TEXT: PRIME DIRECTIVE: STARSHIP ALDO
  Page 1
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  WHAT IS PRIME DIRECTIVE?
  Based on The Original Series of Star Trek™, Prime Direc-
  tive is a roleplaying system set in the Star Fleet Universe, a group
  of game systems including tactical spaceship combat, strategic
  warfare, and card games.
  Currently available for GURPS 4e and PD20M, we have
  books for other roleplaying game systems in development. Our
  philosophy is to bring the content you want to the game system
  you already enjoy, rather than forcing you to learn a unique new
  game system in order to enjoy that content. Our contract with
  Paramount never expires, so unlike other companies that ap-
  pear, publish a book or three, and then disappear (forced to aban-
  don their fans in dead systems with no further expansion), we
  will always be here, and will continually develop new adventures,
  characters, books, and technology for our product lines.
  The Star Fleet Universe is a unique creation, based on The
  Original Series, but it has expanded far beyond that tiny data-
  base. There are more starships, planets, and empires in the Star
  Fleet Universe than in all of the incarnations of Trek™ combined.
  The Star Fleet Universe has none of the material from the later
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  a game universe where gamers try to win, the “rules” and back-
  ground have to remain fairly consistent, so that the same thing
  works the same way each time.
  PUBLISHER’S INFORMATION
  Starship Aldo was created and published by Amarillo De-
  sign Bureau, Inc., P.O. Box 8759, Amarillo, TX 79114. Contact
  ADB, Inc. for anything relating to Star Fleet products. This prod-
  uct is copyright © 2011 Amarillo Design Bureau, Inc.; all rights
  are reserved under the Pan-American, International, and Berne
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  ments of any Star Fleet Universe products may be published
  without permission of ADB, Inc.
  Elements of the Star Fleet Universe are the property of
  Paramount Pictures Corporation
  and are used with their permission.
  www.FederationCommander.com
  www.StarFleetGames.com
  STARSHIP ALDO
  The Armed Priority Trader Amarillo is crewed by a group of
  30 out-of-work military veterans from the recent war, including
  people of various species (and from several empires). Their self-
  appointed mission is to find anything and everything of value in
  the leftover wreckage of the recent conflict, salvage it, and then
  sell whatever they find at various semi-legal ports of call, hoping
  to get enough food, fuel, and spare parts to keep their rusting
  war-surplus ship operational until (by dumb luck) they find some-
  thing really valuable, allowing them all to retire as rich people.
  Their alternative is to sit around a spaceport bar, spending
  their veteran’s retirement checks on cheap booze.
  One day, the Amarillo comes upon a wrecked space ship.
  From the visual and electronic scans, it is obviously only part of a
  ship and apparently is part of some kind of modified freighter.
  During the General War, thousands of these ships (basically a
  cylinder 40 meters in diameter and 200 meters long) were modi-
  fied to perform dozens of missions. Most were simply cargo haul-
  ers, but the basic hull design was used for troop transports, aux-
  iliary warships, exploration ships, repair ships, and many other
  functions. The captain of the Amarillo, L’anna Tigress, decides
  “It’s worth a look” and moves her ship in closer.
  The ship is badly damaged, and most of it is missing. The
  scans indicate that it was “destroyed” in some kind of battle, and
  later was “chewed on” by some kind of large biological entity.
  Telescopic scans find a name painted on the side of the ship,
  but most of it is unreadable. The crew can see the letters “aldo”
  in what might be the middle or end of the name, and the Amarillo’s
  intelligence officer, Jena Biblios, scans the (probably incomplete)
  database and finds three possibilities.
  The freighter Geraldo Rivera was licensed to operate in the
  Federation and went from place to place carrying various types
  of cargo. It was also used, at one point, to carry colonists to a
  new planet, and at another point, to carry a team of journalists
  and academics on a survey of war-torn areas. It disappeared
  from the records six years ago. If this hulk is the Geraldo Rivera,
  it could be carrying anything.
  The auxiliary warship Aguinaldo was built on a modified
  freighter hull and mounted a few phasers and missile racks. It
  was originally assigned to defend a colony that is over 3,000
  parsecs away, but fled during the Klingon invasion and was used
  for years after that to escort convoys. It disappeared four years
  ago after convoy PQ17 scattered when attacked by the Klingon
  battlecruisers Pain and Suffering in one of the last deep Klingon
  raids of the General War.
  Far more interesting is the Waldorf Astoria, a luxury cruise
  liner that disappeared 14 years earlier during the initial Klingon
  invasion. It had always been assumed that the Klingons cap-
  tured the ship (a prize full of rich people and luxury goods) but
  the Klingons always denied having seen it. If this is the Waldorf
  Astoria, the crew of the Amarillo has struck it rich!
  GURPS 4e
  PD20 Modern
  
  Page 2
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  DECK PLAN NOTES
  These deck plans are schematic, showing the walls (bulk-
  heads) and doors (hatches) but only some of the larger interior
  furnishings and contents. The nomenclature used by the Amarillo’s
  intelligence officer is a letter for the deck (A, B, C, or D), a num-
  ber for the compartment (counted left to right), and either P (port),
  C (center), or S (starboard). Thus, compartment A4S is Deck A,
  fourth compartment from the left end, starboard side. These are,
  of course, not the original compartment numbers of the original
  ship, but are simply a convenient way for the exploring team to
  keep track of (and report back) where they are.
  DECK A
  This deck includes a central corridor that is divided into three
  segments by airlock doors. There are six compartments on ei-
  ther side of the corridor. There are large holes in the hull in com-
  partments 4 and 5 on each side (apparently caused by some
  kind of explosion), and people in pressure suits could enter there.
  On the Geraldo Rivera, these were originally docking
  hatches.
  On the Aguinaldo, these were originally weapon mounts.
  On the Waldorf Astoria, these were originally observation
  ports for rich people to watch nearby scenery.
  The airlocks from compartments A4S and A4P have been
  blown open, leaving corridor A4C in vacuum, but other airlocks
  could enter corridor A6C. Access to the ship can also be gained
  through the airlocks on each end, entering corridors A2C and
  A6C. The water tanks along the edges of this deck are frozen
  solid, but could be thawed out if the players can figure out which
  switches to throw. There are vertical shafts in compartments A3S
  and A3P which lead to small “manhole” type hatches into com-
  partments on Decks B, C, and D. (Emergency systems have
  closed off the vertical shaft at the bottom of Deck D, so it retains
  air. Adventurers could cut their way into this hatch but that would
  lose the air in the shaft and make it far less useful.)
  Compartments A3P and A3S originally held computer equip-
  ment of various types, all of which is now burned out.
  On the Aguinaldo, these were originally the fire controls for
  the adjacent weapons positions.
  Compartments A1S, A2S, A2P, A6S, and A6P were origi-
  nally crew (not passenger) quarters, and bodies may be found in
  some of these, as well as personal effects. Detailed examination
  might lead to the identity of the ship, if the GM is ready to give
  away the secret that early. If not, just make sure that none of the
  bodies have identity papers that are still readable.
  DECK B
  This is a general cargo deck. The hatches from the indi-
  vidual compartments into the corridors are wider, to accomodate
  cargo pallets moved on gravity sleds.
  Each compartment contains a collection of boxes and crates,
  mostly stacked on pallets. The adventurers may well (if the GM
  so chooses) find that many have already been looted, perhaps
  by multiple visitors. You could find empty spots, tracks on the
  floor, pallets left in mid-move sitting on gravity lifters (and even
  rolling back and forth as the ship rotates), boxes that have been
  torn open, scattered contents, even empty food containers as
  the crew or passengers of the ship subsisted on the stocks until
  they all died (or were rescued or taken prisoner) at some time
  years ago. Or perhaps there are still a couple of living crewmen
  huddled in a corner trying to keep warm.
  Along the outside edges of this deck there are compartments
  containing high pressure air and gas cylinders. The explorers
  should take care, as some of these contain oxygen, but others
  contain nitrogen, carbon dioxide, or halon (toxic fire suppressant).
  DECK C
  This is a power service deck, including the reactors and bat-
  teries that have continued to provide power to this fragment of
  the original ship. One of the reactors is running (but might shut
  down for some reason, perhaps detecting intruders, or perhaps
  because the adventure team does something wrong, or perhaps
  because of increased power load), leaving the adventurers to
  rely on battery power (or the power in their suits, if they are wear-
  ing suits).
  Compartments C2S and C2P each contain large batteries.
  The batteries are all charged, and each bank will provide power
  to the “aldo” for a few hours. (We leave it to the GM and the
  speed of his plot to decide just how many hours.) The problem is
  that only one set is actually connected to anything.
  Compartment C1S has the transformers needed to put power
  into the batteries and take it back out. Compartment 1P has been
  blown open, and three of the four transformers have been lost.
  The fourth one works, but isn’t connected. The players could re-
  connect the starboard side batteries to the portside transformers
  if they need to. Just how long this would take is up to the GM, but
  it would require appropriate skills.
  Compartments C3S and C3P each are full of spare parts
  and various supplies.
  Compartments C4S and C4P each contain environmental
  equipment (recycling the air and water). One set of this equip-
  ment is working (at a low rate) but will probably fail fairly soon
  after the explorers arrive, due to the higher load. The other set is
  in standby mode and could be activated if the adventurers know
  how.
  Compartments C5S and C5P each contain a cold fusion re-
  actor. One of these is working (which is why the lights, gravity,
  and environmental systems are still on after all these years) but
  the other is not. The non-working reactor could be brought on
  line with some effort and the appropriate skills to troubleshoot
  and then fix whatever is wrong with it.
  Compartments C6S and C6P each contain the power man-
  agement panels for the adjacent reactor. These panels can con-
  trol the power for the entire “ship” as it exists.
  DECK D
  This deck was originally... well, it depends. If the GM is look-
  ing for a place to hide the real objective of the mission and the
  real identity of the “aldo,” this would be a good place to put it.
  On a military auxiliary such as the Aguinaldo, this deck prob-
  ably had at least some military equipment. While nominally a
  supply deck, those supplies might well be military in nature, or
  things that a convoy escort would find useful (medical supplies
  and repair parts).
  On a general freighter such as the Geraldo Rivera, this deck
  would be general cargo, probably items that were useful 14 years
  earlier but which may be largely obsolete now. Or maybe they’re
  valuable on the collector market? Even old stuff is useful on the
  dozens of new colony worlds sprouting up all over the sector.
  On a luxury liner such as the Waldorf Astoria, this deck will
  be the last place to search for luxury goods carried by the pas-
  sengers, and the purser’s office with the ship’s safe deposit boxes.
  In any case, the corridors and compartments on the ends
  have been torn open to space. Compartments D3S and D4S are
  also open to space and unlikely to have anything in them.
  Whatever is, or isn’t, here is up to the imagination of the
  GM. No doubt, any science fiction sourcebooks you have could
  provide no end of useful artifacts. The Prime Directive core rules,
  and the empire sourcebooks (Federation, Klingons, and
  Romulans) have lists of items that are “things to buy” and “things
  to sell” which could easily fill your cargo holds.
  You should create a story of what the last people on board
  were doing and what they left behind, and then start from there!
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 3
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Marine Captain Esteban Patricio
  NARRATIVE
  Esteban Patricio was born on Mars into a family of military
  officers that trace their heritage to the Irish battalion that fought
  for the Spanish king during the Napoleonic Wars. He attended
  military high school, but was turned down by Star Fleet Acad-
  emy. He attended four years at the Martian Military Academy,
  graduating as a second lieutenant in the Martian National Guard
  in Y173. Trained for the elite Dassant special forces units, he
  found himself on the hastily reactivated light cruiser Oklahoma
  during the General War.
  Most of the starship’s crew were from the Martian National
  Guard’s naval wing and were officially “seconded to Star Fleet”
  but never technically members of it. Star Fleet officers treated
  the Martian Guardsman as second-class citizens. After the initial
  heavy fighting, the old Oklahoma (repaired after heavy damage)
  was used for rear-area security and convoy-escort missions. The
  Oklahoma and her crew were treated somewhat unfairly by Star
  Fleet, which focused its attention on newer ships. (The Okla-
  homa was damaged in a battle in which a Star Fleet commodore
  put the ship in a dangerous position and then blamed the ship for
  the failure of his plan. Star Fleet thereafter regarded Oklahoma
  as disgraced and untrustworthy.) The crew stayed together dur-
  ing the entire General War, since none of them were accepted
  for transfer to more prestigious ships.
