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  - No Fear From the Wind -  
   
   
   
  - The Enterprise Season II-III Sourcebook -
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  2 
   
   
  The 
  second 
  year 
  of 
  Enterprise’ 
  mission was not less exiting than its 
  first year. The ship’s enemies were 
  joined by the Klingon Duras and later 
  the year by a mysterious species 
  called the Xindi and due to that 
  Enterprise’ 
  mission 
  changed 
  dramatically. 
   
  After a one-year mission Enterprise 
  ends in the hands of the Suliban and 
  Captain Archer in a disrupted future, 
  together 
  with 
  the 
  mysterious 
  Crewman Daniels. 
  However both are able to contact 
  T’Pol 
  with the help of Archer’s 
  equipment. 
  Meanwhile 
  onboard 
  Enterprise, Chief Engineer Tucker is 
  able to create a com-connection, 
  even if it is a lousy one, and the 
  officers can form a plan to bring their 
  Captain back from the future, by 
  fooling Silik. With the help of his 
  temporal technology, the Captain is 
  able to return to his own time. 
  Taking the Suliban leader as hostage 
  he is able to get back to his ship and 
  make the Suliban retreat from it.  
  Enterprise 
  rendezvous 
  with 
  the 
  Vulcan ship and is able to convince 
  Starfleet Command to continue the 
  ship’s mission.  
   
  During the next weeks the ship 
  meets several new species as well as 
  already known ones.  
  In the course 
  of a planned 
  investigation 
  of a Class-M 
  planet, 
  Enterprise 
  gets stuck in 
  a mine field, 
  which is later 
  revealed 
  to 
  belong to the 
  so called Romulan Star Empire. One 
  of the mines attaches itself to the 
  ship’s hull and thus Lt. Reed tries to 
  remove 
  it 
  from 
  outside, but is 
  trapped there himself. Pressure from 
  the Romulan ships nearby forces 
  Enterprise into a tight schedule, 
  while Captain Archer himself exits 
  the ship to help his Armoury Officer. 
  He manages to free him just in time 
  and Enterprise can escape into warp 
  narrowly before being fired upon by 
  the Romulans.  
  Enterprise is able to repair the 
  damage of the minefield at an 
  automated repair-station, but almost 
  pays this with its helmsman, Ensign 
  Mayweather. Thanks to the efforts of 
  Captain Archer and Sub-Commander 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  3
  T’Pol, he is rescued however and the 
  ship leaves the base behind. 
  The missing Deuterium is filled up a 
  short time later at a mining colony. 
  However 
  it 
  is 
  threatened 
  by a group 
  of renegade 
  Klingons, 
  under 
  the 
  lead 
  of 
  Korok. 
  The 
  crew 
  soon 
  decides 
  to 
  help that people, although at the 
  beginning the colonists are not too 
  enthusiastic.  
  Archer’s crew then shows the miners 
  how to defend themselves against 
  future attacks and together they 
  drive away the bullies. As a gift the 
  crew receives a large amount of 
  deuterium and leaves the planet. 
  The next weeks see the hunt for a 
  missing 
  prisoner, 
  a 
  lost 
  communicator on a primitive planet 
  and 
  a 
  kidnapped 
  Chief Engineer. 
  The worst news 
  however 
  are 
  that 
  Sub-
  Commander 
  T’Pol is infected 
  by 
  the 
  so-
  called Pa’nar Syndrome, an incurable 
  illness. It is looked upon badly by the 
  Vulcan society as it can only be 
  transmitted by a mind meld, which 
  us regarded is immoral on her 
  homeworld. T’Pol was infected when 
  she was forced to take part in a mind 
  meld with Tolaris, around a year ago. 
  Due accident three Vulcan doctors 
  learn of her infection on a medical 
  conference and her commission is 
  threatened therefore.  
  However T’Pol refuses to tell her 
  superior of the violent act, which 
  might excuse her situation, even 
  when one of the doctors reveals he 
  himself is also able to perform a 
  mind meld and offers her research on 
  a treatment for the disease. But 
  thanks to Captain Archer, a hearing 
  is held and the doctor reveals his 
  own status to 
  his 
  colleagues 
  and 
  explains 
  T’Pol’s 
  situation, which 
  allows 
  her 
  to 
  remain 
  on 
  Enterprise. 
  In late 2152, 
  Enterprise is called into negotiations 
  over a Vulcan and Andorian border 
  planet. 
  Commander 
  Shran 
  asks 
  Captain Archer to intervene, which 
  he does.  
  Meanwhile the Andorian Commander 
  has 
  trouble 
  with 
  his 
  own 
  subordinates, who are not too lucky 
  to cease fire for peace-talks. When 
  Captain Archer tries to reach him 
  with a shuttle pod along with T’Pol 
  and 
  Ambassador 
  Soval 
  the 
  shuttlecraft is heavily damaged and 
  crash-lands on the surface. However 
  the small away team is able to 
  provide 
  evidence 
  that 
  Shran’s 
  subordinates are behind the attack, 
  which the Commander is able to 
  stop. The following talks bring a 
  cease fire between Vulcans and 
  Andorians 
  thanks 
  to 
  Archers 
  intervention. 
  Some time later Enterprise discovers 
  a mysterious spacecraft adrift in 
  space. 
  Once 
  aboard 
  the 
  ship, 
  investigations 
  reveal 
  several 
  mysteries – one is a corpse, the 
  other is the fact that the ship is 
  larger inside than outside.  
  Shortly later the earth vessel is 
  attacked by Suliban and infiltrated by 
  a strike team, trying to get hands on 
  the derelict ship.  
  Further investigation of the wreckage 
  indicates a connection to the future – 
  that is why Captain Archer decides to 
  use the databank stored in former 
  Crewman Daniels quarters and try to 
  learn more.  
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  4 
  Then suddenly a so-called Tholian 
  ship approaches Enterprise and as 
  well tries to get hands on the future 
  vessel – again Archer can prevent 
  this. 
  Only 
  shortly 
  later 
  Enterprise 
  is 
  trapped in crossfire between Tholians 
  and Suliban, both trying to secure 
  the ship from the future. However 
  Archer’s crew is able to trigger a 
  micro-transceiver in the future ship, 
  which causes it to vanish.  
  Enterprise’ routine mission changes 
  drastically 
  when Earth is 
  attacked by an 
  unknown 
  alien 
  force – seven 
  million 
  are 
  killed 
  in 
  late 
  April of 2153. 
  The famous human vessel has to 
  return to Earth and is sent on a 
  mission 
  to 
  unravel 
  the 
  mystery 
  behind the attack. Its destination is 
  the Delphic Expanse an uncharted 
  region 
  of 
  space, 
  filled 
  with 
  anomalies. Due to contact with the 
  Suliban’s 
  aide 
  from 
  the 
  future, 
  Archer learns all this along with the 
  fact that the attackers are called 
  Xindi and are building an even larger 
  weapon to destroy the planet once 
  and 
  for 
  all 
  – 
  as 
  they 
  believe 
  humanity will do the same with their 
  place in the future. 
  Since the Vulcans disapprove of the 
  mission, rendering it to dangerous 
  due to the anomalies, T’Pol has to 
  retire from Vulcan High Command in 
  order to stay on Enterprise, which 
  makes its way into the expanse – not 
  after a significant refit of the vessel 
  and an addition to their crew – a 
  special tactical unit called MACO for 
  Military Assault Command Operation. 
  In early June of 2153, Enterprise 
  learns that a Xindi is working on a 
  trelium-D mine on a nearby planet. 
  Once their, the mine’s head agrees 
  to provide the crew with the Xindi, 
  for a price. However during the 
  exchange it is revealed that it is 
  actually is a trap and the alien 
  wishes to add the crew to the mine’s 
  staff of workers.  
  However the also trapped Xindi – 
  which is in fact not reptilian like the 
  body found in the assault vessel 
  weeks earlier – agrees to help Archer 
  get off planet if he takes him along. 
  During the escape the Xindi is 
  severely injured despite Lt. Reed’s 
  and MACO involvement. Once back 
  on Enterprise he dies from the 
  injuries 
  – 
  not 
  without 
  providing 
  Archer with the coordinates of the 
  Xindi homeworld, Archer now knows 
  to be home to five species. 
  But when the Earth vessel reaches 
  the specific location of the planet it 
  only finds debris of it. 
  During more weeks in the expanse, 
  which left Enterprise to the mercy of 
  several anomalies but also let it gain 
  more information about the Xindi, 
  the human vessel gained the data 
  that the anomalies of the expanse 
  originate from several sources built 
  like 
  spheres 
  with 
  gigantic 
  dimensions. 
  However Archer is able to get his 
  hands on the head of the weapon’s 
  design project, a primate Xindi called 
  Degra. Creating an artificial illusion, 
  Archer is able to lure information out 
  of the Xindi hoping to learn the 
  location 
  of 
  the 
  superweapon’s 
  construction site and in fact learns 
  that it may very well be on Azati 
  Prime, a Xindi colony.  
  During 
  their 
  way 
  towards 
  the 
  presumed location of the weapon, 
  Enterprise encounters an enormous 
  special distortion – shortly after 
  Christmas of the year 2153. Within 
  the distortion the crew finds a near 
  dead body of an unknown species – 
  hardly 
  able 
  to 
  survive 
  in 
  the 
  expanse. 
  Further 
  investigations 
  raises the assumption that the alien 
  is a test subject and that it belongs 
  to the same species that created the 
  spheres causing the anomalies in the 
  expanse.  
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  5
  When 
  finally 
  arriving 
  on 
  the 
  superweapon’s construction site at 
  Azati Prime, the crew is able to sneak 
  into the system with the help of a 
  small Xindi shuttlecraft. With the 
  received data, Archer plans a suicide 
  mission on how to destroy the 
  weapon.  
  But 
  before 
  he 
  can 
  make 
  that 
  endeavour, Archer is transported 
  forward 
  in 
  time 
  by 
  the 
  former 
  crewman 
  Daniels. 
  He 
  tells 
  the 
  Captain that the sphere builders are 
  behind the scheme to destroy Earth 
  since 
  the 
  Federation 
  of 
  Planets 
  will 
  defeat the aliens 
  in the future and 
  save the Xindi.  
  Archer 
  can 
  be 
  convinced 
  by 
  Daniels to seek a 
  peaceful solution 
  of the conflict in 
  order to be able 
  to 
  defeat 
  the 
  sphere-builders in the future. When 
  Archer is captured by the Xindi he 
  still is able to speak with Degra and 
  make him listen to his information. 
  But the Reptilians still decide to 
  attack Enterprise and damage it 
  heavily before suddenly ceasing fire 
  and returning Archer to his ship. 
  Since the ship is robbed of its war 
  engine, Enterprise  is searching for 
  help in the near vicinity. When 
  meeting another vessel Archer tries 
  to negotiate an exchange of spare 
  parts – but the alien captain refuses 
  to give Archer the parts necessary to 
  repair 
  the 
  warp 
  drive. 
  As 
  a 
  consequence Archer decides to take 
  the parts with force – not without 
  providing the aliens with his offered 
  parts.  
  Archers makes his way towards a 
  rendezvous point with Degra and is 
  able to meet with some of the Xindi 
  Council members onboard his ship. 
  Archer 
  gives 
  him 
  proof 
  of 
  the 
  evidence of the sphere-builders and 
  reveals treachery of the Reptilians – 
  working behind the others’ backs to 
  create a bio-weapon.  
  When a Reptilian ship 
  discovers the meeting, 
  Degra 
  is 
  forced 
  to 
  destroy it – sealing his 
  alliance with archer by 
  that.  
  But 
  Degra convinces 
  Archer to address the Xindi Council 
  and show him the proof he has got of 
  the sphere-builders plot. He provides 
  him with coordinates of a subspace 
  corridor 
  which 
  can 
  accelerate 
  Enterprise’ 
  travel 
  drastically. 
  He 
  himself leaves to stop the launch of 
  the superweapon. 
  Despite major obstacles Enterprise is 
  able to reach the waypoint with 
  Degra and both prepare to encounter 
  the Council. Archer learns that the 
  sphere-builders became guardians of 
  the Xindi after the destruction of 
  their homeworld a century ago.  
  But the meeting is not proceeding as 
  planned, the Reptilians claim Archer’s 
  proof is manufactured and the talks 
  are recessed. When with Degra’s 
  help he is able to show them a 
  picture of the body of one of the 
  sphere-builders 
  found 
  earlier 
  by 
  Enterprise, the Council begins to 
  listen more closely.  
  As a consequence the Reptilian Dolim 
  kills Degra and together with the 
  Insectoids and driven by the lures of 
  the 
  sphere-builders, 
  steals 
  the 
  weapon and makes his way towards 
  Earth. But Archer follows them with 
  the help of the rest of the Xindi and 
  in battle can defeat the Reptilians – 
  but the intervention of the sphere-
  builders cuts them off from the 
  weapon. 
  Archer 
  decides 
  on 
  infiltrating it, while T’Pol helps to 
  disable the spheres.  
  Both plans succeed and Archer is 
  able to detonate the superweapon’s 
  reactor shortly after it reached Earth, 
  while T’Pol destroys the spheres. 
  However Earth is different from what 
  it should be afterwards… 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  6 
   
