TEXT: The Tomb Raiders
  A Post-DS9 Adventure
  for Starfleet 
  Shattered Stars #13
  
  Written By Roger L. Taylor II
  Illustrated by: 
  Roger Taylor, Andrew Hodges, 
  and 
  Starship Schematics Database
  (www.ship-schematics.net)
  Jester Class Corvette from Jackill's Starships of the Galaxy
  Special Thanks To:
  Play-testers:
  Rex, Justin, and Jeremy Rouviere,
  Jed Merlin Smith
  the U.S.S. Retributor,
  and the Seventh Fleet.
  http://www.seventhfleet.org
  Star Trek © Paramount Pictures, 
  Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved
  
  Introduction
     “The Tomb Raiders” is an adventure for use 
  with the Star Trek: Role playing Game by 
  Decipher.  It is suitable for a crew of 2-6 
  players playing a Starfleet crew during the 
  Voyager/Post-Dominion War era.  With some 
  modification, this adventure could be adapted 
  for other crews and other eras.  
     Narrators will require the use of the Star 
  Trek: Player’s Guide, Star Trek: Narrator’s 
  Guide, and Star Trek: Aliens manuals and may 
  also require the use of the Star Trek: Starfleet 
  Operations Manual in running this adventure.  
     The adventure takes place near the 
  Federation/Romulan border in the year 2388. 
  Players who wish to take part in this adventure 
  should not read any further.  
  Adventure Synopsis
     Having been alerted by a Starfleet science 
  vessel, Starfleet Command has diverted the 
  player's starship to the Devari Nebula to 
  investigate possible Borg activity.  Once inside 
  the nebula, heroes detect a derelict Borg 
  sphere within the mists and haze.  The heroes' 
  orders are simple- analyze and obtain samples 
  of any Borg materials that might exist within 
  the nebula, but first and foremost, protect the 
  Federation! 
  Recommended Date/ 
  Season/Stardate: 
  2388/ Voyager 17th Season / 65837.1
  Setting: 
     Otorin Sector- Deep space near the 
  Federation/Romulan border. 
  Background:
     Early in 2364, the Borg conducted a 
  sampling mission through the Romulan 
  Neutral Zone and assimilated several colonies 
  and installations at a cost of hundreds of lives. 
  This sampling mission led to renewed contact 
  between the Romulans and the Federation as 
  both sides attempted to determine what 
  happened to their people and colonies- but 
  responsibility for the attacks was only fixed 
  upon the Borg well after the fact- as no further 
  attacks were recorded.  
     What was not known is that the Borg had 
  launched a follow-up mission, during which 
  the Borg sphere became infected with a 
  virulent strain of nitrium metal parasites.  In 
  order to deal with the infestation, the Borg 
  sphere ducked into the Devari Nebula.    The 
  radiation levels ultimately eliminated the 
  parasites, but not before the Borg reactivation 
  subroutine was disabled.  The sphere has been 
  locked in a low-level regenerative stasis ever 
  since.  With all of its drones inactive, only the 
  simplest repairs and “house-keeping” chores 
  have been completed- the sphere is in 
  essentially in the same condition as when it 
  entered the nebula- twenty-three years ago.  
     Two days ago, while conducting an intense 
  sensor sweep of the nebula perimeter, the 
  U.S.S. Covington detected a strong theta wave 
  radiation signature consistent with Borg 
  activity.     
     Alarmed at the possibility of another Borg 
  incursion into Federation space, Starfleet 
  Command has placed the entire area on alert 
  and dispatched a full starship to investigate.     
     Small, (comparatively) slow and poorly 
  armed, Covington will stand watch upon the 
  nebula perimeter until Sakarya arrives and then 
  join the fleet massing near Starbase 153 to 
  meet the new threat.  
  1
  
  Advice for the Narrator
  Adding this Scenario To Your 
  Campaign
     “The Tomb Raiders” is an advanced scenario 
  intended for experienced and inventive crews 
  only.  The nature of the Borg threat all but 
  ensures that (even with veteran players) one or 
  more of the player characters might wind up 
  dead, assimilated, or both.  The Narrator 
  should consider very carefully about whether 
  to incorporate this mission into an on-going 
  campaign.  
     It is the author's opinion that this scenario 
  should be reserved for either the climax or 
  finale of an ongoing campaign.  