  When the General War ended a year ago, the Oklahoma
  was crash landed on Tafelland and cut up for scrap. The crew
  were discharged and given passage home. Esteban Patricio de-
  cided that he wanted to stay on the frontier, so he cashed in his
  ticket home, collected his back pay, and picked up odd jobs as a
  security guard commander at Donjebruche Station.
  He met a Walkurian sergeant while working as a Response
  Group Commander for a Cygnan corporation, and they became
  working partners. After losing their jobs for reasons not their fault,
  Patricio was offered a chance to “buy into” the Armed Priority
  Trader Amarillo as a Marine captain with a full officer’s share of
  the profits and he signed aboard. With permission of the Amarillo’s
  captain, he brought the Walkurian sergeant with him.
  GURPS 4th Edition Data
  250 points
  Attributes: ST 11 [10]; DX 13 [60]; IQ 13 [60]; HT 12 [20].
  Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 13
  [4]; Will 13 [0]; Per 14 [5]; FP 12 [0]; Basic Speed 6.25 [0]; Basic
  Move 6 [0].
  Race: Human; Height: 5’9”; Weight: 185 lbs.; Age: 31; Sex: Male.
  Social Background: CF: Federation; TL12.
  Languages: English (Accented) [4]; Federation Standard (Na-
  tive) [0].
  Advantages: Born War-Leader +3 [15], Courtesy Rank (Marine
  Captain) 4 [4], Fearlessness +3 [6], Reputation (Decorated Vet-
  eran) (+2), (10 or less, Large class) [2], Resistant (Disease) (+3)
  [3], Very Fit [15].
  Disadvantages: Code of Honor (Star Fleet Marines) [-10], Fa-
  naticism (Patriotism) [-15], Intolerance (Media people) (Total In-
  tolerance) [-10], Light Sleeper [-5], Sense of Duty (Federation)
  [-10], Susceptible to mushrooms (Ingested, -3) [-3], Susceptible
  to onions (Ingested, -3) [-3].
  Quirks: Careful [-1], Incessantly talks about military history [-1],
  Watches bad sci-fi monster trivideos every Saturday night. [-1].
  Skills: Administration-12 [1], Armoury/TL (Small Arms)-15 [8],
  Beam Weapons/TL (Pistol)-15 [4], Beam Weapons/TL (Rifle)-16
  [8], Camouflage-15 [4], Climbing-15 [8], Computer Operation/TL-
  13 [1], Diplomacy-11 [1], Electronics Operation/TL (Communica-
  tions)-12 [1], Engineer/TL (Combat)-12 [2], Expert Skill (Opera-
  tions)-12 [2], Explosives/TL (Demolition)-12 [1], First Aid/TL-15
  [4], Forward Observer/TL-12 [1], Free Fall-12 [1], Gunner/TL
  (Beams)-15 [4], History (Recent Federation)-11 [1], Jumping-13
  [1], Karate-15 [12], Knife-15 [4], Law (Federation Military)-11 [1],
  Leadership-16 [2] (includes +3 from Born War-Leader), Math-
  ematics/TL (Applied)-11 [1], Musical Instrument (Wind Instru-
  ments)-11 [1], Navigation/TL (Land)-12 [1], Navigation/TL (Space)-
  12 [1], Parachuting/TL-13 [1], Piloting/TL (Shuttlecraft)-12 [1],
  Research/TL-12 [1], Running-11 [1], Savoir-Faire (Military)-16 [1]
  (includes +3 from Born War-Leader), Spacer/TL-13 [1], Stealth-
  15 [8], Strategy (Land)-14 [1] (includes +3 from Born War-Leader),
  Survival (Desert)-13 [1], Survival (Mountain)-13 [1], Swimming-
  12 [1], Tactics -15 [2] (includes +3 from Born War-Leader), Throw-
  ing-13 [2], Tonfa-12 [1], Traps/TL-12 [1], Vacc Suit/TL-11 [1].
  PD20M Data
  Stats: Level 3 Strong / Level 4 Marine.
  Human: Male              HP: 43              XP: 21,000.
  Str 11, Dex 13, Con 10, Int 13,  Wis 13, Cha 12.
  Skills: Climb +3, Computer Use +3, Craft (electronic) +5,
  Craft (mechanical) +2, Diplomacy +4, Knowledge (business) +3,
  Knowledge (civics) +3, Knowledge (history) +4, Knowledge (law)
  +3, Knowledge (military science) +7, Knowledge (specific cul-
  ture — Federation) +3, Navigate +5, Perform (wind instruments)
  +3, Pilot +5, Profession +4, Read/Write English, Read/Write Fed-
  eration Standard, Research +2, Speak English, Speak Federa-
  tion Standard, Survival +4, Treat Injury +3, Tumble +4.
  Feats: Armor Proficiency (light), Combat Martial Arts, Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency, Starship
  Gunnery, Zero-G Training.
  Talents: Extreme Effort, Light Sleeper.
  Class Features: Weapon Focus (Federation Phaser),
  Weapon Specialization (Federation Phaser), Swift Response.
  Base Attack Bonus: +6, Fort +4, Ref +3, Will +2.
  Random Starship Generator
  Deck A (Top Deck)
  For a quick and dirty adventure, a GM might roll a few dice
  on the tables below and generate an entirely new starship for the
  boarding team to explore.
  Compartments A1S, A2S, A2P, A6S, and A6P were origi-
  nally crew (not passenger) quarters.
  All = Bed, chair, desk, computer terminal, closets.
  1 = Left in good order. Includes uniforms, personal items.
  2 = Left in partial order, most valuables removed by a crew-
  man who abandoned ship.
  3 = Partly ransacked by someone who boarded later and
  did a quick search. Personal items and uniforms scat-
  tered around in piles. Obvious valuables missing, but
  may have hidden valuables.
  4 = Totally ransacked by someone who boarded later and
  did an extensive search. Hidden compartments have
  obviously been pried open.
  5 = Room has been stripped of anything and everything.
  Uniforms, books, underwear — all gone. There is no
  sign of any obvious hidden compartments broken into.
  6 = Room has been stripped of anything and everything.
  Uniforms, books, underwear, all gone. Hidden compart-
  ments have obviously been pried open.
  Compartments A3P and A3S originally held computer equip-
  ment of various types. The GM should decide what kind of com-
  puters and how hard they are to get access to based on the
  identity of the ship, but in a random scenario:
  1-2 = Weapons controls.
  3-4 = Airlock controls and ship inventory manifests.
  5-6 = Video equipment, telescopes, and sensors.
  
  Page 4
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Gunnery Sergeant Kven Kumerian
  NARRATIVE
  Born on the Klingon warrior colony of Walkuria, Kven
  Kumerian was a third cousin (once removed) of the well-known
  Klingon Admiral Ardak Kumerian. They never met.
  Kven attended military-oriented primary and high schools,
  and enlisted in the Klingon Army at the age of 14. He showed a
  flare for leadership and was sent to officer candidate school, but
  did not receive a commission because he could not pass the
  exams in applied mathematics. Even so, he became a corporal,
  and arrived on Tafelland during the Klingon occupation as a squad
  leader in the battalion assigned to garrison Donjebruche Station.
  Over the next decade, he worked his way up in the ranks to ser-
  geant, eventually leading a platoon of 15 troops.
  When the General War ended, he was one of a few dozen
  Klingons who decided to stay on Tafelland rather than go home
  to Walkuria. He had come to like the place, and particularly to
  like the easy-going atmosphere and the relaxed discipline. He
  found employment as a security guard, and within a week was
  promoted to deputy shift supervisor at a large warehouse com-
  plex. He hated doing paperwork, and enjoyed walking the rounds
  of the various guard posts to check on his troops. His boss, a
  retired Rigellian Army warrant officer, preferred to spend his shifts
  in the office, doing paperwork, taking naps, and watching trivideo.
  Kven Kumerian became the defacto “leader” of the shift.
  After a few months of that, a large Cygnan corporation with
  many warehouses on Tafelland hired Kven Kumerian for its Re-
  sponse Team of ex-military personnel who could be sent to re-
  spond to any threat to any of the corporation’s facilities. The Re-
  sponse Team consisted of about 60 personnel, divided into three
  sections. Each section included a veteran officer and a veteran
  sergeant. This is where Kven Kumerian met Esteban Patricio, as
  they were paired together as the leaders of Response Group
  Two. They were both fired when Response Group Two, respond-
  ing to an Orion attack on a key warehouse, killed several pirates
  and the local media (looking for a headline even if it were not
  true) declared the operation to be a “massacre of civilians who
  just happened to be there.” The Cygnan government wanted to
  avoid the blame for this fiasco and decided to use Kumerian and
  Patricio as scapegoats.
  A week later, both were hired by L’anna Tigress, who wanted
  some strong new leadership for her “marines” on the Armed Pri-
  ority Transport Amarillo. She wanted to start exploring some more
  dangerous opportunities for profit, and wanted experienced com-
  bat leaders for her “marines.” Patricio had seen combat, but
  Kumerian had only been in (a lot of) bar fights, riots, and other
  such things. Even so, Patricio spoke up for Kumerian and L’anna
  (agreeing that any officer needed a good sergeant) accepted him.
  GURPS 4th Edition Data
  200 points
  Attributes: ST 13 [30]; DX 12 [40]; IQ 12 [40]; HT 13 [30].
  Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs.; HP 13
  [0]; Will 13 [5]; Per 12 [0]; FP 13 [0]; Basic Speed 6.25 [0]; Basic
  Move 6 [0].
  Race: Klingon; Height: 5’10”; Weight: 190 lbs.; Age: 49; Sex: Male.
  Social Background: CF: Klingon; TL12.
  Languages: Federation Standard (Accented) [4]; Klingon (Na-
  tive) [0].
  Advantages: Courtesy Rank (Gunnery Sergeant) 2 [2], Fear-
  lessness 2 [4], High Pain Threshold [10], Higher Purpose (Im-
  prove heroic reputation) [5], Reputation (Decorated veteran) (+2)
  (10 or less, Large class) [2], Resistant (Disease) (+3) [3], Very Fit
  [15].
  Perk: Alcohol Tolerance [1].
  Disadvantages: Callous [-5], Code of Honor (Soldier’s) [-10],
  Intolerance (Incompetent people) [-5], Sense of Duty (Shipmates)
  [-5], Short Lifespan 1 [-10], Stubbornness [-5].
  Quirks: Proud [-1], Staid [-1].
  Skills: Administration-11 [1], Armoury/TL (Small Arms)-11 [1],
  Beam Weapons/TL (Pistol)-14 [4], Beam Weapons/TL (Rifle)-14
  [4], Camouflage-12 [1], Climbing-12 [2], Computer Operation/TL-
  12 [1], Electronics Operation/TL (Communications)-12 [2], First
  Aid/TL-12 [1], Free Fall-11 [1], Gunner/TL (Beam)-12 [1], History
  (Recent Klingon)-10 [1], Intimidation-14 [4], Karate-11 [2], Knife-
  14 [4], Law (Klingon Military)-10 [1], Leadership-11 [1], Naviga-
  tion/TL (Land)-12 [2], Navigation/TL (Space)-11 [1], Parachuting/
  TL-12 [1], Piloting/TL (Shuttlecraft)-11 [1], Running-12 [1], Savoir-
  Faire (Military)-12 [1], Spacer/TL-12 [1], Stealth-11 [1], Survival
  (Plains)-11 [1], Survival (Woodlands)-11 [1], Swimming-13 [1],
  Tactics-12 [4], Throwing-11 [1], Tonfa-11 [1], Vacc Suit/TL-11 [1].
  PD20M Data
  Stats: Level 5 Dedicated.
  Klingon: Male                    HP: 28                   XP: 4,000.
  Str 13, Dex 12, Con 12, Int 10, Wis 14, Cha 8 (12 vs. Klingons).
  Skills: Bluff +5, Climb +2, Computer Use +4, Craft (mechani-
  cal) +1, Diplomacy +4, Intimidate +6,  Knowledge (business) +1,
  Knowledge (civics) +1, Knowledge (history) +3, Knowledge (law)
  +2, Knowledge (life and earth sciences) +1, Knowledge (military
  science) +4, Knowledge (specific culture — Klingon) +3, Listen
  +5, Move Silently +3, Navigate +2, Pilot +4, Profession +6, Read/
  Write Federation  Standard, Read/Write Klingon, Read/Write
  Military Klingon, Speak Federation Standard, Speak Klingon,
  Speak Military Klingon, Spot +4, Surveillance +5, Survival +3,
  Treat Injury +2.