   
   
  Not only did Enterprise encounter 
  many 
  more 
  new 
  starship 
  types 
  during its ongoing mission, it also 
  was significantly upgraded in the 
  early 2153, two years after its first 
  launch. Its spatial torpedoes are 
  exchanged with so called photon 
  torpedoes – developed not with 
  influence of data provided by Lt. 
  Reed when Enterprise encountered a 
  damaged Klingon vessel in 2151.  
  But along with the modification on 
  weapons, Enterprise is now equipped 
  with a command centre. Basically a 
  room to gather an analyse tactical 
  intelligence and data this room is 
  connected with the ship’s sensors 
  and computer systems it is able to 
  receive any information necessary 
  from the vessels databanks to ensure 
  best preparation and support of away 
  missions and starship battles.  
   
   
   
  2.2 Starship Stats 
   
  Besides the update of the NX-Class 
  vessels, there are several more 
  starships that are noteworthy. The 
  Klingons revealed more of their 
  military power and the mysterious 
  Xindi do have quite an arsenal as 
  well. 
   
   
  NX-Class ( Earth ) 
   
  Class and Type: NX-Class Explorer  
  Commissioning Date: 2151  
   Hull Characteristics  
       Size: 4 ( 220m, 7 decks ) 
       Resistance: 3 +10 ( Pol. Hull Plating ) 
       Structural Points: 80 
   Operations Characteristics  
       Crew/Passengers/Evac: 80/10/150 
        [ 5 pwr/rd ]  
       Computers: 2 
        [ 1 pwr/rd ]  
       Transporters: 1 
        [ 1 pwr/rd ]  
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  7
       Tractor Beams: none ( grapplers ) 
   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 2.0/4.5/5.0 ( 12h )  
        [2/warp factor ]  
       Impulse System: .36c/ .58c 
        [ 5/ 6 pwr/rd ]  
       Power: 80 
   Sensor Systems:  
       Long-Range Sensors: +0/8 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +1/ 0.5 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Plasma Pulse Cannon:  
            Range: 10/3000/10000/30000  
            Arc: f ( 120 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 6  
            Power: [ 6 ]  
       Phased Cannon:  
            Range: 10/3000/10000/30000  
            Arc: fv, fd ( 360 degrees )  
            Accuracy: 5/7/8/11  
            Damage: 10 
            Power: [ 10 ] 
       Photon Torpedoes:  
            Number: 40  
            Launchers: 1 ad,  2 fv  
            Spread: 2 
            Arc: F or a, but self-guided  
            Range: 10/100k/500k/1500k  
            Accuracy: 6/7/9/12  
            Damage: 14  
            Power: [ 6 ]  
      Weapons Skill: 4  
   
   Defensive Systems:  
       none 
   
  Description: The NX-01 Class is the 
  first Human vessel, which is able to 
  reach a speed of warp 5. While the first 
  ship, the Enterprise, was a testbed for 
  new technology, e.g. phased cannons, 
  force fields and especially the new warp 
  drive and transporter system, later ships 
  were more routine. This ship was the 
  first real explorer class, able to travel 
  space independently for a long time. 
  After the Xindi attack on Earth the vessel 
  was upgraded to counter any threats 
  necessary. 
  Its 
  scientific 
  mission 
  parameters were now added by military 
  ones as well. 
  Noteworthy 
  Vessels/ 
  Service 
  Records/ Encounters: Enterprise NX-
  01, 
  prototype, 
  various 
  famous 
  encounters and first contacts, e.g. the 
  Andorians, 
  the 
  Romulans 
  and 
  the 
  Klingons; Columbia NX-02; Ranger NX-
  03, 
  captained 
  by 
  Nicolai 
  Ivanov; 
  Independence NX-04, captained by Kyle 
  van Eyk and renumbered after severe 
  destruction before launch due to terrorist 
  attack; Yuri Gagarin NX-05, Eagle NX-
  06. 
  Note: The NX-Class is equipped with a 
  polarized hull instead of shields. This hull 
  deflects attacks in a more primitive form 
  and can easily be overloaded by modern 
  standards. In game terms it works like 
  ablative armour, only that 5 power 
  points are needed to activate it. This 
  polarization 
  is 
  negated 
  when 
  using 
  shields. Additionally the NX-Class uses 
  grapplers instead of tractor beams. They 
  work like tractor beams only that they 
  can only be used at a maximum of 
  ‘rating 4’ and have a rage of 1000m.  
   
