Supporting Skills for Disguise are Fast Talk, Vocal 
  Mimicry, a knowledge of the area and the culture, and 
  knowledge of the regional language or professional jargon.
  Disguise takes anywhere from a few TiCs to throw on 
  some local clothes to several minutes or hours to cut and dye 
  your hair, apply makeup and facial prosthetics, etc.
  Instruction: 2/4/6 (15)
  This skill represents a character’s ability to instruct other 
  characters in skill areas with which he is VERY familiar. This 
  skill grants a character the ability to confer a reduction in the 
  CIP cost required to acquire a new skill level after the 
  Character Generation process has been completed. (One 
  could also use this skill to instruct NPCs, who, while never 
  having gone through the Character Generation process, may 
  still certainly improve their skills.)
  Characters may NOT use Instruction to reduce the “Start 
  Up” CIP cost to acquire a new skill at level 0. Further, while in 
  theory a skill level up to 11 could be taught using Instruction, 
  the following stipulations are placed upon the use of this skill.
  1. The Instructing character must have a skill level in both 
  Instruction AND the skill that he is trying to teach, that are 
  both at least one skill level higher than the skill level that he is 
  trying to teach. That is to say, a character who possessed 
  Instruction at level 5, and Free Climbing (for instance) at level 
  3, would only be able to provide instruction to another 
  character in the Free Climbing skill up to level 2, one less 
  than his own Free Climbing skill level. If the instructing 
  character, who had a skill level of 6 in Swimming wished to 
  instruct another character in that skill instead, then he would 
  be able to instruct the other character up to skill level 4, in this 
  case being limited by his Instruction skill level (of 5).
  2. A character may not Instruct himself.
  3. The Instruction tricode is subject to a flat +1 mod for each 
  skill level in excess of 1 that the Instructor is attempting to 
  teach. For instance, an attempt to Instruct another character 
  up to a skill level 1 in a skill is resolved against the base 
  tricode of 2/4/6. However, Instructing someone from level 1 to 
  level 2 would be against a 3/5/7 tricode, against a 4/6/8 for 
  level 3, a 5/7/9 for level 4, etc.
  An instructing character may attempt to Instruct more 
  than one other character at a time (essentially teaching a 
  class or offering a course in some subject). Of course, all the 
  other characters receiving instruction must be learning the 
  same skill level in the same skill. Use the following mods in 
  this situation:
  # of Individuals Receiving Instruction
  Tricode Mod
  1
  +0
  2
  +1 Flat
  3-5
  +2 Flat
  6-12
  +3 Flat
  13 or more
  +4 Flat
  Complete SL means that the instructed character(s) has 
  mastered the new material much more quickly than normal. 
  He is awarded a 50% reduction in the CIP cost to acquire the 
  skill level, down to a minimum of 1 CIP.
  Moderate SL means that the character(s) has gained 
  some benefit from his instructor’s insight and instruction. He is 
  awarded a 25% reduction in the CIP cost to acquire the skill 
  level down to a minimum of 1 CIP.
  Minimal SL means that the character(s) has gained a 
  small amount of insight from his instructor. He is awarded a 
  10% reduction in the CIP cost to acquire the skill level down 
  to a minimum of 1 CIP.
  Failure means that the character(s) has learned nothing 
  from his instructor. There is no reduction in the CIP cost to 
  acquire the skill level, but no CIPs are expended.
  Botch means that the instructor has actually confused 
  the character(s). The instructed character may NOT acquire 
  the skill at this time. However, he must still “spend" 1 CIP to 
  represent the time and effort that went into the failed attempt. 
  This CIP is essentially lost and does not count toward future 
  efforts to acquire a new level in that skill.
  The GM will determine' the length of time before the 
  character may try again to learn’the skill. (Usually it’s after the 
  next adventure, but the GM may need to make special 
  allowances in unusual situations or for NPCs.)
  Time required is about 1 TOC equal to the square of the 
  skill level being learned (as a very rough guide), but the GM 
  should use a great deal of discretion with this skill.
  Vocal Mimicry: 6/8/10(10)
  This skill will allow you to effectively imitate another 
  person's voice. In general, you will need to “study” that 
  person's voice to master his particular vocal mannerisms and 
  intonation. This can be done either by engaging the subject in 
  conversation (or overhearing his conversations) or by 
  studying extensive recordings of his voice. Apply the following 
  mods to the Mimicry tricode based upon the amount of time 
  you have prepared.
  4 to 30 seconds -  +8 Flat
  31 seconds to a full minute -  +6 Flat
  1 to 5 minutes -  +4 Flat
  5 to 30 minutes -  +2 Flat
  More than 30 minutes -  No Mod
  Note that in the case of using recordings to study a voice, 
  the above time refers to the amount of time on the recording 
  that the subject is talking. You can’t listen to the same 30- 
  second piece of tape repeatedly for an hour and then say “I’ve 
  got it down now!”
  Another set of mods has to do with how similar your 
  vocal quality is to the vocal quality of the subjects. If your 
  subject is a Thargian Obsinioid, for example, whose speaking 
  voice is reminiscent of a heavy cart stacked high with dinner 
  plates being rolled along a tile floor, then the GM will have to 
  assign some mods! (Be careful you don’t simulate the mating 
  call of an Astralan Hammer Beast by accident!)
  Complete SL means that anyone not in visual contact 
  listening to your voice will believe that it is the subject 
  speaking. Of course, this SL does NOT give you any special 
  knowledge about the subject, and your inability to respond to 
  certain questions, or recognize voices, could still cause others 
  to become suspicious. (Fast Talk is a good Supporting Skill to 
  use here.)
  Moderate SL means that while you won’t immediately 
  raise any alarms, slipups in terms of word choice, intonation 
  and timbre are being made. A lengthy or extensive 
  conversation might give you away.
  Minimal SL means that you will raise subtle doubts in the 
  listener’s mind, but not to the point where they attempt to 
  confront you. As long as the conversation is a fairly short one, 
  and you don’t make any huge factual errors, then the
  UFP -  THE FEDERATION SOURCEBOOK
  Page 29
  
  gpp -  THE FEDERATION SOURCEBOOK
  NEW CHARACTER TYPES & SKILLS
  conversation will stick out in the listener’s mind as “odd", but 
  they will not seriously doubt that they were actually talking 
  with the subject.
  Failure means that you blew it. You just weren’t 
  convincing at all. Depending upon the situation, the listener 
  will discontinue the communication, thinking that the whole 
  thing was a bad practical joke. Of course in some 
  circumstances, it might result in the whole security force of 
  the planet bearing down on you...
  Botch means that you blew it in a new and embarrass­
  ingly BAD way. No one thinks it’s a joke. Time to run...
  TECHNICAL SUPPORTED SKILLS
  The lights on the control console changed from red to 
  green as Howard laid in the final set of override 
  commands. He closed the panel carefully and replaced the 
  locking mechanism.
  “Okay. We have twelve minutes, no more. L et’s get 
  him and blow this joint!”
  See Security Systems
  Civil Engineering: 6/8/10 (8)
  This skill allows the character to build and repair 
  structures and facilities, rather than devices. This includes 
  small buildings, bunkers, bridges, docks and quays, 
  transmission towers, tunnels, entrenchments, roadways, tree 
  forts, runways, shuttle pads and sensor domes. In addition 
  the character can to level hills; build up embankments; shore 
  up weak walls, floors and roofs; clear bl'ocked passages and 
  roadways; etc. Civil Engineers are the ones who drive 
  bulldozers and lay pipe and build. They can also usually tell 
  you the best way to get rid of something, like a building, often 
  with the judicious application of high explosives. (Characters 
  still need to acquire the Demolitions skill, however.)
  Complete SL means that the character has successfully 
  constructed whatever it was that he was working on. If it was 
  meant to be a permanent structure, it is solid, fulfills all the 
  requirements that a structure of this sort needs to, and will 
  last for quite a while. If it was designed to be taken down 
  quickly, it is still solid, but breaks down in a flash without 
  resorting to explosives. This SL is required for something that 
  will receive a lot of punishment or stress, such as a runway, a 
  bunker, or a bridge that is going to carry heavy equipment or 
  LOTS of people. If the character was trying to UNdo 
  something, then he has found the most efficient manner to so, 
  with little “spillage” and minimal waste of material.
  Moderate SL means that the character has, for the most 
  part, constructed a solid structure, that will generally serve its 
  purpose with only minor hitches. This SL means that the 
  structure will not have the lasting power of the Complete SL 
  structure, and will begin to weaken in a period of time related 
  to the degree of stress that the structure receives. Sooner or 
  later, the Moderate SL structure is going to weaken and will 
  require repairs or suffer a catastrophic failure. If the character 
  was trying to remove something, then he does an acceptable 
  job. There is a noticeable amount of material spillage, 
  however, and the endeavor takes a bit more material, time, 
  effort, etc. than would have been absolutely required. The job 
  gets done, though.
  Minimal SL means that the structure goes up (or out or 
  down or whatever), but with little structural soundness. The 
  Minimal SL structure might collapse if subjected to ANY sort 
  of severe stress at ANY time. The structure has no real 
  lasting power and should be considered a risky proposition at 
  best. In any non-emergency situation, this should be 
  considered a Failure result. When trying to take something 
  down, there is considerable wasted effort, translating into 
  extra time, and the “flow” of materials is badly handled, 
  perhaps resulting in injury, and even more delays.
  Failure means that the character is unable to construct 
  the desired structure to any specification. In removal 
  attempts, the character is unable to dislodge or collapse the 
  structure in question.
  Botch results in a disaster waiting to happen. It LOOKS 
  all right, but there are serious flaws in the design and/or 
  structure. It cannot take ANY stress whatsoever and will fail 
  the first time that is subject to any, probably with calamitous
  Page 30
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW CHARACTER TYPES AND SKILLS
  tIFP -  THE FEDERATION SOURCEBOOK
  results. In a removal attempt, the character blows up the 
  wrong thing, or the blast is improperly directed, etc.
  Of course, in any construction endeavor, materials and 
  manpower are vital components. If the character doesn’t have 
  access to the materials that he needs, such as beams, 
  cement, wood, cranes, welders, rivets, etc., then there are 
  going to be some healthy modifiers applied to the Engineering 
  task. The GM might even disallow it altogether. You can’t 
  build a tank bridge out of reeds and mud! Also, if there aren’t 
  enough hands around, who can take orders and have even 
  the vaguest idea of what they’re doing, the TIME for this task 
  is going to be much longer.
  Time for Civil Engineering ranges from ToCs equal to a 
  few minutes to inspect a damaged member or beam to days 
  or even weeks to construct something big. (Especially if the 
  crews are getting shot at and the bad guys keep dropping 
  bombs on your building!)
  Diving: 4/6/8 (8)
  This skill allows the character to use Scuba gear, or 
  similar equipment, to dive down beneath the surface and to 
  remain underwater for some period of time. Any character 
  with at least a Skill Level of 1 in this skill can handle the 
  mundane tasks involved with checking depth, gauging the 
  amount of air (or whatever they are breathing) they have left 
  in their tanks, monitoring their position, etc., without resorting 
  to Skill rolls.
  However, in adverse situations, equipment failures, 
  sudden disturbances in the surrounding medium, or on 
  particularly long or arduous dives, the GM may call upon the 
  character to make a Diving Skill roll, judging the outcome of 
  the situation by SL
  Time for Diving is based both upon the complexity and 
  duration of the dive and the equipment being employed.
  Mechanical Lockpicking: 4/6/8 (8)
  This skill represents the character’s ability to successfully 
  “pick” a standard mechanical non-electronic lock. Note that 
  due to the nature of this operation, either the lock is picked or 
  it isn’t. To reflect this, an SL lower than Complete (but not a 
  Botch) yields a result equivalent to a Failure EXCEPT that the 
  Repeated Task Attempt Mod of +2 (see pg. 38 in the Prime 
  Directive Rulebook) is NOT applied to future tests to pick this 
  particular lock, and these partial SLs are still treated as 
  working under the 3 to 1 success rule (9 Minimal = 3 
  Moderate = 1 Complete).
  Complete SL means the lock is successfully sprung. 
  Note that some enclosures will have multiple locks, however. 
  Also note that springing the lock does not mean the character 
  has successfully eluded any security devices in the area...
  Failure means the character needs to continue working.
  Botch means that the character has managed to wedge 
  all of his tools tightly into the lock mechanism. They won’t 
  come back out without a fight, and the thing’s still locked! 
  Have you considered using your phaser yet?
  The GM should apply a Flat mod of between +2 to +6 to 
  the test if the character is without appropriate tools. If the 
  situation is just too ridiculous in terms of what the character 
  has to work with (“Well, I’ve got two rubber bands, an eye 
  dropper, this nifty marble statuette, and Geppi’s sonic 
  depilitator...”), the GM may simply disallow the task attempt all 
  together.
  Time Scale for this is several TICs to 1 TOC=several 
  minutes per task attempt depending upon the nature of the 
  lock.
  Security Systems: 6/8/10 (15)
  This skill allows the character to not only operate and 
  repair high tech Security devices (including electronic locks), 
  but also to attempt to defeat them. The specific outcome of 
  the use of this skill will be determined by the nature of the 
  Security System in question. The characters will first need to 
  determine the nature of the system. (A Security System’s skill 
  roll will give the character this information as determined by 
  SL.) Is the system simply an alarm? Is it linked into a larger 
  security net, or does it cause another device to be triggered? 
  Does it initiate an attack or some other direct response? Once 
  the character has determined what the system does, then he 
  needs to decide what it is that he wants to do about it. Does 
  he want to deactivate it permanently or just for the time it 
  takes to get the rest of the Team past it? Send false 
  information? The GM will have to assess the potential for 
  success and mishap on a case by case basis based on the 
  answers to these questipns, using the following SL 
  descriptions as guidelines.
  Complete SL means that the character tweaks the 
  system just the way he wanted to. The thing is deactivated for 
  as long as the character wanted, in the way he wanted.
  Moderate SL means that the character has done a 
  decent job of defeating the system, but not as completely as 
  he would have liked. Either it is still operating at some very 
  minimal level, or it is possible that it might come back online 
  sooner, or later, or perhaps not at all if he needed for it to do 
  so to make his plan work. In other words, it’s all going the way 
  he wants it to go, for right now, but there is a small chance 
  that it might all come apart in a little while, perhaps at the 
  worst possible moment.
  Minimal SL means that he has got the system 
  precariously balanced on the edge of disaster, but shut down 
  or screwed up just enough to get going right at this very 
  moment. Of course, with this SL there is no guarantee that 
  things are going to stay that way for more than a few 
  seconds, or that someone somewhere isn’t looking at some 
  panel or read out and thinking, “Hmmm, that’s strange...”
  Failure means that you can’t make heads or tails of the 
  system, and that you cannot find a way to defeat it. Of course, 
  just shooting it a few times might disable it, but don’t you think 
  that that might attract just a little attention?
  Botch “WARNING! WARNING! INTRUDER ALERT IN 
  SECTOR GREEN 7! SECURITY TO SECTOR GREEN 7! 
  COMMENCING SOMNAMBULATION GAS DETERRENTS! 
  HAVE A NICE DAY..."
  Note to the GM: The more sensitive or valuable the 
  installation, the greater the degree of security measures that 
  are likely to be in place. In most cases, this translates not only 
  to more security devices but also to better ones. The GM 
  should feel free to impose mods to the player’s Security 
  Systems tasks due to the superior quality of the security 
  devices at vital installations. (Anywhere from +1 for Better 
  Than Average devices to +4 or +5 for State Of the Art Super- 
  Zynon Pseudo-reactive PoliPhasic M olecular Bonding 
  Triggers.) Let’s face it, it’s going to be harder to sneak into the 
  main Fleet Propulsion Labs on the Klingon Homeworld than it 
  would be to jimmy the Bathroom Stall locks at the Decades 
  Bar!
  Time for Security Systems ranges from a TiC or two to 
  read a panel or throw a switch, to up to ToCs equal minutes 
  to disassemble a panel and fiddle around inside.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 31
  
  u fp  “ The 
  jE IS  Ш
  Ш
  Ш
  GENERAL KNOWLEDGE SUPPORTED SKILLS 
  PERCEPTION SUPPORTED SKILLS
  NEW CHARACTER TYPES & SKILLS
  “I’m telling you, mix that green plant over there with 
  the sap from that tree and the resulting poultice WILL be 
  effective on your wound! Trust me.”
  See Pharmacology
  Medicine (Sub-specializations)
  The Medicine skill is one skill within Prime Directive with 
  sub-specializations. (See the beginning of this section for a 
  description of sub-specialization.) Medicine provides the 
  character with a more than adequate working knowledge of 
  the general practice of medical diagnosis and treatment. With 
  just this skill, a character is the equivalent of a General 
  Practitioner. However, there are numerous areas of 
  specialized knowledge in the Medical field, and situations will 
  undoubtedly develop in your games where a specialized 
  knowledge will aid (or perhaps even save the life of) your 
  character. Sub-specializations of the skill Medicine include:
  Pharm acology: The study of the preparation, bodily 
  introduction, and effects of various drugs in medical usage.
  Genetics: The study of DNA, RNA, chromosomes, etc, 
  and the effects of inherited traits. Geneticists often also study 
  ways to manipulate these features and traits to produce 
  specific specially tailored organisms.
  Pathology: The study of diseases and their effects upon 
  healthy organisms.
  Anatomy: The specific study of the numerous structures 
  and systems that comprise an organism.
  Kinesiology: The study of the mechanisms that allow 
  and control bodily motion, including muscles, joints, tendons, 
  and the stresses that they generate when they move, as well 
  as balance, overall agility and dexterity.
  Respiratory: The study of the lungs and the air cycle in 
  the body.
  Circulatory: The study of the blood cycle in the body.
  G a s tro in te s tin a l: The study of the digestive and 
  excretory cycle in the body.
  Neurology: The study of the nervous system and brain.
  Prosthetics: The study of supplementary or replacement 
  organs and limbs.
  Immunology: The study of the immune system, which is 
  the multi-faceted system, involving the skin, nasal cavities, 
  blood and thalamus, that protects the body from disease, 
  infection and other environmental poisons and toxins.
  Cardiology: The study of the heart and heart diseases.
  Osteology: The study of bones and diseases of bones.
  Hematology: The study of blood and blood diseases.
  Dermatology: The study of the skin and skin diseases.
  Enzym ology: The study of the various glands in the 
  body and the nature and effects of their secretions.
  This list, of course, only scratches the surface of the 
  potential sub-specializations that exist for the Medicine skill. 
  Feel free to consult with your GM if you would like to come up 
  with additional sub-specializations for your character. 
  (Remember also that there will be many sub-specializations 
  for other races, such as Chitinology for the Seltorians, etc.)
  Davey and the other members of the Prime Team 
  searched the trashed command center once again, looking 
  for a clue which would tell them what had happened. He 
  tried to get into the computer logs, but once again, he was 
  refused access. Damn, this is hopeless, he thought. Just 
  then, Letherman burst into the room.
  “Mike, look at this!” Letherman said as he handed a 
  computer disk to Davey. “Look on the underside!”
  Davey turned it over to see the words ‘Butch and The 
  Kid were here!’ scratched into the casing.
  “Where did you find this, Eric?”
  “It was in the technician’s pocket. W hat does it mean?” 
  “I don’t know, but let’s get back to the ship and find 
  out!”
  See Minute Observation
  Minute Observation: 6/8/10 (25)
  This is essentially the Perception version of the “Fine 
  Work” skill. Using Minute Observation, a character can go 
  over every surface, corner and crevice of an object or location 
  in an attempt to locate any hidden or obscure markings, 
  traces, joins or other subtle information not immediately 
  obvious to the casual observer.
  Complete SL means that the character finds any and 
  (within reason) identifies all hidden or obscure markings or 
  other visual clues. This could lead to the location of a hidden 
  compartment, an overlooked manufacturing or identification 
  mark or inscription, a series of telltale scratches or other 
  distinctive and revealing marks, the presence of minute traces 
  of some material (blood, pollen, mud, dilithium, whatever) or 
  subtle faults or failures in the surface or object. These are of 
  course just some of the sorts of things that might be located in 
  this manner.
  Moderate SL means that the character locates some 
  significant portion of the minute details of the object of his 
  observations, but perhaps without the degree of recognition or 
  understanding of the nature or cause that a Complete SL 
  provides.
  Minimal SL means that the character finds some small 
  amount of the obscured information in evidence, but without a 
  high degree of understanding or recognition of what he has 
  found. The subtle join that would otherwise indicate a 
  concealed panel might be described as “a scratch”, a series 
  of faint inscriptions might be described as “a series of marks 
  on the surface", etc.
  Failure means that the character locates nothing that a 
  casual scan of the object wouldn’t reveal.
  Botch means that the character completely mistakes the 
  nature of some observation or “locates" things that aren’t 
  really there! A bump in the surface is “obviously a hidden 
  micro-dot”, or a slight discoloring of the material is “an 
  obvious trace of blood", etc.
  Time for Minute Observation will take anywhere between 
  a few TiCs to look over a small object, to long minutes or • 
  hours to completely examine a large object, room. etc.
  Page 32
  UFP -  THE FEDERATION SOURCEBOOK
  
  SECTION TWO: 
  NEW EQUIPMENT
  NEW EQUIPMENT
  The Symposium was about to begin. The audience in 
  the massive hall at Star Fleet Headquarters continued to 
  grow until finally all the seats were taken. A door opened 
  at the left of the stage, and several people came out and 
  took their seats behind the podium. It was an impressive 
  group —  W illiams from the Presidio, Matthews from 
  FedT ech, 
  H art and R odgers from  the C ultural 
  Commission with what appeared to be a small refrigerator 
  unit rolling in behind them, Corwin from the Office of 
  Research & Design, and what appeared to be all the 
  Senior members of the Council for Colonization. A few 
  moments passed, and then the lights dimmed and a 
  spotlight fell upon the podium. The representative from 
  the Office of Research & Design, his unruly thatch of 
  snow-white hair glowing in the single beam of light, 
  walked slowly forward to begin his presentation.
  “I have three pieces of equipment to show you this 
  afternoon,” he began, the audience fully attentive as their 
  personal viewers flickered on. “First, the Inertial Locator. 
  If you will look at the viewers in front of you, you will see 
  a NeoPrime holding the Inertial Locator in his hand. It 
  weighs less than a quarter-kilo and will assist Prime Team 
  members in navigating their way back to a point that they 
  have previously visited. They will no longer have to rely 
  on hand-written maps...”
  The Office of Research & Design (OR&D), located within 
  the confines of Star Fleet Headquarters, is continually striving 
  to make the best equipment, weapons, and armor available to 
  the Federation. This section contains the very latest additions 
  to the quartermaster stores.
  Also included in this section is the Weapons & Equipment
  -  Availability by Year Timeline which will allow you to vary the 
  time periods in which you set your adventures while staying 
  true to the technology as it develops.
  New Equipment
  Artificial Gravity Generating Boots: BR# = 12 (per pair) 
  (5.0 kg-when carried, no Encumbrance when worn)
  These boots actually create a synthetic gravity field 
  around the user and, therefore, confer no A/I mods. (As with 
  the FBCU, the General War accelerated improvements in 
  many fields including artificial gravity. Early artificial gravity 
  technology required huge generators, but continued research 
  yielded small enough generators for the technology to be 
  used on a personal level.) A single Power Pack (per boot) is 
  sufficient to generate the field effect for up to 48 hours.
  Battle Lantern: BR#=3 (2 kg)
  The battle lantern is a rugged, high powered flashlight. It 
  throws a intense beam of white light almost 150 meters and 
  lasts over 100 hours on a single power pack. The battle 
  lantern is waterproof, shockproof, non-conductive, and can be 
  clipped onto the side of a Hummer Helmet.
  UFP -  THE FEDERATION SOURCEBOOK |
  Collapsible Ladder: BR#=3 (2.5 kg)
  The collapsible ladder is two sets of nestled 25cm 
  cylinders (32 cylinders in each set) that easily expand and 
  lock into two 8m poles. Ultralight ferroaluminium “steps” snap 
  down from the sides of the cylinders and lock together to form 
  a lightweight, but rigid, 8-meter extension ladder. While 
  perfect for those situations where a climbing rope just isn’t 
  going to do it, this set-up is bulky, and this fact should be 
  taken into account when doing equipment allocation. (It won’t 
  fit into your back pocket!)
  Field Stretcher: BR#= 3 (4kg)
  The field stretcher is composed of two telescoping poles 
  and a sleeping bag-like thermal pouch. When not in use, the 
  poles are retracted and the pouch folded. All three pieces are 
  carried in a medium-sized, fold-up carrying case. When in 
  use, the two poles are extended and the expandable pouch is 
  attached between them. The thermal pouch is composed of 
  an insulating fabric that prevents the escape of the patient’s 
  body heat. This helps to keep the patient warm.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 33
  