  The Borg Threat
     Events recorded onscreen give different (and 
  often contradictory) glimpses of the Borg and 
  the threat they pose.  The events recorded in 
  Star Trek The Next Generation and Star Trek: 
  First Contact show a relentless, tireless, and 
  highly adaptable threat that cannot be easily 
  overcome and which can adapt far faster than 
  Starfleet crews.  Star Trek: Voyager and Star 
  Trek: Enterprise, on the other hand, demoted 
  the Borg to a sort of “villain-of-the-week”.
     Where you rank the Borg- and how you 
  portray them- will determine whether your 
  players respect and fear the Borg or ultimately 
  view them with contempt. 
     The rules (as written here) trend towards the 
  former- the Borg wiped out a 47-ship task force 
  without pausing for breath and nearly 
  assimilated the Enterprise (Starfleet's flagship) 
  and the planet Earth twice.
     Despite fifteen years of near-frantic research 
  and development following the Battle at Wolf 
  359, and a massive retooling of the entire fleet, 
  the Battle at Sector 001 (in Star Trek: First 
  Contact) was still very nearly a rout.  Despite 
  being fought by battle-hardened crews who'd 
  seen war service against the Klingons and the 
  Dominion- a total defeat was averted only by 
  the intervention of Captain Picard and the 
  Enterprise.  Even the doughty little Defiant- 
  built and bred as a Borg killer- was crippled 
  and nearly assimilated.  How then will your 
  players fare?
     Be warned- this adventure (as written) pulls 
  no punches and takes no prisoners.  There are 
  no technobabble miracles to protect the 
  unwary or foolish, no magic weapons to which 
  the Borg cannot adapt, no personal force 
  fields, magic eight-balls, or coin-sized 
  transporters to pull your crews' bacon out of 
  the fire.  
     If you play the adventure as written, your 
  characters will either survive through guts, 
  guile, and ingenuity or they will be killed or 
  assimilated.  
  Modified Equipment Rules
     While the adventure assumes that the Borg 
  have not learned the lessons of the last two 
  decades, it assumes that your characters (and 
  Starfleet) have.  When he comes aboard, 
  Lieutenant Barzan brings with him equipment 
  specially modified for encounters with the 
  Borg.  This equipment requires a few rules 
  changes or clarifications.  
  Modified Beam Weapons  
     Because the Borg adapt rapidly to standard 
  attacks, standard issue phaser pistols and rifles 
  and isomagnetic disintegrators can be modified 
  to remodulate the beam after each shot.  These 
  weapons focus on upper EM bands (to which 
  the Borg have proven vulnerable). 
     The Narrator may choose to use the 
  adaptation rules found of page 40 of the Star 
  Trek: Aliens manual, or may use the modified 
  adaptation rules below.  
     The most common Borg adaptation for 
  phaser or other weapons fire is the use of 
  personal force-fields.
  Explosives and Other High-Energy Ordinance
     High energy explosives and Tetryon Pulse 
  Launchers (being more anti-vehicle than anti-
  personnel weapons) cannot be adapted to with 
  personal force fields, but the Borg CAN adapt 
  to the weapon by using either internal (barrier) 
  force fields to limit or even neutralize the 
  weapon's field of fire or effect or by other, less 
  direct methods.   
     Characters using such high-powered 
  ordinance will be the direct focus of Borg 
  attention, and as a last resort, the Borg might 
  even beam the weapon (and its wielder) into 
  space in order to end the threat posed. 
  2
  
     After each use by the offending weapon, the 
  Borg may make a TN 15 Tactics test.  If the test 
  is successful, the Borg have adapted to that 
  weapon and may avoid or neutralize it by any 
  the method the Narrator considers feasible and 
  reasonable.
  Electromagnetic Pulse Grenade-  A modified 
  photon grenade which emits a high powered 
  electromagnetic Pulse.  Every 
  electromechanical target (including the players 
  and their equipment) within 10m of the 
  grenade suffers a Heavy Stun effect for 3d6 
  hours.  (Stamina saving tests apply).
  Photon Grenades-  High powered Rapid 
  Nadion Pulse weapon.  Does 5d6+20 damage 
  (comparable to Light Disrupt setting) out to 10 
  meters with a -5/m fall off.  When set for 
  Setting 5 or higher the photon grenade does 1 
  point of damage to the Borg cube as well (at 
  least until it the Borg adapt).  