   
   
   
  Intrepid-Class ( Earth ) 
   
  Class and Type: Intrepid-Class Cruiser  
  Commissioning Date: 2147  
   Hull Characteristics  
       Size: 4 ( 198m, 6 decks ) 
       Resistance: 2 +8 ( Pol. Hull Plating ) 
       Structural Points: 80 
   Operations Characteristics  
       Crew/Passengers/Evac: 75/4/100 
        [ 4 pwr/rd ]  
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  8 
       Computers: 2 
        [ 1 pwr/rd ]  
       Tractor Beams: none ( grapplers ) 
   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 1.5/2.0/2.8 ( 12h )  
        [2/warp factor ]  
       Impulse System: .34c/ .50c 
        [ 4/ 5 pwr/rd ]  
       Power: 65 
   Sensor Systems:  
       Long-Range Sensors: +0/6 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +1/ 0.5 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Plasma Pulse Cannon:  
            Range: 10/3000/10000/30000  
            Arc: f ( 120 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 6  
            Power: [ 6 ]  
       Phased Cannon ( only after 2152 ):  
            Range: 10/3000/10000/30000  
            Arc: fv, fd ( 360 degrees )  
            Accuracy: 5/7/8/11  
            Damage: 10 
            Power: [ 10 ] 
       Spatial Torpedoes (before 2153):  
            Number: 35  
            Launchers: 1 ad,  2 fv  
            Spread: 2 
            Arc: F or a, but self-guided  
            Range: 10/100k/500k/1500k  
            Accuracy: 6/7/9/12  
            Damage: 8  
            Power: [ 5 ] 
       Photon Torpedoes (only after 2153):  
            Number: 30  
            Launchers: 1 ad,  1 fv  
            Spread: 1 
            Arc: F or a, but self-guided  
            Range: 10/100k/500k/1500k  
            Accuracy: 6/7/9/12  
            Damage: 14  
            Power: [ 6 ]  
      Weapons Skill: 4  
   
   Defensive Systems:  
       none 
   
  Description: The Intrepid-Class vessels 
  were figured the first real starship built 
  by humanity. Quite large – larger than 
  any vessel before it – the ship was built 
  more or less as a test for the major NX-
  project. Many structures and systems 
  are the same in both ships and were first 
  used in this type of vessel. While lacking 
  the scientific capabilities for the NX-
  Class, these ships are the backbone of 
  the military role of Starfleet. Guarding 
  Earth’s borders and colonies these ships 
  have seen their share of combat with 
  pirates and other criminals. 
  Noteworthy 
  Vessels/ 
  Service 
  Records/ 
  Encounters: 
  Intrepid, 
  prototype; Cougar, captained by Jasmine 
  Forrester; Phoenix; Picard. 
  Note: The Intrepid-Class is equipped 
  with a polarized hull instead of shields. 
  This hull deflects attacks in a more 
  primitive 
  form 
  and 
  can 
  easily 
  be 
  overloaded by modern standards. In 
  game 
  terms 
  it 
  works 
  like 
  ablative 
  armour, only that 4 power points are 
  needed to activate it. This polarization is 
  negated when using shields. Additionally 
  the Intrepid-Class uses grapplers instead 
  of tractor beams. They work like tractor 
  beams only that they can only be used 
  at a maximum of ‘rating 4’ and have a 
  rage of 950m.  
   
   
   
   
   
  Neptune-Class ( Earth ) 
   
  Class and Type: Neptune-Class Scouts  
  Commissioning Date: 2139  
   Hull Characteristics  
       Size: 3 ( 86m, 3 decks ) 
       Resistance: 2 +4 ( Pol. Hull Plating ) 
       Structural Points: 80 
   Operations Characteristics  
       Crew/Passengers/Evac: 42/2/60 
        [ 4 pwr/rd ]  
       Computers: 2 
        [ 1 pwr/rd ]  
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  9
       Tractor Beams: none ( grapplers ) 
   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 1.2/1.8/1.95 ( 12h )  
        [2/warp factor ]  
       Impulse System: .30c/ .50c 
        [ 3/ 5 pwr/rd ]  
       Power: 50 
   Sensor Systems:  
       Long-Range Sensors: +0/4 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +1/ 0.4 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Plasma Pulse Cannon:  
            Range: 10/3000/10000/30000  
            Arc: f ( 120 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 5  
            Power: [ 5 ]  
       Phased Cannon ( only after 2153 ):  
            Range: 10/3000/10000/30000  
            Arc: fv, fd ( 360 degrees )  
            Accuracy: 5/7/8/11  
            Damage: 8 
            Power: [ 8 ] 
       Spatial Torpedoes:  
            Number: 15  
            Launchers: 1 ad,  2 fv  
            Spread: 1 
            Arc: F or a, but self-guided  
            Range: 10/100k/500k/1500k  
            Accuracy: 6/7/9/12  
            Damage: 6  
            Power: [ 5 ] 
       Weapons Skill: 4  
   
   Defensive Systems:  
       none 
   
  Description: Currently the oldest design 
  still in construction, the Neptune-Class 
  ships are small scouts that investigate 
  planets and search for habitable worlds 
  to create colonies or find resources. After 
  the 
  crisis 
  with 
  the 
  Xindi, 
  Starfleet 
  decided to equip these vessels with 
  Phased Cannons as well, although the 
  power output and general performance 
  of 
  these 
  ships 
  allow 
  not 
  the 
  full 
  capabilities of these weapons.  
  The vessel is small and therefore only 
  senior officers have the luxury of single-
  bed rooms, although very small ones. 
  The ship carries basic laboratories for 
  further studies on planets. 
  Noteworthy 
  Vessels/ 
  Service 
  Records/ 
  Encounters: 
  Neptune, 
  prototype; Phoebe; Daimos, destroyed 
  by unknown ship, all hands lost. 
  Note: The Neptune-Class is equipped 
  with a polarized hull instead of shields. 
  This hull deflects attacks in a more 
  primitive 
  form 
  and 
  can 
  easily 
  be 
  overloaded by modern standards. In 
  game 
  terms 
  it 
  works 
  like 
  ablative 
  armour, only that 5 power points are 
  needed to activate it. This polarization is 
  negated when using shields. Additionally 
  this scout uses grapplers instead of 
  tractor beams. They work like tractor 
  beams only that they can only be used 
  at a maximum of ‘rating 3’ and have a 
  rage of 800m. 
   
   
   
   
   
   
  Alpha-Class ( Earth ) 
   
  Class and Type: Alpha-Class testship/ 
  patrol fighter 
  Commissioning Date: 2145  
   Hull Characteristics  
       Size: 2 ( 25m, 1 deck ) 
       Resistance: 2 ( Fighter: +5 p. Hull ) 
       Structural Points: 40 
   Operations Characteristics  
       Crew/Passengers/Evac: 2 
        [ 1 pwr/rd ]  
       Computers: 1 
        [ 1 pwr/rd ]  
       Tractor Beams: none 
   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 1.0/2.0/2.5 ( 12h )  
        [2/warp factor ]  
       Impulse System: .30c/ .40c 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
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        [ 3/ 4 pwr/rd ]  
       Power: 40 
   Sensor Systems:  
       Long-Range Sensors: +0/2 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +1/ 0.2 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Prototype: unarmed 
       Fighter: 
       Plasma Pulse Cannon:  
            Range: 10/3000/10000/30000  
            Arc: f ( 120 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 6  
            Power: [ 6 ]  
       Weapons Skill: 3  
   
   Defensive Systems:  
       none 
   
  Description: The Alpha-Class starship is 
  the first warp three ship of mankind. 
  Built by Starfleet in its early years, it was 
  the testbed for technology, especially the 
  engine, of the NX Class starships. While 
  the first ship was destroyed during 
  testing, the programme was continued 
  under the lead of then Commodore 
  Forrest. After the design proved to be 
  successful Starfleet decided to put it to 
  further use. Some modifications were 
  made and now this class serves as light 
  combat and courier vessel.  
  Note: The Alpha-Class is equipped with 
  a polarized hull instead of shields. This 
  hull deflects attacks in a more primitive 
  form and can easily be overloaded by 
  modern standards. In game terms it 
  works like ablative armour, only that 5 
  power points are needed to activate it. 
  This polarization is negated when using 
  shields.  
   
   
   
   
  D-5 Class Cruiser ( Klingon ) 
   
  Class and Type: D-5-Class Cruiser 
  Commissioning Date: 2142 
   Hull Characteristics  
       Size: 4 ( 215m, 4 decks ) 
       Resistance: 3  
       Structural Points: 80 
   Operations Characteristics  
       Crew/Passengers/Evac: 30/ 20/ 100 
        [ 4 pwr/rd ]  
       Computers: 2 
        [ 1 pwr/rd ]  
       Tractor Beams: 1 ad, 1 fd 
        [ 2 pwr/ rd/ rating ] 
   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 3.2/4.6/5.0 ( 12h )  
        [2/warp factor ]  
       Impulse System: .45c/ .55c 
        [ 4/ 5 pwr/rd ]  
       Power: 70 
   Sensor Systems:  
       Long-Range Sensors: +0/6 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +0/ 0.5 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
            Range: 10/20000/80000/200000  
            Arc: fd, fv, ad ( 520 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 12  
            Power: [ 12 ]  
       Photon Torpedoes:  
            Number: 25  
            Launchers: 1 ad,  1 fv  
            Spread: 1 
            Arc: F or a, but self-guided  
            Range: 10/120k/800k/2000k  
            Accuracy: 6/7/9/12  
            Damage: 15  
            Power: [ 5 ] 
       Weapons Skill: 4   
   
   Defensive Systems:  
       Shield System 
   
  Protection: 12/ 20 
   
  Power: [12] 
   
  Description: 
  The 
  D-5 
  cruisers 
  are 
  smaller vessels than D-2 and are not so 
  prestigious in post. They are used for 
  raids along the border and securing the 
  Klingon planets itself.  
  But since the design proved to be steady 
  and reliable, the Klingons use it for more 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  11
  profane works as well. Many were 
  equipped 
  as 
  tankers 
  – 
  even 
  more 
  unpopular among the warriors of the 
  Empire.  
  Note: The tanker version has  reduced 
  space for crewmembers, therefore each 
  aspect of the according stats has to be 
  reduced 
  by 
  half. 
  Additionally 
  the 
  transporter is not equipped with a 
  torpedo launcher - those tend to become 
  unstable 
  near 
  large 
  amounts 
  of 
  deuterium. 
   