  I UFP -  THE FEDERATION SOURCEBOOK
  NEW EQUIPMENT
  Inertial Locator: BR#=6 (0.25 kg)
  This device is the size of a communicator and is used to 
  assist Prime Team members in navigating their way back to a 
  point that they have previously visited. When in operation, the 
  device uses inertial sensors to “map” the exact three 
  dimensional path (distance and direction) through which the 
  device is moved. Whether exploring ruins or infiltrating bases, 
  this device has helped many a Prime Team find its way out of 
  unfriendly territory. The device has a power cell good for 
  approximately 7 days of continuous use. It also has a low 
  power mode (to conserve energy when it’s not being used) 
  and integral solar cells to provide for recharging (1 day of 
  use/1 day outdoors).
  Laser Weaponry
  The laser was a heavy, power-inefficient weapon that 
  nonetheless was the best energy weapon available to the 
  Federation until the advent of the superior phaser weapon in 
  Y107. From Y1 until Y106, it was the standard-issue weapon. 
  Note that lasers have no stun settings!
  Laser Pistol BR# = 5 (1.5 kg)
  (Until Y106. For each year thereafter, add +1 to the BR#)
  LASER TABLE
  WEAPON TYPE AND GRADE
  D#s
  ENERGY
  Laser Pistol
  1pp (35)
  Lethal-1
  1/3/5
  (5)
  Lethal-2
  2/4/6
  (7)
  Laser Rifle
  3pp (105)
  Lethal-1
  1/3/5
  (7)
  Lethal-2
  2/4/6
  (10)
  Lethal-3
  4/6/8
  (15)
  WEAPONS RANGE TABLE ADDITIONS: 
  LASER WEAPONS
  Weapon
  P
  N
  M
  . L
  X
  Pistol
  2m
  3-5m
  6-12m
  13-15m
  16-20m
  Rifle
  3m
  4-60m
  61-100m
  101-175m
  176-250m
  Please note: On this table, P=Point Blank, N=Normal, 
  M=Moderate, L-Long, and X-Extreme.
  Personal Force Field (PFF): BR#=8 (1.5 kg)
  The Personal Force Field (PFF) was predicated by the 
  development of X-technology weapons on the part of the 
  Federation’s enem ies 
  (which 
  was 
  m irrored 
  by the 
  development of X-tech phasers almost immediately). The PFF 
  provided superior personal protection at no cost to mobility. 
  As an added bonus, the protective capacities of the PFF were 
  directly additive, in a reduced capacity, to regular armor. An 
  active PFF shunts 4 points of Stun/Lethal damage (any non- 
  psionic type) per attack when used alone (i.e., with NO other 
  form of armor), or 2 points when used in conjunction with 
  other “regular” armor.
  This belt unit has the ability to absorb both Stun and 
  Lethal Damage. Each point of Lethal Damage shunted by the 
  PFF uses up 2 Power Points. Each point of Stun Damage 
  shunted uses up 1 Power Point.The PFF itself uses 10 Power 
  Points per hour of continual use. It takes 2 TiCs for the Force 
  Field to form around the character once the unit has been 
  activated. The Field provides no beneficial effects until the 
  initial 2 TiCs have passed. The power pack, which also 
  attaches to the belt, contains 300 Power Points.
  Laser Rifle BR# = 7 (6kg)
  (Until Y106. For each year thereafter, add +1 to the BR#)
  Personal Signature Masker (PSM): BR#=8 (0.1 kg)
  The PSM, small enough to fit in the palm of your hand, is 
  designed to send out electro-magnetic pulses to confuse 
  electronic scanning devices such as tricorders. (It does not 
  distract optical systems or eyesight.) Originally developed by 
  the Klingon ESS, the technology was quickly exploited by Star 
  Fleet. This device is normally attached to one’s belt where it 
  will operate continuously for about 4 hours on a standard 
  power pack. When in operation, the device adds a Flat +6 
  modifier to all attempts using electronic sensors to detect the 
  wearer. The drawback to using this device is that the wearer 
  must move slowly (no more than 5 meters per turn) to allow
  Page 34
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW EQUIPMENT
  UFP -  THE FEDERATION SOURCEBOOK 1
  the device to sense its surroundings before it emits the false 
  signature. Further, the wearer should not use any of his 
  electronics hardware (communicator, tricorder, etc.) or energy 
  weapons while operating the PSM, as ANY such use while 
  masked will reduce the masking mod to a Flat +1. Obviously, 
  the PSM will also mask the wearer’s equipment as long as it 
  is not in use.
  The radius of effect generated by the PSM is very small, 
  so one of these devices is required for each individual that 
  wishes to be shielded in this manner.
  Rations: BR#=2 (.25 kg per pouch)
  Sure, everybody would prefer a home cooked meal, or at 
  least something out of a replicator. But there will be times 
  when you will have to eat what you can carry with you. 
  Parchingly dry, and yet somehow slimy at the same time, 
  Rations are highly nutritious, providing all the vital proteins, 
  carbohydrates, vitamins and minerals that you need to keep 
  going for another day. (Each pouch provides the nutritional 
  requirements for a single day.) Problem is that after finishing 
  one of these things you’re not sure you want to keep going on 
  another day! Rations come in such appetizing flavors as 
  Salisbury Steak, Chicken with Gravy, Vulcan Tul’Ky with 
  Jihan Shoots, Brazed Andorian Trefemiz Cutlets, and good 
  old Vanilla Pudding. Just tear open one of those green foil 
  pouches and dig in...
  Remote Sensor Unit: BR# = 7 (.5 kg)
  The Remote Sensor Unit (RSU) is a small sensor 
  package which can be set up to monitor an area, allowing 
  players to set up a defensive perimeter without using all 
  available personnel. These units are most commonly used to 
  provide an early warning of objects or life forms approaching 
  a fixed site. The RSUs operate at very low power levels which 
  gives them a limited range of about 30 meters but makes 
  them hard to detect by enemy sensors (Flat +2 to be 
  scanned). These units must be used in tandem with a 
  tricorder to be effective.
  The RSUs transmit all the data they collect to the 
  tricorder, which then analyzes and identifies the signal. An 
  active RSU will sound a low-volume alarm tone via the
  tricorder when any life forms or mechanical objects (or 
  whatever it’s been programmed to look for) come within 30m 
  of its position on a Yes/No roll of 4 or better, using 4D6 as the 
  task dice. Obviously, the GM may alter these numbers due to 
  unusual circumstances.
  The RSU comes with a 5 cm spike and a small length of 
  cable which is used to secure the unit in place.
  Smoke Grenade: BR# = 5 (.2 kg)
  Used primarily as a defensive weapon, the smoke 
  grenade releases a heavy pall of smoke and is equipped with 
  the following settings.
  Setting 1 -  Smoke: Each grenade comes in one of seven 
  different colors (green, blue, purple, yellow, red, black and 
  white -  the different colors allow the grenade to also be used 
  for signaling purposes). Comprised primarily of sulphur, it is 
  more unpleasant to smell than to look at. This setting lasts for 
  10 turns.
  Setting 2 -  White Phosphorus: This setting emits a bright 
  white flare discharge when triggered, creating a thick white 
  cloud. Those within the damage radii (listed below) take 1/2/3 
  Lethal Damage per round. This discharge will also ignite any 
  flammable materials that come within its area of effect. This 
  setting lasts for 3 turns.
  Setting 3 -  Plastic Resin: This setting releases a cloud of 
  carbonized plastic resin. Any energy weapon attacks directed 
  through this cloud have their D#s reduced by 1/3/5 per 10 
  meters they travel through the cloud. (The amount lost, as 
  indicated above, is determined by which part of the radius of 
  the effect generated by the grenade that the beam passes 
  through, with the attack losing 5 if it passes within the 
  Complete SL Radius, 3 if it passes through the Moderate SL 
  radius and 1 if it passes through the Minimal SL radius.) This 
  effect lasts 1 turn.
  Regardless of the setting, smoke grenades will also 
  always have the following effects:
  A) Causes 1/2/3 Stun Damage (due to concussion) to 
  any/all targets within the grenade’s radius of effect.
  B) Causes a Flat to hit mod of +3 to any ranged attacks 
  directed through the grenade’s Complete SL area of effect, a 
  Flat to hit mod of +2 to any ranged attacks directed through 
  the grenade’s Moderate SL area of effect, and a Flat to hit 
  mod of +1 to any ranged attacks directed through the 
  grenade’s Moderate SL area of effect. These effects are NOT 
  cumulative.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 35
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW EQUIPMENT
  Smoke Grenade Table
  Setting
  D#
  To Hit
  Radius
  X
  1
  1/2/3
  3/6/10
  25/10/2
  10
  2
  1/2/3*
  5/7/10
  15/8/2
  3
  3
  1/2/3*
  6/8/11
  10/3/1
  1
  * Note special effects, as described above.
  Standard Issue Uniform: No BR# (No Weight)
  The basic Star Fleet uniform is more that a stylish set of 
  togs! The uniform is fire and corrosive retardant, and employs 
  advanced fibertech techniques to help keep the wearer hot or 
  cool, as appropriate, and to dry quickly and thoroughly. The 
  material is stain and tear resistant, and has even been treated 
  with limited disinfecting and anti-fungal agents to help keep 
  the wearer healthy!
  Transponder/Locator (Trans/Loc): BR#=5 (No Weight)
  The transponder/locator is a tiny resonance cell which 
  can be easily detected by a tricorder (or the sensors of an 
  orbiting ship) but which is virtually undetectable by more 
  primitive detection devices. Inserted under the skin by a 
  Hypo, the Trans/Loc device is used primarily by personnel 
  who are conducting covert operations on worlds under the 
  auspice of the Prime Directive, so that the Team member 
  need not carry potentially contaminating communications & 
  recall gear. The device has an internal power cell that allows 
  it to continue operations for up to 30 days before running out. 
  The device may also be set to a specific frequency to allow a 
  ship in orbit to uniquely identify a specific Team member on 
  the ground. Once the mission is over, the Trans/Loc device is 
  easily removed by a Hypo, or a little more messily with a 
  knife.
  Nelson had assembled his team to run through their 
  equipment allocation. After that fiasco on Sycharth, this is 
  one area I ’ll never cut corners on again.
  “Let’s see here... Science Tricorder?”
  “Check,” Dr. Moran replied while noting in the log that 
  the equipment had been received in satisfactory condition. 
  “Universal Translator?”
  “Check.”
  “BPMC?”
  “Check.”
  “Repeater Phaser with integral tactical tricorder and 5 
  spare power packs?”
  “It’s not here, sir.”
  Ever the clown, Shokar’zan chimed in with, “All right, 
  everyone check their pockets!”
  Nelson shot the Cygnan engineer,a stern look, and then 
  keyed the ship’s comm panel.
  “Nelson to Stryker.”
  The panel crackled to life. “Stryker here.”
  “Sir, I noticed that we w eren’t allocated the Repeater 
  Phaser...”
  Stryker cut him off, “That’s because this is a COVERT 
  mission on a planet under the auspices of the Prime 
  Directive. Your job is to establish their potential for 
  admission to the Federation, NOT to blow big holes in 
  anything that looks cross-eyed at you!”
  “Yes, but...”
  “But nothing, Nelson, I gave you everything you need 
  for a mission like this: Tricorders... Universal Translator... 
  Field Kits... Hell, I even threw in the Phaser Pistols you 
  asked for instead of the Hand Phasers I had originally 
  planned to issue you. You want me to change my mind on 
  that?”
  “No, sir!”
  “Very well, then. I’ll let you get back to the job of 
  organizing your team. We hit Iconia in 3 hours. Stryker 
  out.”
  With that, the comm panel went silent.
  Bloodstone moved up next to Nelson and said, “Sir, 
  don’t worry about it. W e ’ll w ork around it. Our 
  Graduation Exercise taught us that the most important 
  piece of equipment for any mission is our minds.”
  Nelson nodded and then said, “All right, we have only 
  3 hours and a lot of work to do. Get on it!”
  Page 36
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW EQUIPMENT
  UFP -  THE FEDERATION SOURCEBOOK
  | Weapons & Equipment -  Availability by Year
  GMs may wish to set their adventures in different time 
  periods, perhaps allowing their players to play a Primary 
  Contact Team, for instance, rather than a Prime Team, and 
  the following timeline and information is provided for that 
  purpose.
  The following equipment is available from Y1:
  Battle Lantern 
  Collapsible Ladder 
  Combat Knife 
  Grenade Launcher
  Flash Grenade & Fragmentation Grenade 
  Field Stretcher
  Climbing Pads & Climbing Rope 
  Federation Marine Dress Sabre 
  Inertial Locator 
  Rations
  Standard Issue Throwing Knife
  Standard Issue Uniform
  Field Pack
  Field Dressing Kit
  Laser Weaponry
  Medkit, Basic and Advanced
  Nutroboost
  Remote Sensor Unit
  Smoke Grenades
  Stealth Grapnel
  T ransponder/Locator
  All Melee Weapons
  ARMOR
  Y1 -  Light Field Armor
  Y1-Y65 -  Standard Field Armor Mark I (+0/2/3 Exp. A/I mod) 
  Y66 - Y145 -  Standard Field Armor Mark II 
  (+0/1/2 Exp. A/I mod)
  Y146 -  Standard Field Armor Mark III (+0/1/1 Exp. A/I mod)
  Y1 - Y85 -  Heavy Field Armor AR = 3/3/2 
  (+1/3/5 Exp. A/I mod)
  Y60 -  Assault Armor and the Hummer Helmet.
  Y86 -  Skirmish Armor
  Y183 -  Personal Force Field becomes available.
  BACK PACK MINI COMPUTER (BPMC)
  Y62 -  Mark I (Level 1 Skills)
  Y133 -  Mark II (Level 2 Skills)
  Y181 -  Mark III (Level 3 Skills)
  The ‘monotronic’ computer system, designed along with 
  the first warp cruisers in Y62, allowed for the development of 
  the Mark I BPMC. Developments and enhancements yielded 
  the ‘duotronic’ computer along with the Mark II BPMC in 
  Y133, and the ‘tritronic’ computer design which ushered in the 
  era of X-technology in Y181 led to the development of the 
  Mark III BPMC. (The BPMC, as listed in the Prime Directive 
  Rulebook, is the Mark II version.)
  COMMUNICATOR
  Year
  Type
  Range
  w/ Shipboard Enhancer
  70
  Mark I
  1,000 km
  9,000 km
  120
  Mark II
  2,500 km
  12,000 km
  179
  Mark III
  4,500 km
  40,000 km
  The communicator, as listed in the Prime Directive 
  Rulebook, is the Mark II version.
  COVERT OPERATIONS FIELD KIT
  Y60 -  Early (gives +1 flat mod to use of subsystems)
  Y120 -  Basic (as listed in the Prime Directive Rulebook) 
  Y175 -  Advanced (gives -1 flat'mod to use of subsystems)
  FEDERATION UNIFORMS
  Although not truly classified as pieces of equipment, it 
  should be noted that the cloth used in all standard Federation 
  Uniforms was rendered both fire- and acid-resistant in Y38.
  FIELD TOOLS
  Although the specific contents and tools will change 
  through the years, this kit will always contain the appropriate 
  tools for the year in which it is used.
  FOCUSED BEAM COMMUNICATIONS UNIT (FBCU)
  This unit is available within the Federation from Y40. The 
  General War accelerates improvements and refinements with 
  the result that in Y172 they weigh 8kg, down to 2kg in Y179, 
  and finally reaching only 150g in Y185.
  GRAVITY BOOTS
  Y1-Y175 -  Grav Boots, as listed in the Prime Directive 
  Rulebook are available from Y1. While various modifications 
  are made throughout the years, these all use a magnetic field.
  Y176 -  Artificial Gravity Generating Boots become available.
  PERSONAL SIGNATURE MASKER
  Available from Y125.
  PHASERS
  Y1-Y106 -  Hand Lasers and Pulsers are in common use 
  throughout the Federation, with the various Member Races 
  contributing to the development (and testing) of phaser 
  technology.
  Y107 -  Hand Phasers, Phaser Pistols and Phaser Rifles 
  become available, replacing laser weapons as standard 
  issue.
  Y171 -  Scatter Phaser and Repeater Phaser become 
  available.
  Y182 -  X-versions of personal phaser weapons are available. 
  These weapons may be fired using double the normal amount 
  of power per setting, with a flat +2 to each D#.
  PHOTON GRENADES
  Available from Y120.
  POWER PACKS and SNIPER RIGS
  Advancements mirror the advancements made with the 
  associated weapon.
  U F P -T H E  FEDERATION SOURCEBOOK
  Page 37
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW EQUIPMENT
  TRANSPORTER HOMING BEACON and 
  TRANSPORTER EMERGENCY PULSE RIPCORD
  Available from Y110.
  TRICORDER
  The Monocorder, an early version of the Tricorder with 
  limited scanning effectiveness and used almost exclusively as 
  a recording device, was available from Y1. This was replaced 
  by the slightly more powerful Bicorder in Y60, which was itself 
  made obsolete by the introduction of the Tricorder in Y130. 
  The X-corder was premiered in Y182. (Refer to pg. 61 in the 
  Prime Directive Rulebook for the Tricorder tables; range 
  tables and modifiers for the others are featured below.)
  Type
  Year
  Use modifiers
  Monocorder
  Y1
  +3 flat mod
  Bicorder
  Y60
  +1 flat mod
  Tricorder
  Y130
  Basic
  X-corder
  Y182
  -1 Flat
  Monocorder
  Range Category
  Distance in meters
  Normal
  Up to 1 meter
  Moderate
  1 - 24 meters
  Long
  25 - 500 meters
  Extreme
  501 - 1000 meters
  Bicorder
  Range Category
  Distance in meters
  Close
  Up to 1 meter
  Normal
  1 - 24 meters
  Moderate
  25 - 1000 meters
  Long
  1001 - 2500 meters
  Extreme
  2501 - 10,000 meters
  X-corder
  Range Category
  Distance in meters
  Point Blank
  Up to 24 meters
  Close
  25 - 1000 meters
  Normal
  1001 - 5000 meters
  Moderate
  5001 - 15,000 meters
  Long
  15,001 - 25,000 meters
  Extreme
  25,001 - 50,000 meters
  UNIVERSAL TRANSLATOR
  These devices have a ‘virtual language skill level’, 
  representing how well they translate and “speak” the target 
  language.
  Type
  Year
  Virtual Language Skill Level
  Mark I
  Y1
  1
  Mark II
  Y40
  2
  Mark III
  Y65
  3
  Mark IV
  Y130
  4
  Mark V
  Y165
  5
  Mark VI
  Y181
  6
  Page 38
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK
  SECTION THREE: NEW RULES 
  AND SOURCE MATERIAL
  Mission types and modes
  He sat alone in the darkened room, his fingers playing 
  nervously with the Pennington Flash on his dress uniform. 
  Music played softly in the background, and Peltier looked 
  around the room at the mementos of his years aboard the 
  Saratoga and, in particular, his years long ago with the 
  Black Eagles. The door sounded, and Peltier was abruptly 
  brought back to the present. He allowed him self the 
  thought that Aquash had made his stateroom her first stop 
  after completing the covert mission on Lurdinghen. 
  “Come.”
  The door slid silently open, and Ensign Davey entered. 
  “I have the reports for you, sir.” The young 
  crewmember walked cautiously over to the desk where 
  Peltier sat. He handed him the disks and turned to leave. 
  “Before you go, Ensign...”
  “Yes, sir?”
  “Any new developments on the Aquash party?”
  “No, sir. It is still posted as overdue. Her recall beacon 
  was activated at 0400, but there is still no response from 
  the planet surface. Will that be all?”
  “That’s all. Thank you.” Peltier watched as the door 
  slid closed behind the ensign, and only then did he allow 
  himself the luxury of a frown. She was seventeen hours 
  overdue. He placed the first report disk in the scanner and 
  sighed. This was going to be a long night.
  All missions that are assigned to Prime Teams (as well 
  as to Action and Strike Teams) will have three primary 
  components to their description: OBJECTIVE, MODE and 
  DEGREE OF AUTONOMY.
  An OBJECTIVE is the purpose or desired outcome of a 
  mission. There are six basic Objectives, as follows.
  Investigate/Recon -  The Team is supposed to acquire 
  needed information. Investigate/Recon missions can be 
  purely scientific (as in the cases of derelict or planetary 
  explorations), strictly military (as in the cases of determining 
  enemy troop strengths and movements), or anything in 
  between that requires the Team to acquire data. Often 
  Investigate/Recon missions that are linked with a high Degree 
  of Autonomy will turn into other types of missions in the 
  course of the Team’s investigation.
  Retrieval (Capture/Rescue) -  The Team is supposed to 
  gain possession or control of an individual or object. 
  Occasionally, the team may be required to occupy and hold a 
  specific location in order to prevent hostile forces from 
  interfering with the search or rescue effort. This is designated 
  as a Mission, rather than just a quick beam down and grab, 
  when there is the presence of some degree of difficulty or 
  positive threat in the Retrieval process. This could be 
  represented by dangerous terrain, hazardous conditions, the 
  presence of hostiles, etc. A Retrieval Mission whose objective 
  is to gain control of an individual who doesn’t want to 
  accompany the Team is a Capture, while one whose objective 
  is simply to recover someone who is in a threatening 
  environment might more aptly be called a Rescue.
  Escort -  The Team accompanies some individual(s) or 
  object(s) in an open, highly visible manner as an honor guard
  or to “show the flag”. This is different from, but often closely 
  tied to, a Guard mission. (See below.)
  Guard -  The Team accompanies some individual(s) or 
  object(s) to safeguard them and protect them from harm or 
  interference. This is differentiated from Escort (above) in that 
  the Team actively expects to encounter and intercede against 
  some positive threat and may or may not be operating in a 
  high-profile manner.
  S a b o ta g e /In su rg e n c y  -  The Team is expected to 
  destroy, damage, or disrupt some operation, device, or 
  installation operated by hostiles. If called upon to perform a 
  Sabotage Mission for an extended period of time in a single 
  area of operations, and against a hostile who has not yet 
  been formally challenged or opposed, this sort of mission 
  might better be referred to as Insurgency. This might be 
  considered a special subcase of the general Combat mission 
  profile. (Below)
  Com bat -  The Team is expected to engage in direct 
  conflict with hostiles in an effort to oc.cupy a position; deplete 
  or destroy hostile forces; destroy or capture some asset; or 
  determine the strength, position, or number of hostile forces; 
  or prevent hostiles from doing the same with regards to 
  friendly forces or locations. Most often, Prime Teams will not 
  be called upon to engage openly in Combat intensive roles, 
  as this sort of mission is usually better suited to standard 
  ground forces. Prime Teams will more often be called upon to 
  perform these sorts of missions in a Covert Mode. (See 
  below.)
  Note to the GM: It is possible for missions to actually 
  combine two or more of the Objectives listed above. While 
  rare, this can happen when an additional opportunity presents 
  itself to a Team while they are engaged in another operation. 
  For example, the Prime Team is told to escort the 
  Federation’s most brilliant botanist as he examines the 
  psionic plants recently discovered on Sebelia IV. While you 
  are escorting the botanist, you may also be called upon to 
  guard him during the course of the mission.
  A MODE is the degree to which the Team may (or must) 
  conceal the nature of their action (and in some cases, their 
  actual presence) in the fulfilling of a mission. There are four 
  basic Modes, as follows:
  Open -  The Team is under no requirement to conceal 
  any aspect of their presence or involvement in the mission. Of 
  course, the Team must still follow common sense in the 
  degree and nature of their contact with locals (if any).
  Loose Containment -  The Team is expected to limit 
  contact to a reasonably low degree, due to a moderately 
  sensitive mission or a degree of risk to locals.
  Tight Containment -  The Team is expected to severely 
  limit contact to little or none, due to a highly sensitive mission 
  or an extreme degree of risk to the locals (or to the Team 
  itself or their Objectives).
  Covert/No Contact -  The Team is prohibited from any 
  contact with locals, either because of the need for complete 
  secrecy and deniability for political reasons, or because of the 
  need to honor the tenets of the Prime Directive.
  A Team’s DEGREE OF AUTONOMY in a mission is the 
  latitude they are allowed in determining the directions they will 
  take, without contact from higher officers, when the course of 
  their mission strays from the parameters established in their 
  initial briefing. Note that Prime Teams are as highly prized as 
  they are because of the Team’s supposed ability to operate in 
  Moderate or Full autonomy modes, and still end up doing the
  UFP -  THE FEDERATION SOURCEBOOK
  Page 39
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW RULES AND SOURCE MATERIAL
  right things. Action and Strike Teams often require constant 
  supervision, which is both time consuming and often 
  impractical or dangerous (or both). There are four basic 
  Degrees of Autonomy, as follows:
  Full -  The Team is given free rein to complete the 
  mission in any manner, as long as they follow the basic tenets 
  of their operating and contact protocols and do not 
  contravene any Federation laws.
  Moderate -  The Team is allowed a high degree of 
  discretion in their methods of completing their mission, with 
  check-ins and authorizations required only when things begin 
  to get out of hand or when the mission seems to be headed in 
  a completely new direction from the initial briefing.
  Minimal -  The Team is allowed to make minor course 
  corrections in their mission without higher approval, but are 
  required to check in at specific times during the mission, and 
  any major changes must be okayed from above.
  None -  The Team is expected to consult with superiors 
  at every step of the mission. If unable to contact their 
  superiors, the Team is expected to either abandon further 
  progress with the mission and await new orders or return to 
  their base of operations and report.
  Please note: Strike Teams usually have a very high degree 
  of autonomy because their entire mission may be under 
  enemy fire and they will have to react quickly using their own 
  judgement and initiative. (However, it is equally likely that they 
  will have stricter time limits imposed on their operations, often 
  hours rather than days, and as such will often be on a very 
  short leash.)
  ALL levels of Autonomy, however, are bound by the 
  Prime Directive, Star Fleet Regulations, any Status of Forces 
  Agreement with the local government, and assigned mission 
  orders in that priority.
  Security Levels and Material Sensitivity
  The Federation and Star Fleet both use the same 
  hierarchical code to assess Personal Security Clearances and 
  to rate Secret Level information.
  Personal Security Clearances are rated in the following 
  categories:
  The Current Background Contact Security Code
  (CBCS Code) is the rating of the individual’s background 
  security level, dealing with the extent to which either the FSF 
  (Federation Security Force) or Star Fleet Security has 
  mapped out the individual’s personal contacts, habits, 
  lifestyle, 
  prejudices 
  and 
  potential 
  for 
  either 
  being 
  compromised by hostiles or potentially posing a security 
  containment threat. This code is scaled on a Color Bar 
  system, ranging from Black, the highest rating, down through 
  the Red/Orange/Yellow/Green/Blue/lpdigo/Violet spectrum, to 
  White, the lowest standard code. There are additional Internal 
  Security (Eyes Only) codes, such as T w o  and Three Bar 
  Black (for Covert Operatives and Senior Security personal) at 
  the high end, and the codes Zero White, for suspected double 
  agents, and Zero, for known double agents, at the low end. 
  Standard low-sensitivity personnel, such as general office 
  workers, and those personnel who do not come into regular 
  contact with sensitive material, are usually CBSC Code rated 
  Violet or Indigo, primarily based upon the location in which 
  they are stationed and its proximity to more sensitive areas.
  The Secret Code. This is a rating of the sensitivity level 
  of material that the individual is allowed to come into contact 
  with. This Secret Code is scaled along the same color code 
  as standard Material Sensitivity Level (MSL), used by both the 
  Federation and Star Fleet. This scale runs from Brass, as the 
  least sensitive type of material and lowest Secret Code, up 
  through Copper/Bronze/Silver and Gold, at the higher ends. 
  There are additional special MSLs and personal Secret 
  Codes. At the high end, there are Mercury and Lithium that, 
  respectively, represent the highest (Eyes only) Secret Level 
  Secret Codes, possessed by the most senior security and 
  planning officials in Star Fleet and the Federation. At the low 
  end, there is a Mithral MSL, which has no corresponding 
  personal Secret Code. The Mithral MSL, which has numerous 
  compartmentalized sub-component classifications, is used for 
  intentional disinformation “leaked” by Federation officials.
  The Provisional Code. This is a rating used to indicate 
  that a background security investigation is being conducted to 
  allow the individual to progress to a higher CBSC Code level, 
  or to indicate a special Access Acknowledgment granted to 
  allow the individual to gain access to a higher Secret Code for 
  some specific ongoing project or investigation in which he is 
  involved. Since CBCS Code investigations can often be quite 
  time consuming, especially at the higher levels, and since 
  there is a direct link between an individual’s Secret Code and 
  his allowable CBSC Code, sometimes special individuals will 
  need to be granted these Provisional CBSC codes to be 
  allowed access to sensitive material vital to their work. Of 
  course, these Provisional advancements are granted only 
  with the authority of the highest departmental officials and,- 
  even then, require the Provisional individual to be closely 
  supervised at all times while dealing with the sensitive 
  material.
  The individual’s Sensitivity Level. This is an augment­
  ation of their Secret Code level, rating the Accession Level 
  (AL) of Sensitive Information within a given MSL. Not all Gold 
  Level material is considered equally sensitive. Each MSL is 
  broken down into 12 ALs, with 1 as the lowest sensitivity level 
  and 12 as the highest. An individual can not routinely come
  Page 40
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK 1
  into contact with material above the AL by MSL of his own 
  Secret Code and Sensitivity Level.
  Putting this all together, an individual working in a 
  moderately sensitive section of the Federation Hierarchy (i.e., 
  as an Aide to a Senior Diplomat) might have a Personal 
  Security Clearance of Yellow/Silver/Orange 8, meaning that 
  he is fully cleared for routine dealings with Material up to 
  Silver 8 (some fairly important and critical stuff), currently has 
  a Yellow CBSC, the minimum required for a Silver level 
  Secret Code, and is being checked for background clearance 
  to be bumped up to an Orange SBSC, to gain access to some 
  of the more vital data that is being dealt with by the 
  Ambassador.
  Note to the GM: An average Prime Team member would 
  probably have a Black/Gold/Black rating, allowing him to 
  participate in the most covert operations based upon the 
  highest levels of material sensitivity and to receive the most 
  sensitive sorts of field data. If this Team or individual was 
  involved in the processing or analysis of this sort of sensitive 
  data, then the rating would be raised to at least Two Bar 
  Black/Mercury/Two Bar Black, to allow access to raw 
  intelligence data and information with regards to sources, 
  options, and operatives.
  The Yes/No Test
  A Yes/No test is a test wherein the only results possible 
  are Success and Failure, much like the BR# test for additional 
  Mission Equipment Allocation Requests. Any mods listed are 
  applied directly to the listed test #, including Level of Damage 
  mods, Repeated Task mods (if any), etc. However, Yes/No 
  tests are not subject to the Continuing Task Attempt rules, 
  nor can a Yes/No test result in a Botch regardless of how low 
  the task roll is.
  Initial Contact Report (ICR)
  Upon the first contact with an alien life form, civilization, 
  or a previously unknown aspect of an alien civilization, 
  Federation ships are required to file an Initial Contact Report 
  (ICR) with the Federation Chief Directorate for Space 
  Exploration, a branch of Star Fleet Command to which Prime 
  Team Command is subordinate. [The Science Officer is 
  responsible for the ICR, with the Briefing Officer participating 
  in the writing of the report (often becoming a full co-author) if 
  a Prime Team was involved.]
  The Initial Contact Department of Prime Team Command 
  will be the action addressee of the ICR and will assign a 
  name to the new life form which will become an integral part 
  of the ICR, e.g., Initial Contact Report - PLACKARIAN 
  GRABOID. (An example of an ICR is provided at the end of 
  this section.) Subsequent contacts will be reported as follow- 
  ups to the initial report in that series, e.g., ICR PLACKARIAN 
  GRABOID FOLLOW-UP #1. In the event that a follow-up 
  report is subsequently discovered to deal with yet another 
  new life form, the Initial Contact Department will change it to 
  an initial report and assign a new life form name (ICR 
  Reporting Series), presumably based on what they call 
  themselves. The Initial Contact Department will review the 
  reports in a ICR Reporting Series and issue a monthly 
  Summary. These ICR SUMMARIES (ICRS) are required 
  reading for all Prime Teams and Science Officers.
  Cadets at Star Fleet Academy will, during their Junior 
  year, take a course in INITIAL CONTACT and will, over the 
  course of that semester, read over all the new ICRs 
  generated during that period, as well as some of the famous 
  “classics” from the past, and perform various analyses of the
  data therein. This will allow cadets to learn the proper 
  procedures for evaluating such data. In theory, a Star Fleet 
  officer might be in a position to have to deal with a recently 
  discovered new life form, and will need to know what kind of 
  information the sciences department can be expected to 
  provide.
  Initial Contact Report -  Jindarians
  Adult Jindarians vary between 1.85 and 2.45 meters in 
  height and mass between 75kg and 140kg. They are 
  believed to have an average life span in excess of 200 
  years. Skin coloration varies from tan to dark-brown and 
  is covered with small scales. Jindarians are humanoid, 
  standard two arms, two legs/ with six-digited hands each 
  possessing two thumbs.
  Jindarians have been ip space for perhaps 100,000 
  years, while the other races prf the Star Fleet Universe 
  have been in space for as little as two centuries. Jindarians 
  have no known homeworld and have been encountered 
  throughout known space. They pursue a distinctly 
  nomadic lifestyle and have a decidedly disinterested view 
  towards events around them. They do not form alliances 
  or take part in wars simply because they consider all such 
  affairs to be transitory in nature and of no real relevance 
  to their lives. It is not known if they originated within our 
  sector of the Galaxy, or arrived from somewhere else.
  Jindarian ships are built from asteroids, riddled with 
  tunnels and fitted with warp engines and other systems. 
  These ships are virtually indistinguishable from other 
  asteroids, at least until they start moving or fighting. The 
  Jindarians appear to operate in groupings referred to as 
  “caravans”, which can be anywhere from three to twelve 
  of their asteroid ships.
  Most Jindarian asteroid ships have only very small 
  amounts of gravity (0.1 Og or less) and in many areas this 
  falls to as low as 0.02g. While walking is possible, most 
  Jindarians move around their own ships by “swimming” 
  through the air. The Jindarians use a “gravity suit” when 
  forced to go to another planet.
  Salvagers, the Jindarian equivalent of the Federation 
  Prime Team, will have no problems with these gravity 
  suits created to allow them to interact with other races, 
  although the standard Jindarian will have little or no 
  opportunity to use these suits. (The name “Salvagers” 
  seems to have evolved from the Jindarian practice of 
  giving over a special share of any recovered goods or 
  materials to the members of the ship or caravan that 
  actually go into a wrecked ship or derelict.)
  For more information about the Jindarians, see ICRS- 
  Fl-5614 (available from the Federation Archives).
  Historical Note: Contact between a Prellarian survey 
  team in Y l l l  and a “mysterious race which lived in 
  asteroids” has now been confirmed as a meeting with 
  Jindarians. In their search for sigm a-positronium , the 
  Prellarians often spent many years mining asteroid belts 
  for this rare mineral and, in this instance, understandably 
  mistook a Jindarian asteroid ship for a barren rock. There 
  were no reported casualties and further details of this 
  meeting are unavailable.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 41
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW RULES AND SOURCE MATERIAL
  Homeworld leave
  Jason looked around at the resplendent luxury of his 
  First Class berth aboard the Starliner and thought, “This is 
  costing me a fortune to upgrade my ticket, but after that 
  fiasco on Benning 4, I deserve it! ”
  The standard service tour for Federation Star Fleet 
  personnel is five years. If you elect to re-enlist at the end of 
  this initial period, you are allowed a 30-day leave to be taken 
  at the convenience of both Star Fleet and the ship to which 
  you are assigned sometime in the next year.
  This re-enlistment “bonus leave” includes the cost of a 
  standard round-trip ticket to your Homeworld. (They can 
  either go home or use the ticket to travel an equal distance 
  elsewhere.) Of course, most personnel elect to return home to 
  visit relatives and friends, but others use this opportunity to 
  see a little more of the galaxy!
  Duties of the Briefing Officer
  The Briefing Officer on board a Federation starship is 
  usually the ship’s Third or Fourth officer and is responsible for 
  selecting, assigning and preparing the personnel for virtually 
  every mission, landing party, combat drop, etc. conducted 
  from the ship. This ranges from controlling routine planetary 
  survey beam-downs and colonial liaison parties to full blown 
  covert Prime Team missions. Whenever a mission calls for 
  sending someone “down there” (or “out there”), it is the 
  Briefing Officer who, at the request of the Captain (or the 
  Senior Officer On Duty), pulls the relevant people together 
  and gives them the facts, the conditions and the equipment 
  that they will need to get their job done. The Briefing Officer’s 
  judgement is absolute in these cases, and while the individual 
  Team members can request additional equipment (to a point), 
  only direct intercession on the part of the Captain can change 
  a team’s equipment allocation.
  The Briefing Officer’s “Department”, i.e., those people 
  who are directly and permanently under the Briefing Officer’s 
  command, will usually consist of an assistant or two (usually a 
  Lieutenant SG for a Naval Briefing Officer or a Marine Captain 
  for a Marine Briefing Officer), a few “dedicated” science and 
  technical types, and the ship’s Prime Team, if they are lucky 
  enough to have one. Any additional personnel, Marines, or 
  other technicians or specialists will be “borrowed" from their 
  departments for the duty. Whenever possible, the Briefing 
  Officer is expected to contact and confer with the Department 
  Heads of the sections from which the personnel are being 
  drawn to discuss the Briefing Officer’s personnel selection, 
  but this is purely a courtesy on the Briefing Officer’s part and 
  is not required. This ensures that personnel engaged in 
  critical tasks are not drawn away for trivial duties. It is the 
  responsibility of the various Section and Department heads to 
  forward a bi-weekly list to the Briefing Officer of the personnel 
  from their departments that are ineligible for duties due to 
  illness, leave or critical duty, so that he can remove those 
  individuals from his available personnel roster.
  On most missions, the personnel report directly to the 
  Briefing Officer, except in those situations where there is an 
  on board consultant or specialist who has assumed control of
  the mission, or for those missions where the Captain has 
  assumed direct control. These are relatively rare situations, 
  however, and the Briefing Officer is most often the one in 
  charge. The Briefing Officer is also the one who files the 
  mission report to the Captain, evaluating the performance of 
  the away personnel and recom m ending any awards, 
  commendations, or disciplinary actions as a result. While the 
  ultimate decisions on these matters are made by the Captain, 
  and while the various Section and Department heads are 
  allowed to offer their opinions, it is generally recognized that 
  the Captain will almost always follow the Briefing Officer’s 
  recommendations. The cases of a Captain overturning his 
  Briefing Officer’s report in anything more than the most minor 
  detail are virtually unheard of.
  While the demands of his position'are more than a full 
  time job, the Briefing Officer is still a member of the Ship’s 
  Senior Staff and is expected to fulfill the duties of one of the 
  ship’s highest officers. This includes such things as leading 
  inspections, sitting for stints on the Bridge,- and participating in 
  personal evaluations and reviews.
  Kosov sat down at the terminal and began the first 
  draft report of the Connor Campaign. He had ten minutes 
  before he was due on the Bridge; he might as well spend 
  the time doing something useful!
  Page 42
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK
  Federation Colonies and Outposts
  The door dilated, and Crease burst into the room, a 
  look of abject fear on his face.“Marshal! The Kilbert Boys 
  are back in town, and they’re demanding our dilithium! 
  What are we gonna do?”
  “How about you just let me handle the Kilbert Boys?”
  Star Fleet is comprised of only a very small portion of the 
  total population of the Federation Member Races, and the 
  vast majority of the people in the Federation live out their lives 
  without ever setting foot on a starship or seeing a Federation 
  representative in person. On Earth, as the formation of a 
  World Government eliminated borders and blended the 
  myriad of cultures, and environmental engineers (the 
  precursors to today’s terraformers) saw to it that people could 
  settle on every continent in comfort, many people longed for a 
  chance to face nёw challenges on untamed frontiers or to find 
  new places for their vanishing cultural traditions to take root 
  once again. These restless masses sought to leave the safe 
  and staid confines of Earth for the challenge of unknown 
  lands.
  These first representatives of a bold new breed of 
  explorers and pilgrims first petitioned the World Government, 
  and later the newly-formed Federation, for placement in a 
  colonization program. Even today, “Earthers” are the most 
  outward-expansion driven of the Federation races, and 
  colonies will often contain upwards of 75% human 
  inhabitants. The Federation Council for Colonization has 
  established colonies (and outposts) on many worlds as the 
  influence of the Federation continues to grow in the galaxy.
  Colonies
  A colony is established on a new world either to allow a 
  group of emigres to start a whole new society or, more 
  commonly, to form the basis of a larger permanent settlement 
  for later urban, industrial and/or agrarian development. A 
  standard Federation colony would include anywhere from a 
  few hundred to several thousand “first wave” colonists, 
  usually in family groups, and settled into perhaps as many as 
  four of five different initial locations. These first wave pioneers 
  would bring with them the materials they would need to build 
  housing structures, generate power, and produce their own 
  food. If the colony was to be established on a world with a 
  hostile environment, then environmental domes would be built 
  before the bulk of the colonists arrived. These early stages in 
  the colony’s development are intended to establish a foothold 
  on the new world that can later be exploited by larger and 
  larger numbers of immigrating second- and third-wave 
  colonists with greater and greater ease.
  With this in mind, it is most likely that a colony will still be 
  heavily reliant upon the Federation for much of its supply 
  needs for the first several years of its existence. The first 
  colonists will spend the bulk of their time prospecting for 
  minerals, locating and clearing arable land, perhaps setting 
  up a trading post of sorts to help with the local balance of 
  trade, and scoping the world out in general to help plan for 
  future development. It is likely that a colony’s first-wave 
  settlers will have the place more or less to themselves for 
  anywhere between 5 and 30 years before the next waves of 
  colonists arrive. Star Fleet would arrange for a regular “drop” 
  of supplies and materials every few months, and the colony 
  would undoubtedly look forward to this day.
  The sorts of individuals who would bring themselves and 
  their families to such remote and undeveloped locations are
  likely to be those who dislike the atmosphere of the more 
  urbanized and “controlled" worlds of the Federation. As such, 
  in most colonies, the locals would be responsible for 
  establishing most of their own rules of conduct. However, in 
  order to keep a semblance of law and order on the newly 
  formed colony world, the Federation will usually demand that 
  the colonists have an elected Sheriff. The title Sheriff is 
  reserved for law enforcement officials appointed by the colony 
  itself. Alternatively, if there are cases of repeated violent 
  troubles on a colony, or if there are sensitive Federation 
  interests being represented there, a colony might have a 
  Federation Marshal assigned to it. Such a Federation Marshal 
  would work for and report directly to he Federation 
  government, not for the local colonial government. In some 
  cases it would not be unusual' to find a colony with both a 
  Sheriff and a Federation Marshal w orking in close 
  quarters...and occasionally at cross purposes.
  Once the second and third waves of colonists begin to 
  show up to expand the population base of a colony, the locals 
  will usually want to set up a local police force. As discussed 
  above, this will usually be a civilian “Sheriff and Deputy” 
  police force, but the Federation may wish to establish a larger 
  Marshal’s office on the colony at this time as well.
  After 30 to 50 years, most colonies cross over the line to 
  become self-sufficient worlds, no longer dependant upon the 
  Federation for support, and with a robust production base to 
  pay its own way. At this point the local planetary government 
  will set up its own law enforcement agencies requiring only 
  cursory attention from the Federation.
  The five basic colony types
  It has been said that there are actually 1,000 different 
  kinds of colonies, since every colony is different in some way 
  from every other. These can, however, be grouped into five 
  different types based on the sponsorship (i.e., who paid the 
  initial cost of setting up the colony and who reaps the rewards 
  of its economic success).
  Some small colonies are self-sponsoring. A group of 
  people desire to move to another world for some reason, 
  perhaps because they wish to practice their own religion or 
  lifestyle without hindrance or harassment. Because of the 
  cost, these colonies tend to be small agricultural affairs, often 
  less than 100 people. Federation law insists that someone 
  have law enforcement authority, and many of these small 
  colonies, rather than having a full-time sheriff, rely on a part- 
  time constable who performs that duty only when needed. 
  Military defenses are nominal if they exist at all.
  “Really, Peltier, it’s a breeze mission. The agro-colony 
  on Reticulae III is having a problem with some large 
  herbivores which are trampling through their crops on 
  some migration or other. You know these agro types. 
  They’re anti-technology, they don’t have any weapons to 
  speak of, and they don’t want a whole com pany of 
  Marines down there tromping around and doing more 
  damage than these animals. Just figure out a way to divert 
  the animals to a different migratory path. And remember -  
  this isn’t a big game hunt! Sensors show that the main 
  herd is going to arrive in three day’s time. The Captain 
  needs his starship to be over in the Pargenis Sector, so 
  we’re going to drop you at the colony and move on. Take 
  your weapons since that may be the only way to turn the 
  herd, but load up on science equipment as you have to 
  find some other way if you can.”
  U F P -T H E  FEDERATION SOURCEBOOK
  Page 43
  
  UFP -  THE FEDERATION SOURCEBOOK
  NEW RULES AND SOURCE MATERIAL
  The second general type is the corporate-sponsored one. 
  A business or commercial group creates a colony as a profit- 
  making institution. These colonies tend to be industrial in 
  orientation, usually to exploit some resource, such as a vein 
  of valuable ore. These colonies almost always rely on a 
  Federation Marshal for law enforcement and this is written 
  into their charters. Military defenses, if needed, will usually 
  consist of troops hired (often from the special brigades) for 
  the duty.
  The third general type of colony is a planetary-sponsored 
  one. A Federation member planet (usually only Full or 
  Associate members are allowed to do this) sponsors a colony 
  on a suitable world. This is usually done to provide expansion 
  room for its population. These colonies always have their own 
  law enforcement and military defenses, but often have 
  Federation Marshals and even small military detachments.
  “Really, Peltier, it’s a breeze mission. The scientific 
  outpost on Rebeylen has found some interesting new life 
  forms and wants to know if they are sentient or not. The 
  scientists are there to survey the strange magnetic storms 
  prevalent on the planet and aren’t really qualified in 
  xenobiology. You’ll be taking along a xenobiologist from 
  the ship’s science department. Mostly, your team is there 
  to support Dr Moreau and help him catch some examples 
  of the animals. Oh, sure, Peltier, I know that this mission 
  isn’t up to your usual level of danger and derring-do, but 
  the Captain says he has to rendezvous with Admiral 
  Binghampton and wants your Team off the ship when that 
  happens. You remember Admiral Binghampton? The one 
  whose uniform you borrowed during the fracas at the 
  casino on Lorelei? I thought you might...”
  Some larger Federation-sponsored facilities exist. These 
  may have several hundred people (or even several thousand) 
  and will have Marshals and troops in attendance. Often, these 
  are set up around Federation bases to provide support 
  services.
  “Really, Peltier, it’s a breeze mission and should 
  hardly interfere with your shore leave at all. There is a 
  “fence” in the city next to the starport, and he’s offering 
  big money for items borrowed from starships. That’s the 
  problem -  they’re offering too much money. Why are they 
  so desperate to get the equipment? That’s for you to find 
  out. When your team goes on shore leave, I want you to 
  poke around and try to sell a few items “stolen” from 
  ship’s stores. Find out w ho’s buying, find out why, and 
  watch out for the local law. They don’t take well to 
  brawling, and they w o n ’t appreciate you carrying 
  weapons into town...”
  Outposts
  Of course, some “colonies" are established for very 
  specific research-oriented reasons and aren’t intended to act 
  as the precursor to a larger population influx. These types of 
  facilities are called Outposts, and while they are sometimes in 
  use for dozens of years at a time, they rarely exceed 250 
  people and might have as few as 5-10 occupants. Outposts 
  are sometimes established just like small first wave colonies 
  on a planetary surface, or under environmental domes, but 
  they are also occasionally established in orbiting facilities 
  above a world as well. In either case, the originating 
  organization is responsible for policing the members of the 
  Outposts. In the case of a Star Fleet research Outpost, 
  Marine Security detachments would be responsible for police 
  enforcement. 
  In the not-so-rare cases of joint Star 
  Fleet/Civilian Federation research stations, the Star Fleet 
  personnel would probably handle the security.
  “Really, Peltier, it’s a breeze mission. The Rigellian 
  colony on Pentalam is being heavily infiltrated by the 
  Orions, who have taken over the local rackets and are 
  running a major smuggling operation. Once they get their 
  stuff into the colony, they can legally export it anywhere 
  in the Federation. W e need to seal the breach, and 
  quickly, without upsetting the locals. You’re going to be 
  dealing with a Rigellian governor down there, a whole 
  Rigellian sheriff’s force that thinks they can control the 
  situation and w on’t like being proven wrong, and a 
  Rigellian brigadier general who refuses to believe that the 
  Orions are smuggling stuff onto his planet without him 
  knowing about it. So don’t step on any toes, but find out 
  how the Orions are getting their goods into the local 
  economy. The Captain says this one is too important to 
  leave to you, and he’ll be in orbit in case you need him, 
  with the whole M arine company saddled up. But you 
  shouldn’t need them...”
  “Really, Peltier, it’s a breeze mission. The mining 
  colony on Centrax IV has had a series of murders, the last 
  one claiming the life of the Federation Marshal. Get down 
  there and solve the case. The head of the mining colony 
  thinks that the murders are being done by someone in the 
  French Foreign Legion platoon which provides their 
  security, so the sector commander wanted to send people 
  who can take care of themselves. You will be introduced 
  as the new Marshal (your warrant is still up to date, 
  right?) and your deputies; they don’t need to know you’re 
  a Prime Team. You wondered why it was that the 
  Federation Marshal Service automatically made all Prime 
  Team members deputy marshals; well, this is it. The 
  Captain will be needing the ship to deliver a vital supply 
  of antibiotics to Senarax, so you w on’t have any backup. 
  But you shouldn’t need it.”
  The fourth general type of colony is one sponsored by 
  the Federation itself. The majority of these are very small (a 
  dozen people or less) and are more properly research posts, 
  observer stations, or terraforming crews than full-blown 
  colonies. These colonies will generally have no law 
  enforcement or military forces to speak of (beyond the odd 
  phaser locked in the desk drawer of some retired officer).
  Page 44
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MflTERIflL
  USS Agincourt- Sample Starship Crew
  It is a given that most of the adventures Prime Teams will 
  undertake will be set on derelict spacecraft, alien planets, 
  mining colonies, and other locations along the same vein. 
  However, not every adventure will involve blazing phasers 
  and menacing aliens — some of the most interesting 
  adventures that you can present to your players could be set 
  right “at home", dealing with the people that they work with 
  every day, the crew of their own ship! GMs have been given 
  the freedom to make up their own “support personnel” to flesh 
  out their Team’s home base, but a number of GMs have 
  written asking us to provide a “sample” ship’s crew. So, here 
  you have a ship’s roster (in Y172) for Heavy Cruiser NCC 
  1601, the USS Agincourt. Of course we couldn’t provide a 
  description for all 400+ members of the crew, so we have 
  concentrated on the senior officers and other vital (or 
  interesting) members of the crew. You can either use these 
  NPCs as the basis for your own Team’s starship crew or as 
  characters in an adventure you write yourself — the choice is 
  yours.
  UFP -  THE FEDERATION SOURCEBOOK
  Captain N’hran Th’ersa 
  Commander of the USS Agincourt (Rigeliian)
  S T R -6
  S P D -4
  LGC -  3
  D IS -5
  GKN - 4
  A C C - 4
  LDR -  8
  IN T - 6
  T E C - 3
  PER - 5
  Pro Rep -  11
  L D C -1 2
  B R - 4
  Heroic Rep -  3
  SDC -  11
  R T - N
  Martial Arts -  4/4 
  Fire (Phaser) -  4/4
  M elee-4 /4  
  Pilot (Shuttle) -  4/4
  Pilot (Star Ship Helm) -  4/4 
  Pilot (Fighter) -  3/3
  Astrogation -  3/3 
  Sensor Systems -  3/3
  Ship’s Wpn. Systems -  3/3 
  Shield Systems -  3/3
  Zero-G Maneuvering -  3/3 
  Console Ops -  3/3
  Field Equipment -  3/3 
  Transporter Sys. Ops -  3/3
  Damage Control -  3/3 
  Gambling -  6/6
  Negotiation -  6/7 
  Fast T a lk -4 /6
  Oration -  4/6 
  Administration -  4/4
  First Aid -  4/4 
  Phil. (Fed. Prime Dir.) -  4/4
  Star Fleet Regs -  4/4 
  Culture (Rigel IV) -  4/4
  Language (STE) -  4/4 
  Language (Rigeliian) -  4/4 
  Language (Andorian) -  4/4
  Captain Th’ersa is a shrewd Captain who runs a tight 
  ship. She has a reputation as a commander who will not shy 
  away from a fight when the situation calls for one.
  N’hran has been in command of the Agincourt for six 
  years now and has, with the able assistance of Commander 
  Jerrid, her First Officer, fine tuned her crew into a first class 
  military machine. She is a model officer and Captain, tough 
  when she needs to be tough, hard when she needs to be 
  hard, but generally open and available to the crew. 
  Immensely popular with her crew and almost lionized by her 
  senior staff, Captain Th’ersa plays the “Smart Old Man”, a 
  term she genuinely enjoys, to C om m ander Jerrid’s 
  “Dutronium Hard Ass” role.
  N’hran is level-headed and clear-thinking in a crisis (as 
  all starship Captains have to be) and has developed the 
  ability to rely upon her considerable intuition when it counts. 
  She may be a bit too much of a gambler on occasion, but the
  UFP -  THE FEDERATION SOURCEBOOK
  Page 45
  
  UFP -  THE FEPERflTION SOURCEBOOK
  fact that she has rarely guessed wrong tends to cause one to 
  overlook her high-risk, high-gain command style. She knows 
  how and when to listen to the advice of her Senior Staff, and 
  even her junior officers and crewmen, and actively 
  encourages ALL of her crew to come forward with any 
  insights that might improve the general operations of the ship, 
  or some ongoing situation in which the ship is involved. She is 
  unswerving in her drive to see to it that any significant 
  contribution on the part of any of her crew is officially 
  recognized (which only strengthens the crew’s devotion to 
  their Captain). This has led to the Agincourts tremendous 
  record of Outstanding Service Awards, which is near the top 
  of Star Fleet’s all time awards list.
  Commander Jarrid 
  First Officer (Andorian)
  S T R -4
  S P D -4
  L G C -4
  D IS -5
  GKN -  6
  A C C - 5
  L D R -4
  IN T -5
  T E C - 4
  PER - 7
  Pro Rep -  9
  LD C - 8
  B R - 2
  Heroic Rep - 1
  S D C -9
  R T -N
  Martial Arts -  4/4 
  Melee -  4/4
  Pilot (Star Ship Helm) -  2/3 
  Sensor Systems -  3/3 
  Shield Systems -  3/3 
  Console Ops -  3/3 
  Transporter Sys. Ops -  3/3 
  Evaluation -  3/4 
  Fast Talk -  2/3 
  Administration -  6/6 
  Phil. (Fed. Prime Dir.) -4 /5  
  Culture (Andor/Coastal) - 6/6 
  Language (STE) -  4/4 
  Language (Prellarian) -  4/4
  Fire (Phaser) -  4/4 
  Pilot (Shuttle) -  4/4 
  Astrogation -  2/3 
  Ship’s Wpn. Systems -  3/3 
  Zero-G Maneuvering -  3/3 
  Field Equipment -  3/3 
  Damage Control -  3/3 
  Interrogation -  4/4 
  Oration -  2/3 
  First Aid -  2/4 
  Star Fleet Regs -  6/6 
  Culture (General) -  2/4 
  Language (Andorian) -  4/4
  Commander Jarrid is the tough-as-nails First Officer of 
  the Agincourt. Jarrid has been with the ship under the two 
  previous Captains, and it is said by many of the other "old 
  timers” that when they first laid down the ship they just built 
  the bridge around him, and he hasn’t moved since. It is true
  NEW RULES AND SOURCE MATERIAL
  that Jarrid spends most of his time on the Bridge, except 
  when he suddenly arrives for one of his dreaded surprise 
  inspections. His ability to locate developing problem areas in 
  the ship’s operations is legendary, and some attribute his 
  antenna with almost mystical abilities in this regard, saying 
  that he uses them like dowsing rods to sniff out trouble.
  Jarrid’s natural inclinations as an Andorian render him 
  perfectly suited for his role as First Officer. He is neither 
  particularly interested in rising in rank, nor concerned with 
  whether or not the crew likes him. He has only two overriding 
  concerns, and those are to see to it that the crew displays the 
  respect and regard that is required of them toward the 
  Captain, and to see to it that they are capable of performing 
  whatever tasks the Captain asks of them in the most efficient 
  manner possible. A stickler for regulation, protocol, and “by 
  the book” behavior, Jarrid is more than willing to play the “bad 
  cop” in order to maintain discipline, and to soften the crew’s 
  opinion of the Captain, whom he himself holds in the utmost 
  regard.
  Having completely given up on the ideas of marriage and 
  family, Jarrid lives only to honor his commitment to Star Fleet 
  and the Agincourt as best he can, which is, he thinks, the 
  most that can be expected of an Andorian.
  Lt. Commander Manfred B. Kruznock 
  Second Officer (Human)
  S T R -3
  S P D -4
  L G C -4
  D IS -5
  G K N - 6
  A C C - 4
  L D R -5
  I NT -  3
  T E C - 4
  P E R - 4
  Pro Rep -  8
  L D C - 6
  B R - 3
  Heroic Rep - 1
  S D C -8
  R T - N
  Martial Arts -  3/3 
  Melee -  3/3
  Pilot (Star Ship Helm) -  4/4 
  Astrogation -  3/3 
  Ship’s Wpn. Systems -  3/3 
  Zero-G Maneuvering -  3/3 
  Field Equipment -  3/3 
  Damage Control -  3/3
  Fire (Phaser) -  4/4 
  Pilot (Shuttle) -  4/4 
  Pilot (Fighter) -  3/3 
  Sensor Systems -  4/4 
  Shield Systems -  3/3 
  Console Ops -  4/4 
  Transporter Sys. Ops -  3/3 
  Administration -  2/4
  Page 46
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK 1
  First Aid -  4/5 
  Phil. (Fed. Prime Dir.) -  4/5
  Star Fleet Regs -  2/4 
  Culture (Earth) -  6/6
  Language (STE) -  6/6 
  Language (German) -  6/6 
  Language (Russian) -  6/6
  Lt. Commander Kruznock is the A g inco u rfs Second 
  Officer and Chief Navigator. He is highly intelligent and 
  extremely well educated, but lacks the daring style and 
  willingness to take chances that Captain Th’ersa possesses. 
  He is one of N’hran’s most trusted advisors, though still a 
  distant second after Jarrid. Captain Th’ersa relies upon 
  Manfred’s almost timid advice to act as a balance to her own 
  natural recklessness. Manfred himself, however, is not always 
  so sure of how much effect his advice has upon his Captain, 
  and as such often feels “left out of the loop”.
  Manfred is a career military man who worked his way up 
  from the enlisted ranks, and still feels more at home down in 
  the General Crew’s Berths than in Officers’ Country. He is 
  fairly popular with the crew, especially the new female 
  Ensigns to whom he shows perhaps just a bit too much 
  attention, and is always prepared to act as a sounding board 
  for anyone who is unsure whether or not they wish to speak 
  with Jarrid or the Captain about some matter.
  Lt. Commander Kruznock is a portly fellow, who, though 
  fiercely proud of his Germanic heritage, has never actually 
  been to the old Earth territories of Germany. While 
  unquestionably a competent officer, especially at the 
  Navigator’s Station where he has few peers, Manfred is not 
  exactly a spit and polish officer in terms of his personal 
  deportment. It is a running joke amongst the crew that Lt. 
  Commander Kruznock, even in his best dress uniform and 
  review stance, would look shabby next to Commander Jarrid 
  having just completed a shift in the Reclamation Center.
  Lt. Commander Shren Dunnaly 
  Briefing Officer (Alpha-Centauran)
  S T R -4
  S P D -6
  LGC -  3
  D IS - 7
  G K N - 4
  A C C - 6
  L D R -4
  IN T -4
  T E C - 3
  PER - 5
  Pro Rep -  9
  LDC -  4
  B R - 3
  Heroic Rep - 2
  S D C -  11
  R T - N
  Martial Arts -  6/6 
  Melee -  6/6
  Zero-G Maneuvering -  4/5 
  Field Equipment -  3/3 
  Damage Control - 1/3 
  Evaluation -  4/4 
  Interrogation -  4/4 
  Nerve Strike -  4/5 
  Security Procedures -  4/4 , 
  Surv. (Jungle/Ocean) -  5/6 
  Star Fleet Regs -  4/4 
  Language (STE) - 4/4
  Fire (Phaser) -  6/6 
  Pilot (Shuttle) -2 /4  
  Console Ops -  3/3 
  Transporter Sys. Ops -  1/2 
  First Aid -  4/4 
  Administration -  4/4 
  Sleight of Hand -  2/4 
  Persuasion -  4/4 
  Security Systems -  3/3 
  Phil: (Fed. Prime Dir.) -2 /3  
  Culture (AC) -  4/4 
  Language (AC) -  4/4
  Lt. Commander Dunnaly is the A g in c o u rfs  Briefing 
  Officer. She has a keen military mind, and was herself the 
  leader of the Red Lightning Prime Team before being 
  promoted to the position of the Agincourfs Briefing Officer.
  Shren is a no-nonsense Officer and a harsh taskmistress, 
  often pushing those under her control to their limits. She 
  rewards good performance, though, and will go to great 
  lengths to see to it that untried or unsure personnel develop 
  the skills and confidence to perform to their utmost. Make no 
  mistake however. Shren will grind into the dust anyone who 
  can’t cut the mustard, hammering away at them until they 
  grow into their potential, or crack under the strain of her 
  constant testing and harsh evaluations.
  Shren expects the absolute best from every single 
  member of the crew every single moment of every single day, 
  and that includes herself. An avid physical fitness enthusiast, 
  Shren relives the pressures of her position by running almost 
  25 kilometers a day in high gravity, and regularly sparring and 
  working out with Security Chief Solak.
  Really only appreciated by the Senior Staff, and not even 
  all of them, Shren is considered at best a necessary evil by 
  Captain Th’ersa, who appreciates the difficulty of what Lt. 
  Commander Dunnaly does and acknowledges the positive 
  effect it has upon her crew without having any particular 
  warmth for Shren herself. Almost universally despised by the 
  crew in a way that completely transcends their feelings for 
  Commander Jarrid, Shren is often referred to as “Shrew” 
  Dunnaly, but never, of course, to her face.
  Of everyone on the A gincourt, only Jarrid and Dr. 
  Maithias have any sort of genuine positive feelings for this 
  obsessive Alpha-Centauran. Jarrid because he understands 
  the sort of loneliness that comes from the degree of devotion 
  to duty that they both share, and the Doctor because he feels 
  that she is simply trying to deny herself any sort of social 
  outlet to prove something to herself.
  U F P -T H E  FEDERATION SOURCEBOOK
  Page 47
  