  Miniature Gravitic Mine-  does 14d6+150 
  damage out to 50 meters, w a -50/meter fall 
  off. In addition to its immediate effects 
  (twisting bulkheads, warping corridors and 
  shattering metal plating) this weapon will 
  disrupt any energy/deflector shields in 
  operation throughout the blast radius.  This 
  weapon also causes 3 points of structural 
  damage to the Borg cube.
  Conner Net-  a small canister projector 
  (roughly the size and shape of a phaser pistol) 
  fires an energized super-conducting mesh to a 
  range of 20 meters.  The mesh is five meters in 
  diameter and does 3d6+10 electrical damage 
  to any target entangled.  Targets must make a 
  successful Dodge test (-5 penalty to Quickness) 
  to avoid being entangled.  Entangled targets 
  suffer +5 TN to all Physical tests.  Removing 
  the net requires a TN 20 Strength check and is 
  a full-round action.  
     The Borg must make two TN 15 Tactics tests 
  to adapt to this weapon.  The first successful 
  test will allow the Borg to ignore the electrical 
  damage.  The second test will allow the Borg 
  to learn to avoid being entangled by the 
  weapon (by whatever means the Narrator sees 
  as reasonable and feasible).  Because the 
  Conner Net represents a comparatively minor 
  threat, it will likely be countered through 
  barrier force fields or the like rather than being 
  beamed into space.  
  Kelodine Auto-injector-  Less an anti-Borg 
  measure than one designed to ensure Starfleet 
  personnel are not assimilated, this device is 
  worn in a patch just over the target's heart.  
     If the auto injector detects Borg nanoprobes 
  in the wearer's blood stream, it releases the 
  Kelodine, causing  instantaneous and 
  irreversible neurological collapse.
  Kelodine Six
  Type: Injection   Onset: Instant
  Potency: +15 TN   Treatment: +15 TN
  Effect: -3d6 Intellect (if Intellect reaches 0, 
  the patient dies)
  Secondary Effects: -5d6 Vitality (if Vitality 
  reaches 0, the patient dies)
  Stages: 5
  Modified Adaptation Rules
     The Borg are smart, adaptive, and relentless, 
  but they can only analyze and react to threats- 
  they cannot anticipate threats or tactics.  
     The Borg should adapt to basic threats (such 
  as weapons fire) either using the rules found on 
  page 40 of the Star Trek: Aliens manual or the 
  modified rules, below.  
     For each shot fired with a specific weapon 
  type (phaser, tetryon pulse launcher, etc.) the 
  Narrator should roll 2d6.  If the result is lower 
  than the total number of shots fired using that 
  weapon type, the Borg have adapted and are 
  immune to that weapon type- even if 
  remodulated.
     Should your players come up with more 
  innovative or esoteric threats or weapons, the 
  Borg should be required to make at least one 
  (and possibly more) TN 15 Tactics (or 
  appropriate Engineering)  tests.  Once the test 
  is successful, the Borg may adapt their 
  technology or tactics to deal with that threat. 
     It should also be remembered that once a 
  character is assimilated into the Collective, the 
  Borg have access to any strategies, tactics, and 
  knowledge that character possessed- and may 
  develop the means to counter weapons or 
  tactics of which that character was aware, 
  whether they've been used or not.
     In Star Trek:First Contact, the Borg were 
  intent upon establishing a beacon to contact 
  the Borg native to that century.  When Picard 
  and company thwarted that plan, the Borg 
  responded by overrunning the ship.  When the 
  Borg failed to break Commander Data's fractal 
  3
  
  encryption of the computer core, they 
  responded by attempting to corrupt Data 
  himself.  
     The Narrator should keep in mind that Borg 
  do not adapt merely by modifying their 
  technology- they also adapt by altering how, 
  where, and when they attack as well.  Your 
  Borg should be no different.  
  Borg Repairs
     Giving the Borg time to repair is usually a 
  very bad idea.  If the Collective is focused 
  solely upon repairs, they may automatically 
  repair one block of system damage or one 
  point of structural damage every ten minutes. 
  Otherwise, repairs should be conducted using 
  the rules on page 122 of the  Narrator's Guide. 
     Damaged drones may recover 1 point of 
  damage per hour of regeneration, but drones 
  damaged to the Incapacitated level are usually 
  scavenged for parts, at which point they 
  disintegrate.  