   
   
   
   
  C-8 Assault Transport ( Klingon ) 
   
   
  Class and Type: C-8 Assault Transport 
  Commissioning Date: 2138 
   Hull Characteristics  
       Size: 4 ( 275m, 3 decks ) 
       Resistance: 3  
       Structural Points: 80 
   Operations Characteristics  
       Crew/Passengers/Evac: 20/ 50/ 400 
        [ 5 pwr/rd ]  
       Computers: 2 
        [ 1 pwr/rd ]  
       Tractor Beams: 1 ad, 1 fd 
        [ 2 pwr/ rd/ rating ] 
   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 3.0/4.5/5.0 ( 8h )  
        [2/warp factor ]  
       Impulse System: .4c/ .5c 
        [ 4/ 5 pwr/rd ]  
       Power: 75 
   Sensor Systems:  
       Long-Range Sensors: +0/5 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +0/ 0.5 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
            Range: 10/20000/80000/200000  
            Arc: fd, fv, ad ( 520 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 12  
            Power: [ 12 ]  
       Photon Torpedoes:  
            Number: 20  
            Launchers: 1 ad,  1 fv  
            Spread: 1 
            Arc: F or a, but self-guided  
            Range: 10/120k/800k/2000k  
            Accuracy: 6/7/9/12  
            Damage: 12  
            Power: [ 5 ] 
       Weapons Skill: 4   
   
   Defensive Systems:  
       Shield System 
   
  Protection: 10/ 16 
   
  Power: [10] 
   
  Description: The C-8 Class cruiser is a 
  relatively heavily armed transport vessel 
  designed for raids on planets and to 
  occupy enemy cities. In more remote 
  areas they can also be found patrolling.  
   
   
   
   
   
  D1-Class Bird of Prey ( Klingon ) 
   
   
   
   
   
   
   
   
   
   
   
  Class and Type: D-1 Bird of Prey 
  Commissioning Date: 2140 
   Hull Characteristics  
       Size: 3 ( 86m, 2 decks ) 
       Resistance: 3  
       Structural Points: 60 
   Operations Characteristics  
       Crew/Passengers/Evac: 10/ 5/ 20 
        [ 3 pwr/rd ]  
       Computers: 2 
        [ 1 pwr/rd ]  
       Tractor Beams: 1 ad, 1 fd 
        [ 2 pwr/ rd/ rating ] 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
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   Propulsion 
  and 
  Power 
  Characteristics  
       Warp System: 2.0/4.0/4.8 ( 10h )  
        [2/warp factor ]  
       Impulse System: .45c/ .52c 
        [ 4/ 5 pwr/rd ]  
       Power: 60 
   Sensor Systems:  
       Long-Range Sensors: +0/6 ly  
        [ 6pwr/rd ]  
       Lateral Sensors: +0/ 0.5 ly  
        [ 4pwr/rd]  
       Navigational Sensors: +0 
        [ 5pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
            Range: 10/20000/80000/200000  
            Arc: fd, fv ( 180 degrees )  
            Accuracy: 6/7/9/12  
            Damage: 10  
            Power: [ 10 ]  
       Photon Torpedoes:  
            Number: 10  
            Launchers: 1 fv  
            Spread: 1 
            Arc: F or a, but self-guided  
            Range: 10/120k/800k/2000k  
            Accuracy: 6/7/9/12  
            Damage: 12  
            Power: [ 5 ] 
       Weapons Skill: 4   
   
   Defensive Systems:  
       Shield System 
   
  Protection: 8/ 14 
   
  Power: [8] 
   
  Description: The Klingon Bird of Prey is 
  a small fighter design, used by the 
  Empire for escort missions and raids on 
  starships, outposts and planets. 
   
   
   
   
   
  Chaka-Class Cruiser ( Andor ) 
   
  Class and Type: Chaka-Class Cruiser  
   Commissioning Date: 2148  
   Hull Characteristics  
        Size: 5 ( 285m long, 6 decks )  
        Resistance: 3 
        Structural Points: 100  
   Operations Characteristics  
        Crew/Pass. /Evac: 150/ 60/ 350  
         [ 4 pwr/rd ]  
        Computers: 3  
         [ 2 pwr/rd ]  
        Transporters: none  
        Tractor Beams: 1 ad, 1fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: 2.0/4.0/4.8 ( 12h )  
         [2/warp factor ]  
        Impulse System: 0.4c/ 0.62c  
         [ 4/6pwr/rd ]  
        Power: 80  
   Sensor Systems:  
        Long-Range Sensors: +0 / 6 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 0.5 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
       Sensors Skill: 3  
   Weapons Systems  
        Plasma Injector Cannon:  
             Range: 10/4000/8000/28000  
             Arc: f and a ( 2 x 180 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 12 
             Power: [ 12 ]  
      Nuclear Warhead Torpedoes:  
             Number: 10  
             Launchers: 1 fv  
             Spread: 1  
             Arc: Forward 
             Range: 12/12000/40000/150000  
             Accuracy: 6/7/9/12  
             Damage: 10 
             Power: [ 6 ]  
   
  Defensive Systems:  
   Deflector Shield  
     Protection: 6/ 10 
      Power: [ 6 ]  
   
  Description: Named after a ceremonial 
  dagger, the Chaka-Class Cruiser is the 
  mainstay of the Andorian Imperial Fleet. 
  It has powerful weapons, which lack only 
  in range. The Andorian technology is not 
  as sophisticated as the Vulcan one, 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
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  especially Andorian Warp Drives produce 
  much waste. However this new vessel 
  uses the waste plasma, to inject it into 
  weapon’s 
  systems, 
  which 
  makes 
  powerful guns. But the ship is much 
  slower than the Vulcan ships and has 
  less advanced shields.  
   
  Ket-Cheleb-Class ( Romulus ) 
   
  Class and Type: Ket-Cheleb-Class 
  Warbird  
   Commissioning Date: 2140  
   Hull Characteristics  
        Size: 5 ( 265m long, 4 decks )  
        Resistance: 3 
        Structural Points: 100  
   Operations Characteristics  
        Crew/Pass./Evac:  100/ 20/ 200  
         [ 5 pwr/rd ]  
        Computers: 3  
         [ 2 pwr/rd ]  
        Transporters: none  
        Tractor Beams: 1 ad, 1fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: 2.0/3.5/4.5 ( 10h )  
         [2/warp factor ]  
        Impulse System: 0.3c/ 0.55c  
         [ 3/5pwr/rd ]  
        Power: 80  
   Sensor Systems:  
        Long-Range Sensors: +0 / 5 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
       Cloak: 4  
         [ 16pwr/rd]  
       Sensors Skill: 4  
   Weapons Systems  
        Type H Disruptor:  
             Range: 10/5000/12000/35000  
             Arc: forward ( 180 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 12 
             Power: [ 12 ]  
      Nuclear Warhead Torpedoes:  
             Number: 20  
             Launchers: 1 fv  
             Spread: 1  
             Arc: Forward but are self-guided  
             Range: 15/15000/50000/180000  
             Accuracy: 6/7/9/12  
             Damage: 10 
             Power: [ 6 ]  
   
  Defensive Systems:  
    Romulan Deflector Shield  
     Protection: 16/ 20 
      Power: [ 16 ]  
   
  Description: 
  The 
  Ket-Cheleb 
  Class 
  Warbird is one of the earliest battleships 
  of the Romulan Empire, of modern kind. 
  It is fast and manoeuvrable and heavily 
  armed and additionally equipped with a 
  cloaking device, making it invisible for 
  enemies. Due to intense funds of military 
  project, this ship soon became the 
  backbone of the Romulan Navy of the 
  mid 22nd century. It guards the Empire’s 
  borders and often lays out mines to 
  makes sure no one crosses into Romulan 
  territory.  
  One serious flaw however is the fact that 
  it only uses a magnetic bottle drive for 
  warp speed – essentially a one way 
  ticket, thus rendering mobility very low. 
   
   
   
   
  Annex-Class Frigate ( Tholia ) 
   
   
   
  Class and Type: Annex-Class Frigate  
   Commissioning Date: 2148  
   Hull Characteristics  
        Size: 3 ( 125m long, 2 decks )  
        Resistance: 4 
        Structural Points: 60  
   Operations Characteristics  
  
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        Crew/Pass./Evac:  8/ 2/ 20  
         [ 3 pwr/rd ]  
        Computers: 4  
         [ 2 pwr/rd ]  
        Transporters: none  
        Tractor Beams: 1 ad, 1fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: 2.0/4.0/5.2 ( 12h )  
         [2/warp factor ]  
        Impulse System: 0.6c/ 0.7c  
         [ 6/7pwr/rd ]  
        Power: 75  
   Sensor Systems:  
        Long-Range Sensors: +0 / 8 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward ( 180 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 14 
             Power: [ 14 ]  
      Weapons Skill: 4 
  Defensive Systems:  
    Tholian Deflector Shield  
     Protection: 12/ 16 
      Power: [ 12 ]  
   
  Description: Only few is known about 
  the Annex-Class vessels. Fast and nimble 
  the small ships are unlike anything 
  Starfleet has met before. Life support 
  works in strange parameters and the 
  energy readings of these ships suggest a 
  very alien technology. 
   