  NEW RULES AND SOURCE MATERIAL
  Lt. Commander Sulli’Vahr 
  Chief Engineer (Cygnan)
  S T R -3  
  S P D -4
  A C C - 4  
  L D R -3
  L G C -5
  I NT -  4
  D IS -3  
  GKN - 4
  T E C - 7  
  PER -  3
  | Pro Rep -  7
  LD C - 4
  B R - 4
  | Heroic Rep -  1
  S D C -5
  R T -N
  Martial Arts -  2/3 
  Pilot (Shuttle) -  2/3 
  Console Ops -  5/6 
  Transporter Sys. Ops -  5/6 
  Communications Sys. -5 /6  
  Impulse Drive Sys. -5 /6  
  Life Support Systems -  5/6 
  Power Generation Sys. -  4/5 
  Shield Systems -  5/6 
  Transporter Systems -  4/5 
  First Aid -  2/3 
  Star Fleet Regs -  1/2 
  Language (STE) -  4/4 
  Language (Binary) -  4/4
  Fire (Phaser) -  2/3 
  Zero-G Maneuvering - 1/2 
  Field Equipment -  5/6 
  Damage Control -  4/5 
  Electronics -  7/7 
  Jury Rig -  7/7 
  Mechanics -  7/7 
  Sensor Systems -  5/6 
  Ship’s Weapons Sys. -  3/5 
  Warp Drive Systems -  5/6 
  Phil. (Fed. Prime Dir.) -  2/3 
  Culture (Cygnan) -  4/4 
  Language (Cygnan) -  4/4
  Lt. Commander Vahr is the Chief Engineer on board the 
  Agincourt. He was the only officer brought along from the 
  Hamilcar by Captain Th’ersa. While Captain Th’ersa places 
  extreme value on Vahr’s technical ability, she also thinks that 
  he is a first rate pain in the ass. In the final analysis, however, 
  she was, and is, willing to put up with Vahr’s attitude in order 
  to gain access to his extraordinary skills in the engineering 
  department. N’hran holds engineers (especially good ones) in 
  high regard — even a sarcastic, disrespectful, easily 
  distracted, wise cracking braggart like Vahr.
  Sulli would be quite surprised to know the Captain’s true 
  feelings about him, especially as he feels that he is much 
  more “regular navy” than many of his kin, and certainly within 
  the bounds of acceptable behavior.
  Lt. Commander Lars Shoner 
  Science Officer (Human)
  S T R -3
  SPD - 3
  L G C -5
  D IS -3
  GKN - 6
  A C C -3
  LDR -  4
  IN T -4
  TEC - 4
  PER - 5
  Pro Rep -  7
  L D C - 6
  B R - 4
  Heroic Rep - 1
  S D C -6
  R T - N
  Martial Arts -  3/3 
  Melee Combat - 1/2 
  Zero-G Maneuvering -  2/2 
  Field Equipment -  4/4 
  Sensor Systems -  4/4 
  Natural Science -  6/6 
  Investigation -  4/4 
  First Aid -  2/4 
  Star Fleet Regs -  3/4 
  Language (STE) -  6/6
  Fire (Phaser) -  3/3 
  Pilot (Shuttle) - 1/2 
  Console Ops -  4/4 
  Transporter Sys. Ops -  2/3 
  Comp. Programming -4 /4  
  Physical Science -  6/6 
  Damage Control -  2/3 
  Phil. (Fed. Prime Dir.) -  3/4 
  Culture (Earth) -  6/6 
  Language (Norwegian) -6 /6
  Lars is the head of the Science Division on board the 
  Agincourt. He is a highly qualified researcher and scientist in 
  his own right, but his best ability in the field is the adaptation 
  of other people’s work to a new situation. Lars is a whiz at 
  searching the Library Computer for existing research or 
  hypotheses that have a bearing on his current situation. Lars 
  is friendly, outgoing, helpful, and generally a nice guy. He is 
  also a poor Command figure, and knows it, being just above 
  Dr. Maithias and just below Sulli’Vahr (!) in the Command 
  structure.
  Page 48
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK
  Lt. Commander Darwin Maithias 
  Chief Medical Officer (Human)
  S T R -3
  S P D -3
  L G C - 5
  D IS -5
  GKN - 7
  A C C - 4
  LDR -  5
  IN T -5
  T E C - 4
  PER -  4
  Pro Rep -  7
  L D C -6
  B R - 2
  Heroic Rep - 1
  S D C -8
  R T -N
  Martial Arts -  2/3 
  Pilot (Shuttle) -  2/3 
  Console Ops -2 /4  
  Transporter Sys. Ops - 2 / 3  
  First Aid -  7/7 
  Surgery -  7/7 
  Radiation Exposure 
  Tissue Replacement -  4/5 
  Psychology -  5/6 
  Phil. (Fed. Prime Dir.) -  3/5 
  Culture (Earth) -  7/7 
  Language (Vulcan) -  3/5
  Fire (Phaser) -  2/3 
  Zero-G Maneuvering 2/3 
  Field Equipment -  4/4 
  Damage Control -  2/3 
  Medicine -  7/7 
  Xeno-Biology -5 /6  
  Medical Systems -  4/4 
  Natural Science -  7/7 
  Star Fleet Regs -  3/5 
  Language (STE) -  7/7 
  Language (Romulan) - 1/4
  Doctor Maithias, an excellent physician who specializes 
  in xeno-anatomy, is easily the most amiable individual on the 
  A gin co u rt. As Chief Medical officer, Darwin takes his 
  responsibilities to the crew very seriously, considering their 
  mental well-being to be every bit as important as their 
  physical health. Often acting as informal counselor, surrogate 
  father, or big brother, Dr. Maithias uses his long years of 
  psychological training, and his home-spun horse sense and 
  understanding of human nature, to lend a sympathetic ear to 
  anyone who enters his office. Not a few junior officers' 
  careers have been salvaged from early burn out or other 
  personal difficulties by Dr. Maithias’ careful attentiveness and 
  insight. As a result, Darwin is easily one of the most popular 
  and well regarded members of the crew.
  A member of the Senior Staff, Darwin tends to act as an 
  almost invisible moderator of the staff, simply by knowing how 
  to smooth over ruffled feathers and redirect the member’s 
  attentions to the critical aspects of the current discussion, or 
  by knowing when to throw out a sly comment to defuse a 
  potential conflict before it develops. Now only five years away
  from mandatory retirement, Darwin is at a loss to accept that 
  his 45-year career with Star Fleet is about to come to an end.
  Marine Major Solak 
  Head of Security (Vulcan)
  STR - 5
  S P D -5
  L G C - 6
  D IS -6
  G K N - 4
  A C C - 5
  L D R - 5
  IN T -4
  T E C - 4
  P E R - 4
  Pro Rep -  9
  L D C -1 0
  B R - 3
  Heroic Rep -1
  S D C -1 1
  R T - M
  Martial Arts -5 /5  
  Melee Combat -  5/5 
  Security Procedures -  4/4 
  Tracking -  4/4 
  Endurance -  5/5 
  Biofeedback -  4/5 
  Free Climbing -  3/4 
  Pilot (Shuttle) -  3/4 
  Console Ops -  2/3 
  Transporter Sys. Ops -  2/3 
  First Aid -  4/4 
  Phil. (Fed. Prime Dir.) -4 /4  
  Star Fleet Regs -  4/4
  Fire (Phaser) -  5/5 
  Vulcan Nerve Pinch -5 /5  
  Blind Fighting -  4/4 
  Quick Draw -  5/5 
  Mind Bar -  4/5 
  Feign Death -  4/5 
  Jumping -  3/4 
  Zero-G Maneuvering -  5/5 
  Field Equipment -  4/4 
  Damage Control -  2/3 
  Investigation -  6/6 
  Phil. (Vesehr of Trak) -  4/4 
  Culture (Vulcan) -  4/4
  Major Solak is the Agincourfs Chief of Security. An 
  initiate in the Vesehr of Trak (see the Vulcan Psionic Discip­
  lines section), he is both a formidable personal combatant 
  and a first rate security officer. Calm, dispassionate and 
  seemingly aloof, Solak approaches his job logically and 
  efficiently, seeing to it that his people are ready to face any 
  challenge placed before them. He often devises his training 
  programs in conjunction with Lt. Commander Dunnaly, a 
  prospect that rarely fails to overjoy his people, but does keep 
  them in top condition.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 49
  
  CIFP -  THE FEDERATION SOURCEBOOK
  Marine Captain Garonok 
  Security -  Second in Command (Prellarian)
  STR - 5
  S P D - 5
  L G C -3
  DIS - 6
  G K N -3
  A C C - 4
  LDR -  4
  IN T -3
  T E C -3
  PER - 3
  Pro Rep -  7
  LD C -1 0
  BR - 1
  Heroic Rep - 1
  S D C -1 1
  R T -N
  Martial Arts -  4/4 
  Melee Combat -  4/4 
  Lethal Damage Attack -  4/4 
  Parachuting -  4/4 
  Security Systems -  3/3 
  Jury Rig -  3/3 
  Zero-G Maneuvering -  4/4 
  Field Equipment -  3/3 
  Damage Control - 1/2 
  Shadowing -  3/3 
  Star Fleet Regs -  3/3 
  Language (STE) -  3/3
  Fire (Phaser) -  4/4 
  Wrestling -  5/5 
  Jumping -5 /5  
  Security Procedures -  3/3 
  Electronics -  3/3 
  Pilot (Shuttle) -  2/4 
  Console Ops -  3/3 
  Transporter Sys. Ops -  3/3 
  First A id -1 /2  
  Phil. (Fed. Prime Dir.) -  3/3 
  Culture (Prellius) -  3/3 
  Language (Prellarian) -  3/3
  Garonok is from the Prellarian Warrior Caste and is 
  Solak’s Second In Command. Garonok is a gruff, stout little 
  fire plug of a Marine. While Garonok has the same instinctual 
  dislike of heights shared by all Prellarians, this has not 
  stopped him from becoming fully jump-certified. He views 
  anything that might balk him even for an instant, or cause 
  him to hesitate even momentarily, as something to be 
  stormed over and conquered before it can grow. Needless to 
  say, Captain Garonok is an aggressive, forward opponent, 
  who acts as a perfect foil to Solak’s “let them come to me” 
  philosophy.
  NEW RULES AND SOURCE MATERIAL
  ШШ
  Lt. SG Ray-Anne Pulceevoe 
  Transporter Chief (Human)
  S T R -3
  S P D -4
  L G C -4
  D IS -5
  GKN - 4
  A C C -3
  L D R -3
  IN T -4
  T E C - 5
  PER - 4
  Pro Rep -  5
  L D C - 6
  B R - 3
  Heroic Rep -1
  S D C -6
  R T - N
  Martial Arts -  3/3
  Pilot (Shuttle) -  3/3
  Console Ops -  5/5
  Field Equipment -  3/4
  Transporter Systems -  5/5
  Mechanics -3 /4
  Warp Drive Systems -  3/4
  Computer Systems -  3/4
  First Aid -  4/4
  Phil. (Fed. Prime Dir.) -4 /4
  Culture (Earth) -  4/4
  Fire (Phaser) -  3/3 
  Zero-G Maneuvering - 1/2 
  System Speed -  4/4 
  Transporter Sys. Ops -5 /5  
  Electronics -  5/5 
  Jury Rig -  5/5 
  Damage Control -  5/5 
  Communication Sys. -3 /4  
  Ride (Terran Horses) -3 /3  
  Star Fleet Regs- 2/3 
  Language (STE) -  4/4
  Ray-Anne is one of the more respected junior officers on 
  board the Agincourt because of her easy going demeanor and 
  her ability to keep a cool head in an emergency. Needless to 
  say, she knows transporters like nobody’s business, and is 
  the person that everyone wants to see behind the console 
  when they are beaming up or down!
  Ray-Anne worked her way through school, and gained a 
  scholarship to the local University, where the Field Mechanics 
  Professor saw what was a possibly brilliant technical mind 
  going to waste. He put her up for entrance to the Academy, 
  where she was admitted on her first try.
  Page 50
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK
  Chief Petty Officer Robert Laramey 
  Chief Quartermaster (Human)
  STR - 3
  S P D -3
  LGC -  3
  D IS -3
  GKN - 3
  A C C -3
  LDR -  3
  IN T -3
  T E C -3
  PER - 3
  Pro Rep -  4
  L D C -6
  B R - 2
  Heroic Rep - 0
  S D C -6
  R T -N
  Martial Arts -  3/3 
  Pilot (Shuttle) - 1/2 
  Administration -  3/3 
  Console Ops -  3/3 
  Transporter Sys. Ops -  3/3 
  First Aid -  3/3 
  Star Fleet Regs -  1/2 
  Language (STE) -  3/3
  Fire (Phaser) - 1/2 
  Memorization -  5/5 
  Zero-G Maneuvering - 1/2 
  Field Equipment -  3/3 
  Damage Control -  3/3 
  Phil. (Fed. Prime Dir.) -  1/2 
  Culture (Earth) -  3/3
  Chief Petty Officer Laramey, or “Uncle Bob” as he is 
  affectionately known, is in charge of the ship stores. He has 
  the uncanny ability to know exactly where every single thing 
  that is in storage is at that moment, and how many of them 
  there are. Some, only half kidding, say that 'ol Bob must be a 
  savant, since he seems pathologically incapable of telling you 
  the stardate, his Service number, or even the time. But if you 
  ask him about “Stock Req Inv Acc DD1497264-991OY (Blue) 
  — Replacement Zipper Housing Alignment Tool for Standard 
  Issue Arctic Boot Lining Collar (Blue)”, he can take you to 
  them with a blindfold on, and even tell you how many are 
  there (and how many of those are not on his inventory and 
  hence available for trading for other needed or wanted items.)
  Lieutenant (SG) Xin Chi 
  Shuttle Crew Commander (Human)
  STR - 3
  S P D -5
  L G C - 4
  D IS - 3
  GKN - 3
  A C C - 5
  LDR - 4
  IN T -5
  TEC - 4
  PER - 4
  Pro Rep - 4
  L D C -6
  B R - 3
  Heroic Rep -  0
  S D C -6
  R T - N
  Martial Arts -  3/4 
  Melee Combat -  5/5 
  Pilot (Starship Helm) -  3/4 
  Ship’s Weapons Sys. -  2/3 
  Administration -  3/3 
  Fast Talk -4 /4  
  Console Ops -  4/4 
  Transporter Sys. Ops -  2/3 
  First Aid -  3/3 
  Star Fleet Regs -  3/3 
  Language (STE) -  3/3
  Fire (Phaser) -  3/4 
  Pilot (Shuttle) -  5/5 
  Pilot (Fighter) -  3/4 
  Astrogation -  4/4 
  Bribery -  4/4
  Zero-G Maneuvering -3 /4  
  Field Equipment -  2/3 
  Damage Control -  4/4 
  Phil. (Fed. Prime Dir.) -3 /3  
  Culture (Chinese) -  3/3 
  Language (Mandarin) -  3/3
  Xin Chi is the Senior Officer for the A gincourfs shuttle 
  crews. The shuttle crews on board a starship are broken 
  down into maintenance crews (teams of highly specialized 
  technicians who service, prep and repair the ship’s shuttles) 
  and flight crews, who actually fly the shuttles. Lt. Chi is in 
  charge of both of these teams, seeing to it that the shuttles 
  are constantly in top maintenance, and that his flight crews 
  are not only in their best possible condition, but also ready to 
  go at a moment’s notice.
  Since the ship usually spends more time going to places 
  than being at places, this means that shuttle crews, spend 
  many hours training — both in exercises and in simulators. 
  During an engagement, when wild weasels and suicide 
  shuttles can make the difference between life and death for 
  the whole ship, Lt. Chi and his crew are on the line.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 51
  
  C1FPI THE FEDERATION SOURCEBOOK
  NEW RULES AND SOURCE MATERIAL
  Lt. SG Tuu-Klot 
  Senior Helmsman (Brecon)
  S T R -3
  SPD -  3
  L G C -5
  D IS -3
  GKN - 4
  A C C - 5
  L D R -2
  I NT -  2
  T E C - 4
  PER - 3
  Pro Rep -  4
  LD C - 6
  BR - 1
  Heroic Rep -  0
  S D C -6
  R T -N
  Martial Arts -  2/3 
  Comp. Programming -  5/5 
  Pilot (Shuttle) -  5/5 
  Pilot (Fighter) -  3/4 
  Sensor Systems -  4/4 
  Shield Systems -  2/3 
  Console Ops -  4/4 
  Transporter Sys. Ops -2 /3  
  First Aid -  2/3 
  Star Fleet Regs -  4/4 
  Language (STE) -  4/4
  Wrestling -  3/3 
  Fire (Phaser) -  2/3 
  Pilot (Starship Helm) -  5/5 
  Astrogation -  5/5 
  Ship’s Weapons Sys. -  4/4 
  Zero-G Maneuvering -  3/4 
  Field Equipment -  2/3 
  Damage Control -  4/4 
  Phil. (Fed. Prime Dir.) -  4/4 
  Culture (Brecca) -  4/4 
  Language (Brecon) -  4/4
  Lt Tuu is the A gincourt’s Senior Helmsman. His golden 
  skin and four arms make quite an impression at the Helm, but 
  so do his abilities. A natural master at astrogation and 
  starship piloting, Tuu is one of Captain Th’ersa’s rising stars, 
  and one she feels lucky to have acquired.
  As with all Brecons who serve in Star Fleet, Tuu has a 
  “buddy” serving on board the Agincourt. Tuu and Klot applied 
  to the Academy together, studied together, and both now 
  serve aboard the Agincourt. Should anything happen that 
  would remove one of the buddies from Star Fleet, such as 
  death, court-martial, voluntary retirement, etc., then the other 
  would be honor bound to leave as well, returning to the 
  Brecon homeworld. This causes Captain Th’ersa some 
  degree of worry, but for the moment she is content to simply 
  have Lt. Tuu at the Helm.
  Tuu and Klot are both quite popular with the rest of the 
  crew, who do not have much of an opportunity to deal with the 
  much spoken about but rarely seen four-armed “Buddy" 
  Brecons.
  Lt. SG Berrani’Yol 
  Senior Communications Officer (Cygnan)
  S T R -3
  S P D -4
  L G C -4
  D IS - 3
  G K N -3
  A C C -3
  L D R -4
  IN T -3
  T E C - 6
  PER - 3
  Pro Rep -  5
  LD C - 6
  B R - 3
  Heroic Rep -  0
  S D C -3
  R T - N
  Martial Arts -  3/3 
  Pilot (Shuttle) - 1/2 
  Console Ops -  6/6 
  Cryptography -  4/4 
  System Speed -  4/4 
  Electronics -  4/5 
  Transporter Sys. Ops - 
  First Aid -  3/3 
  Star Fleet Regs -  3/3 
  Language (STE) -  3/3
  2/4
  Fire (Phaser) -  3/3 
  Zero-G Maneuvering - 1/2 
  Communications Sys. -  6/6 
  Administration -  3/3 
  Mathematics -  2/3 
  Field Equipment -  2/4 
  Damage Control -  2/4 
  Phil. (Fed. Prime Dir.) -3 /3  
  Culture (Cygnus) -  3/3 
  Language (Cygnan) -  3/3
  Lt. Yol is the Agincourt’s Senior Communication’s Officer. 
  She is in many ways the opposite of Lt. Commander Vahr in 
  terms of her attitude to her job and Star Fleet in general. Yol 
  is a thoroughly professional officer who has not only mastered 
  her craft, but also acts in a manner befitting her rank. Yol 
  listens to others and offers comments and advice that are free 
  of recriminations and comments such as “any idiot would see 
  that”, a trait for which Captain Th’ersa is eternally grateful.
  Page 52
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP -  THE FEDERATION SOURCEBOOK
  Lt. (JG) Turon (Nurse) 
  Medical Tech (Vulcan)
  STR - 4
  S P D -4
  LG C - 6
  D IS -6
  GKN - 5
  A C C - 4
  LDR -  3
  IN T -2
  T E C - 4
  PER - 4
  Pro Rep -  4
  L D C -8
  B R - 2
  Heroic Rep -  0
  S D C -1 0
  R T -N
  Martial Arts - 1/2 
  Pilot (Shuttle) - 1/2 
  Console Ops -  4/4 
  Transporter Sys. Ops -  2/3 
  Vulcan Nerve Pinch -  4/4 
  Medicine -  5/5 
  Medical Systems -  2/3 
  Star Fleet Regs -  5/5 
  Language (STE) -  5/5
  Fire (Phaser) -  2/3 
  Zero-G Maneuvering -2 /3  
  Field Equipment -  4/4 
  Damage Control -  2/3 
  First Aid -  5/5 
  Surgery -  2/3
  Phil. (Fed. Prime Dir.) -  5/5 
  Culture (Vulcan) -5 /5  
  Language (Vulcan) -  5/5
  Lt. Turon is Dr. Maithias’ chief Nurse in the sickbay. She 
  is a highly qualified medical technician, who has specialized 
  in Non-Vulcan medicine, but whose bedside manner is 
  somewhat lacking. She is always quite concerned about the 
  ailments and injuries of the crew, and is attentive to their 
  complaints.
  Turon is very proud of her Vulcan heritage and takes time 
  to teach courses in both Vulcan culture and language aboard 
  the Agincourt. Continual attempts by Shoner (and others) to 
  include her in social activities seem to fall on a deaf ear. She 
  finds great pleasure in both healing and teaching and feels 
  that she needs nothing else to make her life complete.
  Ensign Maxwell Buniatto 
  Captain’s Yeoman (Human)
  STR - 3
  SPD -  3
  LGC -  3
  D IS -3
  GKN - 3
  A C C -3
  LDR - 3
  IN T - 3
  T E C - 3
  PER -  3
  Pro Rep - 2
  L D C -6
  B R - 2
  Heroic Rep -  0
  S D C -6
  R T - N
  Fire (Phaser) - 1/2 
  Zero-G Maneuvering - 1/2 
  Console Ops - 1/2 
  Transporter Sys. Ops -  1/2 
  Persuasion - 1/2 
  Fast Talk -  3/3 
  First Aid -  3/3 
  Star Fleet Regs -  1/2 
  Language STE -  3/3
  Martial Arts - 1/2 
  Pilot (Shuttle) - 1/2 
  Communications Sys. - 1/2 
  Field Equipment - 1/2 
  Administration - 1/2 
  Evaluation - 1/2 
  Damage Control - 1/2 
  Phil. (Fed. Prime Dir.) -  1/2 
  Culture (Earth) -  3/3 
  Language (Rigeliian) -3 /3
  Ensign Buniatto is Captain Th’ersa’s personal Yeoman, 
  responsible for keeping the C aptain’s appointments, 
  delivering and receiving her personal notices, laying out her 
  uniforms, fetching her coffee, dealing with her personal 
  affairs, etc. As a young officer starting out in the Liaison 
  specialization department, he considers his assignment a 
  plum, and tries his absolute best to meet and exceed the 
  Captain’s expectations. He knows that a good review from her 
  at the end of his tour could make things happen for him 
  career-wise.
  Of course, Max’s close relationship with the Captain 
  doesn’t exactly make him the most popular guy on board. 
  Some are afraid that any off color joke, or potentially insulting 
  remark, they make about any of the Senior Officers-will be 
  instantly transmitted through Max directly to the Captain. 
  Others simply resent his having what they see as a “make 
  work” assignment where he doesn’t really do anything all day. 
  Of course, if they knew about all the late nights Max spent 
  running errands on board ship that the Captain simply didn’t 
  have time for, or his constant need to keep on top of her 
  schedule, to keep minutes of all the Senior Staff meetings, 
  and to see to it that her calendar stays free of conflicts even 
  when she needs to constantly rearrange her days, perhaps 
  they wouldn't think of it as so much of a “non-job” assignment.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 53
  
  UFP -  THE FEDERATION SOURCEBOOK
  Lt. JG Beeyoop-ping 
  Computer Tech (Mynieni)
  S T R -2
  SPD - 3
  L G C -4
  D IS -2
  GKN - 5
  A C C -3
  LDR -  1
  IN T -2
  T E C -3
  PER -  3
  Pro Rep -  3
  LD C - 4
  BR - 1
  Heroic Rep - 0
  S D C -4
  R T -N
  Martial Arts -  3/3 
  Pilot (Shuttle)-1 /2  
  Console Ops -  3/3 
  Transporter Sys. Ops -  3/3 
  Comp. Programming -  4/4 
  Mathematics -  4/4 
  Electronics -  3/3 
  System Speed -  3/3 
  Phil. (Fed. Prime Dir.) -  1/3 
  Culture (Myna) -  5/5 
  Language (Myna) -  5/5
  Fire (Phaser) -  3/3 
  Zero-G Maneuvering -3 /3  
  Field Equipment -  3/3 
  Damage Control -  3/3 
  Computer Systems -  3/3 
  Cryptography -  4/4 
  Jury Rig -  3/3 
  First Aid - 1 / 3  
  Star Fleet Regs -  5/5 
  Language (STE) - 1/3
  Lt. Beeyoop-ping (the phonetic equivalent of his self 
  professed name) is the Agincourt’s Computer expert after Lt. 
  Commander Sulli (I don’t really like to work with computers 
  unless I have to...) Vahr.
  Beeyoop-ping is one of the few Mynieni who has chosen 
  to serve onboard a Federation starship since their race 
  recently came out of near seclusion. Beeyoop-ping is a highly 
  qualified Computer Tech, who is often horribly put upon by Lt. 
  Commander Vahr because of his extraordinary ability to 
  manipulate complex tools and components in cramped areas 
  using his thousands of flexible cilial “arms". Rather than take 
  the time to actually open up access panels and unbolt 
  conduits, Vahr is apt to just go get Beeyoop-ping.
  This doesn’t seem to bother the Mynieni engineer, 
  however, who doesn’t seem to ever sleep. Or eat. Or, 
  whatever. Beeyoop-ping seems to spend all of his time 
  wandering around in the computer core patching up new 
  circuits 
  and 
  replacing 
  old 
  parts. 
  Captain 
  T h’ersa, 
  unfortunately, seems to share the crew’s rather standoffish 
  attitude toward the unusual engineer. Despite repeated
  NEW RULES AND SOURCE MATERIAL
  reassurances from Star Fleet Command about his loyalty and 
  competency, N’hran is occasionally uncomfortable to find that 
  Beeyoop-ping has spent DAYS wandering around in the 
  computer core. Of course, even with the universal translator 
  specially tuned to translate Mynieni, Beeyoop-ping’s odd 
  grammatical habits, such as always referring to himself as 
  “me", regardless of the case, and his seeming inability to NOT 
  specify the exact number of things that he is referring to, 
  coupled with his most decidedly unusual appearance, all add 
  up to a type of alienness that even the starwise, seen-it-all 
  crew of the Agincourt find hard to ignore.
  Lt SG Christopher McNamerra
  Planetologist (Human) 
  [
  S T R -3
  SPD -  3
  L G C -5
  D IS - 3
  GKN - 6
  A C C -3
  LDR - 4
  IN T -4
  TEC - 4
  PER - 4
  Pro Rep -  4
  L D C - 6
  B R - 2
  Heroic Rep -  0
  SDC -  6
  R T - N
  Martial Arts -  2/2 
  Pilot (Shuttle) -  3/3 
  Console Ops -  2/3 
  Transporter Sys. Ops -  1/2 
  Sensor Systems -  4/4 
  Natural Science -4 /4  
  Geology -  4/4 
  Investigation -  4/4 
  Phil. (Fed. Prime Dir.) -  4/5 
  Culture (New Australia) - 6/6 
  Language (Prellarian) -  6/6
  Fire (Phaser) -  2/2 
  Zero-G Maneuvering - 1/2 
  Field Equipment -  4/4 
  Damage Control - 1/2 
  Physical Science -  4/4 
  Planetology -  4/4 
  Comp. Programming -  3/4 
  First Aid -  4/5 
  Star Fleet Regs -  2/4 
  Language (STE) -  6/6
  Lt. McNamerra is the Agincourt’s Planetologist. He works 
  in conjunction with the Survey Corps finding, classifying, and 
  cataloging the numerous planetary bodies the A gincourt 
  encounters in her travels. Chris was born on the New 
  Australia colony planet and as many others who were born 
  there, he takes pride in maintaining the (Old Earth) Ozzie 
  twang to his voice.
  Page 54
  U F P -T H E  FEDERATION SOURCEBOOK
  
  OPTIONAL RULES
  SECTION FOUR: OPTIONAL RULES
  There were many times during the Prime Directive design 
  process where the development of more complex rules (such 
  as the concept of Hit Location, etc.) would have yielded a 
  style of gaming deemed “more realistic” by some players. 
  Unfortunately, this style of playing also adds considerable 
  time, effort, and record keeping to the game, so we opted to 
  keep the game as fluid and smooth as possible.
  For those players, however, who thrive on “the more 
  complex, the better" rules systems, we offer the following 
  Optional Rules. (Please note: The entire gaming group 
  should agree to these rules before they are used in a gaming 
  session.)
  An important note about Optional Rules
  While these rules have been playtested, they are not 
  used in the playtestin g  of the various adventures. All 
  adventures are balanced for (and all estimates of playing time 
  are based on) groups NOT using these optional rules. The 
  effect on playing time and balance depends on many factors, 
  and each group will have to make adjustments for themselves 
  based on their own experience. These optional rules are not 
  used in Prime Directive tournaments.
  | INNATE STUN DAMAGE REDUCTION (ISDR) 
  |
  UFP -  THE FEDERATION SOURCEBOOK
  His comrades in the Prime Team had all fallen at the 
  hands of the hulking Romulan before Rusty appeared to 
  challenge him.
  “Hah!” cried the Romulan, as he rushed forward to 
  engage the Rigeliian, “you will be no more of a match that 
  the others!”
  “I wouldn’t count on that, Sultan. C ’rnon!”
  Moving first, Sultan unleashed a furious combination 
  of powerful blows against Rusty, certain that he, like the 
  others, would quickly wither and fall. But Rusty rolled 
  away from the attacks and resumed his crouch, smiling.
  “Impossible!” cried the Romulan.
  “C ’mon, Sultan,” Rusty hitched his chin at his pouting 
  opponent, “take your best shot. Let’s see what you’ve 
  got!”
  Furious, the Romulan dove forward, putting all his 
  strength behind one massive blow to Rusty’s face. The 
  impact was tremendous, but Rusty stood his ground. The 
  Rom ulan, gaping in am azem ent, had com pletely 
  abandoned his guard. One lightning-like strike from Rusty 
  was all it took to put him down.
  Rubbing the sore spot on his jaw, Rusty muttered, 
  “You just gotta’ know how to take a punch!”
  When a character takes Lethal Damage, there is not 
  much that he can do about it except moan and hope that 
  there’s a medic around. You can’t ignore the fact that 
  someone just drilled a hole in your side with a phaser, right? 
  But what about Stun Damage? In particularly intense 
  situations, a strong character should be able to “shrug off” the 
  effects of shock attacks by simply gritting his teeth. If the 
  following optional rules are used, that is exactly what 
  characters can do.
  Whenever a character takes Stun Damage, he can then 
  attempt to Reduce the amount of damage that he takes by 
  making a special Damage Reduction Roll. The character rolls
  a number of D6 equal to his Strength characteristic, and 
  refers to the tables below:
  Stun Damage Reduction Task Tricodes
  Tricode Level
  Determined Against Base D#:
  Complete Success #
  D# +6
  Moderate Success #
  D# +4
  Minimal Success #
  D# +2
  The tricode for the Stun Damage Reduction task takes 
  this form: The tricode number for a Minimal SL equals the 
  modified base D# of the attack plus 2. The tricode number for 
  the Moderate SL equals the modified base D# plus 4. The 
  tricode number for a Complete SL equals the modified D# 
  plus 6.
  For example: If the modified Stun D# for a disruptor 
  attack is 6, the tricode for Damage Capacity reduction task 
  against that attack would be 8/10/12.
  Please note that the reference to ‘‘Base D#” here, means 
  the actual D# that gets through to the character AFTER 
  Defensive Action and AR mods have been applied, NOT 
  necessarily to the raw D# found on the weapon chart by SL.
  The table below lists the effects of the different SLs in the 
  Damage Reduction task:
  Stun Damage Reduction Task Success Effect
  Reduction Task SL
  Effect On Damage
  Complete Success
  Takes Modified D# -4
  Moderate Success
  Takes Modified D# -2
  Minimal Success
  Takes Modified D# -1
  Failure/Botch
  Takes Unmodified D#
  This Reduction task can be made against any Stun 
  Attack. Note that the Stun Damage Reduction test is made 
  AFTER any Defensive Maneuvers are made and AFTER any 
  reductions have been made for Armor. ISDR is the end of the 
  line, defensively, and cannot be used earlier in the Defense 
  sequence.
  Note to the GM: Making an ISDR roll is not in and of itself an 
  action, and as such takes no time nor does it require the 
  character to expend any Level of Action for his turn.
  | CRITICAL SUCCESS
  This rule section establishes an SL “above” Complete. If 
  a character can achieve a roll on his task dice that is at least 
  twice the final, modified value for a Complete SL for that task, 
  then the SL is considered to be Critical. Regardless of the 
  actual tricode of the task involved, however, NO Critical 
  Success value can be less than 12.
  For example, a character attempts a task with a tricode of 
  4/6/8. In this case, if the character scores a 16 or better, 
  (twice the Complete SL value of 8), then the SL for that task 
  attempt would be considered Critical. If the task tricode had 
  been 2/3/4 instead, then the minimal roll for a Critical success 
  would be 12, due to the minimum value imposed for Critical 
  Success.
  Remember that all mods are applied to the base tricode 
  only, and that the value for the Critical SL is always exactly 
  twice the modified Complete SL, or 12, whichever is greater.
  U F P -T H E  FEDERATION SOURCEBOOK
  Page 55
  
  THE FEDERATION SOURCEBOOK
  There is no hard and fast definition of the effect of a 
  Critical Success. Rather it is treated as sort of the inverse of a 
  Botch, where the GM, once again, has the ability to determine 
  the effects. As a general guideline, a Critical SL will always 
  accomplish everything that a Complete SL would, but will also 
  provide the character with some additional benefit or 
  advantage.
  For instance, a Critical SL in a Fire phaser task might 
  ignore the target’s AR or do enough extra damage to knock a 
  really tough opponent unconscious, while a Critical Piloting 
  SL might allow the pilot to evade several closely pursuing 
  shuttles, or to fly sideways between two buildings instead of 
  having to fly over them, etc. If a character who is in a really 
  tight spot wishes to expend Heroic Reputation for the 
  expressed purpose of achieving a Critical Success, then it is 
  okay for the player to ask the GM if he would or would not 
  allow for a Critical Success effect in that situation BEFORE 
  the player expends the Rep Point(s) and rolls his dice.
  Remember, the GM is NEVER required to provide a 
  Critical SL bonus in a situation where he feels that it would be 
  inappropriate, even if he has elected to use the Critical SL 
  rules. We suggest that the Critical SL rules be used sparingly, 
  to add excitement and variety to your games, rather than to 
  slavishly follow the convention even when it doesn’t add 
  anything to the situation. Players! Don’t bug your GM if he 
  doesn’t give you a “gee-whiz” success every time you get a 
  lucky roll when tying your shoes, and he might be a little more 
  generous when you score one when you really need it! GMs! 
  Don’t forget that the Bad Guys can get Critical SLs too!
  | ADVANCED INITIATIVE"
  For players who desire a more realistic (but slightly more 
  complex) initiative system, we suggest the following. Multiply 
  the character’s SPEED characteristic by his PERCEPTION 
  characteristic. Index that value on the chart below to obtain 
  the dice the character will roll (instead of a number equal to 
  the SPEED characteristic) in his A/I test:
  Advanced Initiative Table
  Speed x Perception Result
  A/I Dice rolled
  1-3
  1
  4-8
  2
  9-15
  3
  16-24
  4
  25-35
  5
  36-48
  6
  49-63
  7
  64-80
  8
  81-99
  9
  100-120
  10
  121-143
  11
  144
  12
  Players who desire an even more realistic system can 
  replace the number of dice rolled in a DODGE action with the 
  number of dice as determined above.
  | PASSIVE SCAN MODE -  TACTICAL TRICORDER 
  |
  When facing a potential Threat with active sensor 
  technology, be it radar, sonar, or SFB sensors and scanners 
  (i.e., tricorders), it is almost a sure bet that you can receive
  OPTIONAL RULES
  the sensor signal at a greater range than it can return useful 
  information back to the utilizing party. Therefore, it stands to 
  reason that the Tactical Tricorder would have a ‘passive’ 
  mode that utilizes no broadcast of its own to gather data. In 
  passive mode, a tricorder can only detect the active 
  emissions (electronic, heat, odor, sound, etc.) of an object, or 
  things that can be detected optically. If in physical contact 
  with the object, passive mode will result in the same results 
  as active mode. It might be reflected in the game by the 
  following rule:
  When in Passive Mode, all scanning and analysis ranges 
  are reduced to 20% of normal; that is to say, what one could 
  detect at 50 meters in Normal (Active) Mode could only be 
  detected at 10 meters in Passive Mode, save for detection of 
  Threat Active Sensor systems. Any passive scan for Active­
  mode Sensors is resolved at DOUBLE the. normal range, i.e., 
  what you could detect at 100m normally, may now be 
  detected at 200m with the same die roll mods,
  The main use of Passive Mode is obviously to keep from 
  alerting Threat forces to your presence because of your 
  tricorder scans. And of course, if you have a Passive Mode, 
  you’ll also need...
  | ACTIVE JAM MODE -  TACTICAL TRICORDER
  Threat force tricorder scans may be jammed (i.e., 
  subjected to a positive modifier) by the utilization of AJM, or 
  Active Jam Mode, the PD equivalent of electronic warfare. (In 
  SFB terms, this could be viewed as a personal form of 
  Electronic Counter Measures.)
  If linked to a communicator, Threat communications 
  frequencies may also be jammed, subject to the strength and 
  nature of the Threat transmission. Of course, certain types of 
  communication are immune to jam effects, most notably tight- 
  beam point-to-point transmissions. (In game terms, Focused 
  Beam Communication Units are immune to tricorder and 
  communicator AJM.)
  The effect of AJM in PD game terms is to force a 
  Reciprocal Response Test for any attempt at scanning (or 
  communicating, if applicable) through the jamming, using the 
  ja m m e r’s 
  Field 
  E quipm ent 
  S kill 
  vs. 
  the 
  ta rg e t’s 
  Communication Systems, Field Equipment, or Sensor 
  Systems skill, w hichever the Briefing O fficer deems 
  appropriate. Determine Success Level of the Jam attempt as 
  below:
  Complete SL -  Target system is successfully jammed, 
  and attempts to locate source of jamming are at a +3/4/5 
  expanded tricode modifier. No scans/transmissions are 
  possible while the jamming lasts.
  Moderate SL -  Target system interfered with. Apply a 
  flat +2 mod to all further Tasks with this equipment while 
  jamming lasts, and all attempts to locate jam source are at a 
  flat +2 mod.
  Minimal SL -Target system has static. Apply a flat +1 
  mod to Tasks with this equipment until jamming ceases. 
  Attempts to locate jammer are resolved as normal.
  Failure -  No effect on Target system. Attempts to locate 
  jam are at a flat -1 mod.
  Botch -  No effect on Target system. Target instantly 
  knows location of jam source, and no roll is necessary.
  The Briefing Officer is free to apply mods for differences 
  in transmitter/jammer power and distance. Tasks to locate the 
  source of the jam are also Reciprocal Response Tests with 
  the same skills as before, only this time in reverse.
  Page 56
  U F P -T H E  FEDERATION SOURCEBOOK
  
  OPTIONAL RULES
  UFP - THE FEDERATION SOURCEBOOK
  [ HIT LOCATION
  In Prime Directive, the damage your player takes in 
  combat is assumed to be a series of generic hits to the body. 
  This is done in an effort to be true to the source material that 
  inspired Prime Directive, and to keep the incidence of Player 
  Character death (in fact ALL deaths) to a minimum. However, 
  if some players would like a little more “realism” in their 
  combats in terms of the exact locations and effects of attacks, 
  then they may wish to adopt the following Hit Location rules. 
  Be aware that these rules will not only make combat much 
  slower, but also much deadlier.
  Whenever a character takes damage from any attack or 
  effect, then roll 3D6. These dice need to be color coded, or 
  rolled in a distinct sequence, because you are generating a 
  three digit number with the dice rather than adding them up or 
  looking for the highest number. For instance, you might roll 
  three dice, one red, one white, and one blue. You would read 
  the red die as the first “digit”, the white die as the second, and 
  the blue die as the third.
  For example, if you rolled a 5, a 2 and a 1 with the first 
  second and third dice that you rolled, you would have rolled a 
  521. You then refer this number to the Hit Location Table.
  Find the top row that corresponds to the SL of the attack, 
  Complete, Moderate, or Minimal. Cross index the first number 
  of your 3D6 roll in this row to find the column that you use to 
  determine the actual Hit Location of the attack. To do that, 
  you find the number on the left hand column that corresponds 
  with the next two digits of the 3D6 roll. Tracing across from 
  this number to the column that you determined with the first 
  digit, you will find the hit location.
  For example: You are determining the hit location of a 
  Moderate SL attack. You roll 3D6, and get a hit location 
  number of 521. The 5 tells you that you need to look at the “1 - 
  5” column of the “Mod SL” line. (This is the second column on 
  the table.) The 21 tells you to cross reference the number 21 
  on the left hand column with the “1-5” column, as determined 
  above. This yields a hit location of “Foot-L 2". (Left foot, grade 
  two wound.) If the attack had been a Minimal SL instead, then 
  the result would have been read off the “1-5" column for 
  Minimal SLs. a Complete SL attack with a 542 roll would 
  generate a “Upper Arm-L 4" result. (Left Upper Arm, grade 4 
  wound.)
  In a situation where the target is partially behind cover (a 
  wall, doorway, shuttle, etc.), the GM will determine which Hit 
  Location areas are available to be hit. Remember that there 
  are already modifiers applied when firing at a target that is in 
  cover, so rather than saying that any shots that “hit the target 
  in a place where he couldn’t be hit” just miss, the GM will 
  simply ignore any Hit Location rolls that indicate “impossible 
  shots" and reroll until an area that he judges is accessible to 
  injury is indicated.
  Integrating the concept of hit location into Prime Directive 
  also requires you to decide, before the game starts, whether 
  your player character is right-handed or left-handed. This 
  optional rule allows for no ambidextrous characters. A 
  character who attempts to perform an action relying primarily 
  on their NON-favored hand will suffer modifiers, as discussed 
  below.
  Severity of the Wound
  The number, 1-4, that follows the Hit Location is the 
  Wound Level, or Severity of the attack, where 1 is the lowest 
  and 4 is the greatest.
  The Severity of a wound determines the likelihood that 
  the wound will cause a Short Term Disabling Effect upon the 
  area that was hit. The Short Term Disabling Effects of a hit 
  location attack deal with the degree to which the attack 
  in ca p a citate s the area hit, as opposed to the simple 
  rendering of Damage Points that will need to be healed over 
  time.
  A Severity 1 attack hurts but isn’t serious. Other than the 
  Level of Damage mods, discussed in section 5.22 of Prime 
  Directive, there is no incapacitating effect from the attack.
  A Severity 2 attack has a chance of incapacitating the hit 
  location. If the actual amount of damage inflicted by the attack 
  after all Defensive Maneuvers, AR reductions and ISDR rolls 
  (if applicable) is greater than one-half the target character’s 
  LDC (for Lethal attacks) or SDC (for Stun attacks), then the 
  hit location is incapacitated (effects described below) for a 
  length of time equal to the amount that the relevant Damage 
  Capacity (DC) was exceeded, rn TiCs. After that time has 
  passed, the character suffers no further incapacitation effects 
  (from that particular attack, anyway):
  For example, a character with an SDC of 8 takes, when 
  all is said and done, 6 points of Severity 2 Stun Damage from 
  an attack to his left thigh. One-half his SDC is 4, which is the 
  character’s base line incapacitation number for stun attacks. 
  (When dealing with Lethal attacks, the base line number 
  would be one-half his LDC instead.) The amount inflicted by 
  the stun attack exceeds this base line by 2 points, so the thigh 
  is incapacitated for 2 TiCs. If the attack had done two fewer 
  points, or if the character’s stun base line had been higher, or 
  if the attack had been Severity 1 instead, then the character 
  would have still marked the damage off his SDC track, but 
  there would have been no incapacitation effects.
  A hit location area that becomes incapacitated cannot 
  be controlled properly or used. Refer to the Hit Location 
  Incapacitation Chart, below, to determine the effects of 
  incapacitation for the various hit location areas.
  A Severity 3 attack automatically incapacitates the hit 
  location for a period of time equal to the amount of damage 
  inflicted times ten, in ToCs, minus the target character’s LDC 
  (for Lethal attacks) or SDC (for Stun attacks). As above, the 
  Hit Location Incapacitation Chart below provides all the gory 
  details.
  A Severity 4 attack automatically incapacitates the hit 
  location area, and the area stays incapacitated until the 
  character heals or recovers the first box of damage 
  associated with that particular attack. (See the Modified Hit 
  Location Damage Record/Recovery System, below, for more 
  information.)
  A hit location that has been incapacitated may not be 
  used. The area has suffered a trauma which means that it is 
  damaged so badly that the character can’t control it for a 
  period of time. Refer to the effects listed by hit location, 
  below, to determine the specific effects of incapacitation. 
  Beyond the basic effects listed there, it is up to the GM to 
  determine the nature any other effects or special mods that 
  he feels would be appropriate to the situation. Note that in 
  several cases the hit location damage effects listed below 
  have identical effects for different actual hit locations. The GM 
  should realize that the differentiation of the shoulder, upper 
  arm, elbow and forearm, for example, are present mainly to 
  help him determine the exact nature of the wound, and to help 
  in determining any special effects as discussed above.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 57
  