  Telepathic/Psionic Contact with the 
  Borg
     The Psionic Modifiers tables found in the 
  Player's Guide and Narrator's Guides give 
  some indication of just how daunting 
  establishing and maintaining telepathic contact 
  with the Borg (or even an assimilated 
  individual) can be.  Given the sheer number of 
  individuals involved and the completely alien 
  nature of the hive mind itself, Target Number 
  penalties start in the low 30's and go up from 
  there- even before accounting for factors such 
  as range, life-threatening situations, or 
  emotional stress.   
      Only the most powerful psions could even 
  hope to be effective in such a situation- and 
  would inescapably be in considerable danger.  
    A mind meld is a temporary joining of 
  minds and personalities- but it can be difficult 
  to resist the various desires and influences, and 
  emotional imbalances- as Tuvok clearly 
  demonstrated following his mind meld with 
  Lon Suder.
     Consider for a moment, the danger Tuvok 
  was in following a joining with a single 
  imbalanced (but powerful and charismatic) 
  individual.  Then consider the dangers inherent 
  in a mind-meld with the collective conscious 
  of thousands, millions, or even billions of 
  individuals.
     Anyone so foolish as to attempt such an 
  effort would be immediately lost in an 
  overwhelming torrent of minds all flowing in a 
  single direction, and paddling desperately to 
  avoid drowning.
     Each round a character is in telepathic 
  contact with the Borg, they must make a TN 30 
  Willpower check or risk being overwhelmed 
  by the voices in their head.  Should the 
  character suffer a Catastrophic Failure, he or 
  she is “possessed” by the Borg- just as if 
  assimilated- until telepathic contact is broken. 
  Even once contact is broken, the character will 
  be severely disoriented and must make a TN 
  15 Willpower to reassert his or her own 
  personality and to resist either carrying out his 
  (or her) last directive from the Borg.
  Recovering Assimilated Characters
     Characters assimilated by the Borg might be 
  physically recovered by their shipmates  (much 
  as Captain Picard was recovered by the crew of 
  the Enterprise)- but freeing them from the 
  influence of the Collective is far more 
  problematic.
     If the Sphere is destroyed while the character 
  is still linked to the Borg, he too (or she) will 
  be destroyed.  Picard only survived the 
  destruction of that first cube because they were 
  already removing the hardware and because 
  Data (in direct contact with him at the time) 
  was able to countermand the “destruct” order.  
     If the heroes can find a way to break the 
  connection to the Collective (without 
  destroying the character in the process), he or 
  she can begin to recover normally.  
     In this event, and depending upon how long 
  the character was held by the Collective, he or 
  she will undoubtedly suffer a variety of 
  emotional, physical, and psychological 
  problems resulting from their captivity.  
     Narrators are advised to handle this on a 
  case-by-case basis, taking into account the 
  amount of time the character was assimilated 
  and what changes the Borg made to him in the 
  meanwhile.
     The longer the character was held, or the 
  more extreme the modifications made, the 
  harder it will be to make the transition back.   
     Under no circumstances, however, should 
  assimilation and recovery be treated lightly- 
  being absorbed into the Borg Collective is a 
  4
  
  complete rape of body, mind, and soul- and 
  the scars can never be fully erased.  
  Starship Grade Weapons
     One additional note- depending upon the 
  type and class of the crew's starship, they 
  might well have access to the newly developed 
  quantum torpedoes and pulse phasers (as 
  deployed on the Defiant class and later 
  vessels).
     Contrary to popular misconception, these 
  “Borg killer” weapons are not fool-proof.
     Per the Starships Guide and the Deep Space 
  Nine Technical Manual, the quantum torpedo 
  uses a standard photon torpedo warhead to 
  initiate a zero-point energy reaction- radically 
  increasing the explosive yield of the weapon.
     The pulse phaser uses a rapid discharge 
  emitter array to land a “layered” energy burst 
  instead of the more traditional continuous 
  stream.
      These weapons deliver more energy to the 
  target in a single instance and are harder to 
  dissipate- but given the time and opportunity to 
  do so, the Borg  can and will adapt, even to 
  these new weapons.  
  5
  
  Act One
  Just Another Day In Starfleet
     As the mission opens in media res with the 
  heroes investigating a possible smuggler along 
  the Romulan Neutral Zone.
     The Commanding Officer should be asked to 
  specify who has been assigned away team 
  duty.   
     The away team, for their part, is aboard the 
  Ferengi transport Ilya and the crew has found 
  what appears to be a false bulkhead just off the 
  main hold.