   
   
   
   
  Aquatic Warship ( Xindi ) 
   
   
  Class and Type: Xindi-Aquatic Ship  
   Commissioning Date: 2149  
   Hull Characteristics  
        Size: 6 ( 311m long, 4 decks )  
        Resistance: 3 
        Structural Points: 120  
  Operations Characteristics  
        Crew/Pass./Evac:  28/ 10/ 60  
         [ 6 pwr/rd ]  
        Computers: 4  
         [ 2 pwr/rd ]  
        Transporters: 1 personal  
        Tractor Beams: 1 ad, 1fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: special  
        Impulse System: 0.4c/ 0.5c  
         [ 4/5pwr/rd ]  
        Power: 85  
   Sensor Systems:  
        Long-Range Sensors: +0 / 10 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward, aft ( 360 degrees )  
             Accuracy: 5/6/8/10  
             Damage: 14 
             Power: [ 14 ]  
      Weapons Skill: 4 
   
  Defensive Systems:  
    Xindi Deflector Shield  
     Protection: 14/ 18 
      Power: [ 14 ]  
   
  Description: The most powerful ships of 
  the Xindi Alliance, the Aquatic’s ships are 
  enormous in size and combat strength. 
  Their weapons are very accurate and 
  their hulls are very durable as are their 
  shields. 
  However 
  due 
  to 
  the 
  sophisticated needs of the Aquatics, the 
  life support system requires much more 
  room than on ordinary ships. As a 
  consequence it is very vulnerable. Treat 
  any hit on life support as if done at a 
  resistance of 1 and double the effects. 
   
   
   
   
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  15
  Arboreal Warship ( Xindi ) 
   
   
   
   
   
   
   
   
   
   
   
   
  Class and Type: Xindi-Arboreal Ship  
   Commissioning Date: 2144  
   Hull Characteristics  
        Size: 3 ( 76m long, 3 decks )  
        Resistance: 2 
        Structural Points: 60  
  Operations Characteristics  
        Crew/Pass./Evac:  32/ 18/ 80  
         [ 4 pwr/rd ]  
        Computers: 2  
         [ 1 pwr/rd ]  
        Transporters: 1 personal  
        Tractor Beams: 1 ad, 1fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: special  
        Impulse System: 0.5c/ 0.6c  
         [ 5/6pwr/rd ]  
        Power: 70  
   Sensor Systems:  
        Long-Range Sensors: +0 / 12 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward, aft ( 360 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 10 
             Power: [ 10 ]  
      Weapons Skill: 4 
   
  Defensive Systems:  
    Xindi Deflector Shield  
     Protection: 10/ 14 
      Power: [ 10 ]  
   
  Description: A very light ship, the 
  Arboreal vessel is not much of a combat 
  vessel – although their synergy skills 
  make them dangerous in numbers. The 
  very well developed sensors enable it to 
  act as scout and reconnaissance craft. 
   
   
   
   
   
   
  Insectoid Warship ( Xindi ) 
   
   
   
  Class and Type: Xindi-Insectoid Ship  
   Commissioning Date: 2146  
   Hull Characteristics  
        Size: 2 ( 45m long, 2 decks )  
        Resistance: 3 
        Structural Points: 40  
  Operations Characteristics  
        Crew/Pass./Evac:  6/ 4/ 20  
         [ 3 pwr/rd ]  
        Computers: 2  
         [ 1 pwr/rd ]  
        Transporters: 1 personal  
        Tractor Beams: 1fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: special  
        Impulse System: 0.6c/ 0.7c  
         [ 6/7pwr/rd ]  
        Power: 60  
   Sensor Systems:  
        Long-Range Sensors: +0 / 6 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward, aft ( 360 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 12 
  
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             Power: [ 12 ]  
      Weapons Skill: 4 
   
  Defensive Systems:  
    Xindi Deflector Shield  
     Protection: 8/ 12 
      Power: [ 8 ]  
   
  Description: The Insectoids’ vessels are 
  more small fighters than capital ships. 
  They are fast and agile, making them 
  difficult targets. They usually act in 
  squadrons of three vessels, making them 
  very dangerous.  
   
   
   
  Primate Warship ( Xindi ) 
   
  Class and Type: Xindi-Primate Ship  
   Commissioning Date: 2148  
   Hull Characteristics  
        Size: 4 ( 209m long, 3 decks )  
        Resistance: 3 
        Structural Points: 80  
  Operations Characteristics  
        Crew/Pass./Evac:  68/ 20/ 105  
         [ 4 pwr/rd ]  
        Computers: 4  
         [ 2 pwr/rd ]  
        Transporters: 1 personal  
        Tractor Beams: 2 fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: special  
        Impulse System: 0.4c/ 0.6c  
         [ 4/6pwr/rd ]  
        Power: 75  
   Sensor Systems:  
        Long-Range Sensors: +0 / 8 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward, aft ( 360 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 12 
             Power: [ 12 ]  
      Weapons Skill: 4 
   
  Defensive Systems:  
    Xindi Deflector Shield  
     Protection: 10/ 16 
      Power: [ 10 ]  
   
  Description: The Primates’ Warship is 
  more or less average among the Xindi 
  fleet. It is used for patrols and if in larger 
  numbers 
  for 
  attacks 
  and 
  invasion 
  missions. Some of them work as mobile 
  laboratories as well. 
   
   
   
   
   
   
  Primate Shuttle ( Xindi ) 
   
   
   
   
   
   
   
   
   
  Class and Type: Xindi-Primate Shuttle  
   Commissioning Date: 2149  
   Hull Characteristics  
        Size: 2 ( 35m long, 2 decks )  
        Resistance: 2 
        Structural Points: 40  
  Operations Characteristics  
        Crew/Pass./Evac:  2/ 10/ 15  
         [ 2 pwr/rd ]  
        Computers: 2  
         [ 1 pwr/rd ]  
        Transporters: 1 personal  
        Tractor Beams: 1 fd  
         [ 2/rating used ]  
  Propulsion and Power 
  Characteristics  
       Warp System: special  
        Impulse System: 0.6c/ 0.7c  
         [ 6/7pwr/rd ]  
        Power: 45  
   Sensor Systems:  
        Long-Range Sensors: +0 / 6 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 0.5 ly  
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
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         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward ( 180 degrees )  
             Accuracy: 5/6/8/11  
             Damage: 10 
             Power: [ 10 ]  
      Weapons Skill: 4 
   
  Defensive Systems:  
    Xindi Deflector Shield  
     Protection: 6/ 10 
      Power: [ 6 ]  
   
  Description: The Primates’ Shuttle is 
  the fastest vessel of the Xindi Fleet 
  although maybe lightly armed. It is used 
  for transporting personnel as well as 
  cargo. 
   
   
   
   
   
   
   
  Reptilian Warship ( Xindi ) 
   
   
   
   
  Class and Type: Xindi-Reptilian Ship  
   Commissioning Date: 2150  
   Hull Characteristics  
        Size: 5 ( 276m long, 4 decks )  
        Resistance: 3 
        Structural Points: 100  
  Operations Characteristics  
        Crew/Pass./Evac:  120/ 60/ 240  
         [ 5 pwr/rd ]  
        Computers: 2  
         [ 1 pwr/rd ]  
        Transporters: 2 personal  
        Tractor Beams: 2 ad, 1fd  
         [ 2/rating used ] 
    
  Propulsion and Power 
  Characteristics  
       Warp System: special  
        Impulse System: 0.5c/ 0.6c  
         [ 5/6pwr/rd ]  
        Power: 80  
   Sensor Systems:  
        Long-Range Sensors: +0 / 8 ly  
         [ 6pwr/rd ]  
        Lateral Sensors: +0/ 1 ly  
         [ 4pwr/rd]  
        Navigational Sensors: +0  
         [ 5pwr/rd]  
        Sensors Skill: 4  
   Weapons Systems  
       Disruptor Cannon:  
             Range: 10/5000/12000/35000  
             Arc: forward, aft ( 520 degrees )  
             Accuracy: 5/6/8/10  
             Damage: 14 
             Power: [ 14 ]  
      Weapons Skill: 4 
   
  Defensive Systems:  
    Xindi Deflector Shield  
     Protection: 12/ 15 
      Power: [ 12 ]  
   
  Description: 
  Concerning 
  combat 
  capabilities only inferior to the Aquatic 
  ships of the Xindi arsenal, the Reptilian 
  warships are fast and dangerous. Their 
  whole design was developed with one 
  purpose – combat. It lacks scientific and 
  luxury compounds, most of the ship is 
  filled with weapons systems and troop 
  quarters. 
  Note: Instead of ordinary warp engines, 
  the Xindi use a Vortex Drive that opens 
  subspace tunnels, which enable the ships 
  to travel very fast. Such an opening 
  needs one round to built up and requires 
  a power usage of 4 points times the size 
  of the entering ship. After that the vessel 
  travels at an effective speed of warp 
  9.(9-shipsize) and needs three points of 
  power for every point of size – to keep 
  the tunnel stable. 
   
   
   
   
   
   
   
   
   
   
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  18 
   
   
   
  Besides 
  Tellerites 
  and 
  Romulans 
  Enterprise 
  encounters 
  several 
  new 
  species in the second and third year of 
  its 
  mission. 
  However 
  none 
  are 
  as 
  dangerous as the Xindi and their allies 
  the Spherebuilders.  
   
   
   
   
  The Xindi 
   
  Homeworld 
  The Xindi’s original homeworld was 
  destroyed around a century ago. 
  However currently their headquarters 
  are located on an isolated planet, 
  appearing to be Class M and very 
  rocky.  
   