  1 UFP - THE FEDERATION SOURCEBOOK
  OPTIONAL RULES
  Hit Location Incapacitation Chart
  Foot: Movement is halved to a minimum of 1. All non­
  hand-driven Strength/Accuracy skills, (all Climbing, Acrobat­
  ics, Martial, Melee, etc.) are at a flat +2 mod.
  Knee: Leg is out. Movement is cut one-third, to a 
  minimum of 1. All non-hand-driven Strength/Accuracy skills, 
  (all Climbing, Acrobatics, Martial, Melee, etc.) are at a flat +4 
  mod.
  Thigh: As Knee, above.
  If any portion of BOTH legs, left and right, are incapacit­
  ated at the same time, the character is incapable of standing. 
  His Movement is reduced to a MAXIMUM of 1 (crawling) per 
  turn. 
  The 
  character 
  performs 
  all 
  non-hand-driven 
  Strength/Accuracy skills, (all Climbing, Acrobatics, Martial, 
  Melee, etc.) at a flat +6 mod.
  Shoulder, Elbow, Forearm, and Hand: All tasks which 
  require the use of the arm or hand (this is a GM’s call, whose 
  decision is final) are resolved with the following mods:
  Favored side incapacitation -  flat +4,
  Non-Favored side incapacitation -  flat +2
  Both sides incapacitated -  flat +8.
  Body: An incapacitating hit to the Body causes the 
  character to suffer a flat mod to the character’s A/I roll equal 
  to the Severity Level of the attack. Further, the character's 
  SDC or LDC is reduced by the Severity Level of the attack 
  (down to a minimum of 1) for the purposes of determining 
  secondary effects, such as fatigue, and special time/damage 
  reduction related to the DC, etc. ONLY. The character does 
  NOT actually “lose” any DC points nor does he take any 
  additional damage. As described above, this effect lasts until 
  the period of incapacitation passes.
  Scalp: The character suffers all the effects described in 
  Body, above, in addition to suffering a flat + mod equal to the 
  Severity of the attack to all his Perception and Discipline 
  tasks.
  Abdomen Vitals: The character suffers all the effects 
  described in Body, above, in addition to suffering a flat +2 to 
  all healing and recovery tests, and makes those tests at one- 
  half the normal rate. Further, if the character has suffered a 
  Lethal Damage attack to this hit location (only) and does not 
  subsequently make at least a Minimal SL on his first Healing 
  roll, his SPEED characteristic is reduced by 1 PERMAN­
  ENTLY, and DOUBLES the cost to raise that characteristic in 
  the future.
  Chest Vitals: As for Abdomen Vitals, above, with the 
  exception of affecting the character’s STRENGTH 
  characteristic, instead of SPEED.
  Ey e: An incapacitating hit to the Eye causes the 
  character to suffer a flat mod to the character’s A/I roll equal 
  to the Severity Level of the attack and to all Perception tasks. 
  Further, if the character has suffered a Lethal Damage attack 
  to this hit location (only) and does not subsequently make at 
  least a Minimal SL on his first Healing roll, his PERCEPTION 
  characteristic is reduced by 1 PERMANENTLY, and causes 
  the character to suffer a flat +2 mod on all visual Perception 
  tests.
  Eyes: As per Eye, above, but the character is temporarily 
  blinded, causing him to suffer a flat +8 to virtually all his tasks. 
  (However, see the Blind Fighting skill.) If the character fails to 
  make at least a Minimal SL on his first Healing test, he is 
  permanently blind. (While this seems particularly harsh, it 
  does reflect the “reality” of the situation.)
  Ear: An incapacitating hit to the Ear causes the character 
  to suffer a flat mod to the character’s A/I roll equal to the 
  Severity Level of the attack and to all Perception tasks. 
  Further, if the character has suffered a Lethal Damage attack 
  to this hit location (only) and does not subsequently make at 
  least a Minimal SL on his first Healing roll, his PERCEPTION 
  characteristic is reduced by 1, and causes the character to 
  suffer a flat +2 mod on all aural Perception tests.
  Nose: An incapacitating hit to the Nose causes the 
  character to suffer a flat mod to the character’s A/I roll equal 
  to the Severity Level of the attack. Further, if the character 
  has suffered a Lethal Damage attack to this hit location (only) 
  and does not subsequently make at least a Minimal SL on his 
  first Healing roll, then all his olfactory Perception tasks are 
  resolved with a flat +4.
  Note! While the actual DAMAGE taken from multiple hits 
  to a hit location IS cumulative, the special hit locations effects 
  ARE NOT. A character only ever suffers‘the effects of the 
  MOST SEVERE hit to a specific hit location. Any hits at a 
  lesser Severity to the hit location are “overwritten” by a hit of a 
  greater Severity for the purposes of hit location special 
  effects.
  Modified Hit Location Damage Record/Recovery System
  In the basic system, you just mark off SDC or LDC boxes 
  as your character takes points. The introduction of Hit 
  Location requires some additional consideration for purposes 
  of keeping track of damage. Here’s what you do. Every time 
  your character takes damage, you mark off the points on the 
  appropriate track, just like always, but you also have to make 
  a side note of the specifics of the individual attacks as well in 
  terms of hit location, Severity and incapacitation.
  You still look at your character’s total damage from all 
  his various wounds to determine when he’s reached the break 
  points for Level of Damage Mods, and unconsciousness. The 
  good news is that your character isn’t DYING unless the total 
  amount of Lethal Damage that he’s taken to any Hit Location 
  Area (Head, Body (including Abdomen/Vitals), Arm Left, Arm 
  Right, Leg Left, Leg Right) exceeds his LDC.The bad news is 
  that he has to roll for EACH wounded hit location separately, 
  with a potential chance to botch each roll! A character still 
  suffers Level of Damage mods based on the TOTAL amount 
  of damage that he’s taken, but the amount of damage 
  suffered by each separate hit location (as defined above) 
  relative to your character’s SDC or LDC determines its 
  Healing tricode and mods separately, 
  as per the 
  Recovery/Healing tables listed in sections 6.1 and 6.2 of the 
  Prime Directive Rulebook.
  This is why you need to keep separate track of each hit, 
  because the damage that you take from each hit will most 
  likely be healing at different rates.
  Page 58
  UFP -  THE FEDERATION SOURCEBOOK
  
  NEW RULES AND SOURCE MATERIAL
  UFP - THE FEDERATION SOURCEBOOK
  HIT LOCATION TABLE
  Complete SL
  1-4
  5
  6
  Moderate SL
  1-5
  6
  Minimal SL
  1-5
  6
  11
  Foot-R 1
  Foot-R 2
  Foot-R 3
  Foot-R 4
  Foot-R 4
  12
  Shin-R 1
  Shin-R 2
  Shin-R 3
  Shin-R 4
  Shin-R 4
  13
  Knee-R 1
  Knee-R 2
  Knee-R 3
  Knee-R 4
  Knee-R 4
  14
  Thigh-R 1
  Thigh-R 2
  Thigh-R 3
  Thigh-R 4
  Thigh-R 4
  15
  Thigh-R 1
  Thigh-R 2
  Thigh-R 3
  Thigh-R 4
  Thigh-R 4
  16
  Thigh-R 1
  Thigh-R 2
  Thigh-R 3
  Thigh-R 4
  Thigh-R 4
  21
  Foot-L 1
  Foot-L 2
  Foot-L 3
  Foot-L 4
  Foot-L 4
  22
  Shin-L 1
  Shin-L 2
  Shin-L 3
  Shin-L 4.
  Shin-L 4
  23
  Knee-L 1
  Knee-L 2
  Knee-L 3
  Knee-L 4
  Knee-L 4
  24
  Thigh-L 1
  Thigh-L 2
  Thigh-L 3
  Thigh-L 4
  Thigh-L 4
  25
  Thigh-L 1
  Thigh-L 2
  Thigh-L 3
  Thigh-L 4
  Thigh-L 4
  26
  Thigh-L 1
  Thigh-L 2
  Thigh-L 3
  Thigh-L 4
  Thigh-L 4
  31
  Shoulder-R 1
  Shoulder-R 2
  Shoulder-R 3
  Shoulder-R 4
  Shoulder-R 4
  32
  Upper Arm-R 1
  Upper Arm-R 2
  Upper Arm-R 3
  Upper Arm-R 4
  Upper Arm-R 4
  33
  Elbow-R 1
  Elbow-R 2
  Elbow-R 3
  Elbow-R 4
  Elbow-R 4
  34
  Forearm-R 1
  Forearm-R 2
  Forearm-R 3
  Forearm-R 4
  Forearm-R 4
  35
  Forearm-R 1
  Forearm-R 2
  Forearm-R 3
  Forearm-R 4
  Forearm-R 4
  36
  Hand-R 1
  Hand-R 2
  Hand-R 3
  Hand-R 4
  Hand-R 4
  41
  Shoulder-L 1
  Shoulder-L 2
  Shoulder-L 3
  Shoulder-L 4
  Shoulder-L 4
  42
  Upper Arm-L 1
  Upper Arm-L 2
  Upper Arm-L 3
  Upper Arm-L 4
  Upper Arm-L 4
  43
  Elbow-L 1
  Elbow-L 2
  Elbow-L 3
  Elbow-L 4
  Elbow-L 4
  44
  Forearm-L 1
  Forearm-L 2
  Forearm-L 3
  Forearm-L 4
  Forearm-L 4
  45
  Forearm-L 1
  Forearm-L 2
  Forearm-L 3
  Forearm-L 4
  Forearm-L 4
  46
  Hand-L 1
  Hand-L 2
  Hand-L 3
  Hand-L 4
  Hand-L 4
  51
  Body 1
  Body 2
  Body 3
  Body 4
  Abdomen Vital
  52
  Body 1
  Body 2
  Body 3
  Body 4
  Abdomen Vital
  53
  Body 1
  Body 2
  Body 3
  Body 4
  Abdomen Vital
  54
  Body 1
  Body 2
  Body 3
  Body 4
  Chest Vital
  55
  Body 1
  Body 2
  Body 3
  Body 4
  Chest Vital
  56
  Body 1
  Body 2
  Body 3
  Body 4
  Chest Vital
  61
  Body 1
  Body 2
  Body 3
  Body 4
  Eye-R
  62
  Body 1
  Body 2
  Body 3
  Body 4
  Eye-L
  63
  Body 1
  Body 2
  Body 3
  Body 4
  Eyes
  64
  Body 1
  Body 2
  Body 3
  Body 4
  Ear-R
  65
  Body 1
  Body 2
  Body 3
  Body 4
  Ear-L
  66
  Scalp 1
  Scalp 2
  Scalp 3
  Scalp 4
  Nose
  (Please note: The notation on the table is read as follows: Foot-R = Right Foot, Foot-L = Left Foot, Knee-R = Right Knee, 
  Abdomen Vital = Vitals -  Abdominal (Groin, Intestines, Stomach, Diaphragm, etc.), Chest Vital = Vitals -  Chest (Heart, Lungs, 
  Esophagus, etc.), Scalp = Head (Not Face) etc.
  UFP-TH E FEDERATION SOURCEBOOK
  Page 59
  
  Book Two
  A Guide to the Federation
  (Federation Archives Publication # t)
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  SECTION ONE:THE STRUCTURE OF 
  THE FEDERATION
  The Federation
  Following untold centuries of continuing conflict, the 21st 
  Century saw the true beginnings of world peace on Earth. The 
  success of the Maastricht Euro-Asian Treaty, the African 
  Alliance, and finally, Pax Terra (in which an all-encompassing 
  planetary government was formed towards the end of the 
  century) unified the incredibly diversified cultures on Earth 
  and encouraged them to finally allow their eyes to look 
  skyward. Pax Terra also succeeded in uniting the world’s 
  space programs, establishing colonies and outposts on most 
  of the planets in the Solar System. Then, in a year now 
  designated as Y1 to symbolize the beginnings of a new era, 
  Earth had its first contact with neighboring races.
  There was an immediately recognized need for the 
  creation of an Alliance or Confederation with which to cement 
  their new relationships. The first meeting of the Conference 
  on Interstellar Organization (CIO) was held in the city of San 
  Francisco on Earth in September of that same year, and was 
  attended by representatives from Vulcan, Cygnus, Andor, and 
  Ftigel. (Alpha-Centauri, while not actually represented at the 
  first meeting, was invited to become a charter member in Y2 
  when the second Conference convened.)
  As the Universal Translator had not yet been developed, 
  linguistic experts were brought in from all the worlds repre­
  sented at the first conferences to form the core of the 
  Interpretation and Translation corps. It was a difficult and un­
  precedented beginning. Ambassadors and cultural represen­
  tatives strove to overcome the inevitable misunderstandings 
  and mutual suspicions between the newly met races, while 
  their linguists ironed out the problems brought about by the 
  language barriers. Time and again, when it seemed that some 
  point of contention or other obstacle threatened to unravel the 
  frail fabric of the newly forming union, cool heads and a 
  genuine desire to come to a level of mutual understanding
  between the newfound neighbors seemed to point the way to 
  a mutually agreeable common ground. The Vulcans, even at 
  this early point in Federation history, were the predominant 
  agents in helping the various parties overcome their 
  differences by emphasizing their similarities, although it must 
  still be said that every race in attendance made extreme 
  efforts to be accommodating to the whole. Drawing upon the 
  best aspects of each of their culture’s frameworks, the early 
  Federation races succeed in drafting a truly multi-cultural 
  Charter.
  Incorporating the framework of Earth’s United Nations, 
  Cygnus’ Hahk’Shree, and the basic tenets of the Vulcan’s 
  philosophy of Koh-di-bohn, the First Charter for the United 
  Federation of Planets (UFP) was formed and ratified in Y4. 
  The flexibility of this charter lent great strength to the UFP, 
  recognizing that an alliance was important enough for the 
  compromises which would have to made from all sides.
  The Charter outlined the purpose of the organization, 
  now called the United Federation of Planets. The primary 
  objective of this new Federation was (and is) “The 
  Maintenance of Interstellar Peace and Security". Further, the 
  organization was pledged to the “Development of friendly, 
  equal relations among the member worlds, based upon the 
  principles of the Universal Equanimity of Sentients, and the 
  right of self determination for all peoples, to the achievement 
  of mutual interstellar cooperation in the resolution of social, 
  cultural, economic, and humanitarian concerns, and to serve 
  as a center for harmonizing the actions of member races in 
  the attainment of these common ends.”
  The Charter of the United Federation of Planets
  We, the peoples of the United Federation of Planets, 
  determined:
  to reaffirm faith in fundamental rights, in the dignity 
  and worth of the person, in the equal rights of races large 
  and small,
  to establish conditions under which justice and respect 
  for the obligations necessary under interstellar law can be 
  maintained, and
  to practice tolerance and to unite our strength to 
  maintain interstellar peace and security,
  to ensure, by the acceptance of principles and the 
  institution of methods, that armed force shall not be used, 
  save in the common interest, have resolved to combine 
  our efforts to accomplish these aims.
  Accordingly, our respective planetary governments 
  through representation assembled in the city of San 
  Francisco on the planet Earth have agreed to the present 
  charter of the United Federation of Planets and do hereby 
  establish an interstellar organization to be known as the 
  United Federation of Planets.
  Some of the basic principles included in the Charter are 
  the following: The United Federation of Planets is based on 
  the sovereign equality of its members; internal disputes are 
  always to be settled by peaceful means, and where possible, 
  disputes with outside cultures and agencies are to be settled 
  by peaceful means. Members undertake to refrain from the 
  use of force or the threat of violent action in direct conflict with
  UFP -  THE FEDERATION SOURCEBOOK
  Page 61
  
  UFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  the principles set down in the UFP Charter in the furthering of 
  their own ends, with cultures or worlds outside the Federation, 
  and wherever possible to entice such cultures to enter the 
  Federation. Finally, each member race must assist the 
  Federation in any action it takes under the charier.
  New member races are admitted to the UFP on the 
  recommendation of the General Assembly, with a unanimous 
  vote required for full member status and a two-thirds vote 
  required for Associate membership. As of Y179, there are six 
  Full Member Races serving on the UFP Council and twenty- 
  eight Associate Member races. These numbers continue to 
  grow as newly emerging cultures gravitate toward the UFP.
  Today, the UFP is the most successful cultural and 
  economic power bloc in known space. While life in the 
  Federation could hardly be described as utopian, there is a 
  high standard of living on the vast majority of developed 
  Federation worlds, with constant technological, cultural and 
  social progress serving to maintain and expand the economy. 
  Free enterprise and entrepreneurial endeavors are greatly 
  encouraged, with a strong belief present that individuals are 
  responsible for their own actions.
  Planetary survey and colonization are still major 
  undertakings in the Federation. While the vast majority of 
  Federation space has been explored and mapped, there are 
  so many individual systems and clusters within Federation 
  space that only a fraction have been closely surveyed. At this 
  time there are still thousands of worlds in the Federation Star 
  Fleet files known only by their catalogue references. Star 
  Fleet and the numerous private survey companies work hand 
  in hand (in most cases) to continue minutely examining every 
  system and every world in Federation space. It is an 
  expensive and time consuming process, and while this is 
  partly a purely academic endeavor, there still are two very 
  practical reason why they continue to do this.
  1. To identify and see to the protective isolation of those 
  races who fall under the auspice of the Prime Directive. The 
  Federation as a whole takes its responsibilities toward these 
  emerging worlds very seriously.
  2.To find new Class M worlds, suitable for colonization. 
  Many Federation worlds find that the price of unbridled social 
  and economic success is the rapid growth of their population 
  bases. New worlds are constantly in demand to give these 
  people somewhere to go and to provide for those Pioneer 
  spirits who would otherwise feel stifled in the overly civilized 
  and settled atmosphere of the established worlds. Further, 
  various religious and cultural sects occasionally wish to 
  privately fund a colony on some remote world where they can 
  be free to practice their beliefs without interference or ridicule, 
  which is still a possibility, even in the egalitarian atmosphere 
  of the Federation.
  While there are pockets of what might be described as 
  “repressive” or “unenlightened" cultures represented in the 
  Federation (both the Alpha-Centaurans and the Fralli are 
  perceived in this way by some of the other member races), all 
  Federation member races, as a condition of entry, allow and 
  provide for easy emigration for any individual or group who 
  disagree or seek to contend with their local governments or 
  cultures. If an individual is unhappy with the nature of his 
  homeworld, then he may, at a nominal fee, simply move to a 
  world where he would feel more at home! This type of easy 
  access to other worlds and cultures, coupled with the near 
  universal access to the vast store of accumulated knowledge 
  in the Federation Data Banks, greatly promotes intercultural 
  contact and understanding, while reducing the incidence of 
  unrest or outright conflict on all but the most volatile of 
  Federation worlds.
  On those occasions when the Federation encounters a 
  spacefaring culture that in no way, shape, or form conforms to 
  the principles of the Federation Charter, representatives are 
  invited to sit in on Federation General Council meetings (in an 
  observer status) and are generally wined and dined to show 
  off the “benefits” of life in the Federation. Every effort is made 
  to impress upon the representatives of the new culture that a 
  more egalitarian set of cultural norms are all but required to 
  deal with the “big picture" of the complexities of modern 
  interstellar politics. If the culture seems willing to come around 
  to a line of cultural thinking more in line with Federation 
  principles, they are considered for Provisional Membership 
  and will continue to take suggestions from the Federation 
  regarding areas that still need a bit or work.
  Hard core cases, races that steadfastly refuse to alter 
  their cultural behavior or who simply do not want to join the 
  Federation are, of course, not granted Provisional Member­
  ship, and further, often find themselves embargoed by 
  Federation forces in the system. These .‘'edicted" worlds are 
  still allowed to trade with just about anyone they please, but 
  are not allowed either to ship or receive Weapons, military 
  hardware or electronics, or other defence related materials. 
  The Federation recognizes that part of the responsibility of 
  allowing young races to develop as they would without 
  outside interference is keeping a tight lid on the ones that 
  “grow up” to be potentially dangerous.
  Federation Headquarters
  Built on the site of the Palace of the Legion of Honor in 
  San Francisco, and overlooking the Golden Gate Bridge, 
  Federation Headquarters sits regally amidst seemingly 
  endless groves of eucalyptus trees, with many annexes and 
  additional buildings spread out across the grounds. This 
  sprawling complex contains both Fleet HQ and the main 
  campus of Star Fleet Academy.
  The current structure of the United Federation of Planets 
  is as follows:
  The General Assembly -  All Member Races may send 
  an Ambassadorial Party of up to 24 members, including the 
  Senior Representative and his assistants, to speak for their 
  world in the Federation General Assembly.
  In the General Assembly, each Member or Associate 
  Member race’s Senior Representative receives one vote, 
  making all the Member and Associate Member Race’s weight
  Page 62
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  equal. The General Assembly is capable of producing (non­
  binding) Resolutions and is the general open forum wherein 
  the day to day business of the Federation is discussed and 
  directed. In addition to the full-voting Member status of the 
  predominant Member Races, the General Assembly also 
  contains a number of Races who participate in the General 
  Assembly in one of several non-voting statuses.
  (Despite being a member of the General Assembly, 
  Member races, especially Associate Member races, still retain 
  a great deal of autonomy. The Federation Charter lays down 
  very few absolutes, and as long as individual worlds work 
  within the spirit of the charter, the actual day-to-day working 
  of their cultures or governments makes little difference.)
  Provisional membership is a probationary status for 
  behaviorally borderline worlds seeking Associate Federation 
  membership. Provisional status is granted for five-year 
  “probational” blocks. At the end of each probational period, 
  the world may. make a new Membership petition to the 
  General Assembly based upon their advances in the previous 
  five years. Probational members may participate in the 
  General Assembly and are generally subject to Federation 
  Interstellar Law, but may not vote in the Assembly, and do not 
  enjoy full access to Federation technological data.
  Observer membership is a status extended to those 
  races who either have not been offered membership or who 
  wish to sit in on Federation Council meetings but do not wish, 
  for whatever reason, to have a vote in the Council, nor wish to 
  be subject to direct Federation control.
  The Federation High Council -  Only Full Member races 
  of the Federation have Representatives who sit on the High 
  Council. (The Full Member Races of the Federation -  Human, 
  Vulcan, Andorian, Alpha Centauran, Cygnan and Rigellian -  
  are essentially the Federation's Security Council.) The High 
  Council is required to take under consideration any 
  Resolutions produced by the General Assembly, but is not 
  required to act upon them. The High Council is the only body 
  that has the ability to amend the Federation Charter in any 
  way, and has the sole ability to issue directives to Star Fleet.
  To become a Full Member of the Federation, an 
  Associate Member must achieve a two-thirds majority vote of 
  the current members of the High Council. While in theory any 
  Associate Member could be advanced to Full Membership at 
  any time, in reality it requires the Associate Member world to 
  have both adopted a very “Pro-Federation” cultural philos­
  ophy and have achieved a sizable enough population and 
  industrial base to “contribute” to the Federation as a whole.
  Star Fleet Command -  The UFP charter places the 
  primary responsibility for maintaining the peace and security 
  of the Federation upon Star Fleet. Originally intended solely 
  as a peace-keeping fleet, Star Fleet has evolved into a 
  curious mixture of a scientific survey organization and a 
  deadly serious military instrument. In keeping with the nature 
  of its dual mission, Star Fleet Command draws upon the 
  resources of the scientific and military communities within the 
  Federation, often combining the best of both. Those who 
  serve under Star Fleet Command ideally combine the best 
  aspects of scientist, soldier, and statesman. While remaining 
  all too aware of the constant and very real threats to the 
  sovereignty and integrity of the Federation from unfriendly 
  outside forces, Star Fleet Command also understands that 
  they exist to protect not only the property, but also the 
  ideology of the Federation. It is a result of this unique 
  viewpoint that causes the Federation's Star Fleet to take its 
  current configuration.
  Interstellar Court of Justice (ICJ) -  This court is the 
  main judicial department of UFP. The ICJ establishes the 
  theoretical system of “Universal” Federation law, rules and 
  regulations that are enforced in all locations directly controlled 
  by the Federation The Universal Code is suggested as the 
  “blueprint” for the Judicial Systems followed by the individual 
  races, but as with the Federation Charter, there are few 
  absolutes. Individual member worlds will often still maintain 
  their own culturally driven legal morays even after adopting 
  the Federation’s Universal Code.
  The twelve judges who make up the court are elected by 
  the General Assembly. (Star Fleet Command maintains its 
  own Judiciary system, although the final stage of appeal in 
  the military justice system is to the civilian courts, starting at a 
  very high level.) While the main legal systems of all the 
  Federation member races are represented and respected 
  here, it is this body that determines the nature of Federation 
  Standard Law. Judges serve for six (Earth-standard) years 
  and are eligible for re-election. • ’
  Federation Technical Council (FedTech) -  The
  Federation maintains this special Council to provide for the 
  exchange and dissemination of technical data to all Member 
  races, providing equal technical accessibility for all. The 
  Council also reviews new technical proposals and 
  recommends avenues and directions for future Federation 
  funded research.
  Federation Cultural Commission -  This is a special 
  body which specializes in providing recommendations to the 
  Federation High Council as to which newly encountered races 
  ought to be contacted and which ought to be placed under the 
  edict of the Prime Directive. This Commission also selects the 
  personnel and undertakes the responsibility to make First 
  Contact with these races, and subsequently conducts 
  negotiations with these worlds and provides for cultural 
  exchanges with them.
  The Federation Council For Colonization (FCC) -  This 
  is the General Assembly Subcommittee which acts as a 
  clearing-house for all planetary survey data submitted to the 
  Federation, and acts to decide which worlds warrant further 
  study and, ultimately, colonization. It is the Council’s job to 
  diwy up new systems between the numerous factions that vie 
  for them, including the various mining and industrial cartels, 
  private sector emigres who wish to start non-Federation 
  cultural colonies, general Federation-driven colony groups, 
  and Star Fleet, who often wishes to establish fueling stations 
  and other vital facilities in new systems, in a fair and equitable 
  manner. While the FCC must present its findings to, and 
  accept recommendations from, the General Assembly, it is 
  still free to make its own decisions as to the distribution and 
  assignment of all colonial assignments, making the FCC one 
  of the most powerful, if subtle, agencies of the Federation 
  bureaucracy.
  As a point of interest, the Federation claims the right of 
  Prior Domain over every non-inhabited world in Federation 
  space, and, as such, it is technically a crime to establish a 
  permanent or semi-permanent base on any body in 
  Federation space without the expressed permission of the 
  Federation Council for Colonization. This Council is also the 
  liaison organization through which newly formed colonies are 
  represented in the General Council.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 63
  
  UFP - THE FEDERATION SOURCEBOOK
  THE FEDERATION
  Star Fleet Academy
  Star Fleet Academy takes the best that the Federation 
  has to offer and turns them into Officers. The main campus 
  sits on the grounds of Federation Headquarters on Earth, 
  although there are testing centers and remote campuses 
  throughout the Federation.
  Star Fleet Academy - The Entrance Examination
  The entrance examination to Star Fleet Academy is an 
  extensive and exhausting three-day battery of tests 
  conducted at selected Testing Centers throughout the 
  Federation. These tests are given once per year, during the 
  first week of July on the Terran calendar. In order to even 
  qualify for the examination, a potential candidate must pass 
  certain minimum educational requirements and a difficult 
  screening pre-test to provide proof of minimal acceptable 
  competence, and then find a sponsor, either a local 
  government official, an educator or some other figure who is 
  willing to vouch for the potential candidate's ability. There is a 
  maximum testing capacity for each cycle, however, so not 
  everyone who passes the pre-test and obtains a sponsor will 
  necessarily be able to ultimately take the test that cycle. 
  (During wartime, however, the Sponsor requirement is often 
  waived, allowing anyone who meets the minimal standard 
  requirements to apply for a position.)
  Those who are selected to participate in the testing 
  process for that year are transported to the nearest testing 
  facility, where they will reside for the next four days. In the 
  event that the Candidate is unable to present himself for 
  testing, he must notify the Testing Center immediately. This 
  will enable the Testing Center to give his place to one of the 
  Stand-by Candidates.
  The first day of testing for those selected consists of a 
  series of written and oral examinations concerning general 
  reasoning, abstract learning ability, problem solving and 
  computational skills, spatial aptitude and language acquisition 
  and technical competence. The candidate is scored in the 
  following areas: General, Abstract, Language, Spatial, 
  Computers, Electronics, and Mechanical. The test and the 
  scores are referred to by the acronym GALSCEM.
  During the second day of the examination, the candidate 
  receives a full medical examination in the morning, a battery 
  of manual dexterity and overall agility tests in the early 
  afternoon and finishes the day with an amazingly difficult 
  obstacle course, known simply as “The Run”. The point is not 
  just for the candidate to finish the run, but also to observe his 
  physical condition, his ability to surmount obstacle, his 
  understanding of the strength of teamwork, and his frustration 
  threshold. All are sorely tested on The Run.
  On the third day of the examination, the (by now) 
  prospective cadet takes a written psychological profile 
  evaluation, with bio-psycho-potential monitors hooked up to 
  evaluate the candidate’s mental state during the process. 
  Later, he is interviewed by a Fleet Psychologist and Fleet 
  Career Advisor, reviewing the now collated results of the first 
  two day’s examinations. At this point, any further questions 
  are addressed to the candidate, and the candidate is allowed 
  time to make any final statements that he feels should be 
  taken into account by the testing Officers. This concludes the 
  testing process.
  The results and evaluations of these examinations are 
  classified and given the protection of Fleet Security Level 
  Gold Two.
  Ultimately, there are always more candidates, even 
  successful ones, than there are openings to the Academy for 
  the following term. Half the spaces in each term are allocated 
  on a planetary/member basis, with each planet guaranteed to 
  get its own best people in, with the remaining slots given to 
  “open competition” across all the candidates. Entrance is 
  based on a sliding scale established by comparing each 
  candidate’s score to all the other candidate’s scores for that 
  testing cycle. Regardless of the candidate’s raw score, only 
  the top 2 percent of the candidates from that cycle will be 
  accepted. This means that a score which would have gained 
  a candidate entrance in one testing cycle might not be 
  sufficient to gain entrance in another. No candidate will 
  receive preferential treatment, however, and the candidates 
  will be competing with each other on a totally equal basis.
  A candidate who fails to gain entrance is always open to 
  retake the test, as long as he continues to pass the pretest 
  each year, maintains his sponsor (or finds another) and there 
  is space at a nearby testing facility. Some candidates who 
  score particularly well, but who are still denied entrance due 
  to either a specific deficiency in their scoring or an overall 
  elevated score by the others in that cycle, may be specifically 
  invited to return the following year to take the test again.
  Star Fleet Headquarters
  High above the surface of Mars, in stationary orbit above 
  the Tycho colonies, is the nerve center of the Federation’s 
  Military arm, Star Fleet Headquarters. This facility routinely 
  houses over 14,000 officers, enlisted personnel, flight crew 
  members, dignitaries, observers, technicians, specialists and 
  support personnel. There are two companies of Federation 
  Marine Honor Guards permanently posted to the station. Star 
  Fleet Headquarters has hard docking facilities for over twenty 
  capital starships, and room for twice as many more smaller 
  ones and bays for over two hundred shuttles. While Star 
  Fleet’s main Drydocks and Ship Yards are in orbit around 
  Earth, Star Fleet HQ itself does have some limited ship repair 
  facilities.
  Over the years, Star Fleet’s numerous competing service 
  requirements have resulted in the development of a complex 
  command structure, both to accommodate its relation with its
  Page 64
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK I
  Federation superiors and other Federation organizations, as 
  well as to successfully administer its own multi-missioned 
  branches and sub-organizations. Originally, around Y6, Earth 
  Space Force (ESF) HQ was simply allocated a section of 
  Starbase 1, in Earth’s Orbit. By Y45, ESF Fleet Headquarters 
  had completely outgrown its quarters aboard the Star Base, 
  and construction of a dedicated Fleet Headquarters was 
  begun the same year. With the disbanding of the Federation 
  Member Race’s individual Space Fleets in Y71, however, and 
  the creation of the modern unified Star Fleet, it became 
  imperative to establish a single Fleet Headquarters to house 
  the administration of the now vast and complex unified Fleet. 
  Mars was chosen as the location of the new HQ base in Y72, 
  and by Y79 it was completely operational. Star Fleet 
  Headquarters has since undergone four stages of major 
  expansion and two complete refits.
  Today, Star Fleet Headquarters serves as the base of 
  operations for the following Star Fleet command structures:
  Star Fleet High Command (SFHC): SFHC is respon­
  sible for coordinating the activities of all the branches of Star 
  Fleet, as well as establishing Star Fleet policy and directives, 
  under the direction of the Federation Council, of course. All 
  other Star Fleet divisions are subordinate to Star Fleet High 
  Command.
  Fleet Command (FC): Fleet Command is responsible for 
  the operations conducted by virtually all Star Fleet vessels 
  and their crews. After the High Command, Fleet Command is 
  the single most important division of Star Fleet.
  Starbase Command: Starbase Command is responsible 
  for the operations of all Star Fleet Starbases, as well as the 
  smaller space stations, outposts, listening stations, fueling 
  stations, and research facilities, both space and fixed.
  Marine Command: Responsible for the operations of the 
  Federation Marine Corps.
  Planetary Guard Command (PGC): PGC is responsible 
  for coordinating the operations of the Federation’s planetary 
  defense forces -  the Federation Planetary Guard. (This 
  division is also known as the National Guard.)
  Intelligence/Covert Operations (I/CO): Responsible for 
  the acquisition and interpretation of intelligence on known 
  enemies and other potential threats to the Federation. I/CO is 
  also responsible for special operations, such as covert 
  reconnaissance, anti-terrorist raids and activities, and special 
  operations during war time.
  Communications and Codes: Also known as “2C”, this 
  group is responsible for establishing and maintaining secure 
  Fleet/Base communications throughout the Federation and for 
  creating secure codes for Federation communications. This 
  group is also responsible for breaking other race’s 
  communications codes, which necessitates a close (though 
  not always harmonious) relationship with I/CO.
  Logistics and Supply (LogSup): Responsible for 
  maintaining a sufficient store of material, equipment and other 
  hard goods to supply the needs of the numerous Star Fleet 
  vessels, bases, and other installations, and to distribute those 
  goods in a timely and efficient manner. This division is also 
  responsible for moving personnel. As such, the Federation’s 
  Auxiliary Shuttle Fleet, as well as the Tug Fleet, are controlled 
  by the LogSup, rather than Fleet Command.
  Survey Corps: Responsible for collating the data 
  amassed by Star Fleet (and civilian) vessels in an effort to 
  map and survey Federation space, both for purely academic 
  reasons and to locate worlds suitable for colonization. GSCs
  are normally under the command of the Survey division rather 
  than under Fleet Command.
  Corps of Engineers: Responsible for numerous civil 
  engineering activities required by Star Fleet.
  Judge Advocate: This judicial body is responsible for 
  trials and other legal activities that are conducted under the 
  auspice of the Federation Codes of Military Justice.
  Office of Training and Advancement: Responsible for 
  all aspects of education for Star Fleet personnel, from Boot 
  Camp to Advanced Prime Team Training. Prime Central, for 
  instance, is directly subordinate to the Office of Training and 
  Advancement. This division is also responsible for 
  determining Promotion.
  Office of Budget and Procurement (OB&P): OB&P is 
  responsible for determining the budgetary needs of Star Fleet 
  and petitioning the FederationvCouncil for those funds. This 
  division is also responsible for allocating the funds provided 
  by the Federation Council to maintain Star Fleet and its 
  personnel and installations, and to 'acquire materials and 
  obtain services as needed.
  Office of Research and Design (OR&D): OR&D is 
  responsible for determining the needs of a modern Fleet in 
  terms of both advancing state-of-the-art technology and sheer 
  numbers, and for providing for those needs through close 
  coordination with the OB&P.
  Star Fleet - Federation Liaison: Responsible for overall 
  communications between the Federation Council and Star 
  Fleet. Even though there are num erous points of contact 
  between the two bodies, Star Fleet High Command, the 
  Survey Corp, and the OB&P, to name just a few, the Liaison 
  is a dedicated facility whose sole purpose is to resolve 
  conflicts and misunderstanding between the Federation 
  Council and ANY level of the Star Fleet structure.
  Merchant Marine Liaison: Responsible for coordinating 
  activities with the Federation Merchant Marine service.
  Civilian Liaison: Responsible for recruiting, and for 
  general interaction with the civilian population of the 
  Federation, via the media, public meetings and hearings, 
  publications, seminars, etc.
  There is a great deal of “lateral” communication between 
  the various divisions of Star Fleet. Virtually every division 
  “talks" with all the others to share information and to borrow or 
  lend services when needed without going through Star Fleet 
  High Command whenever Survey Corps needs the Aux 
  Shuttle Corps to move a few people around, or the Corps of 
  Engineers gets LogSup to send a few tons of cerro-ferrimite 
  to a construction project on a new colony.
  Prime Teams, for instance, tend to be “shared" by Fleet 
  Command, Intelligence/Covert Operations and the Survey 
  Corps. Star Fleet High Command is also known to directly 
  “borrow” a Team (or assign one to any other branch) from 
  time to time.
  These are by no means examples of services avoiding 
  the normal chain of command, but rather examples of Star 
  Fleet’s flexible and efficient command structure at work. Star 
  Fleet’s initiative-encouraging, flexible chain of command 
  provides for an organization that spends a minimum amount 
  of time dealing with paperwork and protocol, and tends to 
  receive a maximum amount of effort directed to dealing with 
  the tasks at hand on the part of the vast majority of its 
  members.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 65
  
  UFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  Prime Central
  “As I entered the Central Concourse, the dazzling 
  spectacle of multicoloured banners contrasted with the 
  stark marble and black onyx of the Glory Lists almost 
  took my breath away. I walked around, reading the names 
  and thinking of the adventures they must have had, when 
  all at once it struck me. The time would come when my 
  name would be included with these names, and my Prime 
  Team banner would join those which circled the dome. It 
  was then I realized that I truly was a Prime Team 
  member!”
  Prime Central is the main training facility for Federation 
  Prime Teams, and it is here that they receive the specialized 
  training they need to advance from crew member to Prime 
  Team member. Established Prime Team members are also 
  sent here to receive specialized training and to develop new 
  skills and abilities.
  The grueling, year-long training course at Prime Central 
  is designed to turn an ordinary member of Star Fleet into a 
  Prime Team member, the elite of the elite. During the early 
  part of their training at Prime Central, the various candidates 
  are matched up with each other in numerous and varying 
  combinations. Later, as the majority of the candidates wash 
  out, the remaining few were matched up to complete the 
  program in somewhat more permanent “Training Teams”. The 
  idea is that if a Training Team shows a sufficient degree of 
  cohesiveness and group ability, then they may emerge from 
  Prime Central training intact as a group and go on to form the 
  core of an entirely new Prime Team. This is relatively rare, 
  however, as most graduates of Prime Central return to their 
  original ship assignment to join the established Prime Team 
  there. Occasionally, they will be parcelled out to fill gaps left in 
  Prime Teams aboard other ships. This latter fate is no embar­
  rassment as any assignment to a Prime Team is an amazing 
  accomplishment, but it is considered to be the big win to 
  emerge as a brand new Prime Team, ready to write its own 
  history. ALL Training Teams want to go for the brass ring of 
  forming their own Prime Team, establishing their own tradi­
  tions and creating their own entry in the Glory Lists.
  As the final test before being upgraded to Prime Team 
  status, Seniors at Prime Central are sent on a cooperative 
  survival exercise, with minimal equipment, through harsh and 
  often dangerous terrain.
  The point of the exercise is to set the Team down on a 
  planet, provide them with a difficult goal to accomplish, leave 
  them there for two or three weeks to do it (with no aid or 
  communication from the Prime Central Test officers), and 
  then to judge how well they work together. Often the point of 
  the exercise is not actually to accomplish the objective, but to 
  build up the Team’s cooperative abilities and to cement the 
  necessary sense of camaraderie and interdependence 
  required of a successful Prime Team.
  Prime Central consists of a series of protective domes 
  spread out across the area known as Oceanus Procellarum 
  on Earth's moon. (Domes А, В, С, E, H, and I made up the 
  original Cultural Indoctrination Center.) While the domes are 
  connected by aboveground walkways (as indicated on the 
  map following this section), an extensive turbolift system has 
  been installed underground which connects all areas. (For 
  example, although there is no aboveground walkway which 
  directly connects domes С and Q, the turbolift/turbotram 
  system connects all domes to all othep domes and therefore 
  makes them easily accessible to each other.)
  • Prime Central is laid out as follows:
  • Dome A contains the Main Entry Airlock, the shuttlecraft 
  landing bay (which is designed to handle 24 shuttlecraft at 
  any one time), the Main Transporter Terminal (which is 
  equipped with 24 pads), the Indoctrination and Briefing Area, 
  and Central Concourse. This area also contains the VIP and 
  guest accommodations where visitors and dignitaries are 
  quartered when staying at Prime Central. (While hardly a 
  hotel or resort, Prime Central does occasionally host Official 
  or Diplomatic functions, and those functions are held in a 
  series of rooms radiating off the Central Concourse.) 
  Candidates who wash out early in training are sometimes 
  called “Dome A material” implying that they never really got 
  past the receiving station before being sent home.
  • Dome В is the Organizational dome, the “head shed”, if you 
  will. It extends several levels underground and contains the 
  Personnel 
  office, 
  the 
  communications 
  center, 
  the 
  Commandant’s office, the dispensary/hospital, the Training 
  admin offices, and the office of the Trainee Liaison and 
  Counsellor. The Security Offices (and the Brig) are also found 
  within the confines of this dome.
  • Dome С is the Power Station dome. Although the actual 
  power generators themselves are located some distance 
  away from the Prime Central complex itself in a classified 
  location, the power itself is routed through this dome. (Small 
  emergency backup generators are found in all domes, 
  however, to provide temporary power in case of emergency.)
  • Dome D is the Sports dome, which contains many sports 
  areas and playing fields. Within this dome, the single largest 
  enclosed area at Prime Central, you will also find gyms, 
  obstacle courses, rock climbing practice areas, etc. 
  Graduation ceremonies are also held in this Dome, which can 
  be almost completely repositioned within to form an arena 
  large enough for this special event.
  • Dome E is the Entertainment dome, which in addition to 
  several entertainment areas, holo-theaters, libraries, a small 
  concert hall and stage, etc. also contains the mess hall and 
  the infamous Decades Bar! The facilities found within Dome E 
  are open twenty-four hours a day and it is a matter of record 
  that 75% on the “incidents” which happen at Prime Central 
  requiring the assistance of the Security Office occur here.
  • Dome F is the simulations dome (often referred to as “The 
  Maze") where training exercises are held using specially 
  modified weapons and armor. The weapons (the phasers and
  Page 66
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  phaser grenades) produce a low intensity laser, and the 
  armor and the exposed portions of the character’s uniform are 
  coated with a laser sensitive layer. This reacts to being struck 
  by the “phasers” by inflating a series of constricting bladders 
  under the character’s uniform and armor undercoat. In this 
  way, the person in the armor will lose mobility and reaction 
  time (and suffer discomfort and a bit of pain) similar to that of 
  actually taking damage in combat! The suit also gives visual 
  colour clues as to the type of attack being employed.
  • Dome G is the language training area, and is often referred 
  to as “the Presidio”. It is composed of one large dome, in 
  which the ethnic languages of the Federation Member (and 
  Associate Member) races are taught, and a walkway which 
  connects it to 8 smaller domes, each dedicated to a specific 
  language or languages. (Klingon in G1, Romulan in G2, Kzinti 
  and Lyran in G3, Gorn in G4, Tholian and Seltorian in G5, 
  Hydran in G6, Andromedan in G7, and ISC and Jindarian [a 
  recent addition] in G8.) New languages are extensively 
  researched and teaching courses developed in the main 
  dome. (Despite the accessibility of the Universal Translator, 
  Star Fleet fully appreciates the fact that personnel will often 
  be in situations where a UT is not available.)
  Each of the smaller domes also contains a comprehen­
  sive cultural museum and intelligence center, devoted to the 
  history, culture, etc., of the race(s) whose language is taught 
  there. (It is here that you will find specialized information 
  about a specific race, and this may help in initial preparations 
  for a mission.)
  • Dome H is the Melee/Martial Arts dome, where training is 
  given not only in many forms of armed hand-to-hand combat, 
  but also in numerous types of weaponless fighting. Team 
  members will not always have access to their phasers and 
  must be ready to use anything they can lay their hands on as 
  a weapon. While this could be a club, a heavy stick or pole, it 
  could also mean a fine sword or a balanced dagger. In the 
  Melee section of the dome, lessons are given in fencing, 
  swordplay, and knife throwing.
  Karate, Judo, Aikido, Jujitsu, wrestling, boxing, and 
  numerous other Terran forms of weaponless combat are 
  studied in the Martial Arts section of the dome in addition to 
  specialized Vulcan and Klingon martial arts, of which there 
  are many distinct types. (It is rumored that an instructor from 
  the Prellarian Belk’choh Academy will soon join the staff of 
  instructors.)
  • Domes I & J are the Helm and Navigation domes, 
  respectively, where training is given using bridge simulators, 
  shuttle simulators, etc. These domes are often referred to as 
  the “Flight Decks".
  • Dome К is the Electronics and Ship's Weapons Systems 
  training dome. Electronics training is given here on constantly 
  updated, state-of-the art equipment and extensive banks of 
  simulators allow candidates to practice operating (and 
  repairing) phaser systems, etc.
  • Dome L contains not only the the “underwater” training area, 
  which consists of a massive water-filled tank wherein 
  advanced scuba and diving lessons are given, but also the 
  Null-Grav and High-Grav training areas. (The gravity areas 
  were designed and built by the Prellarians, a recent addition 
  to the ranks of the Federation Associate member races.)
  • Dome M is the Cryptology dome, also referred to as the 
  “Code Dome". Divided into two separate areas — Signal 
  Security and Signal Intelligence — where NeoPrimes will 
  work not only with existing “cracked" codes, but also with 
  newly intercepted codes. While the vast majority of the work 
  done here is computer-aided, extensive training is given 
  which will allow the Primes to-w ork with less advanced 
  technology.
  • Domes N1-3 contain the Prime Central firing ranges. All 
  types of weapons are covered within the three above-ground 
  domes, and there are several hundred square meters of 
  underground ranges. Extensive training is given with captured 
  weapons, and courses are created here whenever new 
  weaponry is discovered (or developed).
  • Dome О contains the Psionics Training Area. Senior Psionic 
  Masters will often complete their service periods here training 
  and molding new candidates. All non-Vulcan candidates who 
  attend Prime Central are tested for latent Psionic abilities. 
  (This area is referred to as “Psi-Town", and even includes a 
  special recreation area where talking is strictly prohibited!)
  • Dome P contains the Enlisted Quarters and spreads out to 
  include smaller domes P1-P10, in addition to several 
  underground, multi-level bunking areas. Laundry and mess 
  facilities are available in each of the ten smaller domes.
  • Dome Q contains the Officers Quarters and spreads out to 
  include smaller domes Q1&2, in addition to several 
  underground, multi-level bunking areas.
  • Domes R1, R2, & R3 each contain emergency airlock and 
  backup transporter facilities, and house the terrain vehicles 
  used when personnel need to do work outside the domed 
  areas. General Storage areas, often referred to as “slag 
  rooms” for reasons lost over the course of time, are also 
  found in all three domes.
  [Note to the GM: With a little creative work on your part, the 
  map of Prime Central on the next page could very easily be 
  used as the basis for either a colony or outpost adventure.]
  “Jonn, I’ve never dealt with any Kzintis before,” 
  Rannya said, as the briefing came to an end and the Team 
  filed out of the briefing room.
  “You have a few hours. Go down to the Cat Dome,” 
  Harrison replied, as he made his way toward the turbolift 
  entrance. “I think Williams is on duty tonight. He is 
  absolutely fascinated with the Kzintis.”
  “The Cat Dome?”
  “G3 in the Presidio. The guys call it the Cat Dome for 
  obvious reasons. Let Williams take you through the 
  museum and lend you a few disks so you can bone up 
  before you ship out. If he starts telling you about the 
  Kzinti combat harness, though, you’re in trouble!”
  UFP -  THE FEDERATION SOURCEBOOK
  Page 67
  