     The Ferengi crew (including their Captain, 
  Tarq) are clustered in front of the bulkhead 
  keening and carrying on about “harassment”, 
  “intimidation”, their rights under the law and 
  generally making as much fuss as possible in 
  order to keep the heroes from investigating 
  what's behind the bulkhead.
     The away team is in a bit of a spot as the 
  four Ferengi are physically barricading the 
  suspicious bulkhead, but are not actually 
  threatening the away team.  Physical force may 
  or may not be sanctioned under the 
  circumstances.  
     In any event, this encounter should be 
  interrupted by the captain before it gets too far 
  out of hand, but if the heroes decide to play it 
  through, the away team has several options. 
  Worst case, the Ferengi can be scared 
  (opposed Willpower vs. Influence 
  (Intimidation) tests) or hauled out of the way by 
  physical force (or even stunned and then 
  hauled out of the way).
     The bulkhead which the Ferengi are 
  guarding is shielded against tricorder scans, 
  thermal imaging, and most other forms of 
  scanning, and is magnetically sealed.
     A TN 10 System Engineering, TN 15 Repair, 
  or TN 20 Computer Use (Hacking) test is 
  necessary to open the bulkhead.  Gravitic 
  calipers, polaron and magnetic probes, all 
  confer a +5 equipment bonus to the test.  
     Worst case, a low-power phaser or plasma 
  torch will cut the panel open (an Extended TN 
  50 Energy Weapons test).  The door isn't really 
  that hard to open- its seemingly innocent 
  nature is its first line of defense.
     Once past the bulkhead (by whatever 
  means), the crew will find a small fortune in 
  Romulan ale, Klingon aphrodisiacs, and 
  gemstones- or any other low mass, high-value 
  illicit cargo the Narrator wishes.  
     While this is going on, the Captain should 
  receive Handout #1 (Code Factor 1).  A TN 5 
  Enterprise-Administration (Starfleet) test will 
  reveal that a Code Factor 1 message means 
  that invasion or other massive disaster is 
  imminent, and that all personnel are to move 
  to an “at-war” footing.  Ideally, the orders 
  should be timed such that the Captain 
  interrupts his crew's attempt to raid the vault.
  Speed Run
     Once the away team is back aboard, Sakarya 
  should conduct a speed run to the specified 
  coordinates.  
     In order for the ship to make (and maintain) 
  top speed, the Chief Engineer is required to 
  make a TN 30 Propulsion Engineering (Warp 
  Drive) test.  The Chief Engineer should add the 
  warp drive's reliability modifier to this test.
     Additionally, the Chief Engineer must make a 
  Reliability check as above for each hour spent 
  above the ship's cruising speed.  
     A failure to either test means that the warp 
  drive has failed and the ship must slow to 
  sublight to effect repairs (which will require a 
  half hour of work, minimum).  
    Should they possess the “Surfing Space-Time” 
  Professional Ability, the Helmsman, navigator, 
  or Conn officer may attempt to maximize the 
  ship's speed (and minimize the stress on the 
  warp drive) as per the rules on page 36 of the 
  Starfleet Operations Manual.  If the test is 
  successful, the ship behaves as if she is 
  traveling one category faster.
     The heroes start at Section V-10- just over 
  five light years from their destination. 
  Warp Factor
  TN
  ETA
  Warp 5
  N/A
  9 days
  Warp 6
  N/A
  5 days
  Warp 7
  N/A
  3 days
  Warp 8
  N/A
  2 days
  Warp 9
  N/A
  27 hours
  Warp 9.2
  N/A
  25 hours
  Warp 9.6
  17
  23 hours
  Warp 9.8
  18
  20 hours
  Warp 9.9
  20
  14 hours
  6
  
     Once underway, it is up to the Commanding 
  Officer to determine how much of their orders 
  he wishes to share, and the Narrator should 
  take care not to tip the Captain's hand in 
  asking about what precautions and 
  preparations the crew wish to take while 
  underway.  
     There should be no doubt, however- Sakarya 
  is standing into harm's way.
  The Transfer
     About twelve hours after Sakarya begins her 
  speed run, her long range sensors detect a 
  vessel approaching on their starboard side- 
  closing fast.
     A TN 5 System Operation (Sensors) test will 
  reveal her to be the fast courier U.S.S. 
  Expedient – running hot enough to place her 
  engines in danger.
     The Expedient will contact Sakarya via low-
  power, tight-beam transmission and arrange to 
  transfer her passenger and cargo with a 
  minimum of chatter. 