   
  Home 
  Region 
  or 
  Sovereign 
  Territory 
  The 
  Xindi 
  own 
  several 
  colonies, 
  which are scattered on a territory 
  several cubic lightyears in diameter. 
  They guard their borders suspiciously 
  but 
  trade 
  with 
  other 
  species, 
  especially for resources. 
   
   
   
  Xindi Aquatics 
   
  Suggested Attribute and Edge Range 
   
  Fitness 3 [6] 
   
   
  Vitality +1 
     
  Coordination 2 [5] 
   
  Intellect 3 [5] 
   
  Presence 2 [5] 
   
  Psi 0 [5] 
   
  Typical Advantages/ Disadvantages 
  Excellent Hearing +2 
  Poor Sight -2 
   
  Special or Unique Skills 
  The 
  Xindi 
  Aquatics 
  need 
  a 
  water 
  environment to 
  survive. 
  Therefore they 
  are very adept 
  in water and 
  are 
  excellent 
  swimmers.  
   
  Size 
  Xindi Aquatics are very long creatures, 
  reaching a length of around three to four 
  metres. They have tails which take 
  around half of their body length and 
  strong upper bodies with short necks. 
   
   
   
   
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  19
  Traits Common to the Species 
  Due to the fact that they have to swim to 
  move, Aquatics tend to be rather strong, 
  especially their tails. However the fact 
  that they live most of the time under 
  water in low light environments, let their 
  eyes degenerate, they see very poorly. 
  As a consequence their sense of hearing 
  is very advanced enabling them to 
  communicate on a range of several 
  kilometres. 
   
   
  Description 
  The Xindi Aquatics are the gentle giants 
  of the Xindi species. They usually remain 
  calm and their primary goal is to keep 
  the peace between the Council Members 
  and the Xindi as a whole. They usually 
  analyse a situation from any perspective 
  possible before making a decision.  
   
   
   
   
  Xindi Arboreal 
   
  Suggested Attribute and Edge Range 
   
  Fitness 2 [5] 
   
   
  Strength +1 
     
  Coordination 2 [5] 
   
  Intellect 3 [5] 
   
  Presence 1[5] 
   
  Psi 0 [5] 
   
  Typical Advantages/ Disadvantages 
  Strong Will +2 
   
  Special or Unique Skills 
  The 
  Xindi 
  Arboreal 
  developed 
  form 
  animals that lived on trees – therefore 
  they 
  have 
  claws 
  that 
  enable them 
  to 
  climb 
  better.  
   
  Size 
  Xindi 
  Arboreals are 
  roughly 
  the 
  height 
  of 
  humans, but 
  are 
  somewhat 
  broader 
  at 
  the shoulders. 
   
  Traits Common to the Species 
  The Arboreal tend to have strong arms 
  and are very able to climb. They are very 
  intelligent as well, usually excelling at 
  administrative tasks. 
   
   
  Description 
  The Xindi Arboreal are the most patient 
  Xindi. They are almost pacifists and a re 
  true to their word – expecting other to 
  be the same. They are usually the voice 
  of reason within the council, calming the 
  others down when chaos is menacing. 
  Arboreal Xindi are covered by thick fur, 
  which usually has bright shades, grey 
  and white.  
   
   
   
  Xindi Insectoid 
   
  Suggested Attribute and Edge Range 
   
  Fitness 2 [5] 
     
  Coordination 2 [5] 
   
  Intellect 2 [5] 
   
  Presence 2[5] 
   
  Psi 0 [5] 
   
  Typical Advantages/ Disadvantages 
  Impulsive -1 
   
  Special or Unique Skills 
  The Xindi Insectoids have a chitin 
  armour 
  that 
  provides 
  them 
  with a protection 
  of one point.  
   
  Size 
  Xindi 
  Insectoids 
  are a little taller 
  than humans but 
  their overall mass 
  is 
  roughly 
  the 
  same.  
   
  Traits Common to the Species 
  The Insectoids are almost paranoid in 
  behaviour 
  and 
  fear 
  peril 
  almost 
  everywhere. Therefore they usually act 
  very impulsive. 
   
  Description 
  The Insectoids are quick in acting and 
  very aggressive. The distrust almost any 
  species and guard their decedents very 
  carefully – a light toxic forces passing life 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  20 
  forms to care for the eggs if no Insectoid 
  is near. The Xindi Insectoids only live for 
  twelve years. 
  They look like typical insects and have 
  large eyes and antennae. Their overall 
  colour is very dark. 
   
   
   
  Xindi Primates 
   
  Suggested Attribute and Edge Range 
   
  Fitness 2 [5] 
     
  Coordination 2 [5] 
   
  Intellect 3 [6] 
   
  Presence 2[5] 
   
  Psi 0 [5] 
   
  Typical Advantages/ Disadvantages 
  Innovative +1 
   
  Special or Unique Skills 
  The 
  Xindi 
  Primates 
  have 
  a 
  highly 
  developed brain and tend to be very 
  good at intelligence based 
  tasks.  
   
  Size 
  The primates are quite 
  exactly 
  the 
  size 
  of 
  humans.  
   
  Traits Common to the 
  Species 
  The 
  Primates 
  are 
  intellectuals and scientists. They are 
  usually trustworthy and just. 
   
  Description 
  The Primates look the most like humans. 
  Their colour of skin ranges from very 
  dark to very pale, although their hair 
  usually 
  is 
  quite 
  dark. 
  They 
  are 
  intellectuals 
  and 
  careful, 
  gathering 
  information and data before acting. Their 
  social structures seem to be comparable 
  to humanity’s. 
   
   
   
  Xindi Reptilians 
   
  Suggested Attribute and Edge Range 
   
  Fitness 3 [5] 
     
  Coordination 3 [5] 
   
  Intellect 2 [5] 
   
  Presence 1[4] 
   
  Psi 0 [5] 
  Typical Advantages/ Disadvantages 
  Toughness +2 
  Intolerant: Non-Xindi -2 
   
  Special or Unique Skills 
  The Xindi Reptilians are warriors and 
  excel at the according skills.  
   
  Size 
  The Reptilians tend to be larger and 
  stronger 
  than 
  humans.  
   
  Traits Common to 
  the Species 
  The 
  Reptilians 
  are 
  very 
  xenophobic, 
  mistrusting any non-
  Xindi and are even 
  suspicious about the 
  other species of their 
  race. 
   
   
  Description 
  The Reptilians are quite aggressive and 
  brutal, torturing their captives and killing 
  those who became captured themselves. 
  Their weapons use bioengineering, living 
  components that act as projectiles and 
  energy sources.  
  The Reptilians regard themselves as 
  natural leaders of the Xindi but still want 
  to preserve their whole people. 
  They have thick skins and are very 
  strong. 
   
   
   
  General Description 
  Originating in the Delphic Expanse, 
  the Xindi are a very unique species. 
  Even in later centuries it is not 
  known that six sapient species have 
  developed on one planet at the same 
  time. One of the species’ is now 
  extinct but the other five are bound 
  together in a rather loose alliance.  
  In the past the Xindi were very 
  competitive among each other, which 
  climaxed in a war enduring for one 
  century. 
  The 
  result 
  was 
  the 
  destruction of the Xindi-Homeworld 
  and with it the extinction of the 
  Xindi-Avians, the sixth species. 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  21
  After the war the Xindi agreed on a 
  closer cooperation and founded the 
  Xindi Council, which more or less 
  rules the Xindi as a whole.  
  Although differing in methods and 
  ideas, the Xindi try to keep their 
  people together and alive, the death 
  of all Avians is a warning they will 
  not ignore. 
   
   
   
   
  The Spherebuilders 
   
  Homeworld 
  unknown  
   
   
  Home 
  Region 
  or 
  Sovereign 
  Territory 
  Besides the fact that they originate 
  from a different dimension where 
  time 
  seems 
  to 
  be 
  controllable 
  nothing is known about the home 
  territory of the Spherebuilders. 
   
   
  Suggested Attribute and Edge 
  Range 
   
  Fitness 2 [6] 
   
  Coordination 2 [5] 
   
  Intellect 4 [6] 
   
  Presence 2 [5] 
   
  Psi 0 [5] 
   
  Typical Advantages/ Disadvantages 
  Multitasking +2 
   
   
  Special or Unique Skills 
  The Spherebuilders have the unique 
  ability 
  to 
  perceive 
  different 
  timelines 
  and 
  communicate 
  through 
  time. 
  With 
  enough 
  preparation they are even able to act 
  in different timelines.  
   
   
  Size 
  Spherebuilders 
  have 
  a 
  humanoid 
  form and roughly the size of humans. 
   
   
  Traits Common to the Species 
  The Spherebuilders seem to work 
  usually 
  in 
  collective 
  and 
  are 
  determined to conquer space. 
   
   
  Description 
  The Spherebuilders are humanoids 
  with a pale green skin and bald 
  heads. Since they are originating in a 
  dimension of temporal flux they are 
  unable to enter the space occupied 
  by the ordinary universe. However 
  they 
  have 
  found 
  methods 
  to 
  ‘terraform’ space. Additionally they 
  can communicate through time and 
  with enough preparation they can 
  exists shortly in our space. Their 
  technology is strongly advanced as 
  are their corporeal abilities. They can 
  manipulate energy and machines 
  with bare hands.  
  Their 
  society 
  appears 
  to 
  be 
  matriarchal since females tend to 
  make decisions.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  22 
   
  Here you will find anything that is 
  worth 
  noting 
  but 
  not 
  extensive 
  enough to get an own chapter. 
   