  Feats: Armor Proficiency (Light), Combat Martial Arts,
  Gunner's Eye, Personal Firearms Proficiency, Simple Weapons
  Proficiency, Spacer.
  Talents: Aware, Perceptive Synergy, Skill Emphasis (Pro-
  fession).
  Base Attack Bonus: +3, Fort +3, Ref +1, Will +3.
  DESIGN CREDITS
  Starship Aldo was designed by Stephen V. Cole, who came
  up with the concept, did the spaceship deck plans and other data,
  and wrote the character narratives. Jean Sexton edited the booklet
  and refined the character stats. Tony L. Thomas did the PD20M
  data, and Jim Goodrich did the GURPS data. The weapons and
  equipment data comes from the Prime Directive Core Rulebook,
  including material from both the PD20M and GURPS versions.
  The phaser carbine art was done by Loren Knight, and the illus-
  tration of Jena Biblios was done by Alvin Belflower. The six male
  characters of the boarding party are based on the six players
  who participated in the 2010 Star Fleet Marines Gun Run at the
  live-action Terrorwerks game at Origins.
  ABOUT THIS PRODUCT
  Starship Aldo was created for FREE RPG DAY, an event
  created by Aldo Ghiozzi of Impressions Advertising.
  We are pleased to be a part of this exciting new way to intro-
  duce thousands of players in hundreds of stores to the innova-
  tive new RPG products that have come to market, along with
  many existing products that players never heard about before.
  If you have any questions or comments, Email the company
  president at Design@StarFleetGames.com and let him know.
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 5
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Corpsman Kentaro Satanabe
  NARRATIVE
  A Vulcan, Kentaro studied medicine at the elite Vulcan sci-
  ence academy, but was dismissed before completing the rigor-
  ous course (which dismissed half of each class each year in or-
  der to inspire competition). He made his living thereafter working
  in a hospital on the Federation colony of Shiloh. Through con-
  tinuing education, he became a licensed nurse, then a registered
  nurse, and eventually a physician’s assistant.
  He left work at the hospital and traveled to Earth, intending
  to apply to various medical schools. Arriving just as the General
  War began, he applied to join Star Fleet, and was accepted for
  duty on a starship as a surgical nurse. Seeking adventure, he
  became a naval corpsman (i.e., a medic assigned to the Ma-
  rines). He saw combat on several occasions, twice surviving the
  destruction of the ship he was assigned to.
  The second time, he was with a Marine detachment that
  was abandoned on a colony world as the Klingon fleet pushed
  on toward Earth. The Klingons captured the colony and occu-
  pied the major spaceport, town, and mining facilities. The Ma-
  rines went into hiding in the hills, and Kentaro went with them.
  The Marines intended to conduct guerrilla warfare, but found few
  Klingon targets. After much debate, the Marines decided to at-
  tack the mine and try to collapse the tunnels and end production
  (which was feeding the Klingon war effort), but they were be-
  trayed by local citizens (who feared civilian casualties and Klingon
  reprisals).
  Captured by the Klingons, Kentaro and the Marines were
  disarmed, then taken by shuttle to an isolated island, given a few
  tools and supplies, and left to fend for themselves. When the
  General War ended, the Klingons reported the island to the Fed-
  eration and the Marines were rescued.
  Kentaro was discharged with years of back pay and a thirst
  for travel. After a few months travelling from spaceport to space-
  port, he signed onto the Amarillo as a nurse and medic, and was
  assigned to the mission to explore the “aldo” for several reasons.
  First, he was the team medic. Second, he would be useful if any
  survivors were found, both to provide medical care, and to ques-
  tion them via mind-meld. And third, he was just an active and
  nervous guy who clearly needed some exercise.
  GURPS 4th Edition Data
  150 points
  Attributes: ST 11 [10]; DX 9 [-20]; IQ 13 [60]; HT 12 [20].
  Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11
  [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 5.25 [0]; Basic
  Move 5 [0].
  Race: Vulcan; Height: 5’9”; Weight: 140 lbs.; Age: 61; Sex: Male.
  Social Background: CF: Federation; TL12.
  Languages: Federation Standard (Accented) [4]; Vulcan (Native)
  [0].
  Advantages: Acute Hearing 1 [2], Extended Lifespan 1 [2], In-
  domitable [15], Less Sleep 2 [4], Lightning Calculator [2], Mind
  Probe (Touch-Based, -20%; Telepathic, -10%) [14], Nerve Pinch:
  Affliction 1, Accessibility (Hit Location -4 to hit, -20%; Contact
  Agent, -30%; Melee Attack, Reach C, -30%; Racial, -20%; Tele-
  pathic, -10%; Unconsciousness, +200%) [19], Nictitating Mem-
  brane 1 [1], Photographic Memory [10], Regeneration (Regular,
  1HP/hr; Only while in Autotrance, -30%) [18], Resistant (Disease)
  (+3) [3], Unfazeable [15], Vulcan Psi Talent 1 [5].
  Perk: Autotrance [1].
  Disadvantages: Code of Honor (Logical behavior) [-10], Code
  of Honor (Professional) [-5], Curious (12) [-5], Honesty (12) [-10],
  Intolerance (Emotional or illogical behavior) [-5], No Sense of
  Humor [-10], Pacifism (Self-Defense Only) [-15], Selfless (12)
  [-5], Sense of Duty (Shipmates) [-5], Truthfulness (12) [-5].
  Skills: Astronomy/TL-11 [1], Beam Weapons/TL (Pistol)-9 [1],
  Computer Operation/TL-13 [1], Diagnosis/TL (Vulcan)-13 [4],
  Electronics Operation/TL (Medical)-13 [2], Electronics Operation/
  TL (Scientific)-12 [1], Electronics Operation/TL (Tricorder)-12 [2].
  Electronics Repair/TL (Medical)-13 [2], Engineer/TL (Auxiliary
  Systems)-11 [1], Expert Skill (Xenology)-11 [1], First Aid/TL-14
  [1], Free Fall-8 [1], History (Federation)-11 [1], Judo-7 [1], Law
  (Federation)-11 [1], Mathematics/TL (Applied)-11 [1], Mechanic/
  TL (Auxiliary Systems)-12 [1], Physician/TL (Vulcan)-14 [8], Phys-
  ics/TL-10 [1], Physiology/TL (Vulcan)-13 [4], Savoir-Faire (Mili-
  tary)-13 [1], Spacer/TL-13 [1], Survival (Island/Beach)-12 [1], Vacc
  Suit/TL-8 [1].
  PD20M Data
  Stats: Level 4 Dedicated.
  Vulcan: Male              HP: 28              XP: 6,000.
  Str 12, Dex 11, Con 14, Int 14,  Wis 12, Cha 9.
  Skills: Computer Use +7, Craft (pharmaceutical) +6, Craft
  (visual art) +3, Craft (writing) +4, Knowledge (behavioral sciences)
  +6, Knowledge (earth and life sciences) +9, Knowledge (military
  science) +7, Knowledge (physical sciences) +9, Knowledge (spe-
  cific culture — Vulcan) +4, Knowledge (technology) +6, Listen
  +5, Mind Meld +4, Profession +6, Read/Write Federation Stan-
  dard, Read/Write Vulcan, Sense Motive +3, Speak Federation
  Standard, Speak Vulcan, Spot +4, Surveillance +4, Survival +5,
  Treat Injury +12.
  Feats: Armor Proficiency (light), Educated (Knowledge [life
  and earth sciences] and Knowledge [physical sciences]), Field
  Surgeon, Improved Natural Healing, Nerve Pinch, Personal Fire-
  arms Proficiency, Simple Weapons Proficiency, Surgery.
  Talents: Healing Knack, Skill Emphasis (treat injury).
  Base Attack Bonus: +3, Fort +2, Ref +1, Will +2.
  Random Starship Generator
  Deck B (Cargo Deck)
  For a quick and dirty adventure, a GM might roll a few dice
  on the tables below and generate an entirely new starship for the
  boarding team to explore.
  All = Boxes, crates, containers, and bags on pallets.
  Status:
  1 = Left in good order. Everything that was here, still is.
  2 = Left in partial order. Small amount of the most valuable
  items were taken by the departing crew.
  3 = Partly ransacked by someone who boarded later and
  did a quick search. Obvious valuables missing.
  4 = Totally ransacked by someone who boarded later and
  did an extensive search. Anything valuable is missing.
  5 = Room has been stripped of anything and everything. It’s
  just plain empty, except for dust on the floor.
  6 = Room contains toxic gas and the dead and dessicated
  bodies of previous boarders.
  Contents:
  1 = Food, canned and otherwise packed for grocery store
  shelves. Roll one die to determine the portion which is
  still consumable (e.g., a die roll of “2” means two-sixths
  are). This could be used by the Amarillo or sold to a
  non-agricultural colony world.
  2 = Consumer goods: electronics, toys, books, videos.
  3 = Military cargo: weapons, ammunition, dilithium crystals,
  combat rations, uniforms.
  4 = Industrial supplies: machine parts, electrical components,
  computer parts, tools. All of these things would be use-
  ful to any colony world trying to set up local industry.
  5 = Metal ingots of various types, from steel to gold.
  6 = Unprocessed metal ores (i.e., rocks).
  
  Page 6
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Technician P’tric-koyle
  NARRATIVE
  A Cygnan, P’tric-koyle graduated from a prestigious Cygnan
  university with a degree in electronics engineering. He paid his
  way through school working as an electronics-repair technician
  and troubleshooter.
  When the General War began, he applied to join Star Fleet,
  but was not accepted until several years later due to his young
  age. (During those years, he took military training in the Cygnan
  National Guard, which paved his way into Star Fleet.) He was
  assigned to a starship as a repair technician. During the General
  War, he served on several ships, won several minor commenda-
  tions, and was promoted to the enlisted rank of E6. He qualified
  as a shuttle pilot, but rarely had a chance to fly as officers always
  hogged that duty.
  He took part (unintentionally) in several boarding party ac-
  tions defending his ship, completed weapons qualifications, and
  joined several action teams and landing parties on various mis-
  sions. While never a trained Marine, he was accepted as “having
  good combat senses.”
  He applied for officer training, and was accepted, returning
  to Star Fleet as an ensign only two years before the General War
  ended. He was assigned as a shuttle pilot, but flew mostly cargo
  transport shuttles during the remainder of the War. His promo-
  tion to junior lieutenant was a formality (all ensigns are promoted
  sooner or later) and he was working hard for a “real promotion”
  to senior lieutenant when the war ended.
  Discharged from Star Fleet on his homeworld of Cygnus, he
  was restless and bored, so he worked on various cargo and trad-
  ing ships in that sector of space, and on various outposts and
  stations. Eventually, he was hired as a repair technician on the
  Amarillo. Still restless and a little bored, he is always the first to
  volunteer when Patricio’s “marines” need a technician for a board-
  ing party or landing party.
  GURPS 4th Edition Data
  150 points
  Attributes: ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 10.
  Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11
  [0]; Will 12 [0]; Per 14 [10]; FP 10 [0]; Basic Speed 5.5 [0]; Basic
  Move 5 [0].
  Race: Cygnan; Height: 5’10”; Weight: 167 lbs.; Age: 32; Sex:
  Male.
  Social Background: CF: Federation; TL12.
  Languages: Cygnian (Native) [0]; Federation Standard (Accented)
  [4]; Kzinti (Broken) [2].
  Advantages: Fit [5], Resistant (Disease) (+3) [3], Talent (Math-
  ematical Ability) 1 [10], Talent (Physical Science) 4 [20], Versatile
  [5].
  Disadvantages: Gregarious [-10], Impulsiveness (12) [-10],
  Sense of Duty (Friends) [-5], Weakness (Sunlight 1d/30 minutes;
  variable -40%) [-9], Wealth (Struggling) [-10].
  Quirks: Easily bored [-1], Restless [-1].