  THE FEDERATION
  Page 68
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP-THE FEDERATION SOURCEBOOK
  Awards, Decorations, and Medals
  “I am so hungry, I could eat a horse between two bread 
  vans!” Luff said, as he struggled with the buttons on his 
  dress uniform. “There had better be some food at this 
  Awards Banquet!”
  The Federation uses two systems of decorations, one 
  type (known as “campaign ribbons” or “ribbons") is awarded 
  for successful completion of a mission. Such ribbons consist 
  of three equal-size squares side-by-side, with the center 
  square a different color than the other two. The two colors will 
  signify the theater in which the award was won. For example, 
  red/black/red means the award was won against the 
  Romulans while black/white/black denotes an award earned 
  for service against the Klingons. For general service inside 
  the Federation, the ribbon is blue/black/blue. In the case of 
  specific Federation member planets, the outer squares will be 
  much more elaborate than simple colors, using stripes and 
  even diagonal lines to indicate the specific planet on which 
  the award was earned. (Very few Star Fleet personnel wear 
  ribbons with the white/red/white pattern denoting combat 
  action against the Gorns, who became Federation allies after 
  the very brief initial conflict. Later, Federation Prime Teams 
  who performed missions in Gorn space were given ribbons 
  with this same pattern.)
  :
  OUTSTANDING 
  SERVICE 
  STAR FLEET
  OUTSTANDING 
  SERVICE 
  AGAINST KLINGONS
  ■
  +
  ■ ] I +
  SUPERIOR 
  SERVICE 
  STAR FLEET
  SUPERIOR 
  SERVICE 
  AGAINST ROMULANS
  MERITORIOUS 
  SERVICE 
  STAR FLEET
  MERITORIOUS 
  SERVICE 
  ON DEBROCK
  GENERAL 
  SERVICE 
  STAR FLEET
  GENERAL 
  SERVICE 
  AGAINST PIRATES
  In all cases, a small metal device affixed to the center 
  square denotes the level of the award: star for outstanding, 
  cross for superior, diamond for meritorious, and no device for 
  General Sen/ice. (Prime Team members receive ribbons for 
  the successful completion of Emergency Missions rated Code 
  4 or higher or any Investigate/Recon Mission rated Code 3 or 
  higher, as shown on page 100 of the Prime Directive 
  Rulebook. Any mission rated lower than this is considered 
  simply doing their duty.)
  The other system of decoration (known as “medals”) is 
  awarded for specific acts of bravery, whether they are related 
  to the mission or not. For example, if your mission is to rescue 
  a hostage and you do, you will receive a ribbon. If, during the 
  course of that mission, you expose yourself to enemy fire to 
  pull a wounded comrade out of danger, you could possibly 
  receive a Medal. Other races use a similar system, although 
  the names of the actual awards are often different.
  Please note: Federation regulations must be enforced at all 
  times. No matter what the die roll, if the incident was not in 
  direct combat, the award cannot be higher than a bronze star, 
  and if the candidate did not risk his own life, the award cannot 
  exceed a commendation.
  The Federation Ribbons include:
  OUTSTANDING SERVICE AWARD: Given to personnel who 
  complete a mission not only successfully, but also in a 
  manner beyond all reasonable expectation of success. For 
  example, rescuing the hostages from the Orions and stealing 
  their tax records at the same time. This ribbon might be given 
  to personnel who completed in an outstanding manner a 
  mission that was extraordinarily dangerous or challenging. 
  (COMPLETE SUCCESS)
  SUPERIOR SERVICE AWARD: Given to personnel who 
  completed a mission in an outstanding manner, to the highest 
  level of performance that could reasonably be expected. For 
  example, rescuing the hostage without losses and without 
  causing excessive damage to the target facility. This ribbon 
  might be given to personnel who merely completed 
  successfully a mission that was extraordinarily dangerous or 
  challenging. (MODERATE SUCCESS)
  MERITORIOUS SERVICE AWARD: Given to personnel who 
  completed a mission successfully. (MINIMAL SUCCESS)
  GENERAL SERVICE AWARD: Given to personnel who went 
  on the mission or served in the theater. Except in the cases of 
  actual dereliction of duty, the award is given to everyone who 
  went, whether the mission or campaign was successful or not. 
  (FAILED)
  The Federation Medals include:
  The Federation awards four medals for individual acts of 
  heroism. These are awarded in the following manner. Have 
  each character that was awarded any Heroic Reputation 
  during the mission roll against an 8/12/16 tricode. The 
  character receives one task die for each 5 points of Heroic 
  Reputation, or portion thereof, that he was awarded for that 
  mission. The Commendation tricode is also subject to a flat -1 
  mod for each 5 points of Heroic Reputation, or portion thereof, 
  that the character was awarded during the mission.
  For example, a character performs an act of exceptional 
  bravery during a mission, endangering his own life to protect 
  a large group of civilians. The GM awards the character 10 
  Heroic Reputation points for the mission. During the Mission 
  Review, the character’s Briefing Officer, having heard about 
  the character’s actions, sends in a recommendation that the 
  character receive a commendation along with his official 
  report. The player rolls 2 Task Dice (10 Heroic Reputation 
  points...) against a 6/10/14 tricode (8/12/16 with a flat -2 for
  10 points of Heroic Rep). He scores a Moderate SL (an 11) 
  and receives a Silver Star for bravery. Note that even if he 
  had scored a Complete SL on the dice, the GM would be well 
  within his rights to hold back the GOLD STAR, which is 
  almost always awarded posthumously.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 69
  
  I UFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  COMPLETE
  MODERATE
  MINIMAL
  FAILURE
  BOTCH
  Gold Star 
  Silver Star 
  Bronze Star
  Star Fleet Commendation 
  No Commendation
  would not normally result in censure. The medal itself is 
  sterling silver suspended on a silver-gray ribbon.
  BRONZE STAR: Awarded for a single act of heroism at risk 
  to your own life, such as dragging a wounded comrade out of 
  the line of enemy fire or taking an unusual risk beyond that 
  expected of any service member. This is the highest award 
  that can be awarded for a non-combat incident. The medal 
  itself is bronze, with highlight areas in bright metal for 
  contrast. The ribbon is a deep bronze color.
  STAR FLEET COMMENDATION: Awarded for performing a 
  valued service or action. This medal is the highest that can be 
  given without the recipient risking his own life. The medal 
  itself is a six-armed cross in blue-gray suspended from a 
  medium blue ribbon.
  GOLD STAR 
  SILVER STAR
  GOLD STAR: Awarded for multiple consecutive heroic 
  actions at risk to your life above and beyond the call of duty. A 
  typical citation for the Gold Star would be an officer who 
  organized the defenses of a unit about to be overrun, was 
  repeatedly wounded but refused medical evacuation, 
  repeatedly crawled into the line of enemy fire to rescue 
  wounded personnel, directed or personally manned key 
  weapons, AND generally inspired the other personnel by his 
  selfless 
  example. 
  (Most Gold 
  Stars 
  are awarded 
  posthumously.) The medal itself is gold, with alternating areas 
  of burnished and bright metal showing. The medal is 
  suspended from a gold ribbon. For less formal occasions, the 
  recipient wears a rectangular ribbon (same size as a service 
  award) with a miniature medal centered on it.
  BRONZE STAR 
  COMMENDATION
  SILVER STAR: Awarded for heroic actions at risk to your own 
  life beyond the requirements of duty, the omission of which
  Page 70
  U FP -TH E  FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP -  THE FEDERATION SOURCEBOOK
  Star Fleet Marines
  The Star Fleet Marines are the ground forces of the 
  Federation Star Fleet. They provide most combat landing 
  forces, security guards on starships and bases, boarding 
  parties, and ground security for forward elements. There are 
  never enough Marines to satisfy the need for all the missions 
  required of them, and when a colony planet needs more than 
  a few dozen troops for more than a few weeks, the standard 
  practice is to “federalize” a unit of the National Guard (usually 
  from the planet of origin of the colony) to serve as the 
  garrison. More on that will be found in the section on the 
  National Guard. This section is intended to provide players 
  and GMs with enough information to interact with Marine units 
  that might be deployed on the same ship or planet as the 
  Prime Team, and basic templates are provided.
  The basic units of the Star Fleet Marines are the squad, 
  platoon, and company.
  | Squad
  A squad (also known as a team, represented in Star 
  Fleet Battles as a “boarding party”) consists of five marines:
  • a Team Sergeant as leader,
  • a Corporal as assistant leader,
  • a gunner - usually a PFC - (who carries a repeating
  phaser when the rest of the squad carries phaser 
  rifles, or a phaser rifle if the rest of the team is 
  outfitted with phaser pistols), and
  • two privates, the actual “grunts” at the bottom of the
  chain of command.
  Internal organization of the squad varies from unit to unit, 
  and often from squad to squad within the same unit. 
  Sometimes the corporal controls the gunner, forming a base 
  of fire for the rest of the squad (the sergeant and the two 
  privates) to maneuver around. Sometimes the gunner has 
  one private and establishes a base of fire, the corporal and 
  the other private form the maneuver element, and the 
  sergeant remains as a separate leader able to go where he 
  need to in order to coordinate the other two elements.
  Team Sergeant
  STR- 4
  S P D -3
  LGC -  3
  DIS - 7
  GKN - 3
  A C C -3
  LDR - 5
  IN T -4
  T E C -3
  PER -  3
  Pro Rep -  3
  LDC- 8
  B R -2
  Heroic Rep -  0
  SDC-11
  R T -N
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering - 3/3 
  Stealth - 3/3 
  Field Equipment - 3/3 
  Damage Control - 1/2 
  Phil. (Prime Directive) - 3/3
  Heavy Weapons Ops - 3/3 
  Martial Arts - 3/3 
  Pilot Shuttle - 2/2 
  Interrogation - 3/4 
  Console Operation - 1/2 
  Transporter Ops - 1/2 
  First Aid - 3/3
  Star Fleet Regs & Ops - 3/3
  Corporal
  STR - 3
  S P D -3
  LGC -  3
  D IS -6
  GKN -  3
  A C C -3
  LDR- 4
  IN T -3
  T E C -3
  PER - 3
  Pro Rep -1
  L D C -6
  B R -2
  Heroic Rep -  0
  SDC-1 0
  R T -N
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3
  Heavy Weapons Ops • 
  Martial Arts - 3/3 
  Pilot Shuttle - 1/2
  3/3
  Zero-G- Maneuvering - 1/2 
  Field Equipment - 2/2 
  Damage Control - 1/2 
  Phil. (Prime Directive) - 3/3
  Console Operation - 1/2 
  Transporter Ops - 1/2 
  First Aid - 2/2
  Star Fleet Regs & Ops - 3/3
  Gunner
  STR- 4
  S P D -3
  LGC -  3
  D IS -6
  GKN -  3
  A C C -3
  LDR - 3
  IN T -3
  T E C - 4
  PER - 3
  Pro Rep -1
  LDC - 8
  B R -2
  Heroic Rep -  0
  SDC -  12
  R T -M
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering ■ 
  Field Equipment - 1/2 
  Damage Control - 1/2 
  Phil. (Prime Directive)
  Heavy Weapons Ops - 3/3 
  Martial Arts - 3/3 
  'Pilot Shuttle - 1/2 
  1/2 
  Console Operation - 1/2 
  Transporter Ops - 1/2 
  •- First A id -1/2 
  3/3 
  Star Fleet Regs & Ops - 3/3
  Grunt 
  '
  STR - 3
  S P D -3
  LGC -  3
  D IS -6
  GKN -  3
  A C C -3
  LDR - 3
  IN T -3
  T E C -3
  PER - 3
  Pro Rep -1 *
  L D C -6
  B R -2
  Heroic Rep -  0
  SDC - 9
  R T -N
  Martial Arts - 2/2 
  Pilot Shuttle - 1/2 
  Console Operation - 1/2 
  Transporter Ops - 1/2 
  First Aid - 1/2
  Star Fleet Regs & Ops - 1/2
  Fire (Phaser) - 3/3 
  Melee Combat - 2/2 
  Throwing - 2/2 
  Zero-G- Maneuvering - 1/2 
  Field Equipment - 1/2 
  Damage Control - 1/2 
  Phil. (Prime Directive) - 3/3
  (* Special Note! The Marine Private is at the very bottom of 
  the Marine’s food chain (rank structure). As members of the 
  Marine Forces, Privates still have some minimal Professional 
  Reputation, but any attempts to use their Pro Rep are 
  resolved with a flat +2 mod.)
  | Platoon 
  |
  A “rifle” platoon consists of 18 marines, three squads of 
  five plus:
  • a 2nd Lieutenant (or 1st Lieutenant) as Platoon Leader,
  • a Staff Sergeant (or Sergeant First Class) as platoon
  sergeant,
  • a medic (either a PFC or Corporal) attached from a
  higher headquarters (the ship if the platoon is on a 
  starship, from the battalion medical platoon if the 
  marine platoon is part of a larger unit).
  The 18 troops of the platoon form three standard 
  transporter lifts, making the unit conveniently transportable.
  In units at full strength, it would not be unusual for one or 
  two of the squad leaders to be staff sergeants and the platoon 
  sergeant to be a sergeant first class. In units which have been 
  in combat and taken losses, it would not be impossible'to see 
  a staff sergeant as platoon leader and corporals leading the 
  squads.
  2nd Lieutenant
  STR -  3
  S P D -3
  LGC -  3
  D IS -6
  GKN- 4
  ACC- 4
  LDR - 4
  IN T -4
  T E C -3
  PER -  3
  Pro Rep -1
  L D C -6
  B R -2
  Heroic Rep -  0
  SDC- 9
  R T -N
  UFP -  THE FEDERATION SOURCEBOOK
  Page 71
  
  UFP -  THE FEDERATION SOURCEBOOK
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering - 2/2 
  Field Equipment - 3/3 
  Damage Control - 2/2 
  Phil. (Prime Directive) - 3/3
  Heavy Weapons Ops - 3/3 
  Martial Arts - 3/3 
  Pilot Shuttle - 2/2 
  Console Operation - 2/2 
  Transporter Ops - 2/2 
  First Aid - 3/3
  Star Fleet Regs & Ops - 2/2
  Staff Sergeant
  S T R -4
  SPD -  3
  L G C -3
  DIS - 7
  GKN - 4
  ACC- 4
  LDR- 6
  IN T -4
  T E C -3
  PER - 4
  Pro Rep -  3
  LDC- 8
  B R -2
  Heroic Rep -  0
  SDC-11
  R T -N
  Fire (Phaser) - 4/4 
  Melee Combat - 4/4 
  Throwing - 4/4 
  Stealth - 4/4 
  Zero-G- Maneuvering ■ 
  Field Equipment - 3/3 
  Damage Control - 2/2 
  Phil. (Prime Directive)
  Heavy Weapons Ops - 4/4 
  Martial Arts - 4/4 
  Pilot Shuttle - 2/3 
  Interrogation - 4/5 
  4/4 
  Console Operation - 2/2 
  Transporter Ops - 3/3 
  First Aid - 2/3 
  4/4 
  Star Fleet Regs & Ops - 4/4
  Medic
  S T R -3
  SPD -  3
  L G C -3
  DIS- 6
  GKN - 5
  A C C -3
  L D R -3
  IN T -3
  TEC - 4
  PER -  3
  Pro Rep -1
  LDC- 6
  B R -2
  Heroic Rep -  0
  SDC- 9
  R T -N
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering - 1/2 
  Field Equipment - 4/4 
  Damage Control - 1/2
  Martial Arts - 3/3 
  Pilot Shuttle - 1/2 
  Console Operation - 1/2 
  Transporter Ops - 1/2 
  First Aid - 4/4
  Star Fleet Regs & Ops - 3/4
  Phil. (Prime Directive) - 3/4 
  Medicine - 2/3
  | Company*
  A Marine Company consists of 64 troops, including:
  • three rifle platoons, each 18 troops as above,
  • a heavy weapons squad, including a Team Sergeant, two
  Corporal-Gunners armed with rocket-mortars, and 
  two privates/ammo-bearers,
  • a headquarters, including a Captain (commander), 1st
  Lieutenant (executive officer), Master Sergeant 
  (company first sergeant), a technical sergeant (unit 
  armorer, who repairs and maintains the unit’s 
  equipment), and a corporal (communications). Unlike 
  some other races, this headquarters does not fight 
  as a unit; its members are scattered around the 
  battlefield, and it does not appear on tactical maps 
  (or on crew unit lists in Star Fleet Battles) as a 
  separate element.
  • very rarely, and in addition to the normal 64-man table of
  organization, a company might have a scout/ 
  commando section (one or two squads) attached for 
  some special mission. (Refer to the Marine Strike 
  Team section.)
  The Marines that form part of the crew of a starship will 
  be organized as a company, following the guidelines shown 
  above as closely as possible. A Federation heavy cruiser of 
  the Constellation class or the newer Chicago class, for 
  example, has a standard 64-Marine company. The smaller 
  54-man company on a Carolina-class light cruiser, however,
  THE FEDERATION
  has only two full rifle platoons, and a third platoon consisting 
  of the weapons squad and one rifle squad. The larger 102- 
  Marine company on a Forrest-class battlecruiser (the largest 
  Marine unit regularly assigned to a starship) has four rifle 
  platoons, a commando platoon of two squads, and a heavy 
  weapons platoon of two squads. The Commando and 
  Weapons platoons do not have their own medics. (In practice, 
  regular Marine rifle units were often substituted for the 
  commandoes and heavy weapons units, their special 
  weapons and training being honored in the breech more than 
  the observance.)
  In Star Fleet Battles, the standard 64-Marine unit shows 
  up as 10 Marine boarding parties (nominally only 50 
  personnel, since the SFB rules don’t account for the separate 
  commanders); one of the ten squads' is a heavy weapons 
  unit. The presence of commandoes would indicate that the 
  ship captain used his commander’s options to acquire them 
  as additional troops instead of эотё- other special element, 
  weapons, or equipment. The 102-Marine company on a 
  battlecruiser shows up in SFB as 16 boarding parties, some 
  of which can be converted to commando or weapons units.
  While every Marine has a communicator able to talk 
  directly to a starship in orbit, in practice each Marine sets his 
  communicator for two frequencies, the first being for the 
  people he gives orders to and the second being for the people 
  he receives orders from. A squad leader or corporal would 
  have one frequency set for the five members of the team and 
  the other for their lieutenant. The communications corporal in 
  the company headquarters would seem to be unnecessary 
  (since the Captain can talk to anyone he wants to), but in 
  practice it has been found that a Marine company commander 
  is so busy in combat that he needs someone to “take a 
  message” from another sender when he is busy with some 
  crisis or other.
  Captain
  S T R -4
  S P D -4
  L G C -4
  D IS - 7
  GKN- 4
  ACC- 4
  LDR- 6
  IN T -4
  TEC - 4
  PER- 4
  Pro Rep -  3
  LDC- 8
  B R -2
  Heroic Rep -  0
  S D C -11
  R T -N
  Fire (Phaser) - 4/4 
  Melee Combat - 4/4 
  Throwing - 4/4 
  Zero-G- Maneuvering - 4/4 
  Console Operation - 2/3 
  Negotiation - 4/5 
  Field Equipment - 4/4 
  Damage Control - 2/3 
  Phil. (Prime Directive) - 4/4
  Heavy Weapons Ops - 4/4 
  Martial Arts - 4/4 
  Pilot Shuttle - 2/3 
  Interrogation - 4/5 
  Administration - 2/3 
  Transporter Ops - 2/3 
  First Aid - 4/4
  Star Fleet Regs & Ops - 4/4
  First Lieutenant
  S T R -4
  S P D -4
  L G C -3
  DIS- 6
  GKN - 4
  ACC- 4
  LDR - 5
  IN T -4
  T E C -3
  PER - 3
  Pro Rep -  2
  LDC- 8
  B R -2
  Heroic Rep -  0
  SDC -  10
  R T -N
  Fire (Phaser) - 4/4 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering - 3/3 
  Interrogation - 1/3 
  Field Equipment - 3/3 
  Damage Control - 22 
  Phil. (Prime Directive) - 3/3
  Heavy Weapons Ops - 3/3 
  Martial Arts - 4/4 
  Pilot Shuttle - 3/3 
  Console Operation - 3/3 
  Negotiation - 1/3 
  Transporter Ops - 2/2 
  First Aid - 3/3
  Star Fleet Regs & Ops - 3/3
  Page 72
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK |
  Master Sergeant
  STR- 5
  S P D -4
  LGC- 4
  D IS -8
  GKN- 4
  ACC- 4
  LDR- 6
  IN T -5
  TEC - 4
  PER- 4
  Pro Rep -  4
  LDC-1 2
  B R -2
  Heroic Rep -  0
  SDC-1 3
  R T -N
  Fire (Phaser) - 4/4 
  Melee Combat - 4/4 
  Stealth - 4/4 
  Throwing - 4/4 
  Interrogation - 6/6 
  Zero-G- Maneuvering - 4/4 
  Field Equipment - 4/4 
  Damage Control - 4/4 
  Phil. (Prime Directive) - 4/4
  Heavy Weapons Ops - 4/4 
  Martial Arts - 4/4 
  Evaluation - 3/4 
  Pilot Shuttle - 2/3 
  Console Operation - 2/3 
  Transporter Ops - 2/3 
  First Aid - 4/4
  Star Fleet Regs & Ops - 4/4
  Tech Sergeant
  STR -  3
  S P D -3
  LGC -  3
  D IS -5
  GKN -  3
  A C C -3
  LDR- 4
  IN T -3
  TEC - 4
  PER -  3
  Pro Rep -  3
  L D C -6
  B R -2
  Heroic Rep - 0
  SDC- 8
  R T -N
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering - 1/2 
  Electronics - 4/4 
  Field Equipment - 4/4 
  Damage Control - 2/3 
  Phil. (Prime Directive) - 3/3
  Martial Arts - 3/3 
  Pilot Shuttle - 1/2 
  Console Operation - 4/4 
  Mechanics - 4/4 
  Transporter Ops - 4/4 
  First Aid - 3/3
  Star Fleet Regs & Ops - 2/2
  Communications Corporal
  STR -  3
  S P D -3
  LGC -  3
  D IS -5
  GKN - 3
  A C C -3
  LDR - 3
  IN T -3
  TEC - 4
  PER -  3
  Pro Rep -1
  L D C -6
  B R -2
  Heroic Rep -  0
  SDC- 8
  R T -N
  Fire (Phaser) - 3/3 
  Melee Combat - 3/3 
  Throwing - 3/3 
  Zero-G- Maneuvering - 1/2 
  Electronics - 4/4 
  Cryptography - 2/3 
  Field Equipment - 4/4 
  Damage Control - 2/3 
  Phil. (Prime Directive) - 3/3
  Martial Arts - 3/3 
  Pilot Shuttle - 1/2 
  Console Operation - 4/4 
  Transporter Ops - 2/3 
  Communications Sys. - 4/4 
  Comp. Programming - 2/3 
  First Aid - 3/3
  Star Fleet Regs & Ops - 3/3
  In theory, any units larger than a company are temporary 
  formations created for a specific mission by attaching 
  independent companies to a special headquarters unit and 
  disbanding them as soon as the mission is complete. For 
  example, if three starships were being sent to a colony planet 
  and part of the mission was a combat landing, the sector 
  commander who issued the orders would provide a tactical 
  headquarters (a marine major or lieutenant colonel, a captain 
  as operations officer, a lieutenant as communications officer, 
  a lieutenant as logistics officer, a sergeant-major, and several 
  other sergeants and privates needed to operate and guard 
  the command post) which would take charge of the entire 
  landing effort, controlling the Marine “companies” from each 
  of the ships as a provisional battalion. If there was not time to 
  provide such a headquarters unit (several of which are 
  available in each sector for just this sort of mission), the 
  senior Marine officer would create a temporary headquarters
  out of the forces available, turning over his own company to 
  his executive officer.
  In practice, the Marines do form permanent large units, 
  including battalions with about 250 personnel and regiments 
  with up to 1,000. These are moved by troop transports and 
  fleet tugs and used for major operations, either to establish 
  defenses or to make combat assaults.
  THE OTHER SIDE OF THE GALAXY
  Klingon squads (Khads in Klingonese) are similar to 
  Federation units, but the leader is a corporal and the 
  assistant squad leader is the gunner, who usually holds the 
  rank of Veteran Private. Platoons have only 16 personnel, 
  the platoon leader (a junior or veteran sergeant) being the 
  only additional trooper. Only at company level do the 
  Klingons provide officer? for the Marines, usually a 
  Marine 1st Lieutenant as commander and a Naval ensign 
  as deputy commander. (Klingon “Army” units, those not 
  reguarly assigned to starships, would have a Marine 2nd 
  Lieutenant as the deputy commander.) Thus, a Klingon 
  company has only two lieutenants, while a Federation 
  company would nominally have a captain and four 
  lieutenants. The Federation chain of command was 
  considerably stronger and able to continue operations, and 
  even innovative tactics, after several casualties among the 
  leadership. Klingon units, however, were simply expected 
  to follow orders and the troops were noted for continuing 
  their original mission, rightly or wrongly, even after the 
  leaders had all fallen in combat.
  | MARINE STRIKE TEAMS 
  |
  Marine Strike Teams, also known as Commandoes, are 
  the best of the Marines, and in combat power (not problem 
  solving or negotiation ability), they can sometimes equal a 
  Prime Team. A typical Strike Team includes five or six 
  Marines, typically including a leader, a heavy weapons expert, 
  a combat engineer, a medic (who has full combat capabilties), 
  a scout, and a regular Marine rifleman. All of these personnel 
  will be corporals or sergeants, except that some of the more 
  elite Strike Teams might be led by a Lieutenant or even a 
  Captain.
  These teams are generally categorized as either Alpha 
  Teams or Delta Teams. Alpha Teams, led by Staff Sergeants, 
  are the “normal” commandoes seen in Star Fleet Battles. 
  Delta Teams, led by officers or Master Sergeants or 
  Sergeants-Major, are the ones that equal Prime Teams in 
  combat power.
  | THE NATIONAL GUARDS 
  |
  If Star Fleet is the Federation’s Navy and the Marines are 
  its, well, its Marines, then the National Guard provides the 
  Army and Air Force. While the Star Fleet and Star Fleet 
  Marines belong to the Federation, each member planet (of 
  whatever level of membership) raises and supports its own 
  National Guard units, including local defense forces (ground 
  bases, bases in near orbit, defense satellites, local defense 
  fighter squadrons, atmospheric aviation, and ground forces).
  Each planet controls its own National Guard forces, 
  which may be called the Local Forces, Planetary Defense 
  Forces, the Planetary Guard, or other names. Within the 
  Federation Charter, each planet can form whatever forces it
  U FP-TH E FEDERATION SOURCEBOOK
  Page 73
  
  Щ
   -  THE FEPERfmOh SOURCEBOOK
  THE FEDERATION
  feels necessary and is willing to pay for. No Federation funds 
  are used to directly support these forces, although the 
  Federation does provide liason officers to the National Guard 
  of each planet for training purposes and to ensure that all 
  National Guard units are trained to a common standard.
  National Guard units tend to be larger (but little more 
  effective) than their equivalents in the Marines. While a 
  Marine company has only 64 troops, a National Guard 
  company (depending on the planet, and sometimes on the 
  unit) might have 150-250. A Marine battalion has 250 troops, 
  while a National Guard battalion would have as many as 
  1,000. Many National Guard units are on “reserve” status, 
  with only 10% of their personnel on activty duty and the rest 
  holding down civilian jobs. On their home planets, National 
  Guard units man the local defenses (to protect the planet from 
  Orion raids if nothing else) to whatever level of alertness the 
  government feels appropriate. (Keeping soldiers on duty 
  means taking them out of the productive segment of the 
  economy and putting them on the taxpayers’ payroll. This is 
  never done lightly.) National Guard units are often called upon 
  for security, disaster relief, and ceremonial functions. On 
  those planets which were divided into separate sovereign 
  nations only a few generations earlier, many of these National 
  Guard units carry on the heritage of earlier units. For 
  example, on Earth, the Rogachev Guards, Coldstream 
  Guards, and 3rd Infantry Regiment still exist and regularly 
  perform public displays and ceremonies on traditional 
  holidays. On some planets, National Guard units are called in 
  to stop riots, mass migrations, and civil unrest. They are often 
  used as peacekeeping forces between “local militias” 
  (although this is regarded as a temporary function until such 
  militias can be disarmed).
  On some Federation planets, the National Guard 
  includes the planetary police (and on Tasker’s Planet, they 
  even include the national park rangers!). On other planets, the 
  police are a separate force. On some, there are planetary 
  police that are part of the Guard and regional police and local 
  police that are not. On all planets, the National Guard can be 
  called in to support or back up the police if the situation gets 
  completely out of hand.
  The “quality” and “experience" of Guard units varies 
  widely from planet to planet, and even on the same planet. 
  While most units will have some veterans of Federation 
  service, many will be local recruits with no real combat 
  experience. Training can make up for the lack of experience, 
  but only so far.
  The National Guards control space-capable fighters for 
  local planetary defense. Because more maintenance support 
  is available on a planet than a starship, the National Guards 
  use different fighters than Star Fleet, although all space- 
  capable fighters are designed by Star Fleet and built to 
  Federation standards. The National Guards used F-4 fighters 
  while Star Fleet used F-8s, then swtiched to the more 
  modern F-16s when Star Fleet went to the more powerful F- 
  18s. The most elite National Guard fighter squadrons, those 
  on full member planets, are equipped with the superb F-15 
  fighters, fully the equivalent of the F-14s carried by Star 
  Fleet’s most important battle carriers. It is significant that 
  some squadrons of F-15s were “federalized” for duty on the 
  Battle Carriers (Nelson, Gorshkov and Sam Houston).
  SPECIAL BRIGADES
  Within the Federation, there are four elite Brigades that, 
  while nominally of the National Guard, have been federalized 
  for decades and are organized in the same compact units as 
  the Star Fleet Marines. These units, including the French 
  Foreign Legion, the North Marines Brigade, the Zhirinovski 
  Guards Brigade, and the Asian Panthers Brigade, recruit from 
  their respective areas of Earth. Fewer than half of their 
  recruits pass the training courses. These units are deployed 
  in small detachments (up to company in strength) guarding 
  small outposts, colonies, and stations around the Federation 
  on contract to the colonial or commercial development 
  groups.
  Players can, generally, use the Marine templates for 
  these characters, although these troops will have the 
  cooperation indexes of the National Guard, not the Marines.
  ENLISTED RANKS AND INSIGNIA
  Federation Enlisted personnel will note on page 25 of 
  Prime Directive that once promoted from corporal to sergeant 
  (or from Junior Petty Officer to Senior Petty Officer) there is a 
  long road to Sergeant Major without a promotion party in 
  sight!
  Well, actually, the rank of “sergeant” represents four 
  separate ranks with increasing stature, pay, and privileges but 
  without any increase in Professional Reputation.
  Private First Class, Corporal, Team Sergeant, and Staff 
  Sergeant, respectively.
  Sergeant First Class, Tech Sergeant, Master Sergeant, 
  and Sergeant Major, respectively.
  The new rank of technical sergeant is the same as 
  master sergeant but is a technical specialist not a command 
  sergeant.
  Corporals who receive their 10th seniority point are 
  promoted to Team Sergeant. Team Sergeants who receive 
  their 20th point are promoted to Staff Sergeants. With 30 
  points, you become a Sergeant 1st Class, and with 40 you 
  become a Master Sergeant. And of course with 50 points you 
  still become a Sergeant Major.
  Page 74
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  NAVAL RANK
  MARINE RANK
  SENIORITY PTS
  Junior PO
  Corporal
  0-9
  PO 3rd Class
  Team Sergeant
  10-19
  PO 2nd Class
  Staff Sergeant
  20-29
  PO 1st Class
  Sergeant 1st Class
  30-39
  Master PO
  Master Sergeant/ 
  Tech Sergeant
  40-49
  Chief PO
  Sergeant Major
  50-74
  | OFFICER RANKS AND INSIGNIA
  Federation officer ranks are detailed in the Prime 
  Directive Rulebook. (Remember that the National Guard 
  officers use the same ranks and insignia as the Star Fleet 
  Marines.) The insignia for these ranks is, however, highly 
  variable and changes every few years with uniform styles, 
  although most of the ranks follow a consistent pattern. The 
  basic pattern involves four stripes or “pips”; the use of half­
  stripes or different pips allows the four insignia to reflect all six 
  officer ranks. Insignia can be stripes on the epaulet or sleeve, 
  or pips on the collar or epaulet. Four stripes (or four full pips) 
  reflect a Star Fleet Captain or a Marine Colonel.
  The only rank insignia which do not follow this pattern are 
  those used by some National Guard units, which use a silver 
  diamond for Colonel, a silver eight-pointed star for Lieutenant 
  Colonel, a gold eight-pointed star for Major, two silver bars for 
  Captain, one silver bar for 1st Lieutenant, and one gold bar 
  for 2nd Lieutenant.
  Three stripes or three pips denote a Star Fleet 
  Commander or Marine Lieutenant Colonel.
  A Star Fleet Lieutenant Commander or Marine Major is 
  marked by two and a half stripes, or by two solid and one 
  hollow pips. Note that for the pip shoulderboards (used on 
  Marine dress uniforms) the third pip is in the center position 
  for a Major and in the inner position for a Lieutenant Colonel. 
  Even though the third pip is a different color or style, the 
  position of this pip is an additional means of recognition.
  Generally, Star Fleet uses stripes on sleeves or epaulets 
  (or pips on the collar) while the Marines tend to use 
  shoulderboards because of tradition. In the days of sailing 
  ships, Marine sharpshooters in the upper masts would look 
  down at the officers and look for their own Marine officer to 
  designate the priority targets. Hence, the Marines prefer 
  insignia that can be readily seen from above.
  For a Star Fleet Senior Lieutenant or Marine Captain, the 
  insignia is two stripes or two identical pips.
  For a Star Fleet Junior Lieutenant or Marine 1st 
  Lieutenant, the insignia is one and a half stripes or one solid 
  pip and one hollow pip. Note that on the shoulderboards, the 
  two identical pips of a Marine Captain are arranged across 
  the width of the shoulderboard while the two non-identical 
  pips of a 1st Lieutenant are arranged along its length. This 
  makes the insignia instantly recognizable at a distance or in 
  poor light.
  The lowest rank, a Star Fleet Ensign or Marine 2nd 
  Lieutenant, is denoted by one full stripe or one solid pip.
  In cases where an Academy cadet is sent to an active 
  military unit (perhaps for a familiarization tour or special 
  training), the cadet might be temporarily designated a 
  Midshipman (or 3rd Lieutenant) in order to have a legal place
  in the chain of command. In this case, the insignia is a hollow 
  pip or half stripe.
  STAR FLEET COMMODORE 
  MARINE BRIGADIER
  STAR FLEET “FLEET CAPTAIN” 
  MARINE “REGIMENTAL COLONEL”
  STAR FLEET CAPTAIN 
  MARINE COLONEL
  UFP -  THE FEDERATION SOURCEBOOK
  Page 75
  
  THE FEDERATION
  STAR FLEET COMMANDER 
  MARINE LT COLONEL
  •  • •
  STAR FLEET LT COMMANDER 
  MARINE MAJOR
  STAR FLEET LT SENIOR GRADE 
  MARINE CAPTAIN
  STAR FLEET LT JUNIOR GRADE 
  MARINE 1st LIEUTENANT
  *
  ► 
  1
  I :
  Q
  *
  \
  STAR FLEET ENSIGN 
  MARINE 2nd LIEUTENANT
  STAR FLEET MIDSHIPMAN 
  MARINE 3rd LIEUTENANT
  Page 76
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP -  THE FEPERflTION SOURCEBOOK I
  SECTION TWO: FULL MEMBER RACES
  The following sections expand upon the information 
  presented in the Prime Directive Rulebook, offering you a 
  closer look at the homeworlds and cultures of the Federation 
  member races. (The naming conventions we have listed for 
  each race cannot begin to scratch the surface of the names 
  possible for each race, with the many cultures you will find on 
  each home planet. We offer these merely as a guideline for 
  you to use when naming your characters and the NPCs they 
  will meet during the course of your adventures.)
  Please note: The planetary maps on the following pages 
  are presented in an Azimuthal Equidistant Northern Polar 
  projection. This creates a true scale along the meridians, but 
  does cause an exaggeration along the parallels as they 
  approach the map border, i.e., as the maps go “south”.
  jTH E  HUMANS 
  |
  The campfire crackled and flared, the flames 
  illuminating the small clearing in the woods where Peltier 
  and the other Black Eagles sat cooking their evening 
  meal.
  “You know, Peltier,” Az said, as he rotated the glatta 
  beast over the fire. “Something has always struck me as 
  curious with you Humans.”
  “And what’s that?”
  “Well, it seems as though there is an analog on Earth 
  for many of the Federation member races. Dark-skinned 
  Africans resemble the Rigellians, Vulcan philosophies are 
  very similar to those found in the Orient, and the 
  Amazons of your history are very similar to the Alpha- 
  Centaurans. Which reminds me, what was the point of the 
  “Men Wars” anyway? What’s wrong with men, 
  Adrianna?”
  Adrianna ignored the question and continued to 
  sharpen her combat knife, glaring at him for just an 
  instant. He gets on my nen’es sometimes, she thought.
  Peltier looked at Azundur’kar and smiled, thoughtful 
  for a moment before he replied. “To be honest, I’ve never 
  really thought about it, Az. Perhaps Earth is merely the 
  Federation in microcosm and we represent the ideals of 
  the IDIC. Anyway, enough thinking, let’s eat!”
  Earth in the 24th Century is a relatively peaceful place. 
  The Maastricht Euro-Asian Treaty of the early 21st Century 
  brought the European Union together with the Asian Powers 
  to form a single economic entity. Countries agreed to put 
  aside their differences (both ethnic and religious), many of 
  which were strong and had been festering for hundreds of 
  years, in their attempts to make this new union work. (This did 
  not mean, however, that the treaty brought an end to the 
  numerous wars, both large and small, which have dotted the 
  continent since time immemorial; it simply meant that a 
  unified front was now presented to bring these “conflicts" to a 
  swift conclusion.)
  Castor Williamson, who had been the elected leader of 
  the European Union during the negotiations, was chosen to 
  lead the newly-formed Eurasian Union in a coalition 
  government with Fumio Takahashi, former leader of the Asian 
  Powers. People worked together for the first time, scientists 
  sharing theories and hypotheses with scientists who only 
  years earlier had been enemies; agricultural programs were 
  brought into force across the continent, and hunger and
  poverty all but disappeared throughout the union. (The only 
  true casualty was perhaps the loss of the ethnic qualities 
  which had made each country unique. It can be said that a 
  certain homogenization of the cultures occurred.)
  Following the obvious success in Europe and Asia, it was 
  only a decade before the African continent followed suit with 
  the African Alliance, which struggled to emulate the Eurasian 
  success. Tribal differences were never really forgotten, 
  however, as the religious and ethnic differences had 
  (apparently) been in Eurasia, but they were put aside as the 
  countries came together to form the African Alliance.
  It was only a matter of time before the idea of a world 
  government was considered, uniting the various alliances and 
  unions which spanned the globe. It took many years (and 
  several failed attempts at unity), but finally, just before the end 
  of the century, Pax Terra, was created — a true planet-wide, 
  world government. Earth flourished; the abundant plant life 
  within the oceans was harvested'for the first time, famine and 
  pestilence were eradicated, and the Human race advanced. 
  With such peace and tranquility, however, came a certain 
  stagnation — they had explored all there was to explore on 
  their home planet, and Man began to look skyward for a new 
  challenge. Pax Terra, which had succeeded in uniting the 
  world’s space programs, now began to establish colonies and 
  outposts on most of the planets in the Solar System. A new 
  era was about to begin.
  Human Naming Conventions
  Human names in the Star Fleet Universe have remained 
  unchanged for several hundred years, although there are far 
  fewer Zekes, Zachs, Bubbas, or Barts in the world of Prime 
  Directive than there were in earlier time periods.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 77
  