   
   
  Templates 
   
  MACO-Enlisted Personnel 
   
  Athletics ( c.S. ) 1 (2) 
  Energy Weapon ( c.S. ) 2 (3) 
  First Aid ( Wound Trauma ) 1 (2) 
  Language    English 1 
  Planetary Survival ( c.S. ) 1 (2) 
  Stealth ( c.S. ) 1 (2) 
  Unarmed Combat ( MACO MA ) 1 (2) 
   
  Promotion +1 
  Obligation: MACO –3 
   
  Choose one skill according to field of 
  work: 
  First Aid ( c.S. ) 1 (2) 
  Or 
  Any Science ( c.S. ) 1 (2) 
  Or 
  Security ( Security Systems ) 1 (2) 
  Or 
  Energy Weapon ( Plasma Rifle ) 1 (2) 
  Or 
  Primitive Weaponry ( c.S. ) 1 (2) 
  Or  
  Demolitions ( c.S. ) 1 (2) 
   
   
   
   
  MACO-Officer 
   
  Administration ( c.S. ) 1 (2) 
  Athletics ( c.S. ) 1 (2) 
  Computer ( c.S. ) 1 (2) 
  Energy Weapon ( c.S. ) 2 (3) 
  First Aid ( Wound Trauma ) 1 (2) 
  Language    English 1 
  Law ( Army Regulations ) 1 (2) 
  Personal Equipment ( c.S. ) 1 (2) 
  Planetary Survival ( c.S. ) 1 (2) 
  Planetary Tactics ( Small Unit ) 1 (2) 
  Primitive Weaponry ( c.S. ) 1 (2) 
  Stealth ( c.S. ) 1 (2) 
  Unarmed Combat ( MACO MA ) 1 (2) 
   
  Promotion +1 
  Zero-G Training +2 
  Obligation: MACO –3 
   
  Choose one group according to field 
  of work: 
  Medical Science ( c.S. ) 2 (3) 
  First Aid ( c.S. ) 1 (2) 
  Code of Honour: Hippocratic Oath -3 
  Or 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  23
  Any Science ( c.S. ) 2 (3) 
  Or 
  Any Engineering ( c.S. ) 1 (2) 
  Security ( Security Systems ) 1 (2) 
  Or 
  Command ( Comb. Leadersh. ) 1 (2) 
  Planetary Tactics ( c.S. ) 0 (1) 
  Promotion +2 
  Or 
  Energy Weapon ( Plasma Rifle ) 1 (5) 
  Or 
  Primitive Weaponry ( c.S. ) 1 (2) 
  Unarmed Combat ( MACO MA ) 1 (2) 
  Or 
  Demolitions ( c.S. ) 2 (3) 
   
    
  MACO 
  is 
  short 
  for 
  Military 
  Assault 
  Commando Operation. 
  A 
  branch 
  of 
  Earth 
  Army, 
  MACO 
  is 
  responsible to perform 
  special 
  missions, 
  which need infiltration, 
  demolitions or simply 
  combat skills ordinary 
  personnel are not used to.  
  MACO is a unique unit within the 
  military of United Earth Republic and 
  is under the jurisdiction of the 
  Minister of Defence and within the 
  hierarchy of the army not Starfleet.  
  As a consequence ranks are Army 
  ranks and not Starfleet ones: 
   
  2nd Lieutenant 
  1st Lieutenant 
  Captain 
  Major 
  Lt. Colonel 
  Colonel  
   
  Brigadier General 
  Major General 
  Lieutenant General 
  General 
   
  While the army also has a five star 
  general, the General of the Army this 
  rank cannot be achieved by MACO 
  personnel 
  and 
  is 
  reserved 
  for 
  wartimes anyway.  
  Current head of MACO is General 
  Casey, long year veteran, who used 
  to be on special missions himself 
  until he reached his current position 
  – administrative work simply no 
  longer allows this. 
  While usually Starfleet officers of 
  equal 
  rank 
  ( 
  i.e. 
  a 
  Lieutenant 
  compared to a Captain ) are not 
  superior to their MACO counterparts 
  it can happen that they are due to 
  their 
  post. 
  When 
  MACOs 
  are 
  stationed onboard a starship they fall 
  under the ‘local’ jurisdiction and are 
  subject to the ship’s hierarchy. Thus 
  all ground forces have to answer to 
  all officers from Armoury Officer 
  upwards ( i.e. XO, CO as well ) even 
  if their rank is senior to those. 
  Besides their special training, which 
  at least is called to be harder than in 
  any other service branch, MACOs 
  also use special equipment.  
  They wear modified Plasma guns and 
  rifles ( add +2 to the damage ) and 
  the later are equipped with targeting 
  computers, which give the user a +1 
  modifier on the roll.  
  Additionally 
  they 
  wear 
  uniforms 
  which feature statistically calculated 
  patterns to make sure the soldiers is 
  hidden in any possible environment. 
  Usually that provides him with a +1 
  modifier 
  on 
  stealth 
  checks. 
  A 
  artificially created fabric is woven 
  into the uniform and is able to 
  absorb small amounts of energy, 
  thus giving the wearer an armour 
  rating of 1 against energy attacks. 
  Certain parts of a MACO team also 
  have equipment according to their 
  job. 
  There 
  are 
  engineers, 
  communications experts, snipers and 
  the like. 
   
   
   
   
  Raider 
   
  Athletics ( c.S. ) 1 (2) 
  Bargain ( c.S. ) 1 (2) 
  Computer ( c.S. ) 1 (2) 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  24 
  Energy Weapons ( c.S. ) 2 (3) 
   
   
         ( c.S. )   (3) 
  Intimidation ( c.S. ) 1 (2) 
  Merchant ( Black Market ) 1 (2) 
  Personal Equipment ( c.S. ) 1 (2) 
  Primitive Weaponry ( c.S. ) 2 (3) 
  Security ( Security Systems ) 2 (3) 
  Shipboard Systems ( c.S. ) 2 (3) 
  Systems Engineering ( c.S. ) 1 (2) 
  Unarmed Combat ( c.S. ) 1 (2) 
   
  Planetary Tactics ( c.S. ) 1 (2) 
  Or 
  Starship Tactics ( c.S. ) 1 (2) 
   
  Choose one: 
  Addiction –2 
  Or 
  Bloodlust –2 
  Or 
  Greedy –1 
  Impulsive –1 
  Or 
  Physically Impaired –2 
  Or 
  Rival –2 
  Or 
  Sworn Enemy –2 
  Or  
  Weak Will –2 
   
   
  Raiders can be found anywhere in 
  the galaxy and can range from petty 
  criminals trying to make a living to 
  organized para-military groups or 
  even government sanction assault 
  squads. Whether they are Klingons 
  who try to steal dilithium from a 
  colony or pirates in the Delphic 
  Expanse 
  taking 
  advantage on a 
  stranded ship, they tend to be 
  ruthless and brutal. 
   
   
   
  Characters 
   
  Major Hayes 
  Major Hayes the current commanding 
  officer of the MACO group posted on 
  Enterprise after the Xindi attacked 
  Earth.  
  He is a routined officer and leader, 
  saw more combat than most of his 
  colleagues.  
  Hayes is proud of 
  his 
  troopers 
  and 
  their 
  achievement 
  and after a time is 
  even 
  willed 
  to 
  accept 
  Lt. 
  Reeds 
  seniority 
  onboard 
  Enterprise. 
  He 
  is 
  not only an able 
  warrior but also a good tactician, 
  who plans forward and is determined 
  to serve Earth in any way necessary.  
  He evokes trust in his subordinates, 
  although he is relentless in training. 
   
      Fitness 3 
   
  Strength +1 
      Coordination 4 
   
  Reaction +1                 
      Intellect 2 
   
  Perception +1 
      Presence 2 
   
  Willpower +1 
      Psi 0 
   
                                                                 
  Administration ( Team ) 1 (2) 
  Athletics ( Running ) 2 (3) 
  Command (Combat Leadership) 2 (3)  
  Computer ( Research ) 1 (2)  
  Culture ( Human ) 2 (3) 
  Dodge 2  
  E. Weapons ( Plasma Pistol ) 4 (5) 
  First Aid ( Wounds ) 1 (2) 
  History ( Human ) 1 (2)  
  Language   English 3 
  Law ( Army Reg. ) 1 (3)  
  Personal Equ. ( Tricorder ) 1 (2) 
  Ph. Science ( Mathematics ) 1 (2)  
  Planetside Survival ( Jungle ) 2 (3) 
  Planetary Tactics ( Small Unit ) 3 (5) 
  Primitive Weaponry ( Knife ) 2 (3) 
  Security ( Security Systems ) 2 (3) 
  Shipb. Systems ( Sensors ) 1 (2) 
  Stealth ( Stealthy Movement ) 2 (4) 
  Unarmed Combat ( MACO MA ) 2 (4) 
  World Knowledge ( Earth ) 1 (2)  
   
  Advantages:  
      Promotion +6  
      Dep. Head +2 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  25
      Zero-G-Training +2 
  Disadvantages:  
      Obligation: MACO -3 
        
  C.P.: 5  
  Renown: Aggression +6, Discipline 
  +4, Initiative 5, Openness 0, Skill 
  +10 
   
   
   
   
  Captain Korok 
  Korok is captaining a D-5 tanker and 
  is 
  best 
  at 
  bullying 
  around 
  helpless 
  colonists and settlers. 
  He is the usual Klingon 
  raider. His father lost all 
  the family wealth in a 
  competition 
  and 
  now 
  his status in the Empire 
  is 
  in 
  ruin. 
  As 
  a 
  consequence Korok now 
  is 
  underway 
  in 
  a 
  substandard ship lets 
  others suffer for his 
  father’s failures.  
   