     There are two methods for doing this- either 
  dropping to sublight and completing the 
  transport or matching course and speed in 
  order to make the transfer “at speed”.  
     Dropping to sublight is the safer option, but 
  will take roughly six minutes.  
     Matching course and speed is both faster and 
  flashier, but slightly trickier.  A TN 15 System 
  Operation (Conn) test is required to match 
  speed, and the Target Number for the System 
  Operation (Transporter) test is increased by 
  from 5 to 15).  If the course and speed are not 
  matched precisely, the TN for the System 
  Operation (Transporter) test is doubled (to 30).
     Once Lieutenant Barzan and his gear are 
  aboard, the Expedient will alter course sharply 
  and warp out immediately.   Given the 
  situation, the heroes would be wise to resume 
  their speed run per the rules above.
     When welcomed aboard, Barzan will be 
  prim, proper, and business-like, asking to 
  speak immediately with the ship's 
  commanding officer.  Officers who roughly 
  equal in age or rank may attempt a TN 14 
  Knowledge-Culture (Starfleet)  test is necessary 
  to recognize Barzan.
     The Benzite is something of a minor legend 
  in his class- he was voted “most likely to be 
  assimilated” during his tenure at the Academy. 
     Barzan beams aboard with five large crates 
  of equipment which he requests be moved to 
  either his lab or to the Armory immediately.  In 
  either case, he wants the materials there kept 
  under lock and key (and armed guard, if 
  possible).
     Barzan will then offer to brief the Captain on 
  the mission ahead (as he sees it).
  The Briefing
     Lieutenant Barzan's briefing is just that- brief- 
  largely because there is so little information 
  available.  
     While conducting a survey of the Devari 
  Nebula (using her new, low-frequency sensor 
  array), the starship Covington detected both 
  theta radiation signatures and what might be a 
  Borg cube approximately ½ light year inside the 
  nebula.  Because Covington is ill-equipped to 
  transit the nebula (to say nothing of confronting 
  the Borg), the heroes have been tasked to 
  investigate in Covington's stead.  Once 
  relieved on-station, Covington is to join  the 
  task force Starfleet is is attempting to assemble 
  in the event things go badly. 
     The heroes' orders are to investigate the 
  sighting and to gather as much information 
  about the Borg presence as possible, and to 
  take whatever action is necessary to safeguard 
  Federation interests. 
     Barzan will note proudly that he himself was 
  chosen for this assignment as he has spent the 
  last several years working in a Starfleet R&D 
  lab attempting to develop technologies and 
  strategies to defeat the Borg.
     The enemy they face (assuming the Borg are 
  actually there) is the most dangerous the 
  heroes (and the Federation) have ever faced- as 
  demonstrated at the Battles at Wolf 359 and 
  Sector 001.
     The Borg are relentless, tireless, and 
  supremely adaptable.  Their weapons and 
  defensive systems are (by and large) far 
  superior to Starfleet's.
     The heroes' only saving grace is that the 
  Borg do not anticipate- they react.  They do 
  not innovate- they adapt.  If the heroes can 
  stay ahead of the Borg “learning curve”, then 
  they ought to do well.   
     It must also be noted, however, that once a 
  character is assimilated into the Collective, the 
  Borg have access to any strategies, tactics, and 
  knowledge that character possessed- and may 
  develop the means to counter weapons or 
  7
  
  tactics to which that character was privy, 
  whether they've been used or not.
     As a safeguard to prevent Starfleet secrets 
  from falling into Borg hands, all personnel 
  boarding the Borg vessel will be issued an 
  auto-injector containing Kelodine- an alkaloid 
  nerve toxin.  Upon detecting Borg nanoprobes 
  within the wearer's blood stream, the auto-
  injector will release the kelodine- causing 
  instant and irreversible brain death.
  General Order Six
     In Starfleet Protocols, General Order Six 
  requires a starship to self-destruct (usually 
  within twenty-four hours) if all life aboard is is 
  lost- usually in order to protect other vessels 
  from potential hazards.  In this instance, 
  Admiral Thol is instructing the Captain to 
  destroy the ship before allowing her to fall into 
  Borg hands.