  1 UFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  |THEVULCANS
  “Logic has the ability to bring us all things.”
  Attributed to Sorinak
  The Vulcans are the oldest of the Federation races, 
  whose intact recorded history predates Earth’s earliest cave 
  paintings by several thousand years. Today, the Vulcans are 
  renowned throughout the galaxy as a placid and scholarly 
  race, driven toward peace by logic and unstirred by the petty 
  drives of emotion. They have produced more than their share 
  of the greatest thinkers, scientists and diplomats ever known, 
  and are the undisputed masters of the rare and mysterious 
  powers of the mind known as Psionics.
  It was not always this way for the Vulcans. The path they 
  traveled up from barbarism and darkness was a long one. 
  Vulcans gained, and lost, the power to travel through space 
  twice before adopting the Paths Of Discipline that led them 
  out of their primitive, barbarous stage. There were points in 
  ancient Vulcan history where it seemed likely that they would 
  destroy themselves rather than abandon their warlike ways. 
  How could such a peaceful and advanced race have emerged 
  out of such a turbulent past?
  At the very beginnings of Vulcans’ pre-modern period, 
  they were primarily roving bands of hunter gatherers, trying to 
  follow the scarce game flocks as they in turn followed the too- 
  occasional spring and summer rains. Having evolved on a 
  mountainous, arid, and thoroughly hostile world, the Vulcans’ 
  main adaptory mechanism was a superior constitution 
  enabling them to deal with the harsh environment, rather than 
  the elevation of superior perceptual ability as found in the 
  Andorians. Unfortunately, this survival adaptation soon found 
  itself being employed to turn the early Vulcans from hardy 
  wanderers to savage raiders. For untold thousands of years, 
  early Vulcans lived a warlike existence, clinging selfishly to 
  whatever resources they could find and seizing by force 
  whatever they could steal.
  The paradox in this social paradigm is that there was in 
  fact more than enough resources to go around for a limited 
  agrarian society. The need to raid, however, eliminated all but 
  the most basic ability to grow food, and the need to breed 
  warmounts and more and more people to form larger and 
  larger warparties placed an even greater demand for food and 
  water on a group less and less able to provide for itself. What 
  this meant was that either just a few could live off the land if 
  there was to be constant warfare, or that everyone could live 
  comfortably if they could all abandon raiding and warfare, 
  doing away with the excessive resource demands of such a 
  lifestyle. Raiding, as a way of life, was producing diminishing 
  returns.
  Fortunately for the Vulcans, and perhaps for the rest of 
  the galaxy, about the time that things were reaching a boiling 
  point, a remarkable individual, Nhe’Ghir the Thinker, came 
  onto the scene with a thunderclap. Nhe’Ghir was a warchief of 
  one of the numerous raider clans in the south deserts, and he 
  was trying to systematize the process of warfare, in terms of 
  tactics, supply, communication, etc. At this point Vulcan 
  warbands were still engaged with the pre-bronze age “tactics" 
  of lining up on a hill opposite their enemies for the afternoon, 
  and yelling at each other for a hour or so until someone got 
  up the nerve to charge. This resulted in a confused mass 
  melee that quickly devolved into an every Vulcan for himself 
  brawl. Nhe’Ghir knew there had to be a better way — so he 
  set about trying to find the underlying relationships between 
  numbers, weapons, positions, timing, formation, etc. While he
  never turned out to be much of a warleader in this manner, he 
  did do something, almost by accident, that was to change the 
  course of Vulcan history forever. In developing the concept of 
  “Kya-yai” (which meant “This is how/why" in the Vulcan 
  language), he had “invented" logic.
  Nhe’Ghir’s warband was eventually defeated by a larger 
  warband, but not before Nhe’Ghir had taught some of the 
  other members of his own band the basic concepts of this 
  dramatic new way of looking at things. While Nhe’Ghir himself 
  was killed, some of his “disciples” were taken as slaves and, 
  in turn, began to pass on this new radical idea to the 
  conquering band. And so it went for many years. No one 
  knows exactly how long it took for Kya-yai to really catch on, 
  but archaeological records indicate that 7800 years ago there 
  were tablets with Kya-yai exercises being fired in clan kilns. 
  About 7200 years ago, a Kya-yai Thinker named Sorinak 
  finally put it all together. Sorinak was one of the first great 
  Psionicists, an open sect with mental powers which had been 
  known of for thousands of years, but who had never had the 
  intellectual tools to hone their abilities. Sorinak founded the 
  first of the great Sohk-Paks, or “schools of the mind”, which is 
  believed to have been built on the site of a present day 
  temple of the Surini Maklar. His teachings flourished, but not 
  without resistance. In some areas his disciples were 
  persecuted greatly by warlords who had no intention of 
  ceasing their raiding lifestyle.
  The next several centuries are confused and difficult to 
  read. It is known that Vulcan was able to reach a sufficiently 
  high degree of technology to put ships into space at least 
  once and probably twice before being pulled back down into 
  near barbarism again. (It is almost certain that during this time 
  the group of warlike Vulcan emigrees who in the fullness of 
  time became the Romulans left their homeworld.) Finally 
  however, about 2600 years ago, the Vulcan civilization made 
  a drastic and final shift toward the disciplines espoused by the 
  now numerous Sohk-Paks, emphasizing the complete 
  devotion to the Kya-yai as the one true path to enlightenment 
  and the suppression of misleading emotional drives as a 
  method of achieving this end.
  Today, the descendants of the early masters of the 
  various Sohk-Paks still dominate the Vulcan’s spiritual life. 
  Temples, some thousands of years old, dot the land and 
  teach the mysteries and disciplines of their ancient masters, 
  often virtually unchanged from their original forms. Even those 
  Vulcans who are not possessed of extreme Psionic ability 
  frequent these temples, some daily for teachings, inspiration 
  and devotional reasons, others only one or twice in their lives 
  as pilgrimages to mark significant events or great turning 
  points. The rest of the population, those who do not share the 
  spiritual aspect of their cultural legacy, still adhere to the 
  fundamental tenets of the Vulcan's devotion to Logic and the 
  suppression of emotion. It is the rare Vulcan indeed who finds 
  himself able, or even desirous of, overcoming the generations 
  of cultural and genetic pressures that hold his emotional 
  capacities in check. Most of these few are seen as atavistic 
  intellectual cripples by the Vulcan population at large, and 
  they often seek passage to another world where they would 
  find themselves in a more receptive environment.
  Vulcan Naming Conventions
  Although Vulcans are known to have two names, the first 
  is considered to either be unpronouncable or to be a private 
  name — sources disagree as to which is true. Vulcans in 
  Prime Directive usually have only one name. These names 
  are usually one or two syllables long, and tend to favor Ss, 
  Ps, Ns, Ms and Rs, and frequently begin with consonant 
  clusters.
  Page 78
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP -  THE FEDERATION SOURCEBOOK
  Uulcan
  Tre'Zuveh
  UFP -  THE FEDERATION SOURCEBOOK
  Page 79
  
  UFP -  THE FEDERATION SOURCEBOOK
  THE ALPHA-CENTAURANS
  ]
  In the not too distant past, the male-dominated society on 
  the Alpha-Centauran homeworld of Culden-Feyr drove the 
  planet’s population to the brink of extinction with constant 
  warfare and savage conflict. It is estimated that at one point, 
  the total Alpha-Centauran population had been reduced to 
  something less than 25 million, which was dangerously close 
  to the lower limit of genetic viability for a humanoid race. The 
  women, who were ultimately drawn into adopting the role of 
  warriors when the male population had became too depleted 
  to continue fighting on their own, finally banded together to 
  end the constant, razed earth conflicts and seized control of 
  the feuding factions by exerting the power of their newfound 
  positions of authority.
  In the years after the end of the “Men Wars”, the Alpha- 
  Centauran women jealously clung to their control over the 
  emerging societies. While there were still rivalries and 
  disputes between the leaders of the new social factions, all 
  were too worn down from the centuries of fighting to pursue 
  them with any forceful vigor.
  At first the men, who in general had not surrendered their 
  prior social dominance gracefully, were actively suppressed. 
  They were banned from assuming any positions that required 
  them to be skilled at either a trade or, especially, with any sort 
  of military ability. This was done, of course, to keep them from 
  trying to reassert themselves as the dominant factor in Alpha- 
  Centauran society. Within two generations, however, the war 
  fury which had burned in this last generation of the male 
  warriors burned itself out. The younger sons and grandsons 
  of the once proud warlords had turned away from their 
  dreams of the fire and glory of war toward the endeavors of 
  rebuilding the structure and order of the day.
  Things began to settle down across vast island chains 
  that make up the inhabited regions of the Alpha-Centauran 
  homeworld. Men and women began to return to a balanced 
  relationship once again as the fear of a male-driven 
  apocalypse receded. Had things not taken an odd turn in the 
  following years, things might have returned entirely to normal. 
  However, as a result of the dangerously low overall 
  population levels reached by the end of the Men Wars, a 
  marked imbalance in the relative birth rate of males and 
  females, dramatically favoring female births, was experienced 
  for several generations after the end of the conflicts. While in 
  a more robust society this would have simply been a 
  statistical footnote to the racial history, in a society as 
  numerically depleted as the Alpha-Centauran’s was at the 
  time, it came close to spelling disaster. There simply weren’t 
  enough men to keep the population growing.
  Because of this unexpected and potentially disastrous 
  demographic shift, the social trend in these early years back 
  towards social gender equality was not only halted, it was 
  actively reversed. Men, even more so than at the time of the 
  end of the wars, found themselves constrained by the 
  numerically superior female portion of the society. By the time 
  the overall population and the gender split had begun to 
  balance themselves back out, between five to seven 
  generations later depending upon the region, the social 
  changes that had been first adopted to end the wars, and 
  later reestablished to keep the population from spiraling 
  downward toward extinction, had become concertized. In the 
  twelve hundred years since this social inversion first occurred, 
  there has been little or no call to reverse it. Today, of course, 
  the view of males as simply breeding stock has passed away, 
  but the tradition of male subservience to female rule has not. 
  While the Alpha-Centaurans correctly claim that men are in
  THE FEDERATION
  no way prohibited from establishing a wider role for them­
  selves in modern society, it is also true that they are not 
  strongly encouraged either. However, since the men are not 
  prevented from any rightful activity, and since they haven't 
  organized any substantial vocal protest to the current 
  arrangement (most of those who dislike the situation simply 
  leave the world), the other Federation member races have 
  mostly overlooked the entire situation.
  In many ways the modern Alpha-Centaurans are the 
  most politically conservative of the Federation Member races, 
  whose representatives are fervent supporters of a constantly 
  strengthened Star Fleet, and who are often the first to call for 
  the use of force to further the ends of the Federation. They 
  are certainly the most militaristic, with four years of mandatory 
  military training for all women between 'sixteen and twenty, 
  and several excellent military academies. (There are those 
  who say that the Female-dominated society is travelling along 
  the same path as the male-dominated’society they rejected.) 
  Their governmental structure is highly similar to Earth's, but 
  even more complicated, with several specialized branches 
  dealing with civil law, governmental policy, finance, 
  representation, judicial interpretation, social security (of the 
  police variety), statutes and commerce, etc., who do not so 
  much act as checks and balances for one another as vie for a 
  superior position in the hierarchy.
  “Power tends to corrupt and absolute power corrupts 
  absolutely.”
  Lord Acton, Earth
  They are also, however, firm in their commitment to the 
  Federation and their conviction in its principals and are 
  certainly perceived as amongst the movers and shakers in not 
  only the Federation High Council, but also at Star Fleet HQ. 
  The representatives of Alpha-Centauri have little or no trouble 
  dealing with other Federation males in positions of 
  responsibility and authority. Likewise, there is little or no 
  hostility or condescension expressed toward male outworld 
  visitors to Alpha-Centauri.
  The Alpha-Centauran homeworld is covered by a vast 
  series of island chains which are grouped together into 
  political blocs by cultural and geographic ties. These islands 
  are not of great size by Earth standards, but there a lot of 
  them. The Alpha-Centauran World Atlas lists over 24,000 (!) 
  islands that are worthy of the name. There is still a large 
  amount of volcanic activity on the planet which is both a 
  blessing and a curse in that the limited arable land available is 
  quite fertile from previous eruptions, but every few years a 
  new cone will form, requiring either a massive geological 
  project to seal the forming breach, or the mass evacuation of 
  the local population. This is all accepted as part of normal life 
  on the world, however, as it has been for thousands of years. 
  It is believed that it was several simultaneous volcanic 
  eruptions that washed over much of the ancient face of Alpha- 
  Centauri thousands of years ago that led the survivors to 
  begin the Man Wars that so dramatically altered the course of 
  Alpha-Centauran history. There is archaeological evidence to 
  support this notion.
  Alpha-Centauran Naming Conventions
  Alpha-Centauran naming conventions are remarkably 
  similar to those of Humans. All Alpha-Centaurans have a 
  personal name and a family linear name. Common Alpha- 
  Centauran personal names are Layla, Kara, Areen, Both, Bel, 
  Roul, Nera, Magret, Isole, and Uni.
  Page 80
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEPERflTION SOURCEBOOK
  Culden-Feyr (Alpha-Centauran Homeworld)
  UFP-TH E FEDERATION SOURCEBOOK
  Page 81
  
  UFP - THE FEDERATION SOURCEBOOK
  THE FEDERATION
  | THE RIGELLIANS
  “You are nothing more than an ice-eater!”
  “You have the smell of a criminal about you.”
  “Your clan lines have faded, blue to white!”
  “Son of an oath-breaker!”
  excerpts from the banned work “1001 Rigellian Insults”
  The Rigellians are perhaps the most frequently misunder­
  stood of all the Member races. Their size, incredible strength, 
  and the fact that many Rigellians excel in the operation of 
  Heavy Weapons leads some to believe that fighting is what 
  they, as a culture, are all about. In reality, however, the 
  various philosophies practiced on the Rigellian Homeworld 
  and throughout their colony planets are more often than not 
  ones of peace and self-knowledge. Their first meeting with the 
  Federation came at the end of a decades-long colonization 
  period in which they established colony outposts on several of 
  the worlds within their own system.
  As shown on the map on the following page, there are 
  three major continents on the Rigellian Homeworld — 
  Thell’naar’ii’pan, Yee’laah’nez, and Fillii'lom’aah — each one 
  comprised of many individual City States controlled by 
  powerful families. Yee’laah’nez is almost entirely covered by a 
  polar ice cap and has only three major City States of note. 
  Fillii’lom’aah is a thickly jungled continent, racked by frequent 
  and severe storms. It is also the source of the majority of 
  Rigel’s mineral resources. Virtually uncolonized until about a 
  thousand years ago, and then only in sparse mining sites 
  near the coasts, the inhospitable nature of Fillii’lom’aah has 
  been pointed to as one of the major reasons for Rigel’s 
  relatively late entrance into the technological era.
  The capital city of Bihko’thell’naar’ii’pan (and the center 
  of their system of world government) is located on the largest 
  of these three continents, Thell’naar’ii’pan. A lush and inviting 
  locale, Thell’naar’ii’pan is divided into three major land areas 
  by a “Y" shaped central mountain range. This continent, and 
  in particular the northwest vale, holds fully three-fourths of the 
  world’s population and is recognized as the cultural and 
  intellectual center of Rigellian society. In distant times past, 
  Zhrynok’taii’mu’tan (Wise Sages) established centers of 
  learning and enlightenment here, and first spoke of the 
  philosophies that would in time establish the cultural traditions 
  of self-knowledge, tolerance, and cooperation that are the 
  hallmarks of Rigellian society today. The seat of the Rigellian 
  World Government is located on the site of one of these 
  ancient centers of learning. Of course, the martial aspects of 
  these philosophies, initially intended to teach scholarly 
  initiates self-discipline and promote health, have enjoyed a 
  marked increase in popularity in recent times as Rigellians 
  marched in droves to enter the Federation’s Star Fleet and 
  Marine Corps. Here they hope to bring their wills, and not 
  inconsiderable physical prowess, to bear against the 
  Hyak’iani'kultu (Dire Cowards) of the galaxy, who use 
  conquest and enslavement as tools of statecraft. In particular, 
  Rigellians have a strong dislike for the Klingons, finding their 
  concept of Subject Races both abhorrent and unacceptable. 
  Slavery, while not unknown to the Rigellians, has not been 
  practiced for many thousands of years, and they find it difficult 
  to accept that any “civilized" race would still subjugate entire 
  cultures in this manner.
  The Rigellian world government is controlled by an 
  organization known as The Primacy Council. In modern times, 
  representatives from all the City States have seats on the 
  council, with a controlling hand offered by the Primacy
  Fathers. Each of the City States is also governed by Lesser 
  Primacy Groups, who are directly answerable to the Primacy 
  Fathers. In times past, various Wise Sages have claimed to 
  be, either by right of superior insight or station, the “First 
  Father" of the race. Unfortunately, there were usually two or 
  three of these “First Fathers” of the race at any one time. 
  While their disagreements were almost always of a 
  philosophical nature, on a handful of occasions the more 
  zealous (and less successful) initiates entered into open 
  conflict over the matter. About 1200 years ago, however, a 
  compromise was entered into which established a Council of 
  Sages and unified the rival factions. Today’s Primacy Council 
  is a direct descendant of that first compromise group.
  The abnormally high ultraviolet output of their sun means 
  that Federation representatives and n6n-Rigellians who visit 
  the homeworld are required to protect themselves from the 
  sun's rays at all times. (The Rigellian children who come into 
  contact with off-worlders refer to them as “the covered ones".) 
  The Rigellians themselves, of course, have long since 
  adapted to their sun’s high UV output by a deep darkening of 
  their own skin. Cygnans, of course, still consider Rigel to be 
  “one of the nine worst places to spend your vacation in the 
  whole galaxy", right above Klinshu, and right below a fusion 
  reactor chamber.
  Rigellian Naming Conventions
  While the Rigellian Beli’traa'fars’ii’nar, or family naming 
  structure, is so complex and convoluted as to make it 
  unintelligible to other races (and impossible to translate 
  vocally even with the aid of a Universal Translator), those 
  Rigellians who serve in Star Fleet (and those on their Home 
  World who have dealings with the Federation) have adopted 
  names which are more easily understandable. They simply 
  take their Rigellian True Name and create a more user- 
  friendly Federation equivalent by approximating the sounds 
  and recreating them in Standard Terran English.
  For example, the True Name of H’Ruusti (Rusty) M’eins, 
  of the Saratoga Black Eagles, could perhaps best be 
  translated as Raa’hio’st'ee, he of the Spider Lines who 
  speaks for the Primacy Council of Mii'eno’si’taalo’nas...and 
  that is just a rough translation — their true names often take 
  up to five minutes to read aloud! The True Name contains 
  information not only about the family of which he is a member 
  and any significant events in the family’s past, but also the 
  town, City State and continent where his family is based. (For 
  the sake of simplicity, Rigellians encountered within the 
  Federation will simply have a forename and a surname.)
  As a result of the strong bonds found in virtually all 
  Rigellian family and social groups, it is not uncommon for 
  Rigellians to form strong ties with their Team members, and 
  they will often give them True Names as a gesture of 
  friendship and trust. Non-Rigellians, however, will very rarely 
  use these True Names...there simply aren’t enough hours in 
  the day for them to master the pronunciation!
  Page 82
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  Filln’Lom’aah
  RIGEL
  UFP -  THE FEDERATION SOURCEBOOK
  Page 83
  
  UFP - THE FEDERATION SOURCEBOOK
  THE FEDERATION
  \ THE ANDORIANS 
  |
  Of all the Full Member Races of the Federation, the 
  Andorians are the race furthest from being a unified people. 
  While the other Federation races have all established strong 
  central world governments, the Andorian’s “World Govern­
  ment” in actuality only represents approximately 30% of the 
  Andorian population in any meaningful way. To understand 
  this, one must examine the structure of modern Andorian 
  society.
  As noted in the Prime Directive Rulebook, Andorian 
  society is based upon the Cooperative, or Tyk, wherein 
  numerous family groups who all practice aspects of the same 
  trade or profession join together into one large company or 
  family group. These, more than anything else, are the basic 
  social building blocks on Andor, and there are tens of 
  thousands of such Cooperatives that make up Andorian 
  society. Much before four hundred years ago, the largest 
  extra-cooperative social structures found on Andor were the 
  multi-cooperative walled cities that dot the southern and 
  western coasts of Andor’s more temperate continent. It has 
  only been in the last several centuries that the notion of a 
  government that has power over one of the scores of these 
  individual Andorian city states has caught on. Further, the 
  “Coastal Dwellers” (those that live in the coastal cities) only 
  represent about 60% of the total Andorian population. Deep in 
  the deserts of the central plains of the primary Andorian 
  continent live the Nomads, who make up the remainder of the 
  Andorian population.
  The Nomads are more primitive Cooperatives, descend­
  ed from deeply spiritual forebears who elected not to migrate 
  to the coastal regions generations ago. While their coastal 
  cousins began to make astounding leaps of technological 
  advancement when freed from the tortuous rigors of daily life 
  in the desert, the central Nomads continued their more 
  primitive life styles with a great devotion to their ancient 
  cultural heritage. Today, these two cultural groups are 
  anything but unified, and contact between them is minimal. 
  The desert Nomads hold the Coastal Dwellers in open 
  contempt for having fallen away from their cultural traditions, 
  while the more urbane city folk consider the Nomads to be 
  primitive, superstitious fools. Fortunately, the Andorians are 
  not a warlike race, so open conflict between the Coastal 
  Dwellers and the Nomads has been very rare. As a result of 
  the great degree of separation between the two groups, 
  however, in terms of cultural, technology and geography, the 
  Nomads are all but unrepresented by their Coastal cousins in 
  the Federation Assembly.
  To make matters even worse, at any given time one can 
  assume that about half of the Cooperative groups on Andor 
  are on the “outs” with the Supreme Cooperative, which is 
  essentially a (relatively) new Andorian Mega-Cooperative 
  dedicated to representing the Andorians to the Federation. 
  Since virtually all Cooperatives are essentially mercantile 
  ventures, however, even the Supreme Cooperative considers 
  that its primary duty is to turn a profit, which it does by 
  brokering its local authority and influence to other 
  Cooperatives...for a fee, of course.
  The cultural fixtures that led modern Andorian society to 
  such a state are all rooted in their past. Even today, while light 
  years better than the harsh and often too-short lives the 
  Andorians of centuries past could expect, life on the arid 
  Andor is not an easy thing. But in times past, before the 
  advent of reliable technological methods to keep the roving, 
  predatory creatures out and the scarce, life sustaining waters 
  in, Andorians were forced to develop their natural senses to
  the utmost, and to share their trusts sparingly but with a deep, 
  almost religious commitment. At the very beginnings of the 
  Andorian Cooperative lifestyle was the Bond of the Words 
  Unspoken, or the Khun-Haga, in which an individual pledged 
  trust and service and life to the Tyk, in return for which the 
  Tyk pledged the same to the individual. The Andorians 
  understood that making this covenant a deep and binding 
  extension of their thoughts and lives was the only thing that 
  kept their fragile tribes safe and together and, being a stoic 
  people, made it a point of honor to never speak to one 
  another about the bond. No thanks were ever given for 
  supporting the Tyk, and no explanations were ever offered to 
  outsiders about the specific nature of the Tyk’s unspoken 
  bond. The only thing that was recognized by all was that the 
  Khun-Haga was a force in Andorian life more powerful than 
  the spectacular desert lightning, and harder to break than the 
  rare and powerful bellium weapons forged by the first Delvers.
  Today, the Andorians are an advanced race who span 
  the stars. They are full members of the UFP, and while life on 
  Andor is still not always a particularly pleasant thing, it holds 
  little of the peril that it did in the past, as long as one stays 
  near the cities along the coasts and the inland canals. The 
  deep interiors of Andor’s main continent, however, as 
  discussed above, are not nearly so far removed from Andor’s 
  more turbulent past, where the needs and practices of daily 
  life still lend themselves to the offering of Khun-Haga to and 
  by the nomadic Tyks that still roam the wilds there. While the 
  more urbane coastal Andorians may publicly express a 
  certain degree of disdain for their less-advanced inland- 
  collective cousins, deep down they still have a certain degree 
  of respect and even admiration for their willingness to live by 
  the old rules of the Khun-Haga, which, out of respect, they will 
  not speak about. Of course, for these inland-dwellers, the 
  Khun-Haga is not a bygone, abstract thing. It is indeed still a 
  potent, powerful aspect of their lives, one that is all but 
  impossible to leave behind no matter how hard one tries, 
  even for the rare inland individual that reaches out for the 
  stars.
  Andorian Naming Conventions
  Andorian names are harsh sounding, often very long 
  affairs difficult for foreigners to master. In their full forms, 
  however, they are poetic descriptions of a single scene or 
  moment that was of great significance to the naming parent. 
  In this way Andorian names are similar to Japanese Haiku. 
  For instance, the full Andorian name Krymerik Guon Kaniaky 
  sha Zhukarak du Yutmakiat Shulkee na ah Huit might literally 
  translate to “I sat by the oldest stones on the high south bluff 
  while far desert lightning fell to set the red sands singing”. The 
  poetic conventions for such naming compositions are far too 
  complex to adequately deal with here, but suffice it to say that 
  most Andorians names are heavily weighted down with Ys, 
  Ks, Gs, Ts, Ds and Us, and that outside their immediate 
  cooperatives, most Andorians simply go by the first word in 
  their Namesong. The Andorian whose name is given above 
  would simply be referred to as Krymerik, for instance.
  Page 84
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  Guon'Tu'antuamok
  A n d o r
  UFP -  THE FEDERATION SOURCEBOOK
  Page 85
  
  UFP - THE FEDERATION SOURCEBOOK
  THE FEDERATION
  [THECYGNANS
  ]
  “I swear on my mother’s two graves, I wasn’t there!” 
  The Cygnan double agent pleaded, again and again, as 
  Peltier and Rusty frogmarched him down the corridor and 
  threw him into the brig. The duty guard activated the 
  force field and signed the prisoner transfer, accepting 
  responsibility for the alleged traitor.
  “Tell that to the judge!” Rusty said, as he and Peltier 
  made their way back to the turbolift. As they waited for 
  the ‘lift to arrive, Rusty turned to Peltier with a quizzical 
  look on his face.
  “How can his mother have two graves?”
  “Beats me,” Peltier replied, and Rusty’s booming 
  laughter filled the ‘lift.
  In ancient times, numerous tribes of primitive Cygnans 
  fought vicious range wars to control the various fertile areas 
  of the Seranaya Plains. As there was only a single continental 
  land mass for the many tribes to occupy, unopposed outward 
  expansion was all but impossible, subjecting them to severe 
  population pressures. Loosely associated bands of primitive 
  Cygnan families fought constantly to hold onto whatever land 
  they had staked out and to take from their neighbors whatever 
  they could. This hard and ceaseless cycle of warfare lasted 
  well into the Cygnan’s early Bronze Age, when the Sky 
  Fathers ostensibly came down and changed everything.
  Cygnan legend has it that the Sky Fathers “drew lines in 
  the earth with spears of fire” that divided the Seranaya Plains 
  into separate, inviolate areas for each of the major tribes to 
  occupy. Each area was given a name, and those who resided 
  within it became associated with that area. When Cygnan 
  natives crossed these boundaries to trade or parley or court, 
  they were required to identify themselves as having travelled 
  from their “boundered” area. Thus, an ancient Cygnan when 
  travelling away from his home might identify himself as “Shurri 
  from Dhar”. In the following centuries, Cygnan society 
  gradually became both advanced and peaceful, and while the 
  people outgrew the need to remain within their boundaries to 
  preserve the peace, those names remain reflected in the 
  individual City States that still bear them, and have come to 
  be a permanent part of the identity of the Cygnan people. 
  Today, descendants of Shurri from Dhar might well be named 
  Shurri’Dhar, even if they have never stepped foot in the Dhar 
  Province.
  Today, Cygnan society is still closely tied to their ancient 
  and enduring City States. More so than any of the other 
  current Federation races, the Cygnans as a people still cling 
  jealously to their “nationalist” origins. While the Cygnan 
  planetary government does a credible job of representing the 
  interests of the Cygnan people as a whole in the Federation 
  General Assembly (as well as on the High Council), local 
  political representation for the Cygnans is hardly less 
  regionalized than it was in the centuries before the Federation 
  was formed. This, combined with the facts that the Cygnan 
  representatives to the Federation are the most openly critical 
  of the Non-Interference Directive (as it tends to contradict the 
  spiritual mission of “bringing knowledge to the stars” 
  supposedly given to them by the Sky Fathers) and the 
  general Cygnan distrust of centralized (or indeed, virtually 
  any) authority, leads the Cygnans to be considered the least 
  “politically reliable” members of the High Council.
  Cygnan Naming Conventions
  All Cygnan names consist of two parts — the Personal 
  Name and the Boundary Name — which are joined by an 
  apostrophe, effectively forming one word. The first part is the 
  Personal Name which is used in personal conversation and 
  address. As in numerous other cultures, including Human, 
  there are considerably fewer “standard” Personal Names than 
  there are Cygnans. In the same way that you might find 
  several Philips, Johns, or Roberts serving aboard the same 
  starship, you may find more than one Azundur, Akorri, or 
  Mizari in a large group of Cygnans. (If the improbable 
  happens, and two Cygnans by the name of Kepaler’Sol are 
  assigned to the same starship, Federation databases will 
  assign numbers to their names but the odds are against this 
  happening to any Prime Teams.) Cygnan Personal Names 
  are not strongly associated with strictly male or female 
  bearers, so a Cygnan of either sex is equally as likely to have 
  a given Personal Name. The second part of a Cygnan name 
  is the Boundary Name.
  As a general rule of thumb, Cygnan first names are bi or 
  tri-syllabic, and allow consonant clusters (i.e., “kl”, “sp", “tr”, 
  etc.) only at syllable boundaries, where doubled consonants 
  are common. (Note that “th", either voiced or voiceless, and 
  “sh” and “ch” are not actual phonological consonant clusters, 
  and only appear as such due to Standard Terran English 
  writing conventions.) Each syllable has only one vowel.
  Cygnan last names are taken almost without exception 
  from the ancient names of the Boundaries. These Boundary 
  names are one, or very occasionally two, syllables in length, 
  but DO allow for consonant and vowel clusters. The rare bi- 
  syllabic Boundary names ALWAYS follow a Consonant- 
  Vowel-Vowel-Consonant pattern. (Again, legend has it that 
  these terms were given to the Cygnans by the Sky Fathers, 
  and that they were, at that time, meaningful, but the meanings 
  of the terms, if any, have been lost over the centuries. 
  Linguistic analysis has shown that the Boundary names ARE 
  inconsistent with the established phonological patterns 
  established in the Cygnan’s protolanguage, however.)
  • Examples of Personal Names -  Akorri, Azundur, Bahri,
  Daneric, Kepaler, Lessul, Perinen, Shurri, Tritemric
  • Examples of Boundary Names -  Ahk, Dhar, Jhot, Kar, 
  Koen, Lias, Rahn, Sher, Sol, Tan, Tren, Tret
  Page 86
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP-THE FEDERATION SOURCEBOOK
  C Y G N U S  III
  UFP -  THE FEDERATION SOURCEBOOK
  Page 87
  
  I UFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  SECTION THREE: NEW ASSOCIATE 
  MEMBER RACES
  While Associate Member Races don’t have the same 
  representation or strength of numbers within the Federation 
  (and within Star Fleet) as the Member Races, all five races 
  presented here have members currently serving aboard Star 
  Fleet vessels. (We will introduce other Associate Member 
  Races in future releases.)
  The Andorian transporter chief, Klymainik, grimaced 
  as the Prime Team materialized on the pads and he saw 
  that a Tellarite was with them. Klymainik muttered 
  something under his breath as the Team stepped down 
  from the pads and began to leave the room. Barada Nikto, 
  the Tellarite, turned and bellowed, “What did you say, 
  Blue Boy?”
  Simpson, the Team leader, jumped between them in a 
  vain attempt to hold Barada back.
  “Here we go again!”
  Tellarites are stocky humanoids. While their mean height 
  is approximately 150 cm, their mass is often half again what a 
  normal human of that height would be. Tellarites are covered 
  with a small but tough layer of wool-like matting over most of 
  their body, and their hands feature four stubby fingers. Both 
  male and female Tellarites serve in Star Fleet, although male 
  enlistees do outnumber females three-to-one. The Tellarites 
  are a hardy race, owing to the great abundance of calcium 
  and other heavy minerals that comprise their make up 
  (resulting in the “Telis” root of their Federation name). 
  Tellarite bone and cartilage structures are much more 
  massive than their Human counterparts, resulting in a much 
  greater physical strength and innate resistance to bodily 
  damage.
  The Tellarite race regards the planet Hahrnohk-7 as their 
  homeworld. Although overeager Federation representatives 
  conferred the name Tellarites on them before Universal 
  Translators were able to translate their language, the 
  Tellarites refer to themselves simply as Those of Hahrnohk.
  There is evidence, however, which suggests that the 
  Tellarites as a race did not originate on this planet. Recent 
  archaeological digs on the three main continents on 
  Hahrnohk-7 have yielded no fossil evidence of the Tellarite 
  race dating back further than 15,000 years. This is a mystery 
  which fascinates the Federation but which the Tellarites 
  themselves don’t seem too concerned about.
  Socially, Tellarites tend to be gruff and often speak their 
  minds with little concern for the results. They have a very 
  different approach to the family, showing no deference or 
  respect to the parents and leaving the family home on the eve 
  of their fifteenth birthday to enter their chosen trade. As 
  apprentices, they do show respect to their teachers, and 
  teachers and tutors seem to be the nearest equivalent to a 
  parent figure in Tellarite society. ■ With no thought of 
  “inheritance”, Tellarites engage in open marriages and care 
  little for the concept of paternity. ,ln much the same way that 
  the children show no deference or respect for the parent, the 
  parent looks upon his children as offspring — nothing more.
  While Tellarites are considered to have a keen sense of 
  humor, they seem to lose it when the humor is directed at 
  them, especially when described as “pigs” or “pig-men”. 
  Dueling is a commonly accepted part of Tellarite society, one 
  that they feel should be shared, willing or otherwise, by all. (It 
  should be noted, however, that Tellarites who serve within 
  Star Fleet have a clause in their enlistment contract which 
  states that they understand that Star Fleet Regulations 
  specifically forbid duelling, and that they recognize that 
  engaging in such activity is an offense punishable by a 
  dishonorable discharge, or even imprisonment, depending 
  upon the severity of the offence. Consequently, there are very 
  few instances of Tellarite Prime Team members, or even 
  normal crew, engaging in duels.)
  Although the Tellarites have petitioned vigorously for Full 
  Membership status in the past, the Tellarites militant policies 
  and their continued and virtually undenied contacts with the 
  Orion Pirate Cartels has not served them well in the halls of 
  the Federation High Council Chambers. (This is particularly 
  true with the Andorians, who hold a significant and unabiding 
  dislike for the rough Tellarites.) Still, the Tellarites’ natural 
  adeptness with mechanical devices has put them in high 
  demand in engineering labs and shipyards throughout the 
  Federation, and beyond. While the threat of cutting off the 
  availability of Tellarite technicians to the Federation is a 
  matter of some concern, especially to the independent 
  shipyards who do not have access to the latest Star Fleet 
  innovations, this has not generated sufficient pressure to 
  sway the High Council in their deliberations.
  Tellarite Naming Conventions
  Tellarites follow the Human tradition of a personal First 
  name and a lineage-oriented Surname, although females do 
  not take the man’s surname as their own when they marry.
  Basic Tellarite Characteristics
  STR- 4
  S P D -2
  LGC- 2
  D IS -2
  GKN - 3
  ACC - 2
  LDR -1
  IN T -4
  TEC - 4
  PER - 3
  | THE TELLARITES
  Page 88
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  THE BRECON
  The Briefing Officer looked long and hard at the two 
  new Prime Team members who stood before him, fresh 
  from Prime Central. The tragedy that was the loss of both 
  Aquash and Green was behind him now, and he 
  concentrated on his task at hand. He had never had a 
  Brecon on the Team before, or a Tellarite for that matter, 
  so this would take some getting used to.
  “Klot’Tuu, Barada Nikto,” He said as the two new 
  recruits returned his salute. “Welcome to the Red 
  Lightning.”
  The Brecon are four-armed, golden-skinned humanoids 
  of average height and build. They are a unique race within the 
  Federation, in that there will always be at least two Brecons 
  assigned to a ship or none at all. (They are often referred to 
  as the "buddy race”.) The reasons for this are simple: In the 
  distant past, the Grenpahk and the Sorel (the two warring 
  factions of the Brecon race) finally ended the centuries-long 
  conflict which had ravaged their homeworld with the signing of 
  the Jyrahk Accord. This agreement stated that to ensure that 
  their ethnic differences never again cause them to go to war, 
  they would henceforth have equal standing and represent­
  ation in all endeavors, which has led to a voluntary partner­
  ship agreement to produce an equal representation within 
  Star Fleet. Since Star Fleet has such rigid requirements for 
  entry, turning away many more applicants than are accepted,
  the Brecon could not demand that an equal number of 
  Grenpahk be admitted for every Sorel that was accepted. 
  Instead the Brecon apply to Star Fleet in pairs. If either one of 
  the pair fails to gain admittance, the other declines to join as 
  well. In this way the pair are encouraged to form a close 
  interrelation, studying and usually serving together, further 
  cementing the cross-cultural bond that the Brecon worked so 
  hard to establish.
  Following the ratification of the Jyrahk Accord, the 
  Brecon pursued an enthusiastic course of space exploration 
  for almost one hundred years, establishing permanent 
  installations on their two moons and launching a series of 
  signal beacons into space. Through these beacons, they 
  hoped to contact other races in the galaxy, but for seventy 
  years they received no replies..:or visitors. With no ''returns on 
  their investment", the planetary government eventually 
  yielded to public outcry over the. expense for this “pipe 
  dream”, and began to dismantle the system. As luck would 
  have it, a Federation Galactic Survey vessel arrived in their 
  system mere weeks before the signals would have ceased 
  forever.
  The Brecon’s extra set of limbs gives them a few 
  advantages and special considerations. To reflect this, use 
  the following special rules when dealing with Brecon 
  characters: Brecon characters, with their four arms, have the 
  ability to perform multiple manipulative actions at the same 
  time. This means that a Brecon character who could normally 
  perform at least a Simple Action, can perform TWO simple 
  actions instead, with the following restrictions. First, the 
  character may not MOVE twice; he may only perform an 
  additional MANUAL action such as pushing two different sets 
  of buttons or playing an Alderian Fig-Lute in one set of hands 
  while accompanying himself on a tambourine with the others, 
  etc. Of more interest to most players, the Brecon can fire or 
  attack with two weapons (assuming that he HAD two 
  weapons) or attack with one weapon while blocking with 
  another at the same time. However, owing to the demands 
  placed on the neural system when performing two disparate 
  actions simultaneously, there are penalties associated with 
  this “extra action”. Whenever a Brecon uses this “extra action” 
  option, he must identify one action as the Primary action and 
  the other as the Secondary action. The Primary action is 
  resolved with a Flat +1 mod, and the Secondary action is 
  resolved with a Flat +2 mod. (If he elects, however, to not use 
  the “extra action”, there are, of course, no modifiers applied.) 
  Another special consideration of the Brecon's multi-armed 
  abilities is: Brecon characters have a flat -2 Mod with the skills 
  Wrestling and Climbing (both varieties), but suffer DOUBLE 
  the mods listed above if they try to perform either the Fine 
  Work skill or the System Speed skills when performing 
  multiple actions.
  Brecon Naming Conventions
  To show that they are true partners while serving in Star 
  Fleet, Brecons will absorb the first name of their “buddy” into 
  their own. For example, while you will find Tuu-Klot and Klot- 
  Tuu serving together aboard the Agincourt, on their 
  homeworld, they would be known as Tuu Trallarix and Klot 
  Vonjee. (Terran renderings of their first names will usually 
  consist of either three or four letters.)
  Basic Brecon Characteristics
  S T R -3
  SPD- 2
  L G C -2
  DIS - 2
  GKN - 2
  ACC- 4
  LDR -1
  IN T -2
  T E C -3
  P E R -2
  UFP -  THE FEDERATION SOURCEBOOK
  Page 89
  
  I AFP-THE FEDERATION SOURCEBOOK
  THE FEDERATION
  | THE PRELLARIANS
  “To us, the stone is life. It is not merely that which 
  powers starships, but rather that which powers life!” Pal 
  Kontellon, the Prellarian merchant said, as his Warrior 
  Caste bodyguard guided the box containing the dilithium 
  onto the table. It settled slowly as the Null-Grav generator 
  was deactivated.
  “That’s fair enough, Kontellon,” the Federation buyer 
  replied, “but we still need the dilithium stocks for the 
  Saratoga. How much?”
  Prellarians are Associate Members of the Federation, 
  renowned for their mastery of High-Grav and Null-Grav tech­
  nology. A squat humanoid race, they are rumoured to be 
  distant relatives of the taller Dunkars. Their powerful frames, 
  and technological inclinations, are a direct result of their 
  preference for high gravity habitats (some measuring as high 
  as 5.5 standard gravities.) Rarely growing to a height of 
  greater than 120 cm, the Prellarians are highly prized not only 
  for their technological knowledge, but also for their ability to 
  crawl through tight conduits and cramped access ports. (The 
  Prellarians also developed the training environment on Prime 
  Central where NeoPrimes receive their Zero-G Maneuvering 
  training.)
  Prellarians have a deeply ingrained fear of heights that is 
  difficult for them to overcome even in lower gravity environ­
  ments. Technicians who insist upon excessive safety 
  tethering when operating over an open area or at some height 
  are often referred to as acting like “scared Prellarians”. 
  Prellarians are hardly timid, however, when their feet are 
  firmly planted on the ground. The Prellarian Warrior class, 
  while shrinking in relative numbers now that the Prellarians 
  are a peaceful spacefaring race, still form the core of what is 
  thought to be one of the outstanding planetary based military 
  forces in the galaxy. Their Belk’choh Academy is renowned 
  for the top-quality fighters it turns out, and graduates are 
  highly prized as mercenaries, often being found in the employ 
  of various Orion Cartels and Crime Teams. (This is a constant 
  source of embarrassment to the Prellarian Government who 
  are continuing their efforts to improve their Member status 
  within the Federation from Associate to Full.)
  Of equal stature in Prellarian society are the Stone 
  Singers, master story tellers, who keep the ancient stories 
  and traditions of Prellarian society alive with their days-long 
  tales of ancient heroes and the virtues they embodied. These 
  Stone Singers keep the tempo of their lengthy tales by using 
  specially crafted quartz drums and strikers, many of which are 
  hundreds of years old, that have been passed down from 
  Master to apprentice since the beginnings of their tradition. Of 
  course, such ritual and tradition is a very private matter for the 
  Prellarians, and public performances by the Stone Singers 
  are rare, reserved for important marriages, ceremonies of 
  state, and naming ceremonies. Few non-Prellarians have 
  ever witnessed a Stone Singer performance.
  The Prellarians have imparted an almost religious signifi­
  cance to many of the minerals and gems which in other areas 
  of Federation space are merely thought of as valuable. Their 
  discovery of sigma-positronium, for,example, with its unique 
  attraction/repulsion qualities, led to the development of both 
  Null-Grav and High-Grav generators. The.Prellarians have a 
  deep reverence for this mineral, while the rest of the 
  Federation who come into contact with it simply look at it as 
  useful.
  Prellarian Naming Conventions
  Prellarians follow the Human tradition of a personal First 
  name and a lineage-oriented Surname, with one small 
  exception. Prellarians prefer to be known by their surname 
  rather than their forename. Also, those of the Warrior Caste 
  take the name of their Mentor as a middle name once their
  Basic Prellarian Characteristics
  STR- 4
  S P D -2
  LGC- 2
  D IS -2
  GKN - 2
  ACC- 2
  LDR- 2
  IN T -2
  TE C - 2
  PER- 2
  [ADD +1 to ONE (1) of STR, ACC, TEC or GKN]
  Page 90
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  UFP - THE FEDERATION SOURCEBOOK
  | THE MYNIEn T
  The Mynieni (My - NINE - ее) are a non-humanoid race, 
  who resemble upside down pears supported by hundreds of 
  strong ropey tendrils that sprout from the top of their bodies. 
  The Mynieni’s body, which is most often a purplish-grey color, 
  is about one meter from top to bottom and about 1.5 meters in 
  circumference at its widest point. The Mynieni possess an 
  oral aperture at the bottom of their body, surrounded by 
  several hundred cilia, which are much shorter versions of their 
  tendrilly locomotive and manipulative digits. Two very pale, 
  dinner-plate sized eyes complete the picture. The Mynieni 
  communicate in a low pitched series of long and short calls 
  that are reported to sound like the hooting of Terran owls. The 
  language is a difficult one to master, owing to the complex 
  structure of the Mynieni “words”, but once the lexical barrier 
  has been overcome, the Mynieni syntax is remarkably like the 
  other major languages of the Federation, with nouns, verbs, 
  articles and predicates, etc.
  Conditions on their homeworld, Mynie, have caused the 
  Mynieni to develop a completely nocturnal lifestyle. During the 
  daylight hours, the strong electromagnetic radiation produced 
  by their sun causes severe static discharges to be formed in 
  the thick atmosphere, making aboveground travel and 
  movement an extremely difficult, and dangerous, proposition. 
  During the sixty-hour-long day, the Mynieni, as well as most 
  of the other Mynie fauna, shield themselves in the rocky crags 
  and fissures that cover the inhabited regions of the world. The 
  Mynieni themselves have long since learned to excavate such 
  nooks and crevasses, and now have an extensive network of 
  linked caverns and tunnels, both public and private, that 
  comprise their cities and residences. The Mynieni only 
  venture aboveground during the moonless night and, as such, 
  have developed a set of huge eyes to catch the dim evening 
  light. The Mynieni’s eye’s sensitivity to light is almost twenty
  times that of a human’s, and they have developed the ability 
  to selectively expand (and contract) the size of their cornea to 
  allow more (or less) light to strike their retinas. In what we 
  would consider normal daylight, the Mynieni’s exposed eyes 
  are only a little larger that a normal human’s, but at night, or 
  under other dark conditions, the protective sheathing that 
  covers their eye surface pulls all the way back, exposing a 
  pair of eyes almost 25 cm in diameter.
  Socially, the Mynieni are a communal race without strong 
  family bonds. A single Mynieni female can produce anywhere 
  between 30 to 200 young in a single breeding session (about 
  three Terran years), with several mates, although fewer than 
  5% of these young will survive more than a few weeks. A 
  healthy Mynieni can expect to live to between 80 and 120 
  Terran years. The notion of ownership is all but unknown to 
  the Mynieni. All Mynieni that survive past their first year seem 
  to instinctively drift into'one of the . numerous, and highly 
  complex, social groups that provide the foundation of their 
  society. There is no government per se, but it is clear that 
  some Mynieni do seem to naturally assume positions of 
  authority in the various social groups, with virtually no 
  incidence of objection or resentment. While the Mynieni 
  themselves are not terribly forthcoming with information about 
  their own society, it is assumed that there is some sort of 
  innate caste or ranking system that is generally recognizable 
  to the Mynieni in some manner. There is some evidence of 
  such in that it is believed the Mynieni are distantly evolved 
  from aquatic ancestors, as there are several non-intelligent 
  species of marine life on Mynie that very closely resemble the 
  more advanced land-dwelling race, and these water dwellers 
  are fiercely hierarchical in their social patterns. If this is in fact 
  the case, then there can be no doubt that the Mynieni are a 
  very old race, who evolved slowly over a great period of time. 
  The harsh surface conditions of Mynie lend credence to this 
  notion, as do certain other disturbing aspects of the Mynieni’s 
  recent behavior. Warfare, and even interpersonal conflict, is 
  all but unknown to the Mynieni, who seem to have no police 
  or military structures. The entire aim or purpose of the 
  planetary civilization of Mynie seems to simply be to ensure 
  the safety of the race by expanding its numbers. Technolog­
  ical progress seems to be an almost accidental, or 
  occasional, side effect of that aim, although there can be no 
  doubt that the Mynieni are technologically advanced.
  For a number of years now, the presence that the 
  Mynieni bring to the Federation Associate Members Council 
  has been at best a lackluster one. The Mynieni had rarely 
  requested aid or cultural or technological data, nor had they 
  tended to offer any of their own unless specifically prompted 
  to do so. The Mynieni Ambassadors had abstained from 
  nearly every vote and rarely, if ever, ventured an opinion in 
  general discussion. While the Mynieni are superlative miners, 
  and have occasionally aided in another Federation race’s 
  mining endeavors, there has never been a request for 
  payment, except that the Mynieni have always expected to be 
  able to remain in the general areas that they have helped 
  excavate to begin to establish new social groups. It is in this 
  way that the Mynieni have established a large number of off- 
  world colonies, and they have in fact colonized several worlds 
  in their vicinity over the past several centuries. It has been a 
  mystery for quite some time now as to why the Mynieni had 
  even bothered to join the Federation.
  Recently, however, the Mynieni have dramatically altered 
  their working relationship with the Federation. The entire 
  Mynieni Ambassadorial contingent to the Federation Council 
  was recalled to Mynie and replaced with new representatives, 
  all within the span of less than a month. The new Mynieni 
  representatives have been quite vocal concerning matters of
  UFP -  THE FEDERATION SOURCEBOOK
  Page 91
  