  Skills: Astronomy/TL-15 [1] (includes +1 from Mathematical Abil-
  ity, +4 from Physical Science), Beam Weapons/TL (Pistol)-12 [1],
  Computer Operation/TL-14 [4], Electronics Operation/TL (Sen-
  sors)-11 [1], Electronics Operation/TL (Tricorder)-12 [2], Electron-
  ics Repair/TL (Communications)-12 [2], Electronics Repair/TL
  (Computers)-13 [3], Electronics Repair/TL (Sensors)-12 [2], Elec-
  tronics Repair/TL (Shields)-12 [2], Engineer/TL (Electronics)-13
  [4] (includes +1 from Mathematical Ability), Expert Skill
  (Xenology)-10 [1], Explosives/TL (Demolition)-12 [2], First Aid/
  TL-12 [1], Free Fall-11 [1], History (Federation)-10 [1], Judo-10
  [1], Law (Federation)-10 [1], Mathematics/TL (Applied)-11 [1] (in-
  cludes +1 from Mathematical Ability), Mechanic/TL (Auxiliary
  Systems)-12 [2], Mechanic/TL (Shuttlecraft)-11 [1], Navigation/
  TL (Space)-11 [1], Physics/TL-15 [2] (includes +1 from Mathemati-
  cal Ability, +4 from Physical Science), Piloting/TL (Shuttlecraft)-
  12 [2], Savoir-Faire (Military)-12 [1], Scrounging-15 [2], Spacer/
  TL-13 [2], Survival (Woodlands)-13 [1], Vacc Suit/TL-12 [2].
  PD20M Data
  Stats: Level 2 Smart / Level 1 Engineering Specialist.
  Cygnan: Male              HP: 16              XP: 3,000.
  Str 12, Dex 14, Con 11, Int 16,  Wis 12, Cha 10.
  Skills: Benchthumping +7, Computer Use +9, Craft (chemi-
  cal) +4, Craft (electronic) +6, Craft (mechanical) +9, Craft (struc-
  tural) +7, Craft (writing) +4, Decipher Script +5, Demolitions +5,
  Disable Device +5, Gather Information +3, Investigate +3, Knowl-
  edge (military science) +7, Knowledge (physical sciences) +8,
  Knowledge (streetwise) +5, Knowledge (technology) +9, Navi-
  gate +6, Pilot +5, Profession +4, Read/Write Cygnan, Read/Write
  Federation Standard, Read/Write Kzinti, Repair +14, Search  +5,
  Speak Cygnan, Speak Federation Standard, Speak Kzinti, Sur-
  vival +3.
  Feats: Armor Proficiency (light), Builder, Gearhead, Personal
  Firearms Proficiency, Simple Weapons Proficiency, Weapon Fi-
  nesse (Star Fleet phaser pistol).
  Talents: Kickstart.
  Base Attack Bonus: +2, Fort +1, Ref +1, Will +2.
  Random Starship Generator
  Deck D (Cargo Deck)
  For a quick and dirty adventure, a GM might roll a few dice
  on the tables below and generate an entirely new starship for the
  boarding team to explore.
  All = Boxes, crates, containers, and bags on pallets.
  Status:
  1 = Left in good order. Everything that was here, still is.
  2 = Left in partial order. Small amount of most valuable items
  were taken by the departing crew.
  3 = Partly ransacked by someone who boarded later and
  did a quick search. Obvious valuables missing.
  4 = Totally ransacked by someone who boarded later and
  did an extensive search. Anything valuable is missing.
  5 = Room has been stripped of anything and everything. It’s
  just plain empty, except for dust on the floor.
  6 = Room blown open to space, nothing left.
  Contents:
  1 = Food, canned and otherwise packed for grocery store
  shelves. Roll one die to determine the portion which is
  still consumable (e.g., a die roll of “2” means two-sixths
  are). This could be used by the ship, or sold to a non-
  agricultural colony world.
  2 = Consumer goods: clothing, shoes, winter coats, medi-
  cine, bedding, furniture.
  3 = Shake & Bake Colony Supplies: Tents, portable build-
  ings, long-storage food, a small fusion generator, basic
  tools, seeds, two tractors; things needed for 100 people
  to turn a pasture into a livable farming village.
  4 = Manufactured home-building supplies: plumbing fixtures,
  electrical fixtures, wire, carpentry tools; all things useful
  to any colony world trying to build real houses.
  5 = Bulk (non-metallic) materials of various types, some of
  which can be used as is, while some could be used as
  feedstocks for matter transformers.
  6 = Bulk grain. Roll one die to determine the portion which is
  still consumable (e.g., a die roll of “2” means two-sixths
  are). Grain can be sold to any non-agricultural colony
  world, such as a domed mining colony.
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 7
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Captain L’anna Tigress
  NARRATIVE
  Born on a Kzinti colony planet, L’anna (a Federation transla-
  tion of a name that seems mostly to be growls and hisses) al-
  ways had a good head for business. She ran a small part of her
  father’s business, but eventually went away to work for the gov-
  ernment. Showing promise and aptitude, she was granted a schol-
  arship to a university, earning a degree in business management
  before returning to government service.
  She married and had two children; her husband went away
  to serve as an officer in the General War and died a hero. Her
  father died of old age and she sold his business to the govern-
  ment, pocketing a substantial amount of money.
  Her work in government administration led to a career man-
  aging logistics for the Navy. As more and more male Kzintis went
  away to war, the females gained more and more power, position,
  and prestige. L’anna spent the last five years of the General War
  as “master” of an Armed Priority Transport, delivering critical ma-
  terials to fleet units on the front line. She often entered Federa-
  tion territory on her assigned missions, and had no trouble deal-
  ing with the “naked apes” she encountered there. She estab-
  lished numerous contacts with Federation trading posts, outposts,
  and station masters. (Her “surname” of “Tigress” was given to
  her by a Federation bureaucrat who needed to fill in that blank
  on a customs form and could not translate her own family name.)
  Then the General War ended, and the males came home to
  take over the jobs the females had occupied, sending them back
  to their “proper domestic status.”
  L’anna was having none of that. She didn’t want another
  mate, and her children were grown. (Her son Ramses was a
  heroic fighter pilot, and her daughter Isis was a quality control
  inspector at a seafood processing plant.) The reduction of the
  Kzinti Navy meant thousands of shuttles and hundreds of small
  ships were being sold off as surplus. (As with other empires, do-
  ing so paid off a portion of the vast “war debt” that had accumu-
  lated, and helped restart the civilian economy.) She had saved
  enough money during the War (and she had the inheritance from
  her father) to buy a battered Armed Priority Transport similar to
  the one she had commanded. (Her own ship was in such good
  shape, due to her supervisory and management skills, that the
  government kept it in service, under a male officer.) L’anna named
  her new ship Amarillo, a Texmex word for a small yellow flower.
  (She enjoyed hunting for live game on the Federation colony world
  of Texmex, where vast herds of herbivores roamed the grass-
  lands. That colony catered to visiting Kzintis who enjoyed such
  hunts and was a favorite port of call for Kzinti traders.)
  GURPS 4th Edition Data
  300 points
  Attributes: ST 14 [36] (-10% for SM+1); DX 12 [40]; IQ 14 [80];
  HT 12 [20].
  Secondary Characteristics: Dmg 1d/2d; BL 39 lbs.; HP 14 [0];
  Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6
  [0].
  Race: Kzinti; Height: 7’0”; Weight: 274 lbs.; SM+1; Age: 55; Sex:
  Female.
  Social Background: CF: Kzinti; TL12.
  Languages: Federation Standard (Accented) [4]; Kzinti (Native)
  [0].
  Advantages: Affliction (Pheromones) 1 (Accessibility, Own spe-
  cies only, -10%; Area Effect, 4 yards; Disadvantage, Lecherous-
  ness, +10%; Emanation, -20%; Sense-Based, Smell, -20%) [16];
  Appearance (Attractive) (Accessibility, Own species only, +10%;
  Area Effect, 4 yards; Emanation, -20%; Sense-Based, Smell,
  -20%) [6], Business Acumen 3 [30], Charisma 2 [10], Claws (Sharp
  Claws) [5], Contact (Criminal) (Effective Skill 12; 9 or less; Some-
  what Reliable) [1], Contact (Federation military) (Effective Skill
  12; 9 or less; Somewhat Reliable) [1], Contact (Federation politi-
  cal) (Effective Skill 12; 9 or less; Somewhat Reliable) [1], Con-
  tact (Kzinti military) (Effective Skill 12; 9 or less; Somewhat Reli-
  able) [1], Contact (Merchant) (Effective Skill 12; 12 or less; Usu-
  ally Reliable) [4], Damage Resistance 1 (Tough Skin) [3], Fear-
  lessness 3 [6], Merchant Rank (Small Ship Captain) 3 [15], Night
  Vision 9 [9], Parabolic Hearing 2 [8], Sensitive [5], Status 2 [5]
  (includes +1 from Merchant Rank (Small Ship Captain)), Teeth
  (Sharp Teeth) [1].
  Perk: Fur [1].
  Disadvantages: Code of Honor (Professional) [-5], Curious (12)
  [-5], Intolerance (Lyrans, Carnivons) [-5], Miserliness (12) [-10],
  Odious Racial Habit (Eats other sentients) -3 [-15], Sense of Duty
  (To crew) [-5], Workaholic [-5].
  Quirk: Chauvinistic [-1].
  Skills: Accounting-16 [2] (includes +3 from Business Acumen),
  Administration-16 [1] (includes +3 from Business Acumen), Beam
  Weapons/TL (Pistol)-12 [1], Brawling-13 [2], Carousing-12 [1],
  Computer Operation/TL-14 [1], Current Affairs/TL (Business)-15
  [2], Detect Lies-14 [2] (includes +1 from Sensitive), Diplomacy-
  12 [1], Economics-15 [1] (includes +3 from Business Acumen),
  Finance-16 [2] (includes +3 from Business Acumen), Free Fall-
  11 [1], Intimidation-14 [2], Law (Interstellar Business)-12 [1], Lead-
  ership-15 [1] (includes +2 from Charisma), Market Analysis-15
  [1] (includes +3 from Business Acumen), Merchant-17 [2] (in-
  cludes +3 from Business Acumen), Navigation/TL (Space)-13 [1],
  Piloting/TL (Starship)-11 [1], Savoir-Faire (High Society)-14 [1],
  Sex Appeal (Kzinti)-13 [2] (includes +1 from Appearance),
  Shiphandling/TL (Starship)-14 [4], Smuggling-13 [1], Spacer/TL-
  15 [2], Streetwise-13 [1], Survival (Plains)-13 [1], Tactics-14 [4],
  Vacc Suit/TL-11 [1].
  PD20M Data
  Stats: Level 7 Charismatic / Level 2 Merchant.
  Kzinti: Female             HP: 37              XP: 38,000.
  Str 14, Dex 13, Con 11, Int 14, Wis 13, Cha 16.
  Skills: Bluff +10, Computer Use +9, Craft (visual art) +3,
  Craft (writing) +6, Diplomacy +12, Disguise +4, Gather Informa-
  tion +13, Intimidate +12, Knowledge (arcane lore) +5, Knowl-
  edge (art) +5, Knowledge (business) +14, Knowledge (civics) +8,
  Knowledge (current events) +5, Knowledge (history) +3, Knowl-
  edge (law) +3, Knowledge (popular culture) +4, Knowledge (spe-
  cific culture — Kzinti) +3, Knowledge (streetwise) +6, Knowledge
  (theology and philosophy) +2, Listen +8, Pilot +9, Profession +11,
  Read/Write Federation  Standard, Read/Write Kzinti, Sense Mo-
  tive +6, Speak Federation Standard, Speak Kzinti, Survival +4.
  Feats: Dodge, Educated (Knowledge [business] and Knowl-
  edge [civics]), Lightning Reflexes, Merchant, Open-Minded, Per-
  sonal Firearms Proficiency, Simple Weapons Proficiency, Starship
  Operation, Trustworthy.
  Talents: Charm, Dazzle, Fast Talk.
  Class Features: Calculating Eye, Astute.
  Base Attack Bonus: +4, Fort +6, Ref +5, Will +4.
  Why doesn’t this booklet have a color cardstock cover?
  Because that would triple the cost of production, and our
  purpose is to show you our game systems, not produce a work
  of art to be admired on a shelf. Our Prime Directive books have
  standard commercial color-printed cardstock covers. You can see
  the cover art on our website.