  The Approach and Covington
     As their vessel approaches the Devari 
  Nebula, the heroes should begin making a 
  series of System Operation (Sensor) tests to 
  chart the nebula perimeter and determine its 
  present status.  The nebula is in a state of flux 
  and is highly active.  A Routine (TN 10) 
  Physical Science (Astrophysics) test will 
  indicate that nebula has probably been 
  agitated by the Class 6 ion storm which passed 
  through three days ago.  
     Once the accumulated System Operation 
  (Sensor) test results reach 50, the heroes should 
  detect the U.S.S. Covington, holding station 
  near the nebula perimeter.
    Commander Aiden Kennedy is a youngish 
  officer in his mid-to-late twenties (very young 
  to hold such a rank). He has a shock of 
  reddish-brown hair atop green eyes and a 
  Vandyke beard (probably grown to hide his 
  baby face). 
     A TN 10 Savvy test will confirm that- despite 
  the calm, professional facade he's affecting 
  (presumably for the sake of his crew), Kennedy 
  is extremely nervous.  His interactions with the 
  heroes, on the other hand, are crisp and 
  precise.
     Covington has confirmed that there are no 
  other vessels- civilian, allied, or otherwise- 
  within a light year of their position.  Two days 
  ago, they detected very strong Theta-band 
  radiation emissions on an arc ranging from 
  bearing 342 to 351O (relative).  Since reporting 
  into Starfleet Command, Covington has been 
  attempting to narrow that band- without much 
  success.  The best bearing to target is now 
  348O (relative).
      The nebula interior is also greatly disturbed. 
  Unless they take great care, the heroes and 
  their starship are likely to be in as much 
  danger from the nebula as from the Borg.
     Having made his report, Commander 
  Kennedy will report that he and Covington are 
  standing by for orders*.
  Act Two
  Into The Veil
     As the ship closes on the nebula perimeter, 
  her sensors confirm the information in the 
  profile- a massive cloud of gas, dust, and 
  energy, sprinkled with subspace anomalies, 
  debris, and clouds of radiation.  The 
  coordinates given lie roughly 1/2 light year 
  inside the nebula's perimeter.  Sensor scans- 
  TN 15 System Operations (Sensors) tests- 
  reveal no traffic within a light year of the 
  Nebula- and none within its perimeter.
     A TN 10 System Engineering (Deflectors or 
  Shields) test suggests that the ship's shields 
  should be able to handle everything occurring 
  in the outer edges of the nebula- but give the 
  particle density, speeds higher than Warp 5 or 
  6 are NOT recommended.  
  Zone 1
     As the ship penetrates the nebula perimeter, 
  she bucks sharply and the particle counts 
  begins further interfering with both sensors and 
  navigation. Graviton eddies are far more 
  pronounced, and the heroes must alter the 
  ship's course to hold her against the drift 
  (much like an aircraft flying at an angle into 
  the wind to account for drift).
     All Sensor TNs increase by +8 and Flight 
  Control TNs increase by +4 (as outlined 
  above).  The Narrator is advised to alert the 
  respective crewmen of these increases by note 
  * In all actuality, Commander Kennedy and the 
  Covington already have their orders- to report to 
  the fleet rendezvous.  Kennedy is offering 
  (however obliquely) to violate his orders in order 
  to assist the heroes.
  8
  
  rather than simply announcing it. 
     As the veil closes around the ship, the 
  viewer displays a roil of angry black and 
  purple clouds punctuated rapid slashes of blue 
  and white lightning.    
     The heavy particle and energy 
  concentrations in the nebula interfere with all 
  communications (+5 TN for each 1/8th light 
  year into the nebula) and will likely cause 
  spurious sensor contacts as the the ship 
  traverses the outer edges of the nebula.  
     Once the heroes are a half-light year in, all 
  communications outside the nebula are cut 
  off- including to the Federation nav beacons.   
     Sensor ranges are cut to ¼ of a light year.  At 
  that point the ship must begin navigating
  inertially- and there are graviton anomalies and 
  eddies to throw off her fix.  Without a positive 
  position reference (fix), all System Operation 
  (Helm or Conn) and Space Science 
  (Astrogation) tests to determine the ship's 
  position have a minimum TN of 20- modified 
  by the table below.
  Inertial Navigating 
  Target Number Modifiers:
  Each hour of sublight travel 
  +5 TN
  between fixes: 
  Each ½ hour of travel Warp 1-3 
  +5 TN
  between fixes: 
  Each ¼ hour of travel Warp 4+ 
  +5 TN
  between fixes: 
  Per radical combat maneuver 
  +1 TN
  (or turn of combat)
  Per probe placed as marker buoy:
  -1 TN 
  (-10 maximum)
  Per stellar “landmark” within 
  -5 TN
  sensor range
     Each stellar “landmark” (planet, moon, or 
  sizable asteroid) within range can serve to help 
  fix the ship's position relative to them- but 
  even then, the errors will begin to accumulate. 