  <IFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  interstellar policy and commerce and the distribution of 
  technological and cultural data. The “New Mynieni”, as they 
  are being called these days at Federation Headquarters, are 
  also actively concerning themselves with the military 
  disposition of the various Federation races, and even more 
  surprisingly, for the first time ever, Mynieni individuals have 
  applied for membership in Star Fleet. When inquiries have 
  been made about the Mynieni's abrupt change in stance and 
  behavior, their Representatives will only reply that “The 
  Burnishers are now known to be returning. We must all be 
  ready to meet them...on their terms." The Mynieni refuse to 
  elaborate on this, and many in the Federation Council have 
  dismissed this as being a matter of small importance to the 
  Federation as a whole. There is no doubt, however, that the 
  Mynieni themselves are taking the ominous pronouncement 
  to heart, and there is evidence that the entire structure of 
  Mynieni society is undergoing drastic changes. Where this 
  change will ultimately take the Mynieni, or what the exact 
  meaning of their warning about The Burnishers might mean, 
  however, is currently a mystery.
  The Mynieni have several unusual abilities. Their 
  extremely sensitive eyes allow them to see clearly if there is 
  even the least amount of light available. Even the glow from 
  the stars on a cloudy night or the luminescent glow from the 
  readouts of a tricorder are sufficient to allow the Mynieni to 
  see as if it were full daylight to a Human. However, the 
  Mynieni are also susceptible to rapid changes in the amount 
  of light around them. If the intensity of the light around them 
  Increases drastically without prior warning, the Mynieni will be 
  completely blinded for 2D6 TiCs, minus the Mynieni’s Speed 
  characteristic.
  The Mynieni’s hundreds of cilial limbs allow them to 
  perform extremely subtle and precise manipulations. Every 
  Mynieni always has the innate skill Fine Work at its maximum 
  possible level, and if the Mynieni’s Accuracy characteristic 
  increases, so does its Fine Work skill.
  Finally, these same multiple limbs give the Mynieni a 
  superior ability to traverse difficult terrain and to maintain their 
  balance. While not sufficient to climb walls like spiders, the 
  Mynieni IGNORE all movement and combat mods for broken 
  or unstable terrain, and will never lose their balance as long 
  as they are able to keep in contact with the “floor".
  However, the Mynieni, as a race, are not subject to a 
  great degree of psychological or physiological variation. As 
  such, none of the Mynieni’s characteristics, save GKN, may 
  EVER be raised above their listed starting levels by more than 
  +1, even during character generation. The GKN characteristic 
  may be raised regularly, and is subject to the same x 1.5 cap 
  as the other characteristics.
  Mynieni Naming Conventions
  As Mynieni names seem very alien (and almost 
  impossible to say) to most, while in contact with the 
  Federation, the Mynieni use names which are severely 
  abbreviated phonetic equivalents of their “self-professed 
  names”. For example, Lt. Beeyoop-ping, who serves aboard 
  the Agincourt, has a Mynieni name which is over 230 groups 
  long. (His Duty Officer definitely prefers calling him Beeyoop- 
  pingl)
  Basic Mynieni Characteristics
  STR- 2
  S P D -3
  LGC -  3
  D IS -2
  GKN - 3
  A C C -3
  LDR -1
  IN T -2
  TEC - 2
  PER- 2
  |TH E  FRALU
  The Fralli, a relatively young race, are pale, slender 
  humanoids, with oddly-shaped foreheads and nose bridges. 
  While unremarkable in stature, the Fralli possess the 
  distinctive ability to produce sizable bioelectrical charges. This 
  bioelectric charge is strong enough to knock a healthy adult 
  Human unconscious for several minutes or to power a small 
  appliance for several hours.
  This bioelectric ability has served to shape the nature of 
  the Fralli society. It was used in their very early history as a 
  method of stunning or killing prey for food, and as a measure 
  of a warrior’s worth. The greater the “spark" a hunter could 
  produce, the larger a creature he could bring down, or the 
  more small creatures he could stun before exhausting his 
  charge for the day. Later, as the Fralli began to develop 
  technologically, they quickly began to realize the connections 
  between their own bioelectric capacities and magnets and 
  other metals. The Fralli were in the interesting position of 
  having an early twentieth century practical knowledge of 
  electricity and magnetism while culturally still in the equivalent 
  of the fourteenth century!
  Today, the Fralli are an advanced technological culture, 
  who are the undisputed leaders in the fields of basic 
  electronics. (The Cygnans simply claim that they are the best 
  at everything else.) Unfortunately, there is a tendency for the 
  Fralli to cling to what we would consider relatively primitive 
  behavioral structures. For instance, the Fralli still maintain 
  such social institutions as: Dueling and Trial By Combat, 
  Belief in Spirits and Possession, and a lack of Suffrage for 
  some of their social classes and women. In most other ways, 
  however, the Fralli are a perfectly modern race. While energy 
  conservation is not as much of a problem as it was in 
  centuries past due to the advent of fission and anti-matter 
  reactors, the Fralli are still a frugal and conservation-minded 
  people. They take great pride in powering (or at least 
  augmenting) the numerous devices they use in daily life. 
  Virtually every light electrical appliance used by the Fralli, 
  computers, lighting, communications & food preparation 
  devices, light conveyances, etc., are driven by the user’s own 
  biocharge.
  Page 92
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  C1FP -THE FEDERATION SOURCEBOOK"
  Of course, the Fralli are also proud of their ability to 
  induce chromatic effects in a charged field by careful 
  attenuation of their biocharge output. A rare treat is to witness 
  one of the Fralli’s great Spark Wands in a tour de force 
  performance. Such an individual is a master of not only the 
  fine control needed to subtly shift the glowing hues and 
  shifting patterns of electrostatic light, but also filling a large 
  area, often several dozen meters in diameter, with vibrant 
  images and dynamic forms. The Spark Wand has been 
  described as “An Aurora Borealis with the planning and 
  precision of a fireworks display”.
  The Fralli are a weak race, and it costs them twice the 
  normal number of IPs to increase their Strength characteristic. 
  Also, the Fralli’s bioelectrical nature grants them the innate 
  ability to power electrical devices and to produce or even 
  project damaging bursts of bioelectrical energy. As such, the 
  Fralli have the following special abilities:
  Personal Power Supply -  Fralli have the ability to 
  generate and store bioelectrical energy in their bodies. This 
  personal energy (PE) is measured in points, where one PE 
  point is equivalent to 1 Battery Energy point, such as is used 
  to power phasers, disruptors, etc. A Fralli character may store 
  a maximum of 5 PE points for every point of Stun Damage 
  Capacity (SDC) his character possesses.
  A Fralli’s expended PE points are “recharged” in the 
  same way that Stun Damage is recovered, with the following 
  exceptions. The PE Recovery roll is made only once per 
  HOUR. This roll may be made even when the character is 
  unconscious or asleep. The "Recharge” tricode is based upon 
  the amount of Lethal Damage that the character has taken, 
  NOT the amount of PE points that the character has 
  expended. Medkits, Field Dressings, Medical Facilities and 
  First Aid do not affect the Recharge tricode, nor do they 
  reduce the 1 hour Recharge period. A Fralli character may 
  choose to recover lost PE points at a rate of 1 point per 24 
  hours instead of rolling at the normal hourly rate.
  A Fralli character loses 1 PE point for every point of Stun 
  OR Lethal Damage he takes. These points are NOT 
  automatically recharged when the damage that caused them 
  to be lost is recovered or healed; they must be recharged as 
  described above. A Fralli may, in extreme circumstances, 
  voluntarily go up to his Discipline characteristic points 
  negative in his PE supply. In this case, he will take 2 Stun 
  Damage points for every PE point, or fraction thereof, that he 
  goes negative, and 1 Lethal Damage point for every 2 PE 
  points, or fraction thereof, (round down) that he goes 
  negative. For every point that a Fralli’s PE score is negative, 
  regardless of the cause, there is a flat +1 applied to the next 
  PE recharge tricode. In this case ONLY, round fractional PE 
  expenditures down to the nearest whole number.
  Power Device -  A Fralli character may utilize his own 
  personal energy to power an electrical device IF AND ONLY 
  IF THE DEVICE HAS BEEN SPECIALLY ADAPTED TO USE 
  THIS SOURCE OF POWER. (Assume that any Fralli may 
  power any device that has been adapted in this way.) If the 
  Fralli in question is a player character, and wishes to have a 
  piece of basic equipment issued to him for a mission adapted 
  in this manner, he must make a separate Adaptation 
  Equipment Request for each such piece of equipment, with a 
  BR # of 2. If he wants to request a whole new  piece of 
  equipment, simply add +1 to the BR # to have it adapted as 
  well. If the Fralli character is an NPC, it is up to the GM to 
  determine whether or not any of the equipment that is carried 
  by the character has been adapted.
  In the field, a successful Jury Rig roll can convert a non­
  adapted piece of equipment into one a Fralli can power. Use 
  the following guideline when attempting to Adapt a device to 
  utilize a Fralli’s personal energy via Jury Rig:
  Complete SL permanently adapts the device, with no 
  appreciable loss of energy transfer or operational capacity.
  Moderate SL adapts the device, but in a less than 
  efficient manner. The Fralli’s power transfer ratio is HALVED, 
  requiring the Fralli to use TWICE the normal amount of 
  personal energy to utilize the device.
  Minimal SL adapts the device, but with major effects 
  upon the operation capacity of the device. The power transfer 
  ratio is DOUBLED, as above, and the output or effect of the 
  device is HALVED. Energy weapons inflict one-half (round 
  down) their listed D#s, while tricorders, communicators, etc., 
  have their operational ranges halved. This effect is in play 
  even if the device is being operated without resorting to the 
  Fralli’s personal energy, relying on its own internal batteries or 
  some other external power source-.
  Failure means that the device is not adapted, and that it 
  suffers the one-half range/effect penalty as described in the 
  Minimal SL, above, until it is repaired.
  Botch means that the device not only fails to become 
  adapted, but that it becomes completely non-operational until 
  it is repaired.
  For non-energy intensive pieces of equipment (i.e., non­
  weapons), such as tricorders, communicators, universal 
  translators, etc., assume that the device uses 0.1 BPs per 
  hour of continuous use. The GM, however, has the final say 
  on the energy use requirement for any particular piece of 
  equipment that might come along.
  Bioelectric Surge -  A Fralli may attempt to shock an 
  individual that he is touching by grounding PE points into him. 
  Usually, the Fralli character will need to make a Martial Arts 
  attack to see how well he has latched onto this target, 
  because the more firm the contact the more PE points he can 
  dump into his target. Use the following Martial Arts task SLs 
  to determine how well the Fralli made contact. (Of course, if 
  the GM rules that an out of combat roleplay situation allows 
  the Fralli to get a firm handle on his target, then the GM would 
  simply rule as to the contact SL achieved, without having to 
  resort to Combat Rolls.)
  Complete SL -  The Fralli character may ground up to his 
  Discipline characteristic in PE points into his target.
  Moderate SL -  The Fralli character may ground up to 
  one-half (round down) his Discipline characteristic in PE 
  points into his target.
  Minimal SL -  The Fralli character may ground 1 PE point 
  into his target.
  Failure/Botch -  No contact, no damage.
  Insofar as the Fralli themselves are extensively adapted 
  to producing and directing this type of electrical charge in and 
  through their own bodies, other Fralli are immune to this 
  damage. The target’s AR, if any, will affect this damage. Note 
  that the Fralli’s Bioelectrical attacks result from their being 
  able to produce a highly motivated current (high voltage), but 
  that drives only a relatively small charge (low amperage). It is 
  for this reason that their attacks cause stun damage only.
  The above SLs assume that even though the Fralli 
  character is making a Martial Arts attack, he is simply trying to 
  touch his target long and hard enough to get off a good 
  electro-jolt. If the attacking Fralli character wants to get in a 
  good punch or kick in addition to using his Bioelectric Surge 
  ability, all in the same attack, he must state his desire to do so 
  before the attack roll is made and resolve the Martial Arts roll 
  with a flat +2 mod. In this case, whatever damage is inflicted, 
  if any, by the Bioelectric Surge, and Martial Attack itself, are
  UFP -  THE FEDERATION SOURCEBOOK
  Page 93
  
  UFP -  THE FEDERATION SOURCEBOOK
  THE FEDERATION
  NOT combined, but are considered separately for the 
  purposes of AR Damage reduction. Any damage from either 
  portion of the attack getting through the target’s AR are, of 
  course, then added together.
  Bioelectrical Projection -  Rarely, a Fralli will find that 
  he has the ability to hurl an arc of Bioelectrical energy through 
  the air, meaning that he can dispense with all the trouble of 
  having to touch his target. Of course, there are some 
  drawbacks to this method of attack...
  If a Fralli character wants to be able to create a 
  Bioelectrical Arc, he must spend 10 of his 56 l-CIPs for the 
  privilege. Further, he must learn the Accuracy-based skill 
  “Bioelectrical Arc”, with a Base Cost of 8 points. This skill is 
  identical to the Fire (Weapon) skill, but is used exclusively for 
  attacks with the Bioelectrical Arc ability.
  The Bioelectrical Arc attack has a maximum range equal 
  to twice the user’s Discipline characteristic in meters. Attacks 
  within this range are considered to be made at a range 
  category of Normal. This attack is considered to be in all ways 
  a normal attack and is subject to all the conditions and mods 
  that are described in the Ranged Combat section of the Prime 
  Directive Rulebook.
  The damage caused by this ability is determined as 
  follows: After the attacking character declares his intention to 
  make a Bioelectrical Arc attack, but before rolling his dice, he 
  states how many of his PE points that he is putting into the 
  attack. The only limit to this amount is that, as discussed 
  above, it may not lower the attacker’s PE points to a value 
  lower than a negative amount equal to his Discipline 
  characteristic. The amount that the attacker declares that he 
  is pumping into the attack cannot be altered after the dice are 
  rolled, and the points are lost regardless of the outcome of the 
  attack.
  Complete SL causes 2 points of Stun Damage for every 
  PE point put into the attack.
  Moderate SL causes 1 point of Stun Damage for every 
  PE point put into the attack.
  Minimal SL causes 1 point of Stun Damage for every 2 
  PE points put into the attack (round down).
  Failure misses the target, causing no damage.
  Botch misses the target, but hits something else instead, 
  something the attacker most assuredly did NOT want to zap.
  Fralli Naming Conventions
  The Fralli still cling to their paternalistic and rigidly 
  hierarchical heritage when it comes to naming. An adult male 
  Fralli descended from a noble line is surnamed an “Adare”, 
  while one from a common line is referred to as a “Sulith”. 
  Female Fralli of noble birth are referred to as “Ridon”, while 
  non-noble Fralli females and all young children are referred to 
  as “Kulli". Fralli family names come directly after these titles 
  and are often fairly long combinations of prior familial land 
  possessions and alliances.
  A typical Fralli family name would be something like 
  “Toriandar’delamoth’corothni’denuevel”, which is a description 
  of the lands and family ties that the line has established 
  throughout the years. By and large, the longer the name the 
  more prominent the family is in Fralli society, and these family 
  names get longer every few generations. Individual Fralli 
  names are the last portion of the whole name.
  Basic Fralli Characteristics
  STR -1
  S P D -2
  LGC- 2
  D IS -2
  GKN- 2
  ACC- 2
  LDR- 2
  IN T -2
  TEC - 2
  PER- 2
  Page 94
  UFP -  THE FEDERATION SOURCEBOOK
  
  SHIP RECOGNITION MANUAL (abridged) 
  SECTION FOUR:
  SHIP RECOGNITION MANUAL (abridged)
  Federation Star Fleet includes hundreds of ships, from 
  massive dreadnoughts to tiny auxiliary craft, and during the 
  time period of Prime Directive many different classes of ships 
  were built. Federation Headquarters maintains a constantly 
  updated, comprehensive listing of all ship classes in a 
  massive tome known as the Federation Ship Recognition 
  Manual. The abridged version we present here provides an 
  overview of these designs and a salute to the Prime Teams 
  who proudly serve aboard them.
  | FEDERATION HEAVY CRUISER AND VARIANTS 
  |
  UFP -  THE FEDERATION SOURCEBOOK
  assigned on a regular basis. The standard crew of 459 
  includes a company of 64 Marines.
  Ship names include: 1951 Nimitz, 1952 Yamamoto, 1953 
  Nelson, 1954 Gorshkov, 1955 Raeder, 1956 Houston.
  HEAVY CRUISER (CA): The workhorse of Star Fleet, the 
  Federation heavy cruiser (known as the Constitution class) is 
  probably the most balanced all-around starship. In combat, 
  this ship relies on its toughness and on a flexible use of its 
  power. First built in Y128, this ship incorporated several 
  incremental improvements (known as refits) which kept it 
  competitive throughout the long history of this class. The 
  standard crew of 434 includes a Prime Team and a company 
  of 64 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Red Lightning serving aboard 1601 Agincourt, 
  the Patriots serving aboard 1711 Potemkin, the Golden 
  Jaguars serving aboard 1722 El Dorado, and the Black 
  Eagles serving aboard 1724 Saratoga.
  Ship names include: 1700 Constitution, 1702 Farragut 
  (converted to CVS-1960), 1704 Yorktown, 1706 Exeter, 1707 
  Hood, 1708 Intrepid, 1709 Valiant.
  COMMAND CRUISER (CC): The command cruiser is an 
  improved variant of the standard heavy cruiser, noted for its 
  firepower and versatility, and was first built in Y141. Normally, 
  the admiral commands his fleet from a command cruiser 
  during peacetime. Command cruisers (most fleets have 
  similar ships) are marginally better in firepower and 
  considerably 
  superior 
  in 
  command, 
  control, 
  and 
  communication facilities as compared to CAs. As the General 
  War continued, many surviving CAs were converted into CCs. 
  The standard crew of 451 includes a Prime Team and a 
  company of 64 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Templars serving aboard 1705 Excalibur and the 
  Cavaliers serving aboard 1710 Kongo.
  Ship names include: 1703 Lexington, 1712 Bon Homme 
  Richard, 1720 Lafayette, 1727 Essex.
  STRIKE CARRIER (CVS): Ten of these ships (including three 
  slightly larger “Battle Carriers”) were built during the General 
  War. First built in Y167, and outwardly similar to the cruisers, 
  the larger rear hull holds a full squadron of fighters. Because 
  they were expected to be mainline combat vessels rather than 
  general purpose cruisers, carriers did not have Prime Teams
  HEAVY COMMAND CRUISER (CB): The first of these 
  improved command cruisers, (Gettysburg) appeared in Y175. 
  The new design provided a 20%-increase in phaser firepower 
  and a warp-capable saucer. The standard crew of 483 
  includes a company of 95 Marines. -
  Prime Teams of note serving aboard this class of ship 
  include: the Wild Cards aboard 1735 Tannenberg, and the 
  Warriors aboard 1737 Coral Sea.
  Ship names include: 1728 Gettysburg, 1729 Kadesh, 
  1730 Thermopolae, 1731 Cannae. (These ships are named 
  after decisive battles and “turning points” in Earth history.)
  IMPROVED-TECHNOLOGY COMMAND CRUISER (CX): In
  Y181, the heavy command cruiser NCC 1749 Vincennes was 
  converted to use new X-technology designed to improve its 
  combat power. The experiment was only partly successful, 
  but led to production of 10 more ships of this type, one every 
  year until Y193, after which production increased. These 
  ships, being more powerful than heavy cruisers, formed the 
  core of battle groups during the final days of the General War 
  and during the Andromedan War. The standard crew of 501 
  includes a Prime Team and a company of 96 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Alpha Strike serving aboard 1773 Ayacucho.
  Ship names include: 1749 Vincennes, 1771 Revolution, 
  1772 Paris Commune, 1774 Long March, 1775 Krasny 
  Barikaddy. (As these ships were revolutionary, they were 
  named for battles in various revolutions in Earth history.)
  UFP -  THE FEDERATION SOURCEBOOK
  Page 95
  
  UFP -  THE FEDERATION SOURCEBOOK
  SHIP RECOGNITION MANUflL (abridged)
  | FEDERATION DREADNOUGHT
  DREADNOUGHT (DN): The “space battleship” of Star Fleet, 
  the dreadnought was the largest and most powerful 
  Federation ship when built in Y167, but was slightly inferior to 
  other dreadnoughts. The original design concept of the DN 
  was to include more capabilities but only a minimal increase 
  in firepower over the CC. This was found to be inadequate 
  after other races began fielding DNs that reflected an 
  approximate 50% increase in firepower over their respective 
  CCs. Each fleet is commanded by an admiral in a 
  dreadnought, but during peacetime the dreadnought is usually 
  docked at a starbase because it is too expensive to operate. 
  The standard crew of 503 includes a Prime Team and a 
  company of 84 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Minutemen serving aboard 2100 Federation and 
  the Legionnaires serving aboard 2101 Star League.
  Ship names include: 2106 Konkordium, 2109 Condordat, 
  2110 Directorate, 2112 Star Union, 2113 Alliance, 2115 
  Dominion, 2119 Consortium.
  IMPROVED 
  D READNO UG HT (DN+): Having the first 
  dreadnought to be operational in known space was both a 
  boon and a curse to the Federation, who found themselves at 
  the start of the General War with a ship weaker than those 
  opposing it. During the course of the war, most of the existing 
  DNs were modified to this improved class, which brought the 
  DNs up to the standard of DNs in other races.The standard 
  crew of 521 includes a Prime Team and a company of 84 
  Marines.
  intended to launch the best carriers ever designed and may 
  have succeeded. The standard crew of 493 includes a 
  company of 64 Marines, but does not normally include a 
  Prime Team.
  Ship names include: 2200 Napoleon, 2201 MacArthur, 
  2202 Zhukov.
  FEDERATION SPACE CONTROL SHIP (SCS): The
  uncompleted CVA Julius Caesar and the damaged CVA 
  Napoleon were under conversion to this design at the end of 
  the General War. Caesar was eventually completed during 
  the Andromedan Invasion and served with distinction until its 
  heroic final battle; Napoleon was completed about Y190 and 
  destroyed in Y198. George Washington was completed in 
  Y186 and, after years of combat, eventually served as a 
  museum. The standard crew of 549 includes a company of 72 
  Marines, but does not normally include a Prime Team.
  Ship names include: 2203 Julius'Caesar, 2204 George 
  Washington, 2205 Frederick the Great. 
  '
  | FEDERATION GALACTIC SURVEY CRUISER 
  |
  GALACTIC SURVEY CRUISER (GSC): First built in Y138, 
  the Galactic Survey Cruiser is intended for long-range 
  research and reconnaissance missions into uncharted 
  regions. It has larger lab and shuttle capacities and the 
  addition of cargo spaces. In peacetime, the shuttles are 
  usually administrative types, although most carried one Heavy 
  Transport Shuttle. In wartime, some of these ships served as 
  fleet scouts, carriers (with fighters in the bay), and commando 
  ships (with ground assault shuttles in the bay). The standard 
  crew of 451 includes a Prime Team and a company of 102 
  Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Timber Wolves serving aboard 1803 Lewis & 
  Clark and the Explorers serving aboard 1806 Cousteau.
  Ship names include: 1800 Byrd, 1801 Columbus, 1802 
  Darwin, 1804 Magellan, 1805 Marco Polo, 1807 Sagan, 1808 
  Armstrong, 1809 Challenger, 1020 Discovery.
  HEAVY CARRIER (CVA): In responding to the construction 
  of carriers by most of the races bordering the Federation, the 
  Federation Star Fleet constructed three carefully designed 
  “flatbeds” beginning in Y171. (Three more were planned but 
  were not finished before the General War ended. They were 
  finished as SCSs after the General War. The number of these 
  ships in service was one of the Federation’s most closely 
  guarded secrets, and many of the wartime records are in fact 
  part of a Federation deception campaign.) The Federation
  IMPROVED-TECHNOLOGY GALACTIC SURVEY CRUISER
  (GSX): The Federation was apparently the only race to build 
  an X-survey ship. Other races decided against such a move 
  because it reduced the number of combat X-cruisers. The 
  Federation apparently believed that the combat power of this 
  ship (first built in Y186), plus its flexibility, would allow it to 
  undertake the most dangerous missions and felt that this was 
  adequate compensation. At least one was used as a 
  combination fleet scout and fire support vessel in Admiral 
  Kosnett's Flying Squadron. Several earned fame hunting 
  down Andromedan bases and destroying them before 
  reinforcements could arrive. The standard crew of 601 
  includes a Prime Team and a company of 102 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Star Riders serving aboard 1820 Einstein.
  NEW DREADNOUGHT (DNG): Finding their DN increasingly 
  outgunned by the dreadnoughts of other races, and finding 
  the DN+ upgrade an inadequate solution, the Federation 
  undertook a re-evaluation of the original design and produced 
  this vastly improved ship, which entered service in Y175. A 
  larger rear hull and a reduction of laboratory capacity 
  provided space for the additional systems. Lowering the side 
  engines improved the side phaser arcs and increased the 
  frame strength enough to improve the maneuverability. The 
  designation DNG came from the addition of drone racks; 
  adding drone racks required reducing the shuttle capacity. 
  New construction DNs starting in Y175 were of this type, and 
  several older DN and DN+ ships were converted to 
  DNGs.The standard crew of 539 includes a Prime Team and 
  a company of 96 Marines.
  Page 96
  UFP -  THE FEDERATION SOURCEBOOK
  
  SHIP RECOGNITION MANUAL (abridged)
  UFP -  THE FEDERATION SOURCEBOOK I
  Ship names include: 1821 Sakharov, 1822 Teller, 1823 
  Fermi, 1824 Feynman.
  because of its sudden appearances in various theaters. The 
  Klingons thought (for most of Y183) that there was no such 
  ship, simply a clever Federation deception campaign ascrib­
  ing raids by several other carriers to a single ship. The 
  standard crew of 503 includes a Prime Team and a company 
  of 102 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Lost Travelers serving aboard the Shangri-La.
  Ship names include: 1754 Shangri-La and 1764 Atlantis.
  | FEDERATION HEAVY BATTLECRUISERS
  FEDERATION KIROV-CLASS BATTLECRUISER (BCG): As
  the General War progressed, it became increasingly clear that 
  even the heavy command cruiser would be overtaken in the 
  rapid competition which the war had engendered. To maintain 
  its leadership in cruisers, the Federation attempted to design 
  the ultimate cruiser which could rely on existing technology. 
  While similar to the CA/CC, the BC is not a modification or 
  refit but a new design. Only 1751 Kirov, 1752 Australia, and 
  1753 New Zealand were completed (in Y177, Y179, and 
  Y181, respectively). The class was supplanted by the CX. 
  During the General War, the Federation failed to achieve its 
  goal of maintaining cruiser superiority as the Klingons’ superb 
  C7 was the equal of the Kirovs. The standard crew of 503 
  includes a Prime Team and a company of 102 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Bushmen serving aboard 1752 Australia.
  Ship names include: 1751 Kirov and 1753 New Zealand.
  FEDERATION BISM ARCK-CLASS BATTLECRUISER 
  (BCF): Produced concurrently with the Kirovs, the Bismarcks 
  are a slightly modified design using borrowed Gorn 
  technology (plasma-F launchers) in place of the Kirov's drone 
  racks. Only 1761 Otto Von Bismarck, 1762 Nathan Bedford 
  Forrest, and 1763 Nikolai V. Ogarkov were completed (in 
  Y178, Y180, and Y182, respectively). The standard crew of 
  503 includes a Prime Team and a company of 102 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Red Machine serving aboard 1762 Nathan 
  Bedford Forrest.
  Ship names include: 1761 Otto Von Bismarck and 1763 
  Nikolai V. Ogarkov.
  BATTLE CARRIER (BCV): After the CVA MacArthur was 
  destroyed in Y181, the Federation ordered the next BC hull 
  completed as a carrier. This became the Shangri-La and was 
  completed in Y183. When the CVA Napoleon was heavily 
  damaged in Y183, the subsequent BC was completed as the 
  BCV Atlantis. The design was significant as it sacrificed 
  nothing from the basic BCG design in the way of firepower or 
  energy. Both BCVs had distinguished careers in the late war 
  years. The Shangri-La was known as the “ghost ship”
  BATTLE CONTROL SHIP (BCS): The second BCV, Atlantis, 
  was either completed in or converted to this configuration in 
  Y184. (The records are unclear.) It carried heavy fighters on 
  tractor-links and had cargo storage for extra weapons. The 
  standard crew of 503 includes a Prime Team and a company 
  of 102 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Wizards serving aboard Atlantis.
  HEAVY BATTLECRUISER NEW JERSEY (BCJ): The final 
  version of the original BCH design was intended for improved 
  firepower, particularly in base assaults. Completed in Y186, 
  the New Jersey was too late for service in the General War. 
  With the arrival of the X-ships, the class was considered 
  obsolete, and work on the 10th ship (intended to be the 4th 
  Bismarck class) proceeded slowly as a bargaining chip in 
  post-war negotiations. When the New Jersey proved 
  devastatingly effective against the Andromedans, the final 
  (10th) heavy battlecruiser was completed in Y189 to the 
  design of the New Jersey and renamed Montana. Further 
  heavy battlecruisers were not built because of the emphasis 
  on CXs; the Montana might not have been finished if she had 
  not been in an advanced state of construction. The standard 
  crew of 503 includes a Prime Team and a company of 102 
  Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Titans serving aboard the New Jersey and the 
  Mountaineers serving aboard the Montana.
  j FEDERATION LIGHT CRUISER 
  |
  “OLD” LIGHT CRUISER (CL): The CL is a rebuilt hull that is 
  over 100 years old. First built in Y119, these ships originally 
  fought in the First Romulan War. When warp power was 
  developed, many of these ships were converted to use it. 
  They formed the backbone of Star Fleet for two decades, 
  before enough heavy cruisers came into service to assume 
  that role. This ship is equipped with armor, which was used 
  before the more efficient shields were developed. This ship 
  had a good operating speed and excellent reserve power, but 
  until it was refitted, it was vulnerable to relatively minor 
  damage. Many of these ships were converted to support 
  missions (escort cruisers, minesweepers, survey ships, 
  hospital ships, etc.) during their service. The standard crew of 
  367 includes a Prime Team* and a company of 54 Marines.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 97
  
  I UFP -  THE FEDERATION SOURCEBOOK
  SHIP RECOGNITION MflNCJflL (abridged)
  Ship names for CL Light Cruisers include: 900 Texas, 
  901 Carolina (see ECL), 902 Kashmir, 903 Wales, 905 
  Bavaria (see ECL), 906 Lorraine (see ECL). Note: There 
  appear to have been about 20 old-style light cruisers 
  preserved as a “mothball” reserve fleet.
  Ship names for MS Minesweepers include: 904 Zaire, 
  907 Valencia, 909 Tyrol, 916 Isfahan, 920 Jahor.
  Ship names for CLS Light Survey Cruisers include: 962 
  Viking (ex-912 Sinai), 974 Voyager (ex-924 Alaska).
  Ship names for CLH Hospital Ships (old CL conversions) 
  include: 948 Refuge, 949 Sanctuary.
  Ship names for CMC Commando Cruisers include: 933 
  Normandy, 938 Okinawa, 939 Gallipoli, 940 Quebec.
  Ship names for ECL Escort Cruisers include: 965 Patton 
  (ex-915 California, escort for MacArthui), 961 Koniev (ex-911 
  Muscovy, escort for Zhukov).
  ‘ Prime Teams: The Light Cruisers and Light Survey Cruisers 
  usually had Prime Teams assigned to them, including the 
  Carolina Guard and the Texas Rangers, but the variants — 
  including escort cruisers, minesweepers, survey ships, and 
  hospital ships — did not.
  | FEDERATION “NEW” LIGHT CRUISER 
  |
  NEW LIGHT CRUISER (NCL): As the General War began to 
  loom on the horizon, the Federation took a serious look at 
  their shipbuilding program. It was noted that the excellent 
  command cruiser design took too long to build and that the 
  class-l destroyer design had serious limits on its combat 
  capability. The result was the “new" light cruiser, which 
  entered production in Y170. The NCL used the primary hull 
  section of the destroyer (including modifications planned for 
  the DD), but instead of the single engine, it used a pair of 
  smaller engines of a new and more efficient design. The NCL 
  replaced destroyers in the production program on a one-for- 
  one basis. There were more than a dozen variants to this 
  class, including escort cruisers, scouts, minesweepers, 
  carriers, drone bombardment ships, light tugs, etc. The 
  standard crew of 361 includes a Prime Team* and a company 
  of 54 Marines.
  Ship names for NCL Light Cruisers include: 1500 
  Kearsarge, 1501 Reliant, 1502 Alabama, 1503 Repulse, 1504 
  Renown, 1505 Prince of Wales, 1506 Mutso. Notes: About 60 
  ships of this class were built during the General War.
  Ship names for CLC Command Cruisers include: 1580 
  Clausewitz, 1581 Sun Tzu, 1582 Jomini, 1583 Tacitus, 1584 
  Mahan, 1585 Clancy, 1586 Coyle, 1587 Webber.
  Ship names for NSC New Scout Cruisers include: 2001 
  Discovery, 2002 Santa Maria, 2003 Calypso, 2004 Crockett.
  Ship names for NEC New Escort Cruisers include: 1544 
  Laffey.
  Ship names for NAC New Aegis Cruisers include: 1564 
  Hoerner, 1565 Chernavin, 1566 Soult.
  Ship names for NER Escort Cruisers include: 1545 
  Wainwright (escort for MacArthui).
  Ship names for NVL New Light Carriers include: 1508 
  Kaga, 1591 Kiev, 1592 Hosho, 1593 Princeton, 1594 
  Veinticinco De Mayo.
  Ship names for NVS New Strike Carriers include: 1595 
  Hermes, 1596 Vikrant, 1597 Clemenceau, 1598 Garibaldi.
  Ship names for NCD New Drone Cruisers include: 1515 
  Azov, 1516 Groznyy, 1517 Gromykii, 1541 Sverdlov.
  Ship names for NMS New Minesweepers include: 1571 
  Cautious, 1572 Meticulous.
  Ship names for NVH Heavy Fighter Carriers include: 
  1589 Ise, 1590 Hyuga. (A third NVH, to be named Mogami, 
  was never built.)
  * Prime Teams: A few ships of the basic NCL class (including 
  the CLC and NCD) had Prime Teams regularly assigned. 
  Most of the rest had Commando Teams. Very few (if any) of 
  the other variants had Prime Teams.
  FEDERATION NEW HEAVY CRUISER (NCA): Faced with a 
  shortage of heavy cruiser hulls, the Federation (like many 
  other races) looked to its war cruiser design and created a 
  “new heavy cruiser” (first built in Y175) that could be 
  assembled in shipyards that were building NCLs (leaving the 
  CA shipyards free to build CBs). The addition of the rear hull 
  and the small center engine increased power, versatility, and 
  range. The standard crew of 404 includes a Prime Team and 
  a company of 64 Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Loose Cannons serving aboard 1651 Chicago, 
  the Yankees serving aboard 1652 New York, and the Lost 
  Angels serving aboard 1654 Los Angeles.
  Ship names include: 1653 Dayton, 1655 London, 1656 
  Tokyo, 1657 Beijing, 1658 Berlin, 1659 Mecca, 1660 Buenos 
  Aires, 1661 Kinshasa.
  IMPROVED TECHNOLOGY DESTROYER (DDX): This 
  heavily modified version of the DD+ design (not a 
  conversion), is based on the unbuilt NDD which was evolved 
  (in a different direction) into the NCL. One of the first 
  conversions after the CX, the DDX conversion significantly 
  improved the class. This design, first built in Y182, was 
  second in stature only to the CX in Star Fleet. The standard 
  crew of 302 includes a Prime Team and a company of 64 
  Marines.
  Page 98
  UFP -  THE FEDERATION SOURCEBOOK
  
  SHIP RECOGNITION MANUAL (abridged)
  Ship names include: 701 Prince of Wales, 702 Lexington, 
  703 Kongo, 704 Essex, 705 Republic, 706 Potemkin.
  UFP - THE FEDERATION SOURCEBOOK
  IMPROVED TECHNOLOGY SCOUT (SCX): First built in 
  Y183, the SCX was identical to the DDX, except that four 
  special sensors replace the four photon torpedoes. The 
  standard crew of 302 includes a company of 64 Marines, but 
  does not normally include a Prime Team.
  Ship names include: 651 Donovan, 652 Gehlen, 653 
  Casey, 654 Dzherzinski, 655 Canaris, 656 Thompson.
  FEDERATION DESTROYERS
  DESTROYER (DD): First built in Y128, the destroyer was 
  designed as a smaller and less expensive stablemate to the 
  CA, but was less successful. While it carries cruiser 
  armament, it lacks the engine power of a cruiser. While 
  lacking maneuverability, its large saucer section makes it 
  capable of taking considerable punishment without losing 
  warp power. The Federation destroyer was expected, during 
  peacetime, to carry out essentially the same research and 
  exploration missions as the heavy cruiser class. Variants 
  include the Scout, Destroyer Escort, Destroyer Leader, and 
  Guided Weapons Destroyer. The standard crew of 204 
  includes a company of 36 Marines, but does not normally 
  include a Prime Team.
  Ship names for Destroyers include: 500 Saladin, 503 
  Alaric, 508 Suleiman, 509 Etzel.
  Ship names for DE Destroyer Escorts include: 565 
  Halsey (escort for N im itz), 566 N a g um o  (escort for 
  Yamamoto).
  Ship names for SC Scouts include: 585 Hermes, 587 De 
  Gama, 589 Dianna, 591 Bridger, 592 Carson.
  WAR DESTROYER (DW): The Federation NCL class had 
  effectively taken over the shipyards that originally produced
  the Destroyer class, ending most DD production before the 
  Federation entered the General War. This left a gap between 
  the NCL and the FFG which was covered by the steadily 
  dwindling force of DDs and CLs. By Y174 the shortage of 
  these classes was becoming acute, particularly with so many 
  of them being converted to support roles, such as scouts, 
  carrier escorts, and minesweepers. Recognizing the need for 
  a War Destroyer class, the Federation commissioned the DW. 
  The first prototype (Humberto Ortega) appeared in Y175, and 
  production began in Y176 with the Enrique Bermudez. 
  Variants of this class included scouts, drone bombardment 
  ships, escorts, fast transports, minesweepers, commando 
  ships, and a command version.The standard crew of 205 
  includes a company of 44 Marines, but does not normally 
  include a Prime Team.
  Ship names for DW War Destroyers include: Mohammed 
  Aidid (Somalia), AH Mahdi Mohamed (Somalia), Ardzinba 
  (Abkhazia). 
  .
  Ship names for DWD Drone Bombardment Destroyers 
  include: 831 Massoud, 832 Hekmatyar, 833 Yunis Khalis, 834 
  Najibullah, 835 Rabbani, 836 Mojadeddi, 837 Dostam.
  FEDERATION FRIGATE
  FRIGATE (FF): A contemporary of the cruiser and destroyer 
  designs, the frigate has good forward firepower but has (like 
  most Federation ships) poor weapons arcs to the rear. The 
  unique long-range ability of the photon meant that Federation 
  frigates (unlike most of those of other races) could support 
  long-range bombardments. First built in Y125, the frigate was 
  useful in many patrol and escort roles. The standard crew of 
  164 includes a company of 34 Marines, but does not normally 
  include a Prime Team.
  Ship names include: 305 Drake, 307 Churchill, 309 F D 
  Roosevelt, 313 Graf Spee, 314 Tegethoff, 317 Hipper, 318 Yi 
  Sun Sin, 319 Tanaka, 320 St Vincent, 323 Guderian, 324 
  Dunnigan, 326 Ernest J King.
  BATTLE FRIGATE (FFB): One of two competing designs for 
  the Federation War Destroyer project, it was rejected and 
  entered service instead in Y176 as a frigate leader. Only four 
  were ever built (471 Marko Ramius, 472 Gunter Prien, 473 
  Yahachi Tanabe, and 474 Joseph Enright). The standard 
  crew of 185 includes a Prime Team and a company of 34 
  Marines.
  Prime Teams of note serving aboard this class of ship 
  include: the Red Octoberists serving aboard 471 Marko 
  Ramius, the Stormtroopers serving aboard 472 Gunter Prien, 
  the Samurai serving aboard 473 Yahachi Tanabe, and the 
  Seven serving aboard 474 Joseph Enright.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 99
  