  
  Page 8
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  WATER
  WATER
  WATER
  WATER
  WATER
  A1S
  A2S
  A3S
  A4S
  A5S
  A6S
  A2P
  A3P
  A4P
  A5P
  A6P
  A2C
  A4C
  A6C
  VS
  VS
  10 Meters
  A1P
  DECK A
  DECK B
  AIR TANKS
  B1S
  B2S
  B3S
  B4S
  B5S
  B6S
  B2P
  B3P
  B4P
  B5P
  B6P
  B2C
  B4C
  B6C
  VS
  VS
  AIR TANKS
  AIR TANKS
  AIR TANKS
  AIR TANKS
  AIR TANKS
  AIR TANKS
  AIR TANKS
  AIR TANKS
  10 Meters
  B1P
  SCALE
  The scale is shown with Deck D. The central corridor is four
  meters wide, and each compartment is 12 meters long. The width
  varies as each deck is wider than the one above, since the origi-
  nal hull was cylindrical.
  See data on page 2 and random tables on page 3.
  See data on page 2 and random tables on page 5.
  Gray areas on the deck plans are open to space. White ar-
  eas have lights, gravity, and breathable air (or are water tanks).
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 9
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  DECK C
  DECK D
  C1S
  C2S
  C3S
  C4S
  C5S
  C6S
  C2P
  C3P
  C4P
  C5P
  C6P
  C2C
  C4C
  C6C
  VS
  VS
  10 Meters
  C1P
  D2S
  D3S
  D4S
  D5S
  D2P
  D3P
  D4P
  D5P
  D2C
  D4C
  D6C
  VS
  VS
  10 Meters
  See data on page 2 and random tables on page 12.
  See data on page 2 and random tables on page 6.
  Deck E
  All that exists of Deck E is the ceiling and the top two feet of
  the walls. Imagine light fixtures hanging on broken wires and that
  sort of thing. There are hatches that enter the vertical shafts (VS),
  but opening them will lose the air in the shafts.
  The small squares marked VS are vertical service shafts
  with hatches into the corridor and the compartment they are in.
  
  Page 10
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  GAMES OF THE
  STAR FLEET UNIVERSE
  Prime Directive is a game of the Star Fleet Universe, an
  interrelated system of games with a common background. These
  include the classic tactical Star Fleet Battles, the exciting new
  Federation Commander, the strategic game Federation & Em-
  pire, the card game Star Fleet Battle Force, and other games.
  Because these games all have a common background, they
  all use the same ships, history, and technology. History puts the
  Klingons and Federation at war during certain periods, so SFB
  and F&E both have battle scenarios for that period. A Klingon D7
  battlecruiser has twice the combat power of a Romulan SeaHawk
  frigate, and this is reflected in SFB and FC by their basic point
  values, in F&E by their combat factors, in SFBF by the number of
  icons on their respective cards, and so forth.
  This is good in that players can move between games and
  reasonably expect the same things to work the same ways (al-
  beit on a different scale). Of course, for your own campaign, you
  can ignore these implications.
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  FEDERATION COMMANDER
  Federation Commander is the exciting new full-color fast-
  playing game of starship combat. Including mounted map pan-
  els (using full-color NASA photos, double-sided with hexes in
  two sizes), full-color laminated ship cards (each showing the op-
  erating components of a starship in color-coded boxes), full-color
  laminated charts, easy-entry rules, streamlined execution, and
  full-color playing pieces, Federation Commander is the space
  combat game YOU have been waiting for. You can begin flying a
  starship just minutes after opening the box.
  While Federation Commander includes several products, all
  of them require one of the three Starter Sets: Klingon Border
  was the first to appear, followed by Romulan Border. Academy is
  the low-cost entry (lacking the mounted map boards and with
  only the most popular ships). All three have, basically, the same
  rules and will work with any other Federation Commander prod-
  uct. Expansions include Klingon Attack, Romulan Attack, Tho-
  lian Attack, Battleships Attack, Distant Kingdoms, War & Peace,
  Hydran Attack, Orion Attack, and other products. Additional ships
  can be found in Booster Packs and a full range of pewter minia-
  tures are available. You will never run out of new worlds to ex-
  plore (and conquer or defend), but these expansions will provide
  new ships, new enemies, and new situations, but NOT compli-
  cated additional, expansion, or optional rules. Once you master
  the rulebook, there are no more rules to learn, just more ships to
  fly, more weapons to fire, and more worlds to explore. (There are
  some new weapons.)
  The game system is based on energy. You count how much
  energy your starship generates at the start of each turn, and pay
  for a “baseline speed.” The rest of your energy is spent during
  the turn to fire weapons, operate systems (tractor beams, trans-
  porters), to speed up, to slow down, or to reinforce your shields.
  During each of the eight impulses of each turn, ships move (up
  to four times at the highest speed) and you have the opportunity
  to fire weapons or operate systems.
  Damage is resolved by a die roll or two, not a bucket of dice.
  Ships are presented in two scales: Fleet Scale is “half the
  size” of Squadron Scale and can be used to resolve larger battles
  in less time.
  On our website, you can get the free PDF download of First
  Missions, a fully working version of the game, to see how the
  system operates.
  Commander’s Circle, on the website, has our free monthly
  newsletter Communique with new ships, scenarios, and tactics.
  STAR FLEET BATTLES
  First published in 1979, it has undergone several revisions
  and new editions. There is a lot of this game (dozens of modules
  and zillions of starships) but you don’t have to learn it all at once,
  and can buy only as much of it as you want to play. The most
  succesful space combat game ever published, thousands of play-
  ers seek to out-fly, out-fight, and out-think their enemies in a warp-
  speed dogfight.
  Having been around the longest, most of the history and
  background of the entire Star Fleet Universe first appeared in
  Star Fleet Battles. This game has the most complete database
  of ships, weapons, and technology, and is the primary reference
  source for any SFU research. We reprinted most of the relevant
  data from SFB in the core RPG rulebooks, so players of Prime
  Directive need not fear being required to buy hundreds of dollars
  worth of tactical space games just to get the maps, racial histo-
  ries, timelines, and other background data.
  Experienced players can also enjoy this game via the Internet
  at SFBol.com and at our tournaments at Origins.
  FEDERATION & EMPIRE
  The strategic game of the Star Fleet Universe, F&E was first
  published in 1986 and has (like SFB) been upgraded in several
  subsequent editions (the latest in 2010), and half a dozen major
  expansions. On a map five feet long, players move thousands of
  die-cut counters representing ships, squadrons, and fleets.
  F&E is primarily a game about money. You collect taxes from
  your planets and provinces, then use the money to buy, upgrade,
  and repair starships. After that, you send your ships off to war to
  conquer your enemies. For those interested, we have a detailed
  description of F&E on our website. At Origins, you will see three
  dozen players hunched over huge maps for four straight days
  trying to decide, once and for all, who will rule the universe.
  STAR FLEET BATTLE FORCE
  This is our card game. You control a group of starship cards
  from several empires. Each ship card has icons showing the
  weapons the ship can use. Each turn, you check your hand for
  weapon cards that match the icons on your ships, and fire them
  at the enemy. The game system is similar to Modern Naval Battles
  or Naval War but with improvements and new concepts. While
  there are several kinds of phasers, the bigger ones can fire the
  cards from the smaller ones, and, larger plasma torpedo launch-
  ers can use the smaller torpedo cards. Some weapons can be
  used defensively. As your starships take damage, red plastic
  markers cover some of the icons, preventing you from using those
  weapons. See our website for more information.
  STARLINE 2400 MINIATURES
  We have dozens of pewter scale-model starship miniatures
  from the various empires, and release more each year. You can
  find a complete list on our shopping cart.
  WEBSITES
  www.StarFleetGames.com
  Information about all of our products. The site now includes
  an index to help you find things.
  www.FederationCommander.com
  Specific support for the new Federation Commander game
  system, including its own Forum, downloads, and more.
  http://www.facebook.com/pages/Amarillo-Design-Bureau-
  Inc/231728653279?ref=mf.
  Come become one of our friends on Facebook. Our page
  there is run by Jean Sexton, who is also our RPG line editor. See
  dozens of illustrations and other things about our products.
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 11
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Marine Private Rike Kurtis
  NARRATIVE
  Born on the Klingon planet Klegarine, Rike Kurtis was a ci-
  vilian who had a job working for the fire and rescue service. While
  not Warrior Caste, the work was dangerous and required quick
  thinking and personal courage.
  When the General War started, Rike Kurtis applied to join
  the Klingon Army, but was accepted only for the Engineer Ser-
  vice, a non-warrior branch which did construction jobs in danger-
  ous front-line posts. With years of off-duty training, he qualified
  to become a member of the Warrior Caste and was given weap-
  ons training. He transferred to the Klingon Internal Security (po-
  lice) forces as a technical corporal and a member of a dynamic
  entry team (the Klingon equivalent of SWAT).
  When the General War ended, millions of Klingon soldiers
  were discharged from active duty. Many settled on colony worlds,
  while others went home. Some, however, decided to try their luck
  at something Klingons had never really done, finding work in the
  freebooting economy. Lots of small war-surplus ships were ply-
  ing the former border areas (mostly now beyond the control of
  the original owners), looking for salvage, new resources, stranded
  crewmen, and the new materials needed for X-technology (such
  as germanium). Rike Kurtis decided to give that a try. After all, he
  could always just walk into a Klingon port and ask for a trip home.
  (The Klingons did not give their discharged military personnel
  the choice of a ticket home or cash. Instead, the “free trip home”
  remained open for five years.)
  Rike Kurtis worked as a stevadore, security guard, and crew
  member at several spaceports. One day, the Amarillo arrived at
  the Klingon colony world where Rike Kurtis was working as a
  dockhand. As often happened, the captain sent an officer to the
  local bar and “put out the word” that a limited number of positions
  were open for new crewmen (to replace those lost in action, those
  who quit, and those who were kicked off of the ship). Out of over
  a hundred applicants, only three were selected, one of them be-
  ing Rike Kurtis. His combination of skills (search and rescue,
  dynamic entry, police matters) was almost unique, and Captain
  Tigress thought he might be useful as a jack-of-all-trades, since
  he knew a lot of things, even if he was not quite a space crew-
  man, not quite a soldier, and not quite a technician.
  GURPS 4th Edition Data
  150 points
  Attributes: ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 13
  [2]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic
  Move 6 [0].
  Race: Klingon; Height: 6’3”; Weight: 240 lbs.; Age: 41; Sex: Male.
  Social Background: CF: Klingon; TL12.
  Languages: Federation Standard (Accented) [4]; Klingon (Na-
  tive) [0].
  Advantages: Fit [5], High Pain Threshold [10], Higher Purpose
  (Improve heroic reputation) [5], Master Builder 2 [10],
  Outdoorsman 1 [10].
  Perk: Alcohol Tolerance [1].
  Disadvantages: Callous [-5], Chummy [-5], Code of Honor
  (Soldier’s) [-10], Compulsive Carousing (12) [-5], Short Lifespan
  1 [-10], Stubbornness [-5], Workaholic [-5].
  Quirks: Expression (“Fear me!”) [-1], Proud [-1], Staid [-1].
  Skills: Administration-10 [1], Architecture/TL-12 [1] (includes +2
  from Master Builder), Armoury/TL (Shipboard Phasers)-10 [1],
  Armoury/TL (Small Arms)-10 [1], Beam Weapons/TL (Pistol)-12
  [1], Beam Weapons/TL (Rifle)-13 [2], Brawling-14 [4], Camou-
  flage-12 [1] (includes +1 from Outdoorsman), Carousing-12 [1],
  Computer Operation/TL-11 [1], Electrician/TL-11 [2], Electronics
  Operation/TL (Security)-11 [2], Electronics Operation/TL
  (Tricorder)-10 [1], Electronics Repair/TL (Communications)-11 [2],
  Electronics Repair/TL (Security)-11 [2], Engineer/TL (Combat)-
  13 [4] (includes +2 from Master Builder), Explosives/TL (Demoli-
  tion)-10 [1], First Aid/TL-11 [1], Fishing-12 [1] (includes +1 from
  Outdoorsman), Forced Entry-14 [1] (includes +2 from Master
  Builder), Free Fall-11 [1], Freight Handling/TL-10 [1], Games (Stra-
  tegic Wargames)-11 [1], Knife-12 [1], Law (Klingon)-9 [1], Lead-
  ership-10 [1], Machinist/TL-11 [2], Masonry-13 [1] (includes +2
  from Master Builder), Mathematics/TL (Applied)-9 [1], Mechanic/
  TL (Impulse Drive)-10 [1], Mechanic/TL (Warp Drive)-10 [1], Navi-
  gation/TL (Land)-11 [1] (includes +1 from Outdoorsman), Savoir-
  Faire (Military)-11 [1], Soldier/TL-10 [1], Spacer/TL-11 [1],
  Streetwise-10 [1], Survival (Jungle)-11 [1] (includes +1 from
  Outdoorsman), Survival (Swampland)-11 [1] (includes +1 from
  Outdoorsman), Vacc Suit/TL-11 [1].