      Fitness 4 
      Coordination 2 
      Intellect 2 
   
   
       Presence 2 
   
   
       Psi 0 
   
                                                                                                            
  Athletics ( Running ) 2 (3) 
  Bargain ( Deuterium ) 2 (3) 
  Command (Starship) 2 (3)  
  Computer ( Research ) 1 (2) 
  Culture ( Klingon ) 2 (3) 
  Dodge 1  
  E. Weapons ( Disruptor ) 3 (4) 
  History ( Klingon ) 1 (2)  
  Intimidation ( Bluster ) 2 (4) 
  Language   Klingon 3 
  Personal Equ. ( Com ) 1 (2) 
  Planetside Survival ( Jungle ) 2 (3) 
  Planetary Tactics ( Small Unit ) 2 (3) 
  Primitive Weaponry ( Dagger ) 2 (4) 
  Security ( Security Systems ) 2 (3) 
  Shipb. Systems ( Sensors ) 1 (2) 
  Unarmed Combat ( Mokbara ) 3 (4) 
  World Knowledge ( Qo’noS ) 1 (2)  
  Advantages:  
  Dep. Head +2 
  High Pain Threshold +2 
  Organ Redundancy +2 
  Disadvantages:  
       
  Arrogant –1 
   
  Bloodlust –2 
   
  Greedy –1 
   
  Impulsive -1 
        
  C.P.: 3  
  Renown: Aggression +10, Discipline 
  +1, Initiative 4, Openness -2, Skill 
  +1 
   
   
   
   
  Dolim 
  Dolim is the leader of the Xindi 
  Reptilians and the Reptilians Council 
  member. Dolim 
  is as eager as 
  brutal 
  and 
  intends 
  to 
  dominate 
  the 
  Xindi 
  as 
  a 
  whole, strongly 
  believing 
  that 
  the 
  Reptilians 
  should 
  rule 
  over all other 
  Xindi. However 
  he 
  is 
  also 
  smart 
  and 
  resourceful and 
  a very good warrior on any kind of 
  battlefield.  
   
   
      Fitness 4 
      Coordination 4                 
      Intellect 3 
      Presence 2 
      Psi 0 
   
                                                                
  Athletics ( Climbing ) 2 (3)  
  Command ( Starship ) 4 (5) 
  Culture ( Xindi ) 2 (3) 
  Dodge 2  
  E. Weapons ( Plasma Pistol ) 3 (5) 
  History ( Xindi ) 1 (2)  
  Language   Xindi 2 
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  26 
  Life Science ( Biology ) 1 (3) 
  Personal Equ. ( Com ) 1 (2) 
  Planetside Survival ( Jungle ) 2 (3) 
  Planetary Tactics ( Small Unit ) 2 (4) 
  Shipb. Systems ( Tactical ) 2 (4) 
  Vehicle OPS ( Shuttle ) 1 (2) 
    
  Advantages:  
      Dep. Head +4 
      Political Rank: Council Member +4 
      Promotion +10 
      Toughness +2 
  Disadvantages:  
      Arrogant –1 
      Bloodlust -2 
      Intolerant: Non-Xindi –2 
      Power Hungry -2 
   
  C.P.: 4  
  Renown: Aggression +12, Discipline 
  +2, Initiative +4, Openness 0, Skill 
  +8 
   
   
   
   
   
  Degra 
  Degra is the leading designer of the 
  Xindi 
  superweapon 
  developed 
  to 
  destroy Earth. He is 
  a 
  very 
  intelligent 
  and 
  innovative 
  engineer 
  and 
  scientist in general. 
  He 
  is 
  eager 
  to 
  protect 
  the 
  Xindi 
  from 
  any 
  danger, 
  knowing about their 
  violent past. 
  Being a father and husband however 
  he feels guilty about the deaths he 
  caused on Earth and therefore is 
  very enthusiastic to find a peaceful 
  solution with Earth and humanity.  
   
      Fitness 2 
      Coordination 2                 
      Intellect 5 
      Presence 2 
      Psi 0 
   
                                                                                                            
  Computer ( Modelling ) 3 (5) 
  Culture ( Xindi ) 2 (3) 
  History ( Xindi ) 2 (3)  
  Language   Xindi 3 
  Life Science ( Biology ) 2 (3) 
  Material Science ( Spaceframe ) 4 (5) 
  Persuasion ( Debate ) 2 (3) 
  Physical Science ( Physics ) 4 (5) 
  Propulsion Eng. ( Vortex Drive ) 3 (5) 
  Shipb. Systems ( Sensors ) 2 (3) 
  Systems Eng. ( Weapon Syst. ) 4 (5) 
  Vehicle OPS ( Shuttle ) 1 (4) 
    
  Advantages:  
      Dep. Head +4 
      Innovative +1 
      Multitasking +2 
      Political Rank: Council Member +4 
  Disadvantages:  
      Code of Honor: Protect Xindi –2 
      Dependent: Family -6 
      Pacifism -1 
       
  C.P.: 3  
  Renown: Aggression +4, Discipline 
  +4, Initiative +2, Openness +2, Skill 
  +18 
   
   
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  27
  Suz’Menna ( “Floating Walk” ) Specialisation for Unarmed Combat  
   
  Suz’Menna is a Vulcan Martial Art of ancient origin. It was generated by one of 
  Surak’s pupils. It has many defensive moves, but also uses some attack actions. 
  Remarkable is that this student, named Puranik, had one missing arm – 
  therefore most moves use the martial artist’s legs. This martial art depends on 
  quick moves and floating actions, resulting in the name – Floating Walk, 
  Suz’Menna.   
   
   
  Action  
   
  Difficulty 
  Damage 
  Notes 
   
  Araltek  
   
  7 
   
  3 + 1d6 
  This is a forward kick,  which usually        
            
   
   
   
   
   
  hits the opponent at the chest – who 
   
   
   
   
   
   
   
  has to make a opposing coordination  
   
   
   
   
   
   
   
  test or falls to the ground. 
   
  Peran’tek 
   
  6 
   
  2 + 1d6 
  This is a simple side kick. 
   
  Veralee’tek  
  7 
   
  2+2d6 
  This is the only  common punch of  
  Suz’Menna. It uses the hand edges 
  to hit an opponent as well as fists. 
   
  Kar’tin 
   
  8 
   
  4+1d6 
  This is a sweeping kick, used to beat  
  the  opponent and make a takedown 
  as well.  It can be  used to attack an 
  already  taken down   opponent    to  
  hit  certain  hit  areas.    If   used  in   
  that manner, reduce the difficulty by 
  one. 
   
  Na’vokat  
   
  9 
   
  - 
   
  This  is   a   defensive   action.   The  
  martial  artist dodges an  attack and 
  makes   a   defensive   roll   at    the 
  opponent’s side. This gives the artist 
  a   better     attack     position    and 
  therefore  the next attack’s difficulty 
  is reduced by one. 
   
   
  Advanced Maneuvers 
  Narilkan 
   
  9 
   
  - 
   
  The  attacker uses this  maneuver to  
  immobilize an opponent by grappling 
  with the legs.  This maneuver can be 
  used only when  being at the ground 
  and can  immobilize  an opponent at 
  the   ground   or  can   force   a  still 
  standing combatant down. 
   
  Terak’Na 
   
  8 
   
  - 
   
  This  maneuver  is  simply  used   to  
  jump  from  ground  to  the feet and 
  may  be   used  the  same  round   a 
  character gets prone ( with the usual 
  
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  28 
  penalties,    except    that    for    an 
  additional action ). 
   
  Rhat’arik 
   
  9 
   
  2+2d6 
  This  kick  is  a  move  to disarm the  
  opponent by hitting hand bones, etc. 
  to let loose the weapon. 
   
  Veral’tek 
   
  12 
   
  4+3d6 
  This   combination   of   several   leg  
  moves  and  grapples   enables   the 
  user  to  break  bones  and  to make 
  killing   strikes   at  the  head.  It   is 
  taught   rarely   and   if   so  only  to 
  students          with       decade-long 
  experience. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  no fear from the wind                                                   the                 enterprise season II-III  sourcebook 
  29
  Disclaimer: 
  Disclaimer: 
  Disclaimer: 
  Disclaimer: Star Trek    and all its elements and logos are property of Paramount. The Star 
  Trek Roleplaying Game is owned by Decipher, and was formerly owned and created by 
  Lastunicorn Games. This work is strictly non-profit. 
  Trademarks are not mark as such because the size of the work is too large. This does 
  not mean these trademarks are free.  
   
  Created by   Volker Maiwald 
   
   
   
   
   
   
   
   
  Visit the Far Realms Roleplaying Games Archives at   
  www.farrealms.de ! 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Setting sourcebooks/Star Trek RPG - Decipher - Enterprise Series Sourcebook Season II-III.pdf