  1 UFP - THE FEDERATION SOURCEBOOK
  SHIP RECOGNITION MANUAL (abridged)
  IMPROVED TECHNOLOGY FRIGATE (FFX): First built in 
  Y183, this design was an effective X-frigate, but like most 
  races, it was rare to install X-technology on such small hulls. 
  The standard crew of 241 includes a company of 64 Marines, 
  but does not normally include a Prime Team.
  Ship names include: 451 Mitchell, 452 Mack, 453 LtCol 
  Oliver North, 454 Byng, 455 Mathews, 456 Dreyfus, 457 
  Kimmel, 458 Rickover, 459 Ralph Hayles.
  types, such as liquid, dry bulk, and palletized containers), 
  Starliner pods (transporting civilians and other personnel in 
  relative comfort), troop transport pods (used to move troops 
  with considerably less comfort), battle pods (with enough 
  weapons to turn the tug into an effective warship), carrier 
  pods (with facilities to operate two squadrons of fighters, a 
  smaller pod could operate one squadron), repair pods (able to 
  repair ships near the front lines), and self-defense pods 
  (which provided additional defensive weapons while retaining 
  about half of the cargo-carrying ability).The standard crew of 
  224 includes a platoon of 12 Marines*.
  Ship names include: 3801 Ptolemy, 3802 Al Rashid, 
  3803 Swift-Tuttle, 3804 Jan Oort, 3805 Stephen Hawking, 
  3808 Galilei, 3815 Copernicus, 3816 Keppler, 3822 Newton.
  *Prime Teams: One might assume that such mundane ships 
  as cargo tugs would not have Prime Teams, but this was not 
  always the case. Because tugs tended to wander a fleet’s 
  rear areas picking up and delivering supplies, it was often 
  involved in moving Prime Teams and other troops and 
  sometimes deployed these into problem situations on various 
  planets.
  | FEDERATION POLICE CUTTER
  POLICE CUTTER (POL): First built in Y125, the police cutter 
  (sometimes referred to as a police cruiser) was intended for 
  customs regulation, space rescue, and law enforcement. It is 
  not intended to stand up in combat to warships. Its design 
  predates the Orion raider cruiser, which clearly outmatches it. 
  With some assistance (such as from the freighters of a 
  convoy), it is a good match against an Orion. When heavy 
  pirate units are expected, these ships operate in groups of 
  three or call for the nearest Star Fleet cruiser. Many of these 
  ships were operated by the various planetary guards. The 
  standard crew of 63 includes a Prime Team* and a platoon of
  11 Marines.
  Ship names include: Masterson, Deputy, Virgil Earp, 
  Morgan Earp, Wyatt Earp, Holiday, Behan, White, Trooper, 
  Gatekeeper, Summons, Bobby, Texas Ranger.
  *Prime Teams: It would be very rare for a police ship to have 
  a Prime Team regularly assigned, but this did happen from 
  time to time, and Police Ships often transported Prime Teams 
  from one assignment to another so that more important ships 
  did not have to be diverted.
  | FEDERATION FLEET TUG AND PODS________________
  FLEET TUG : First built in Y134, and used by Star Fleet to 
  transport priority military and government cargoes (civilian 
  freighters being adequate for other loads), the tug is a full- 
  fledged starship with limited armament suitable to its mission.
  The Federation tug can carry one or two pods. Various 
  types of pods were created, including: cargo pods (various
  NCC ship classification
  The NCC classification (which 
  stands for Naval Construction 
  Contract) should appear before 
  each of the ship numbers listed 
  throughout this section, i.e., 
  NCC 451 Mitchell, NCC 1724 
  Saratoga. It was decided to 
  simply list the ship numbers to 
  make it easier to read.
  Page 100
  UFP -  THE FEDERATION SOURCEBOOK
  
  INDEX
  THE FEDERATION SOURCEBOOK INDEX
  • A •
  Advanced Initiative..........................................................56
  Awards, Decorations, and Medals................................69
  • В •
  Bioelectric Projection, Fralli........................................... 94
  Bioelectric Surge, Fralli..................................................93
  Briefing Officer, Duties of th e ........................................42
  Budget and Procurement, Office o f..............................65
  • С •
  Character Datafile, Revised.........................................109
  Character Generation, Example - Commando...........23
  Character Generation, Example - N V P ....................... 22
  Character Type, Combat Engineer...............................24
  Character Type, Commando.........................................23
  Civilian - Federation Liaison..........................................65
  Colonies and Outposts, Federation..............................43
  Communications and C odes.........................................65
  Company, Star Fleet Marines........................................71
  Corps of Engineers..........................................................65
  Council for Colonization, Federation............................63
  Critical Success Level.................................................... 55
  Cultural Commission, Federation.................................63
  • E •
  Equipment, Artificial Gravity Generating Boots..........33
  Equipment, Battle Lantern............................................. 33
  Equipment, Collapsible Ladder......................................33
  Equipment, Field Stretcher............................................33
  Equipment, Inertial Locater............................................ 34
  Equipment, Laser P istol.................................................34
  Equipment, Laser Rifle................................................... 34
  Equipment, Personal Force Field.................................34
  Equipment, Personal Signature Masker......................34
  Equipment, Rations.........................................................35
  Equipment, Remote Sensor Unit.................................. 35
  Equipment, Smoke Grenade.........................................35
  Equipment, Transponder/Locater................................. 36
  Equipment, Uniform, Standard Issue............................36
  • F •
  Federation C harter..........................................................61
  Federation Headquarters.....'..........................................62
  Federation Membership, Observer...............................63
  Federation Membership, Provisional............................63
  Federation, T h e ............................................................... 61
  Fleet Command............................................................... 65
  • G •
  General Assembly, Federation......................................62
  • H •
  High Council, Federation................................................63
  Hit Location...................................................................... 57
  Homeworld Leave...........................................................42
  • I *
  Initial Contact Reports (ICR)..........................................41
  UFP - THE FEDERATION SOURCEBOOK
  Innate Stun Damage Reduction (ISDR).......................55
  Intelligence/Covert Operations...................................... 65
  Interstellar Court of Justice (ICJ)...................................63
  ISDR................................................................................... 55
  • J •
  J’haniar, Path o f...............................................................  11
  Jindarians, ICR................................................................. 41
  Judge Advocate............................................................... 65
  • K *
  Korini Dercou, Path o f.....................................................  12
  • L *
  Logistics and Supply....................................................... 65
  • M •
  Map — Alpha-Centauran Homeworld..........................81
  Map — Andorian Homeworld.........................................85
  Map — Cygnan Homeworld...........................................87
  Map —- Rigellian Homeworld .........................................83
  Map — Vulcan Homeworld ............................................79
  Marine Command.............................................................65
  Marshal, Federation........................................................ 43
  Merchant Marine - Federation Liaison.........................65
  Mey’lar, Path o f ................................................................ 11
  Mission Types and M odes............................................. 39
  • N •
  National Guards, T h e ...................................................... 73
  Nine Paths, T h e ...............................................................  10
  NVP.................................................................................... 18
  • O *
  Optional R ules................................................................. 55
  . p .
  Paktoc Kelfee, Path of..................................................... 13
  Personal Power Supply, Fralli....................................... 93
  Planetary Guard Com m and...........................................65
  Platoon, Star Fleet Marines............................................71
  Power Device, Fralli........................................................ 93
  Prime Central................................................................... 66
  Psionic Disciplines, V ulcan............................................10
  Psionics, Non-Vulcan......................................................18
  • R •
  Race, Player, Alpha-Centauran.................................... 80
  Race, Player, Andorian...................................................84
  Race, Player, Brecon...................................................... 89
  Race, Player, Cygnan.....................................................86
  Race, Player, Fralli...........................................................92
  Race, Player, Human............................................. ........ 77
  Race, Player, Mynieni.....................................................91
  Race, Player, Prellarian..................................................90
  Race, Player, Rigellian....................................................82
  Race, Player, Tellarite.....................................................88
  Race, Player, Vulcan....................................................... 78
  Ranks and Insignia, Enlisted..........................................74
  Ranks and Insignia, O fficer............................................74
  Research and Design, Office o f....................................65
  UFP -  THE FEDERATION SOURCEBOOK
  Page 101
  
  UFP - THE FEDERATION SOURCEBOOK
  • s»
  Sample Starship Crew, Agincourt.................................45
  Security Levels and Material Sensitivity......................40
  Sheriff, Federation...........................................................43
  Ship Recognition, Destroyers........................................99
  Ship Recognition, Dreadnoughts.................................. 96
  Ship Recognition, Frigates............................................ 99
  Ship Recognition, Galactic Survey Cruisers............... 96
  Ship Recognition, Heavy Battlecruisers......................97
  Ship Recognition, Heavy Cruisers................................95
  Ship Recognition, Light Cruisers.................................. 97
  Ship Recognition, “New” Light Cruisers....................... 98
  Ship Recognition, Police Cutters (Cruisers)............. 100
  Ship Recognition, Tugs and P ods..............................100
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski 
  Ski
  Archery.....................................................................26
  Biofeedback............................................................15
  Blade Throwing .......................................................26
  Civil Engineering.................................................... 30
  Deep Programming................................................14
  Disguise...................................................................28
  Diving....................................................................... 31
  Empathic Diagnosis............ ..................................13
  Environmental Attunement.................................. 11
  Endurance............................................................... 26
  Factual Storage...................................................... 16
  Far S ense............................................................... 20
  Feign D eath............................................................15
  Forgery (Documents)............................................ 26
  Healing.....................................................................13
  Heightened Reasoning.........................................14
  Instruction............................................................... 29
  Mechanical Lockpicking........................................31
  Memorization..........................................................28
  Mind Shadow......................................................... 12
  Minute Observation................................................32
  Parachuting.............................................................27
  Precognition............................................................21
  Security Systems...................................................31
  Sub-specializations................................................25
  Sub-specializations, M edicine.............................32
  Telekinesis.............................................................. 21
  Trick Shot................................................................ 27
  Vocal Mimicry..........................................................29
  Special Brigades, Star Fleet Marines.......................... 74
  Squad, Star Fleet Marines............................................. 71
  Srenkon de Kafli, Path o f................................................14
  Srunihki, Path o f .............................................................. 16
  Starbase Com m and....................................................... 65
  Star Fleet Academy.........................................................64
  Star Fleet Com m and...................................................... 63
  Star Fleet - Federation Liaison......................................65
  Star Fleet Headquarters.................................................64
  Star Fleet High Command............................................. 65
  Star Fleet Marines...........................................................71
  Strike Teams, M arine..................................................... 73
  Surini Maklar, Path o f..................................................... 16
  Survey Corps....................................................................65
  • T •
  Tactical Tricorder, Active Scan Mode for the.............. 56
  Tactical Tricorder, Passive Scan Mode for the...........56
  Technical Council, Federation (FedTech)...................63
  INDEX
  Template, Scatter Phaser............................................108
  Tenets of Serin, Path o f ..................................................13
  Training and Advancement, Office o f...........................65
  Tricorder, Early, Monocorder.........................................38
  Tricorder, Early, Bicorder................................................38
  Tricorder, X-Corder..........................................................38
  • V *
  Vesehr of Trak, Path o f...................................................15
  . W
  Weapons & Equipment - Availability by Year............. 37
  • Y •
  Yes/No Test, T h e ..................................... ....................... 41
  Page 102
  UFP -  THE FEDERATION SOURCEBOOK
  
  INDEX
  UFP - THE FEDERATION SOURCEBOOK
  PRIME DIRECTIVE RULEBOOK INDEX
  Please note: All page numbers in this section refer to 
  those found in the Prime Directive Rulebook.
  • A *
  Action/Initiative Test (A/I Test).......................................42
  Agonizer, Klingon............................................................76
  Armor................................................................................. 90
  Awards, Base M ission..................................................101
  • В •
  Background Rating, Effect on Play...............................99
  Ballistic W eapons............................................................72
  • C *
  Captain’s Review...........................................................101
  Carrying.............................................................................29
  Character Datafile, blank................................................33
  Character Datafiles, Black Eagles..............................181
  Character Generation..................................................... 17
  Character Generation, Attributes.................................. 19
  Character Generation, Body Weight.............................30
  Character Generation, CIP, Racial Penalties............. 27
  Character Generation, Example................................... 30
  Character Generation, Initial Background Rating.......26
  Character Generation, Initial CIP Spending............... 26
  Character Generation, Initial Rank...............................22
  Character Generation, Initial Rank, Determination....24
  Character Generation, Initial Reputations...................25
  Character Generation, Personal Interest S kills..........29
  Character Generation, Range Types............................27
  Character Generation, Seniority................................... 25
  Characteristics, Accuracy.............................................. 19
  Characteristics................................................................. 19
  Characteristics, Improvements Table.......................... 97
  Characteristics, Improving with Experience............... 97
  Combat Table, Melee and Martial Arts........................ 83
  Combat Table, Ranged W eapons................................82
  Combat Table, Thrown Weapons.................................84
  Combat, Arm or................................................................ 90
  Combat, Damage Tables, Reading..............................69
  Combat, Damage, Devices............................................ 87
  Combat, Damage, Objects............................................ 86
  Combat, Damage, Player M odifiers.............................85
  Combat, Defensive Action Modifiers........................... 89
  Combat, Defensive Actions........................................... 88
  Combat, Defensive Actions, Damage Modifiers.........89
  Combat, Example............................................................90
  Combat, Reference Sheet............................................. 92
  Combat, Simplified S ystem ........................................... 93
  Combat, Stun Reduction T e st.......................................94
  Combat, Turn Sequence................................................66
  Combat, Weapon Types.................................................68
  Combat, Weapons S kills............................................... 68
  Combat, Withholding Fire...............................................71
  • D •
  Damage Capacity, Lethal, Calculation........................ 28
  Damage Capacity, Stun, Calculation............................28
  Dice Rolling Conventions.............................................. 36
  Disruptors, Klingon..........................................................76
  • E *
  Encumbrance....................................................................29
  Equipment, Armor, Assault..........................................108
  Equipment, Armor, F ie ld .............................................. 108
  Equipment, Armor, Skirmish.........................................108
  Equipment, Base Request # (BR#)............................. 103
  Equipment, Basic...........................................................103
  Equipment, Field, Backpack Mini-Computer (ВРМС)ЮЗ
  Equipment, Field, Climbing Pads................................104
  Equipment, Field, Communicator................................104
  Equipment, Field, Covert Operations Kit................... 104
  Equipment, Field, Field Dressing K it..........................105
  Equipment, Field, Field Pack....................................... 105
  Equipment, Field, Focused Beam Comm. U nits......105
  Equipment, Field, Grav Boots ......................................105
  Equipment, Field, Marine Dress S abre..................... 105
  Equipment, Field, Medkit (Advanced).........................106
  Equipment, Field, Medkit (Basic),............................... 106
  Equipment, Field, NutroBooster...’.............................. 106
  Equipment, Field, Power Packs..................................106
  Equipment, Field, Sniper R ig ...................................... 106
  Equipment, Field, Stealth Grapnel............................. 107
  Equipment, Field, Throwing Knife.............................. 105
  Equipment, Field, T o o ls............................................... 105
  Equipment, Field, Transporter Emergency Pulse
  Ripcord............................................................................ 107
  Equipment, Field, Transporter Homing Beacon.......107
  Equipment, Field, Tricorders....................................... 107
  Equipment, Field, Universal Translator..................... 107
  Equipment, Helmet........................................................ 109
  Equipment Requests.....................................................103
  Equipment, Survival, Cold Weather G ear.................110
  Equipment, Survival, Diving S uit.................................109
  Equipment, Survival, High Radiation S u it.................110
  Equipment, Survival, Jungle/Forest G e a r.................109
  Equipment, Survival, Respirator.................................109
  Equipment, Survival, Vac Suit..................................... 109
  Explosives, Plastic [Plastipolymer Charges (PPC)]... 75
  • F •
  First Aid..............................................................................94
  Flechette Pistol................................................................. 78
  Fusion Weapons, H ydran.............................................. 77
  •G »
  Gauss Gun, G orn.............................................................79
  Glossary............................................................................ 10
  Grenade Launcher...........................................................75
  Grenade, Flash/Fragmentation..................................... 74
  Grenade, Hydran Methane............................................. 78
  Grenade, Pepperbox....................................................... 73
  Grenade, Phaser..............................................................72
  Grenade, Photon....................................................... . 
  73
  Grenades, Scatter............................................................74
  • H •
  Healing, Interspecies Medical Research..................... 96
  Healing, Interspecies Medicine..................................... 96
  Healing, Lethal Damage..................................................94
  Healing, Reducing Stun Damage..................................94
  UFP -  THE FEDERATION SOURCEBOOK
  Page 103
  
  UFP -  THE FEDERATION SOURCEBOOK
  INDEX
  • I*
  Initiative Determination Table........................................43
  • J •
  Jumping Table..................................................................29
  • L *
  Level of Action(LoA)....................................................... 42
  Level of Action Table...................................................... 43
  Lifting................................................................................. 29
  • M •
  Martial A rts.......................................................................80
  Master Racial Characteristics Table.......................... 143
  Melee Weapons............................................................... 79
  Methane Discharger, H ydran........................................78
  Mission Award Table .....................................................101
  Mission Criticality Table................................................100
  Mission Performance Evaluation................................100
  • N •
  Needier..............................................................................78
  Non-Player Characters (NPC) Templates................ 135
  . p .
  Personal Star Fleet ID Card (PSFI)..............................16
  Phaser, Repeater............................................................71
  Phaser, Scatter................................................................ 70
  Phasers.............................................................................70
  Plasma Weapon, Romulan............................................ 77
  Prime Central....................................................................14
  Prime Directive, The....................................................... 13
  Prime Teams, SFB Integration................................... 173
  Pulsers...............................................................................72
  • R *
  Race, Player, Alpha-Centauran.................................... 18
  Race, Player, Andorian..................................................18
  Race, Player, Cygnan..................................................... 18
  Race, Player, Hum an..................................................... 17
  Race, Player, Rigeliian...................................................17
  Race, Player, Vulcan...................................................... 17
  Racial Background, Alpha-Centauran.......................113
  Racial Background, Andorian......................................114
  Racial Background, Andromedan...............................126
  Racial Background, Cygnan........................................113
  Racial Background, G orn............................................ 123
  Racial Background, Human.........................................111
  Racial Background, Hydran.........................................126
  Racial Background, InterstellarConcordium (ISC)... 130
  Racial Background, ISC Member Races...................131
  Racial Background, Klingon........................................115
  Racial Background, Klingon Subject Races............. 118
  Racial Background, K zinti........................................... 122
  Racial Background, Lyran........................................... 128
  Racial Background, O rion........................................... 125
  Racial Background, Rigeliian......................................112
  Racial Background, Romulan......................................120
  Racial Background, Seltorian......................................132
  Racial Background, Tholian.........................................124
  Racial Background, V ulcan.........................................112
  Racial Background, W YN............................................ 129
  Racial Char. Table, Federation member races..........18
  Range Table, Master....................................................... 81
  Range Types.....................................................................27
  Ranks.................................................................................23
  Reputation Effects Table.................................................98
  Reputation, Post-mission adjustm ent..........................97
  • S *
  Sample Prime Team, Black Eagles............................ 179
  Scenario, Running a ..................................................... 144
  Scenario, The Kam’srit Riddle..................................... 157
  Scenario, Web of Darkness.........................................147
  Scenario (SFB), Web of Darkness ............................ 172
  Seniority, Post-Mission Adjustment.-...........................100
  Service Divisions..............................................................  19
  Skill Bonuses, Service Division'........... ......................... 21
  Skill Levels/Task D ice.....................................................28
  Skill, Acrobatics................................................................48
  Skill, Administration......................................................... 63
  Skill, Aid Mind B ar............................................................58
  Skill, Am nesia.................................................................. 57
  Skill, A rt..............................................................................55
  Skill, Astrogation...............................................................54
  Skill, Blind Fighting...........................................................64
  Skill, Bribery......................................................................55
  Skill, Cloaking Device Technology................................60
  Skill, Command................................................................ 57
  Skill, Communications Systems....................................60
  Skill, Computer Programming....................................... 54
  Skill, Computer System s................................................ 60
  Skill, Confusion................................................................ 58
  Skill, Console Operation..................................................60
  Skill, Cryptography.......................................................... 54
  Skill, Cultural Knowledge............................................... 63
  Skill, Damage Control.....................................................60
  Skill, Demolitions..............................................................60
  Skill, Drive (Vehicle)........................................................ 48
  Skill, Electronics............................................................... 60
  Skill, Evaluation................................................................ 55
  Skill, Fast Talk.................................................................. 55
  Skill, Field Equipment......................................................48
  Skill, Fine W ork................................................................ 48
  Skill, Fire (Weapon)..........................................................48
  Skill, First A id ................................................................... 63
  Skill, Free Climbing......................................................... 48
  Skill, Gambling................................................................. 56
  Skill, Heavy Weapons Operation..................................48
  Skill, History......................................................................64
  Skill, Impulse Drive Systems..........................................62
  Skill, Interrogation............................................................52
  Skill, Investigation............................................................54
  Skill, Jumping................................................................... 47
  Skill, Jury R ig ................................................................... 62
  Skill, Language................................................................. 64 •
  Skill, Law........................................................................... 64
  Skill, Lethal Damage Attack (AMA),............................. 48
  Skill, Life Support System s............................................62
  Skill, Martial Arts...............................................................49
  Skill, Mathematics............................................................55
  Skill, Mechanics...............................................................62
  Skill, Medical Systems.....................................................62
  Skill, Medicine.................................................................. 64
  Skill, Melee Combat........................................................ 49
  Page 104
  UFP -  THE FEDERATION SOURCEBOOK
  
  INDEX
  Skill, Mind B a r..................................................
  Skill, Mind M eld................................................
  Skill, Mind Scan................................................
  Skill, Mind Touch..............................................
  Skill, Natural Sciences.....................................
  Skill, Negotiation...............................................
  Skill, Nerve Strike (AMA),...............................
  Skill, Oration......................................................
  Skill, Persuasion...............................................
  Skill, Philosophy...............................................
  Skill, Physical Sciences...................................
  Skill, Pilot (Vehicle)..........................................
  Skill, Power Generation Systems..................
  Skill, Quick D raw ..............................................
  Skill, Resist Interrogation................................
  Skill, Ride (Animal)..........................................
  Skill, Rope Clim bing........................................
  Skill, Security Procedures..............................
  Skill, Seduction.................................................
  Skill, Sensor Systems......................................
  Skill, Shadowing...............................................
  Skill, Shield Systems.......................................
  Skill, Ship’s Weapons Systems.....................
  Skill, Skiing........................................................
  Skill, Sleight of H and.......................................
  Skill, S niper.......................................................
  Skill, Star Fleet Regulations and Operations
  Skill, Stealth.......................................................
  Skill, Surgery....................................................
  Skill, Survival (Terrain)....................................
  Skill, Swim m ing................................................
  Skill, System S peed........................................
  Skill, Throwing..................................................
  Skill, Tracking...................................................
  Skill, Transporter System s.............................
  Skill, Vulcan Nerve Pinch...............................
  Skill, Warp Drive Systems..............................
  Skill, Wrestling..................................................
  Skill, Zero-G Maneuvering..............................
  Skills, Command, Field Command...............
  Skills, Command, Helm/Navigation..............
  Skills, Command, Liaison...............................
  Skills, Engineering, Technical.......................
  Skills, Improvements T a b le ............................
  Skills, Marine, Combat.....................................
  Skills, Marine, Heavy Weapons.....................
  Skills, Marine, Scout........................................
  Skills, Master L is t.............................................
  Skills, Medical, M edic......................................
  Skills, Psionic, Psionic M aster.......................
  Skills, Science, Specialist...............................
  Skills, Standard Star Fleet..............................
  Stun Baton, Rom ulan......................................
  Success Levels.................................................
  Sulk’Toth, Klingon...........................................
  Surgery..............................................................
  •T «
  Task Dice, Skill Levels and.............................
  Task Dice, Tasks and .....................................
  Task, Characteristic.........................................
  Task, S kill..........................................................
  Task, Unsupported S k ill.................................
  UFP -  THE FEDERATION SOURCEBOOK |
  Tasks, Continuing............................................................37
  Tasks, Determining S uccess.........................................38
  Tasks, Instantaneous...................................................... 37
  Tasks, Reciprocal Response Test.................................40
  Tasks, Reciprocal Response, Continuing, “Points",... 40
  Tasks, Repeated.............................................................. 37
  Tasks, Supporting Skills..................................................40
  Tasks, Unsupported Skill, Penalty.................................39
  Team, Action, Composition............................................12
  Team, Prime, Composition............................................. 13
  Team, Strike, Composition............................................. 13
  Thrown Weapons.............................................................80
  TiC (Time in Combat)...................................................... 44
  TiC, Zero Action.................;.............................................44
  Time and Time Scales........... ......................................... 44
  ToC (Time Out of Combat)........... ,................................44
  Timeline, Star Fleet Universe.......................................174
  Tricode M odifiers.............................................................39
  Tricodes.............................................................................36
  Tricorder (Analysis, Range, and Scanning)................61
  . w «
  Wheedling.......................................................................102
  58
  58
  59
  59
  64
  52
  49
  53
  53
  64
  64
  49
  62
  51
  56
  49
  47
  56
  53
  62
  65
  63
  63
  49
  49
  49
  64
  50
  64
  56
  47
  51
  50
  65
  63
  50
  63
  47
  50
  21
  21
  21
  21
  97
  22
  22
  22
  46
  22
  22
  22
  20
  77
  36
  76
  95
  28
  .35
  35
  35
  35
  UFP -  THE FEDERATION SOURCEBOOK
  Page 105
  
  Each of these 2-piece templates represents the area of fire for one dispersal array of the scatter phaser.
  Eight templates have been provided to cover the whole 8-array dispersal.
  SCATTER PHASER TEMPLATE - PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY
  
  PRIME DIRECTIVE
  CHARACTER DATAFILE
  Character Name and Rank
  Race
  Ship/Team Name
  Service Division
  Service Branch
  Seniority
  Strength:
  Intuition:
  Movement:
  Pro. Rep. Level:
  Armor Rating:
  Accuracy:
  Discipline:
  Base A/I Tricode: 4/6/8
  Pro. Rep. Points:
  Weight (optional):
  Speed:
  Technical:
  AR Mods:
  Her. Rep. Level:
  Lift:
  Leadership:
  Gen.Knowledge:
  Dmg. Mods:
  Her. Rep. Points:
  Jump:
  Logic:
  Perception:
  Adj. A/I Tricode:
  Background Rating:
  Range Type:
  STRENGTH
  LOGIC
  TECHNICAL
  Endurance
  level
  dice
  Astrogation
  level
  dice
  Civil Eng. ’ 
  Cloaking Device 
  Technology 
  Comm. Systems 
  Computer Sys. 
  Console Ops. 
  Damage Control 
  Demolitions 
  Diving 
  Electronics 
  Field Equipment 
  Imp. Drive Sys. 
  Jury Rig 
  Life Supp. Syst. 
  Mech. Lockpick 
  Mechanics 
  Medical Sys. 
  Power Gen Sys. 
  Security Sys.
  level
  dice
  Jumping 
  Rope Climbing
  level
  dice
  Computer Prog.
  level
  dice
  level
  dice
  Cryptography
  level
  dice
  level
  dice
  Swimming
  level
  dice
  Investigation
  level
  dice
  level
  dice
  Wrestling
  ACCURACY
  Archery
  level
  dice
  Mathematics
  level
  dice
  level
  dice
  Memorization
  level
  dice
  level
  dice
  level
  dice
  INTUITION
  level
  level
  dice
  dice
  Blade Throwing
  level
  dice
  Art
  level
  dice
  Acrobatics
  level
  dice
  Bribery
  Disguise
  Evaluation
  level
  dice
  level
  level
  dice
  dice
  Drive
  level
  dice
  level
  dice
  Drive
  level
  dice
  level
  dice
  Drive
  level
  dice
  Fast Talk
  level
  dice
  level
  level
  level
  level
  level
  level
  level
  dice
  dice
  dice
  dice
  dice
  dice
  dice
  Fine Work
  level
  dice
  Gambling
  Instruction
  level
  dice
  Fire
  level
  dice
  level
  dice
  Fire
  level
  dice
  Security Proced. 
  Vocal Mimicry
  level
  dice
  Fire
  level
  dice
  level
  dice
  Fire
  level
  dice
  Forgery
  level
  dice
  DISCIPLINE
  Free Climbing 
  Heavy Weapons 
  Operations 
  Lethal Damage 
  Attack (AMA)
  Resist Interrog. 
  Survival
  level
  dice
  level
  dice
  Sensor Systems
  level
  dice
  level
  dice
  Survival
  level
  dice
  Shield Systems 
  Ships Weapons
  level
  dice
  Survival
  level
  dice
  level
  level
  level
  dice
  dice
  dice
  level
  dice
  DISCIPLINE—
  Amnesia
  PSIONICS
  level
  Systems 
  Transporter Sys. 
  Warp Drive Sys.
  Martial Arts 
  Melee Combat
  level
  level
  dice
  dice
  dice
  Biofeedback
  level
  dice
  level
  dice
  Nerve Strike
  level
  dice
  Command 
  Confusion 
  Deep 
  Programming 
  Empathic 
  Diagnosis 
  Environmental 
  Attunement 
  Factual Storage 
  Far Sense 
  Feign Death 
  Healing 
  Heightened 
  Reasoning 
  Mind Bar 
  Aid Mind Bar 
  Mind Meld 
  Mind Scan 
  Mind Shadow 
  Mind Touch 
  Precognition 
  Telekinesis
  level
  dice
  level
  dice
  Parachuting
  level
  dice
  level
  dice
  Pilot
  level
  dice
  G E N E R A L  K N O W L E D G E
  Pilot
  level
  dice
  Administration
  level
  dice
  Pilot
  level
  dice
  Cultural Knowl.
  level
  dice
  Ride
  level
  dice
  First Aid
  level
  dice
  Ride
  level
  dice
  History
  Language
  level
  dice
  Skiing
  level
  dice
  level
  dice
  Sleight of Hand
  level
  dice
  Law
  level
  dice
  Sniper
  level
  dice
  Medicine
  level
  dice
  Stealth
  level
  dice
  Nat. Sciences
  level
  dice
  Throwing
  level
  dice
  Philosophy
  level
  dice
  Trick Shot
  level
  dice
  Phys. Sciences 
  Star Fleet Regs. 
  Surgery
  level
  dice
  V. Nerve Pinch
  level
  dice
  level
  dice
  level
  dice
  Zero-G Maneuv.
  level
  dice
  level
  dice
  SPEED
  Quick Draw 
  System Speed
  LEADERSHIP
  Interrogation
  Negotiation
  Oration
  level
  dice
  level
  dice
  level
  dice
  level
  dice
  level
  dice
  level
  dice
  level
  level
  dice
  dice
  PERCEPTION
  Blind Fighting
  level
  dice
  level
  dice
  Minute Observ,
  level
  dice
  level
  dice
  Shadowing
  level
  dice
  Persuasion
  level
  dice
  Tracking
  level
  dice
  Seduction
  level
  dice
  
  LETHAL DAMAGE CAPACITY
  1 | 2 | 3 | 4 | 5 | 6 | 7 
  8 
  9 
  10 
  11 
  12 | 13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21
  22 
  23 
  24
  STUN DAMAGE CAPACITY
  1 I 2 
  3 | 4 | 5 | 6 | 7 | 8 
  9 | 10 
  11 
  12 
  13 
  14 
  15 
  16 
  17
  18 
  19 
  20 
  21 
  22 
  23 
  24
  RANGE WEAPONS AND GRENADES
  WEAPON
  GRADE
  D# VALUES
  RADIUS
  TO HIT
  ENERGY
  MELEE WEAPONS
  WEAPON
  CLASS
  MIN. STRENGTH
  RANGE
  D# VALUES
  STRENGTH MODS
  EQUIPMENT
  WEIGHT
  EQUIPMENT
  WEIGHT
  PERSONAL INTEREST SKILLS AND ADDITIONAL INFORMATION
  CHARACTER NAME AND RANK
  PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY
  
  PRIME DIRECTIVE
  C1FP-1
  GM’s ADVENTURE RECORD/CONTROL SHEET
  ADVENTURE TITLE______________________ G M ________
  Mission Type ___________________________  Date Played _
  Mission Review SL_______________________ CIPs Awarded
  BRIEF DESCRIPTION_________________________________
  MEMORABLE EVENTS, QUOTES:
  MASTER COMBAT CONTROL SHEET
  ACTIONS/INITIATIVE CONTROL SHEET
  NPC #1
  INIT = 13+ 
  LoA
  SDC [1] 
  [7]
  [2]
  [8]
  [3]
  [9]
  [4]
  [10]
  [5]
  [11]
  [6]
  [12]
  LDC [1] 
  [7]
  SPD
  [2]
  [8]
  [3]
  [9]
  A/I
  t4]
  [10]
  [5]
  [11]
  AR
  [6]
  [12]
  INIT =12
  NPC #2
  INIT = 11
  SDC [1] 
  [7]
  [2]
  [8]
  [3]
  [9]
  [4]
  [10]
  [5]
  [11]
  [6]
  [12]
  LDC [1] 
  [7]
  SPD
  [2]
  [8]
  [3]
  [9]
  A/I
  [4]
  [10]
  [5]
  [11]
  AR
  [6]
  [12]
  INIT =10
  NPC #3
  INIT = 9
  SDC [1] 
  [7]
  [2]
  [8]
  [3]
  [9]
  [4]
  [10]
  [5]
  [11]
  [6] 
  [12] •
  LDC [ 1] 
  [7]
  SPD
  [2]
  [8]
  [3]
  [9]
  A/I
  [4]
  [10]
  [5]
  [11]
  AR
  [6]
  [12]
  INIT = 8
  NPC #4
  INIT = 7
  SDC [1] 
  [7]
  [2]
  [8]
  [3]
  [9]
  [4]
  [10]
  [5]
  [11]
  [6]
  [12]
  LDC [1] 
  [7]
  SPD
  [2]
  [8]
  [3]
  [9]
  A/I
  [4]
  [10]
  [5]
  [11]
  AR
  [6]
  [12]
  INIT = 6
  NPC #5
  INIT = 5
  SDC [1] 
  [7]
  [2]
  [8]
  [3]
  [9]
  [4]
  [10]
  [5]
  [11]
  [6]
  [12]
  LDC [ 1] 
  [7]
  SPD
  [2]
  [8]
  [3]
  [9]
  A/I
  [4]
  [10]
  [5]
  [11]
  AR
  [6]
  [12]
  INIT = 4
  NPC #6
  INIT = 3
  SDC [1] 
  [7]
  [2]
  [8]
  [3]
  [9]
  [4]
  [10]
  [5]
  [11]
  [6]
  [12]
  LDC [1] 
  [7]
  SPD
  [2]
  [8]
  [3]
  [9]
  A/I
  [4]
  [10]
  [5]
  [11]
  AR
  [6]
  [12]
  INIT = 2
  NOTES:
  INIT = 1
  Purchasers of this product have permission from the copyright holder to copy this form for their own personal use.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 109
  
  I UFP -  THE FEDERATION SOURCEBOOK
  PLAYER ADVENTURE RECORD SHEET
  CHARACTER_____
  ADVENTURE TITLE
  PRIME TEAM______
  G M _______________
  Date Played_______
  CIPs Awarded _____
  Seniority Gained____
  New Professional Rep 
  New Heroic Rep Level
  Mission Type
  Mission Review SL_ 
  Awards/Decorations 
  Promoted?_______
  Heroic Rep Gained?
  Background Rating Increase? _____________
  PROFESSIONAL REP USED FOR EQUIPMENT 
  PROFESSIONAL REP USED FOR WHEEDLING 
  BRIEF DESCRIPTION_____________________
  Scene 1_______________________________
  Scene 2
  Scene 3
  Scene 4
  Scene 5
  Scene 6
  Scene 7
  Scene 8
  BACKGROUND CONTACTS/SKILLS/REVELATIONS?
  MEMORABLE EVENTS, QUOTES:
  MISTAKES MADE, LESSONS LEARNED
  CIPs SPENT ON:
  GENERAL NOTES
  Purchasers of this product have permission from the copyright holder to copy this form for their own personal use.
  Page 110 
  UFP -  THE FEDERATION SOURCEBOOK
  
  PRIME DIRECTIVE
  UFP - THE FEDERATION SOURCEBOOK |
  TEAM ADVENTURE RECORD SHEET
  PRIME TEAM___________________________ _SHIP______
  ADVENTURE TITLE_______________________G M _______
  Mission Type ____________________________Date Played
  Mission Review SL________________________Wheedling.
  MISSION LO G ______________________________________
  Scene 1 ___________________________________________
  Encounters:______________________________________
  Actions Taken: ___________________________________
  Events, Quotes:___________________________________
  Lessons Learned:________________________________
  Scene 2 
  _________________________________________
  Encounters:______________________________________
  Actions Taken: __________________________________
  Events, Quotes:___________________________________
  Lessons Learned:________________________________
  Scene 3 ___________________________________________
  Encounters:______________________________________
  Actions Taken: __________________________________
  Events, Quotes:___________________________________
  Lessons Learned:________________________________
  Scene 4 ___________________________________________
  Encounters:______________________________________
  Actions Taken: ___________________________________
  Events, Quotes:___________________________________
  Lessons Learned:________________________________
  Scene 5 ___________________________________________
  Encounters:______________________________________
  Actions Taken: __________________________________
  Events, Quotes:__________________________________
  Lessons Learned:________________________________
  Scene 6 ___________________________________________
  Encounters:______________________________________
  Actions Taken: __________________________________
  Events, Quotes:__________________________________
  Lessons Learned:________________________________
  Scene 7 ___________________________________________
  Encounters:______________________________________
  Actions Taken: __________________________________
  Events, Quotes:__________________________________
  Lessons Learned:________________________________
  Scene 8 ___________________________________________
  Encounters:______________________________________
  Actions Taken: __________________________________
  Events, Quotes:___________________________________
  Lessons Learned:________________________________
  GENERAL NOTES___________________________________
  Purchasers of this product have permission from the copyright holder to copy this form for their own personal use.
  UFP -  THE FEDERATION SOURCEBOOK
  Page 111
  
  UFP - THE FEDERATION SOURCEBOOK
  CREDITS PAGE
  | DESIGN AND DEVELOPMENT STAFF 
  |
  Authors.............................Timothy D. Olsen & Mark Costello
  Publisher-Task Force Games................................... John Olsen
  Producer and Art Director—T F G ................... Timothy D. Olsen
  Production—A D B ................................................Leanna M. Cole
  Creators of Prime Directive........... T.D. Olsen and M. Costello
  PD Staff ................. Gary Plana, Reece Watkins, Cliff Yahnke,
  ....................................................  
  John Berg, and Jon Cleaves
  Creator of SFB Gaming Universe................... Stephen V. Cole
  Additional Material-TFG..............John Olsen & Lloyd F. Olsen
  Additional Material-ADB ......Stephen V. Cole & Steve Petrick
  | UFP -  THE FEDERATION SOURCEBOOK ARTISTS 
  |
  Interior Artists..............Greg Breault, Dan Carroll, & Dan Smith
  Computer Artist.................. ................................ Stephen V. Cole
  | IMPORTANT CONTRIBUTORS TO UFP 
  |
  Task Force Games would like to thank the following 
  people for their invaluable contributions to this project: John 
  Olsen, Lloyd F. Olsen, Malcolm Luff, David M. Everett, David 
  Wilson, and Todd Vanevenhoven.
  Special thanks to Stephen V. Cole and Steven P. Petrick 
  who created the Star Fleet Marines & Federation National 
  Guard section and provided the source material for the Ship 
  Recognition Manual (abridged) for this project.
  | PLAYTEST STAFF 
  |
  Task Force Games would like to acknowledge and thank 
  the following Prime Playtesters:
  The Loose Cannons — John D Berg, Mike Incavo, Randy 
  Demsetz, and Karl Blatter.
  The Wild Cards — Cliff Yahnke, Jon King, Bill Miller, Joe 
  Lewis, Alex Pundy, and Tim Longacre.
  The Companions — Jon Cleaves, Tanya Hamilton, Rick 
  Toth, John Freida, and Bryan Hamilton (...and a nod to Marac 
  the Mad!)
  | PUBLISHER’S INFORMATION 
  |
  UFP -  THE FEDERATION SOURCEBOOK was created and
  published by: 
  TASK FORCE GAMES
  POST OFFICE BOX 50145 
  AMARILLO, TEXAS 79159-0145
  This game supplement is produced under license from 
  Franz Joseph Designs, authors of the STAR FLEET 
  TECHNICAL MANUAL.
  Elements of the Star Fleet Universe are the property of 
  Paramount Pictures Corporation and are used with their 
  permission.
  | PRIME TIME —  THE PRIME DIRECTIVE NEWSLETTER 
  |
  Task Force Games also publishes Prime Time, a bi­
  monthly Prime Directive newsletter. This four-page publication 
  contains playtest rules, equipment, scenarios, etc., along with 
  a regular letter column which endeavors to answer your 'more 
  important questions.
  Subscriptions to Prime Time cost $5 for six issues (one 
  year) in the US, Canada, and to APO aqd FPO' addresses. All 
  payments must be in US funds, made payable to Task Force 
  Games, and checks must be drawn on US banks.
  Overseas subscriptions are $10 for six issues sent Air 
  Mail, but European subscribers should write to our British 
  Offices at Task Force Games Ltd., Unit 30A, Hardwick Ind. 
  Estate, Bury St. Edmunds, Suffolk IP33 2QH, or call (0284) 
  725656 for more information.
  | CONTACT TFG VIA GEnie, America Online, & Internet
  Players can contact Task Force Games via the GEnie 
  computer network at the GEmail address TFG$ or via Internet 
  at TFG$@genie.geis.com. The Star Fleet Universe has its 
  own Category (#10) on GEnie, on Page 805 (Games 
  Roundtable) with four topics (#30 & 34-36) reserved for Prime 
  Directive. For more information about the GEnie network, call 
  them direct at 1-800-638-9636 (Voice Only).
  Star Fleet Battles and Prime Directive are also featured 
  in the Play-by-Mail & Strategy Gaming section of the On-Line 
  Games area in the Entertainment Department on America 
  Online! Our America Online address is TFG1 so don’t be a 
  stranger! For information on American Online, call 1-800-827- 
  6364.
  Send the following correspondence to Task Force 
  Games: requests for a spare parts price list, orders for spare 
  parts, requests for catalogs and product updates, replace­
  ment of defective or missing parts, submissions of art, rules 
  questions, and inquiries into the release schedule of various 
  products. The TFG mail order service accepts Visa, 
  Mastercard, and Discover. All consumer correspondence 
  (other than mail orders) requires a stamped self-addressed 
  envelope. The TFG telephone number is 806-372-1266.
  j COPYRIGHT & LICENSING
  UFP -  THE FEDERATION SOURCEBOOK is copyright 
  ©1994 Amarillo Design Bureau. The game mechanics for 
  Prime Directive were created by Task Force Games, and they 
  reserve the right to use the game mechanics in other game 
  systems.
  All rights are reserved under the Pan-American, Berne, 
  and International Copyright Conventions.
  No material which is based on, for use with, incorporates 
  elements of, or is derived from Prime Directive, or the Star 
  Fleet Universe background, can be published by any party 
  without the advanced written permission of ADB and TFG.
  Page 112
  UFP -  THE FEDERATION SOURCEBOOK
  
  THE FEDERATION
  Your Prime Directive adventures are about to become even more exciting...if that’s possible!
  UFP-The Federation Sourcebook contains:
  New character types to choose from! 
  New skills and equipment! 
  Five brand new player character races! Psionic rules for non-Vulcans!
  Psionic disciplines for your Vulcan characters to follow! 
  Everything you always wanted to know about the Federation...and more!
  Written by 
  Timothy D. Olsen
  Mark Costello
  You w ill need a copy of 
  the Prime Directive 
  Rulebook to use the 
  material included herein
  о 
  91039 05811 
  7
  STOCK #5811 
  Made in USA
  ISBN No: 0-922335-59-1 TFG 14.95
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/Prime Directive/01. Task Force Games/The Federation Sourcebook - Timothy D. Olsen.pdf