  PD20M Data
  Stats: Level 3 Tough.
  Klingon: Male             HP: 32              XP: 3,000.
  Str 13, Dex 12, Con 15, Int 11, Wis 10, Cha 9 (13 vs. Klingons).
  Skills: Balance +2, Climb +5, Computer Use +2, Concen-
  tration +3,  Craft (mechanical) +2, Demolitions +4, Disable De-
  vice +4,  Drive +2, Intimidate +2,  Knowledge (behavioral sci-
  ences) +1, Knowledge (earth and life sciences) +2, Knowledge
  (physical sciences) +2, Knowledge (streetwise) +1, Knowledge
  (technology) +3, Listen +3, Move Silently +1, Navigate +4, Pro-
  fession +4, Read/Write Federation Standard, Read/Write Klingon,
  Read/Write Military Klingon, Research +2,  Speak Federation
  Standard, Speak Klingon, Speak Military Klingon, Spot +3, Sur-
  vival +7, Treat Injury +5.
  Feats: Alertness, Cautious, Guide, Personal Firearms Pro-
  ficiency, Simple Weapons Proficiency.
  Talents: Outdoor Skills, Master Survivalist.
  Base Attack Bonus: +3, Fort +2, Ref +1, Will +1.
  LICENSING
  The contents of this sample booklet are extracted from:
  GURPS 4e Prime Directive Core Rulebook and Prime Directive
  PD20M Core Rulebook. See those products for complete licens-
  ing information.
  Star Trek Material: Elements of the Star Fleet Universe are
  the property of Paramount Pictures Corporation and are used
  with their permission.
  GURPS material is used under license from Steve Jackson
  Games.
  PD20M material is used under the Open Game License by
  Wizards of the Coast.
  Designation of Product Identity: The following items are
  designated Product Identity (PI) in accordance with Chapter 1(e)
  of the Open Gaming License, version 1.0; Any and all logos, iden-
  tifying marks and trade dress, including all of the Prime Direc-
  tive products and product names, any elements either derived
  or inferred from the Prime Directive setting including, but not
  limited to Prime Directive, races, geographic locations, capital-
  ized names, historical events, any and all stories, storylines, the-
  matic elements, documents within the game world, quotes from
  characters or documents, and dialogue; all artwork, symbols, de-
  signs, depictions, illustrations, maps and cartography, likenesses
  poses, Clan or factional mons, logos, symbols, or graphic de-
  signs, except such elements that already appear in the d20 Sys-
  tem Reference Document and are already OGC by appearing
  there. The above product identity is not open gaming content.
  
  Page 12
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Marine Corporal Tauris Billstec
  NARRATIVE
  Tauris Billstec was born into a warrior family on the ice planet
  Andor, and enlisted into the Andorian National Guard on his 17th
  birthday. Excelling in his training, he was offered a chance to
  compete for a place on an elite Dassant unit, but did not score
  high enough to enter the unit. Undeterred, he continued seeking
  as much extra training as possible, despite rules which prohib-
  ited anyone not accepted from trying a second time.
  When the General War started and tens of thousands of
  Andorian troops were called into Federation service to improve
  the defenses of planets threatened by Klingon invasion, the regu-
  lations changed and he was given another chance to qualify for
  the Dassant units. This time, he succeeded. His infantry division
  was shipped off to a front-line colony planet (and spent most of
  the General War as prisoners of the Klingons), but Billstec had
  previously transferred to the 13th Andorian Dassant Battalion.
  When the Third Fleet was rebuilt with new ships, the 13th
  was broken up for use as individual replacements, and Billstec
  was assigned to the carrier Napoleon as a member of its Marine
  detachment. The Marine units on the large ships ended up being
  used to train replacements for the smaller Marine units on smaller
  ships, and Billstec eventually was sent to a light cruiser, where
  he took part in numerous boarding and landing operations.
  Discharged at the end of the General War, Billstec found
  peacetime boring, and sought some adventure, working on vari-
  ous planets and bases as a security guard. He was eventually
  hired by the Amarillo as one of its “marines.”
  GURPS 4th Edition Data
  150 points
  Attributes: ST 13 [30]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
  Secondary Characteristics: Dmg 1d/2d-1; BL 34 lbs.; HP 13
  [0]; Will 12 [0]; Per 17 [25]; FP 11 [0]; Basic Speed 5.75 [0]; Basic
  Move 5 [0].
  Race: Andorian; Height: 5’11”; Weight: 160 lbs.; Age: 38; Sex:
  Male.
  Social Background: CF: Federation; TL12.
  Languages: Andorian (Native) [0]; Federation Standard (Ac-
  cented) [4].
  Advantages: Discriminatory Smell [15], Fearlessness 2 [4], Fit
  [5], Resistant (Disease) (+3) [3], Subsonic Hearing [5],
  Ultrahearing [5], Vibration Sense [10].
  Disadvantages: Code of Honor (Soldier’s) [-10], Hidebound
  [-5], Impulsiveness (12) [-10], Light Sleeper [-5], Loner (12) [-5],
  Low Pain Threshold [-10], No Sense of Humor [-10], Overconfi-
  dence (12) [-5], Pacifism (Cannot Harm Innocents) [-10], Sense
  of Duty (Cooperative) [-10], Stubbornness [-5].
  Quirk: Adventure seeker [-1].
  Skills: Armoury/TL (Small Arms)-12 [2], Beam Weapons/TL (Pis-
  tol)-12 [1], Beam Weapons/TL (Rifle)-13 [2], Camouflage-14 [0]
  (default from Survival (Arctic)-2), Climbing-11 [1], Computer Op-
  eration/TL-12 [1], Electronics Operation/TL (Communications)-
  11 [1], First Aid/TL-12 [1], Forward Observer/TL-13 [4], Free Fall-
  11 [1], Gunner/TL (Beam)-12 [1], History (Recent Federation)-10
  [1], Karate-12 [4], Knife-12 [1], Law (Federation Military)-10 [1],
  Leadership-11 [1], Observation-17 [2], Parachuting/TL-12 [1],
  Running-10 [1], Savoir-Faire (Military)-12 [1], Spacer/TL-12 [1],
  Stealth-13 [4], Survival (Arctic)-16 [1], Survival (Mountain)-16 [1],
  Swimming-11 [1], Tactics-10 [1], Throwing-11 [1], Tonfa-11 [1],
  Vacc Suit/TL-11 [1].
  PD20M Data
  Stats: Level 3 Strong.
  Andorian: Male              HP: 27              XP: 3,000.
  Str 15, Dex 15, Con 14, Int 14,  Wis 12, Cha 8.
  Skills: Climb +3, Computer Use +3, Craft (structural) +4,
  Demolitions +4, Jump +5, Knowledge (military science) +6, Knowl-
  edge (streetwise) +6, Knowledge (technology) +2, Listen +9, Pro-
  fession +6, Read/Write Andorian, Read/Write Federation Stan-
  dard, Repair +4, Speak Andorian, Speak Federation Standard,
  Spot +5, Survival +4, Swim +3.
  Feats: Alertness, Armor Proficiency (light), Combat Martial
  Arts, Combat Reflexes, Personal Firearms Proficiency, Simple
  Weapons Proficiency, Weapon Focus (Star Fleet phaser pistol).
  Talents: Light Sleeper, Melee Smash.
  Base Attack Bonus: +4, Fort +2, Ref +1, Will +1.
  Random Starship Generator
  Deck C (Power Service Deck)
  For a quick and dirty adventure, a GM might roll a few dice
  on the tables below and generate an entirely new starship for the
  boarding team to explore.
  Compartments C1S and C1P each have the transformers
  needed to put power into the batteries and take it back out. Sta-
  tus: 1 = destroyed; 2 = one functional, not connected; 3 = two
  functional, not connected; 4 = one functional, connected; 5 = two
  functional, connected; 6 = fully functional.
  Compartments C2S and C2P each contain large batteries.
  Status: 1 = destroyed; 2 = 25% functional, not connected; 3 =
  50% functional, not connected; 4 = 25% functional, connected; 5
  = 50% functional, connected; 6 = fully functional.
  Compartments C3S and C3P are each full of spare parts
  and/or various supplies. Status:
  1 = Left in good order. Everything that was here, still is.
  2 = Left in partial order. Small amount of most valuable items
  were taken by the departing crew.
  3 = Partly ransacked by someone who boarded later and
  did a quick search. Obvious valuables missing.
  4 = Totally ransacked by someone who boarded later and
  did an extensive search. Anything valuable is missing.
  5 = Room has been stripped of anything and everything. It’s
  just plain empty, except for dust on the floor.
  6 = Room contains toxic gas and the dead and dessicated
  bodies of previous boarders. Otherwise, #1.
  Compartments C4S and C4P each contain environmental
  equipment (recycling the air and water). Status: 1 = destroyed; 2
  = 25% functional, not connected; 3 = 50% functional, not con-
  nected; 4 = 25% functional, connected; 5 = 50% functional, con-
  nected; 6 = fully functional.
  Compartments C5S and C5P each contain a cold fusion re-
  actor. Status: 1 = destroyed; 2-3 = functional, not connected or
  operating; 4-5 = functional, connected, not operating; 6 = fully
  functional.
  Compartments C6S and C6P each contain the power man-
  agement panels for the adjacent reactor. These panels can con-
  trol the power for the entire “ship” as it exists. Status: 1 = dam-
  aged, repair in six hours; 2 = damaged, repair in four hours; 3 =
  damaged, repair in two hours; 4 = functional, not connected; 5 =
  functional, connected, but nothing is “on;” 6 = fully functional and
  operating.
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 13
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  EQUIPMENT
  Tricorders
  A tricorder is a hand-held device that becomes available at
  TL10 [PL7]; specialized tricorders become available at TL11 [PL8].
  Tricorders are a combination of computer and sensors used for
  a virtually unlimited number of different applications and uses.
  PADDs: A Personal Access Display Device (or PADD) is the
  most basic form, and is sometimes referred to as a “monocorder.”
  They are TL9 [PL7] devices that are an outgrowth of TL8 [PL5]
  “Advanced Personal Digital Assistants” available in the early 21st
  century. They have built-in data storage and processing capabili-
  ties equal to those of a TL8 [PL6] supercomputer, and have a
  communications tie-in to available library computer networks. In
  some cases, the PADD will operate in a standalone mode; in
  others it operates as a display terminal or interface to the library
  computer serving it. At higher tech levels, this interfacing and
  modality becomes less and less apparent to the user. PADDs
  have no sensor capabilities. Cost $250, weight 4 pounds.
  Tricorders: A tricorder is a TL10 [PL7] device that has all of
  the functions of a PADD and adds built-in sensors and scanners.
  The sensor package on a tricorder can sense, display, and ana-
  lyze any form of energy or matter known to the TL [PL] that the
  tricorder was built at. TL10 [PL7] tricorders weigh 4 pounds and
  scan biosigns at 10 yards, physical objects at 100, and can ana-
  lyze energy emissions at one mile. TL11 [PL8] tricorders weigh 2
  pounds and can scan biosigns at 20 yards, physical objects at
  200, and energy emissions at two miles. TL12 [PL9] tricorders
  weigh one pound and can scan biosigns at 100 yards, physical
  objects at 500 yards, and can analyze energy emissions at 10
  miles. Any of them cost about $2,500 when at current TLs.
  At TL11 [PL8], tricorders became available that were spe-
  cialized for various tasks. This specialization is reflected as bo-
  nuses or modifiers to various skill rolls. Some of these special-
  ized tricorders are:
  Science Tricorder: +4 to any scientific skill rolls
  Geology Tricorder: +4 to any geology-related skill roll; has
  enhanced range capabilities which allow it to penetrate/sense
  minerals or rocks at 10x normal range but loses the ability to
  scan for living beings, organic tissue, etc.
  Medical Tricorder: +4 to all medical-related skill rolls, +4 to
  Physiology rolls; if programmed in advance with the data on a
  given species, that Physiology bonus becomes +10 for that spe-
  cies. The hand-held attachment must be within one foot of the
  patient for these bonuses.
  Engineering Tricorder: +4 on all mechanic skill rolls; has ad-
  ditional built-in filters which prevent overloading or damage when
  scanning intense energy fields.
  Tactical Tricorder: +4 to detect and identify life forms, weap-
  ons, armor, etc. Includes a comprehensive database on all of the
  above (at least for the current Area of Operations, with summary
  data for other areas). It is carried by Marine officers.
  Data Tricorder: Functions as a non-specialized tricorder, with
  one exception: it can use up to three IRD chips (below) and costs
  $4,000. The number of IRD chips that may be active at any time
  depends on the TL of the data tricorder. At TL10 [PL7], only one
  chip may be active; at TL11 [PL8], two chips may be active; and
  all three may be active simultaneously at TL12 [PL9].
  IRD Chips: Interactive Relational Database (IRD) chips do
  not become available until TL10 [PL7]. They are small modules
  that may be inserted in a variety of devices, but generally are
  used only with data tricorders. IRD chips are computer memory
  chips that (in terms of gameplay) make a skill available to char-
  acters via their data tricorder. E.g., a Geology-20 chip would be
  the equivalent of Geology-20 skill. [PD20M: e.g., Knowledge
  (Earth Science) +10 chip would be the equivalent of Knowledge
  (Earth Science) with 10 skill ranks.] Any given chip may contain
  data on only ONE skill.
  The skill level of an IRD chip is determined by the Technol-
  ogy [Progress] Level that the empire or species making it had at
  that time. At TL10 [PL7] the skill level of a chip is 10 or less, 15 or
  less at TL11 [PL8], 20 or less at TL12 [PL9], etc. For example, an
  IRD chip created by the Federation in Y150 would possess 20
  levels of skill. The skill levels in an IRD chip reflect the knowl-
  edge available when the chip was created — a chip that is more
  than a year or two old may contain out-of-date or obsolete infor-
  mation, so the effective skill level may be less than the maximum
  possible. There are also “black market” and “gray market” IRD
  chips which were not created with the care necessary (i.e., cheap
  copies) and may give incorrect results — in this case, the GM
  should secretly apply a penalty to the skill roll, and on a critical
  failure the chip gives disastrously incorrect information! (The char-
  acters will not have any chance to determine this, as the skill
  needed to do this — which is being provided by the IRD chip —
  is the one they are lacking.) Cost $100/level. While “skill” IRD
  chips are the most common ones, there are many other types of
  IRD chips that may contain maps, complex computer programs,
  or other forms of data.
  [PD20M: The Purchase DC is 10 plus an additional +1/skill
  level. While “skill” IRD chips are the most common ones, there
  are many other types of IRD chips that may contain maps, com-
  plex computer programs, or other forms of data.]
  [PD20M: Using an IRD chip takes the normal amount of time
  that the Knowledge skill check would routinely take. It allows the
  user with the Tricorder to make a skill roll as though they had 10
  ranks in the Knowledge in question.]
  [PD20M: A specialised type of IRD is the “universal transla-
  tor”; which offers Knowledge (Linguistics) at the appropriate rank,
  and if mated with a dictionary of a known language, can provide
  real time speech to speech translation - use the ranks in the IRD
  as a skill check against a DC of 10 to convey simple concepts,
  DC 15 to convey anything that takes 2 minutes to explain, and
  DC of 20 or more for detailed technical information, literature, or
  similar concepts.]
  Communicators
  Combining the concepts of a portable hand-held radio and a
  cell phone, communicators are used by most empires at tech
  levels of TL9 [PL7] and up. They can be linked to tricorders in
  order to transmit and receive data. Communicators are relatively
  small and cost $100. All have encryption allowing private conver-
  sations (which can, sometimes, be decoded by powerful com-
  puters). All have sufficient range to reach from a planetary sur-
  face to a ship in orbit; the range listed is between two communi-
  cators on a planetary surface and assumes no relay or signal
  boost systems are involved. Virtually everyone from TL7 [PL5] or
  better planets could figure out how to use one. Individual com-
  municators are “broadcast radio” types which send a signal in all
  directions; additional equipment is needed to generate “tight
  beam” signals that are harder to detect or intercept. Starships in
  orbit can send their transmissions in a relatively narrow beam
  (perhaps a mile across at the surface).
  Progress
  Tech
  Weight
  Range
  Purchase
  Level
  Level
  (surface,
  DC
  (PD20M)
  (GURPS)
  in miles)
  (PD20M)
  PL6b
  TL9
  1 pound
  25
  10
  PL7
  TL10
  3/4 pound
  50
  10
  PL8
  TL11
  1/2 pound
  100
  10
  PL9
  TL12
  1/4 pound
  250
  10
  PL9b
  TL13
  1/16 pound
  500
  10
  Skill rolls are not needed for normal operations.
  
  Page 14
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  PHASERS
  There are several types of phasers used as personal weap-
  ons. The Phaser-I (used as a “courtesy sidearm” for non-infantry
  personnel) can be held in the palm of a hand. [PD20M: +2 to
  Slight of Hand Skill Checks.]
  The Phaser-II is a standard military handgun [PD20M: +1 to
  Slight of Hand Skill Checks]. The other weapons are normally
  held with two hands. Phaser-I/II and Phaser Rifle become avail-
  able at TL10.
  At TL11 [PL9] two additional types of phasers become avail-
  able: the Pulse Phaser and Repeating Phaser. The Pulse Phaser
  is an upgraded version of the Phaser Rifle. As its name implies,
  the Repeating Phaser can fire more rapidly than the other types
  of phasers, making it the favorite weapon of Star Fleet Marines.
  The basic stats of phasers are on the chart at the bottom of this
  page.
  Phasers have a variety of power settings; a Stun-2 setting
  on a Phaser-I produces the same effect and damage as the Stun-
  2 setting on a Phaser Rifle, etc.
  Prices for Federation phasers are listed for reference; they
  are not for sale, except on the black market.
  Phaser weapons can be set to stun. This is treated as an
  Affliction with Incapacitation, as modified:
  When a person is hit by a phaser stun attack, he must make
  an HT roll with a penalty based on the stun setting; for example,
  a phaser set on Stun-1 requires a HT-1 roll, Stun-2 a HT-2 roll,
  etc. If a person is hit by more than one phaser stun attack, then
  increase the penalty to the HT roll by 2 per additional hit taken.
  If the character makes the roll, then the attack has no effect.
  If the character fails the roll, note the Degree of Failure; the char-
  acter falls unconscious immediately, and the Degree of Failure is
  the number of minutes/rounds that the character remains uncon-
  scious. After that, he is stunned until he can make a HT roll (roll
  once per second). On a critical failure, the character remains
  unconscious until medical assistance is received.
  Note that in addition to phasers, there are other weapons
  (such as riot control guns and stun grenades) that also have stun
  settings. These weapons function similarly.
  Setting
  Damage
  Type
  1
  2
  Rif
  Pul Rpt
  Stun-1
  *
  Stun
  x
  x
  x
  x
  -
  Stun-2
  *
  Stun
  -
  x
  x
  x
  -
  Stun-3
  *
  Stun
  -
  -
  x
  x
  -
  Kill-1
  1d
  Burn
  x
  x
  x
  x
  -
  Kill-2
  2d
  Burn
  -
  x
  x
  x
  -
  Kill-3
  3d
  Burn
  -
  -
  x
  x
  x
  Kill-4
  2d(2)
  Burn
  -
  -
  -
  x
  x
  Kill-5
  4d(2)
  Burn
  -
  -
  -
  x
  x
  Disint-1
  4d(3)
  Burn
  -
  x
  x
  x
  x
  Disint-2
  6d(3)
  Burn
  -
  -
  x
  x
  x
  Disint-3
  8d(3)
  Burn
  -
  -
  -
  x
  x
  * the victim must make a HT roll to avoid being “stunned;”
  see Phaser Stun below.
  An “x” indicates settings available for each type of phaser; a
  “-” means that phaser cannot fire that setting.
  The number of charges consumed each time a phaser is
  fired is equal to the setting number; e.g., Stun-1 or Kill-1 con-
  sume 1 charge, Stun-3 or Kill-3 consume 3 charges, etc. Excep-
  tion: Disint consumes two charges times the setting number per
  shot (Disint-3 uses six charges).
  Types of Phaser weapons (GURPS)
  TL
  Weapon
  Damage
  Acc
  Range
  Wt
  RoF
  Charges
  ST
  Bulk
  RC L
  Cost
  LC
  10
  Phaser-1
  Spec
  2
  50/100
  Neg
  1
  100(2)B
  —
  -1
  1
  $2,000
  2
  10
  Phaser-2
  Spec
  5
  200/500
  1
  3
  100(2)C
  —
  -2
  1
  $3,000
  1
  10
  Phaser Rifle
  Spec
  8
  500/1,000
  4
  5
  100(3)2C
  —
  -6
  1
  $4,500
  0
  11
  Pulse Phaser
  Spec
  10
  800/1,200
  4
  5
  100(2)D
  —
  -6
  1
  $5,500
  0
  11
  Rpting Phaser
  Spec
  12
  600/800
  8
  8
  500(2)D
  —
  -8
  1
  $7,500
  0
  TABLE 7–4: PHASER WEAPON DAMAGE
  Damage
  Setting
  Damage 1
  Crit
  Type
  Energy 
  used 
  per 
  shot
  Phaser-I 
  (sidearm)
  Phaser-II 
  (combat 
  pistol)
  Phaser 
  Rifle 
  (standard 
  Marine)
  Pulse 
  Phaser 
  (heavy 
  weapon)
  Repeating 
  Phaser 
  (crew-
  served)
  Stun-1
  1/Fort
  20
  Fire
  1
  x
  x
  x
  x
  —
  Stun-2
  2/Fort
  20
  Fire
  2
  —
  x
  x
  x
  —
  Stun-3
  3/Fort
  20
  Fire
  3
  —
  —
  x
  x
  —
  Kill-1
  2d6
  20
  Fire
  2
  x
  —
  x
  x
  —
  Kill-2
  4d6 + 1
  20
  Fire
  4
  —
  x
  x
  x
  —
  Kill-3
  3d12 + 2
  20
  Fire
  6
  —
  —
  x
  x
  x
  Kill-4
  4d12 + 3
  20
  Fire
  8
  —
  —
  —
  x
  x
  Kill-5
  6d10 + 4
  20
  Fire
  10
  —
  —
  —
  x
  x
  Disint-12
  3d20 x 2
  20
  Energy
  10
  —
  x
  x
  x
  x
  Disint-22
  4d20 x 2
  20
  Energy
  20
  —
  —
  x
  x
  x
  Disint-32
  6d20 x 2
  20
  Energy
  30
  —
  —
  —
  x
  x
  1: Characters hit by a phaser weapon on Stun take the numerical damage plus have to make a fortitude save at 
  DC 15/18/20 respectively. The character is unconscious for DC –  Roll in rounds that it was missed. 
  (For example, Lee is hit by a phaser set on stun-3; he needs a 20 to save from being stunned. Lee rolls a 2 
  and then adds his +4 from his Fortitude saving throw which now gives him a total of 6. Since Lee needed a 20 
  to save, he has missed the roll by 14, so Lee’s character will be out for the next 14 rounds.)
  2 This setting deals damage of a nonspecific energy type that is not subject to energy resistance.
  An "x" indicates settings available for each type of phaser;"—" means that phaser cannot fire that setting.
  
  PRIME DIRECTIVE: STARSHIP ALDO
  Page 15
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Jena Biblios
  NARRATIVE
  Born on the Deian homeworld, Kal’Tyar Seterra Nerillar, Jena
  attended the government-sponsored university where she ma-
  jored in the Deian equivalent of library sciences. Shortly before
  graduation, she met and fell in love with a dashing human (or
  second Nerillar) scoundrel who begged her to leave her world
  behind and travel to the ends of the universe with him.
  After much convincing, Jena slipped out of her dorm room
  with all her possessions, transmitted a quick note to her family,
  and boarded the flamboyantly painted Prime Trader. Soon
  enough, the scoundrel found another flame to light his path and
  Jena found herself stranded near the Klingon border. While there
  was not much call for a librarian on the frontier, Jena soon found
  that there was a great demand for those with the ability to learn
  what some individuals wanted to keep secret. Jena became quite
  capable at this as she slowly worked her way back towards home.
  All went well until she found herself in an extended stay on
  the planet Tafelland. While trying to learn enough about the illicit
  business dealings of a known Orion Pirate, Jena was discovered
  by the pirate himself! Just before she found herself locked in the
  cargo hold and destined for the auction block, Jena was rescued
  by L’anna Tigress, captain of the Armed Priority Transport Ama-
  rillo. Grateful to be alive, Jena quickly became friends with “Annie.”
  By the time she had recovered from her ordeal, Jena was a such
  a regular fixture on the decks of the Amarillo that L’anna offered
  her a job as the ship’s Intelligence Officer.
  When not in port, Jena can often be found in the company of
  one of the ship’s crew members, either practicing her marks-
  manship with Kven Kumerian (or learning how to shoot a Klingon-
  style disruptor), or in the command center with L’anna, plotting
  the ship’s next stop or sifting through the reports that L’anna re-
  ceives from her “contacts” attempting to sort the gold from the
  dross, or making “moon-eyes” at Captain Patricio while humming
  “How Much is That Marine in the Window?” under her breath.
  GURPS 4th Edition Data
  200 points
  Attributes: ST 9 [-10]; DX 12 [40]; IQ 13 [60]; HT 10 [0].
  Secondary Characteristics: Dmg 1d-2/1d-1; BL 16 lbs.; HP 9
  [0]; Will 14 [5]; Per 13 [0]; FP 10 [0]; Basic Speed 5.5 [0]; Basic
  Move 5 [0].
  Race: Deian; Height: 5’5”; Weight: 114 lbs.; Age: 30; Sex: Fe-
  male.
  Social Background: CF: Federation; TL12.
  Languages: Deian (Native) [0]; Federation Standard (Accented)
  [4]; Klingon (Accented) [4].
  Advantages: Appearance (Beautiful) [12], Charisma 3 [15], Sage
  3 [30], Smooth Operator 1 [15].
  Disadvantages: Curious (12) [-5], Gregarious [-10], Intolerance
  (Improper use of grammar) [-5], Xenophilia (12) [-10].
  Skills: Archaeology-14 [1] (includes +3 from Sage), Beam Weap-
  ons/TL (Pistol)-12 [1], Computer Hacking/TL-12 [4], Computer
  Operation/TL-14 [2], Computer Programming/TL-11 [1], Connois-
  seur (Literature)-12 [1], Cooking-13 [2], Current Affairs/TL (Head-
  line News)-13 [1], Current Affairs/TL (Popular Culture)-13 [1],
  Current Affairs/TL (Science & Technology)-13 [1], Dancing-12 [2],
  Diplomacy-14 [4] (includes +1 from Smooth Operator), Disguise/
  TL (Deian)-12 [1], Expert Skill (Political Science)-14 [1] (includes
  +3 from Sage), Expert Skill (Xenology)-15 [2] (includes +3 from
  Sage), Fast-Talk-13 [1] (includes +1 from Smooth Operator),
  Gardening-13 [1], Geography/TL (Physical, Class M)-14 [1] (in-
  cludes +3 from Sage), Hidden Lore (Conspiracies)-15 [1] (includes
  +3 from Sage), History (Federation)-14 [1] (includes +3 from
  Sage), Intimidation-15 [2] (includes +1 from Smooth Operator),
  Law (Federation)-14 [1] (includes +3 from Sage), Literature-15
  [2] (includes +3 from Sage), Philosophy (Deian)-14 [1] (includes
  +3 from Sage), Politics-13 [1] (includes +1 from Smooth Opera-
  tor), Public Speaking (Storytelling)-17 [1] (includes +3 from Cha-
  risma, +1 from Smooth Operator), Research/TL-17 [4] (includes
  +3 from Sage), Savoir-Faire (High Society)-14 [1] (includes +1
  from Smooth Operator), Search-12 [1], Sex Appeal (Deian)-14
  [1] (includes +4 from Appearance, +1 from Smooth Operator),
  Singing-11 [2], Stealth-13 [4], Teaching-13 [2], Writing-13 [2].
  PD20M Data
  Stats: Level 6 Charismatic.
  Deian: Female             HP: 34              XP: 15,000.
  Str 9, Dex 14, Con 10, Int 14, Wis 11, Cha 17.
  Skills: Balance +4, Bluff +7, Computer Use +7, Craft (visual
  art) +5, Craft (writing) +6, Decipher Script +7, Diplomacy +7, Dis-
  guise +8, Gather Information +8, Hide +3, Intimidate +5, Knowl-
  edge (arcane lore) +5, Knowledge (art) +4, Knowledge (behav-
  ioral sciences) +4, Knowledge (business) +4, Knowledge (civ-
  ics) +3, Knowledge (current events) +4, Knowledge (earth and
  life sciences) +3, Knowledge (history) +6, Knowledge (law) +3,
  Knowledge (military science) +3, Knowledge (physical sciences)
  +3, Knowledge (popular culture) +4, Knowledge (specific culture
  — Deian) +3, Knowledge (streetwise) +3, Knowledge (technol-
  ogy) +4, Knowledge (theology and philosophy) +3, Listen +3,
  Move Silently +3, Perform (dance) +9, Perform (sing) +9, Pro-
  fession +5, Read/Write Deian, Read/Write Federation Standard,
  Read/Write Klingon, Research +8, Speak Deian, Speak Federa-
  tion Standard, Speak Klingon, Search +3, Sense Motive +3,
  Tumble +4.
  Feats: Charismatic Plus (Favor, Captivate), Creative (Per-
  form [dance] and Perform [sing]), Creative (Craft [visual art] and
  Craft [writing]), Deceptive, Gregarious, Influence, Personal Fire-
  arms Proficiency, Simple Weapons Proficiency, Studious.
  Talents: Captivate, Charm, Dazzle, Fast Talk, Favor.
  Base Attack Bonus: +3, Fort +3, Ref +3, Will +2.
  Jena Biblios, by Alvin Belflower
  
  Page 16
  PRIME DIRECTIVE: STARSHIP ALDO
  STAR FLEET UNIVERSE
  STARSHIP ALDO
  Pre-Mission Briefing
  The GM plays the role of the Executive Officer (XO) of the
  Armed Priority Trader Amarillo. Assigned by Captain L’anna Ti-
  gress to “send over a boarding party and see what’s there,” the
  XO has selected a group of people from the ship’s “marine” unit
  to conduct the boarding.
  The sample characters in this book include a Marine officer,
  a military sergeant, two soldiers, a Vulcan medic (always handy
  for mind-melds), and an engineering technician. You may feel
  free to use these characters, or to replace some or all of them
  with characters you create. If your group has more than six people,
  you could just use two copies of one of the sample characters or
  create a new one. You could even mix and match the sample
  characters in this booklet with those published in Planet Aldo or
  Dread Pirate Aldo, two previous Free RPG Day booklets. Feel
  free to change a male chracter to female if needed.
  The GM should decide ahead of time the following:
  1. What ship is this? Is it one of the three candidates, or is it
  another ship entirely? (Those familiar with Star Fleet Battles know
  how many different kinds of ships you can build on a standard
  freighter hull. If you don’t know, rest assured, it’s “lots.”)
  2. Is anyone alive on board? While it is unlikely that anyone
  could survive on the ship for years, perhaps they had plenty of
  food or maybe they’re not the original crew but a stranded board-
  ing party from some previous salvage attempt.
  3. Is there any thing alive on board? Feel free to select an
  interesting monster from any of the many RPG books you surely
  have in your personal library.
  4. Is this just a dead ship to explore? Did someone booby
  trap the ship? Is there some dark mystery behind the original
  loss of the ship? The boarding party is here to find out (a) is there
  anything we can make a profit on and (b) maybe, as a matter of
  passing — or urgent — interest, what originally happened?
  ACCESS TO THE SHIP
  The hull of the “aldo” is only a fragment of the original ship,
  which apparently was some kind of freighter or perhaps a mili-
  tary auxiliary built on a freighter hull. The original hull was a cyl-
  inder 40 meters in diameter and 200 meters long. The remaining
  fragment includes only four decks (about 12 meters) and is about
  90 meters long. Because of the cylindrical hull, each deck is
  “wider” than the deck above it.
  Access to the interior can be gained by several means, but
  transporters are not one of them (as the leaking radiation from
  the reactor makes that unsafe). The boarding team could carry
  along a transporter beacon that would make transporting out of
  ship fairly easy (as long as they were all together and the beacon
  came out with them). (Transporter beacon: weight two pounds,
  gives automatic success in this situation.)
  On each deck (and the bottom), the “ragged ends” of the
  ship are a tangled mass of twisted metal and plastic. On each
  end of each deck, there is access to an airlock, which admits the
  boarding team into the central corridors of that deck. (All of the
  airlocks can be opened by an engineering tricorder and the ap-
  propriate skill rolls by an engineering technician, or — with more
  difficulty — by a Marine.) The GM, seeking to send the boarding
  team to some particular part of the ship, might just declare that
  some of these airlocks are too hard to get to, or are jammed.
  There are other entry routes. There are large holes in the
  hull on Deck A in compartments 4 and 5 (port and starboard)
  which allow entry, and there are holes in compartments 3 and 4
  on the starboard side of Deck D.
  The boarding team can just fly a shuttle to one of the open-
  ings, open the hatch (allowing the shuttle’s air to escape), then
  float over to the ship (assuming skill die rolls or that they follow a
  cable placed by someone with such skills) and hack the controls
  on an airlock. That’s the easy part.
  CONDITIONS INSIDE THE SHIP
  Purely for convenience, you should follow the example of
  endless science fiction shows and assume that the air inside the
  ship is breathable and that the artificial gravity still works. Doing
  otherwise adds a lot of fuss and bother with no real effect.
  It is entirely possible that the reserve power cells or reactor
  somewhere inside the hulk has “kept the lights on” for all this
  time, or that there is enough left of the “housekeeping computer”
  to recognize that guests have arrived and reactivate the lights,
  heat, gravity, and air circulation. You can probably (for simplicity)
  tell your boarding party that their tricorders detect no disease or
  toxins in the ship.
  Or maybe not. Maybe gravity doesn’t work on one (or all) of
  the decks? Maybe the stale air can only support the boarding
  party for an hour or two? Maybe the boarding party catches some
  disease and must find the medicine to cure it (medicine not on
  the Amarillo, more’s the pity)? Perhaps some enemy will appear,
  forcing the Amarillo to temporarily leave the scene, leaving the
  boarding party marooned (temporarily, of course).
  Boarding parties like this one board and explore wrecked
  starships all the time. Captain Tigress hired these extra “marines”
  just for this purpose, so she probably has sent them to explore
  other ships, and will later send them to explore even more ships.
  Use your imagination (or the random starship generator charts)
  to create several different sessions by boarding several old ships.
  SCALE
  The scale is shown with Deck D. The central corridor is four
  meters wide, and each compartment is 12 meters long. The width
  varies as each deck is wider than the one above, since the origi-
  nal hull was cylindrical.
  EQUIPMENT AVAILABLE
  At the end of the General War, the equipment of 50 million
  military personnel went into the war-surplus market. While Cap-
  tain Tigress has only so much money and so much space on her
  ship, one can reasonably assume that each member of the board-
  ing party has a spacesuit, a flashlight, a communicator, and a
  phaser pistol. One can assume that the team as a whole has a
  science tricorder, an engineering tricorder, a first-aid kit, and other
  reasonable equipment (say, a crowbar or two, and a transporter
  beacon). One might also assume it to be a good idea that one
  member carry a backpack with a spare meal (in case the sal-
  vage takes a while).
  The ship (“aldo”) may be a wreck, but most of the original
  contents of the compartments were still on board when the ship
  was first “destroyed” and left floating in space. That could in-
  clude tools, food, or other equipment. (Search skills should be
  employed to find whatever the players need for whatever emer-
  gency the GM concocts.)
  
SOURCE: textdata/thevault/Star Trek RPG/Prime Directive/Starship Aldo - Aldo.pdf