  The crew can also try and leave a trail of bread 
  crumbs by placing a series of probes.  Firing 
  them in a small pattern is best- as it allows the 
  probes to maintain their own positions relative 
  to one another and to known “landmarks”. 
  Even this is not a fool-proof solution as the 
  probes will drift as well.    
     In addition to the severely curtailed range, 
  the sensors will detect “ghosts” and other false 
  data.  In addition to the odd Ferengi or Breen 
  vessel, this the Narrator may improvise his 
  own “ghosts” to create an air of tension by 
  using sensor ghosts.  If the sensors have been 
  optimized for operation within the nebula, 
  then no sensor ghosts should be detected.
     Finally, the outer reaches of the nebula are 
  far from empty, and the Narrator is encouraged 
  to either improvise his own encounters or 
  choose from those on the list below to fill the 
  transit time between the nebula perimeter and 
  the Borg vessel.
  Zone 1 Random Encounters Table (2d6)
  2-5
  Sensor Ghost TN 10 to dispel
  6-8
  Large plasma streamer
  9-10
  Particle “Chase” 
  11-12
  Rogue Asteroid or Comet
     Clever players might also chart and keep 
  track of the plasma streamers, comets, and 
  asteroids as “stellar landmarks” improving their 
  navigational fix.
  The Search
     Based on their own sensor data and that 
  from the Covington,  the heroes have a very 
  rough idea of where the Borg vessel is, but will 
  still need to search a good portion of the 
  nebula in order to get a precise fix.   This is 
  akin to traversing a field in deep fog searching 
  for a fog horn.  You know generally where it is, 
  and can correct your course toward it based on 
  the noise- but you still have to cross a 
  significant portion of the field in order to get 
  there. 
     Locating the Borg vessel shouldn't be too 
  terribly difficult- unless the players forget about 
  the unique Theta radiation signature,  An 
  Extended (TN 100) System Operation (Sensors) 
  test should be made, with each sweep taking 
  one minute.  If the heroes are scanning 
  specifically for the Theta-band radiation 
  signature, the Narrator should add +5 to each 
  test result.   
     Other officers may assist in the search as per 
  the combined test rules on pp 85-86 of the 
  Narrator's Guide.  The Narrator should assume 
  a basic TN of 15 for these tests, but should use 
  ONLY the Science Officer's modified results to 
  reach the extended test target number.
     Because of the degraded sensor 
  performance, sensor bonuses are reduced to 
  zero, but may be restored as per the rules on 
  page 102 of the Narrator's Guide.
  9
  
  Zone 2
     Approximately ¼ light year into the the 
  nebula, the Narrator should inform the heroes 
  that they are preparing to enter an even more 
  active section of the nebula, one with severe 
  radiation and particle flares, graviton ellipses 
  and subspace compressions, - from which the 
  ship's shields might not fully protect them.  
     Reconfiguring the ship's shields for each 
  threat will be impractical as such modifications 
  would need to be made on a minute-to-minute 
  basis- and could conceivably do more harm 
  than good. The best course is to optimize the 
  shields before entering the zone, and then 
  “grin and bear it”.
     Zone 2 of the nebula has a slightly different 
  topography than the outer area, with a variety 
  of compressed particle packets and subspace 
  anomalies.  At random intervals, the Narrator 
  should should roll 1d6 for the obstacle type 
  from the table below.  
  Zone 2 Encounters Table (2d6)
  1-2
  Radiation Pocket
  3-4
  Particle “Chase”
  5-6
  Particle Flare 
  7-8
  Rogue Asteroid or Comet
  9-10
  Graviton Ellipse 
        11-12
  Subspace Compressions
     At the Narrator's discretion, the helmsman or 
  Conn officer might make a TN 15 System 
  Operation (Conn) check to avoid the obstacle. 
  A success allows the the heroes to avoid the 
  obstacle, but reduces the search result by +5 
  (because their search pattern has been 
  disrupted).  A Superior success (a 26 or better) 
  allows the the ship to avoid the radiation 
  pocket without undue disruption to the search. 
  These tests count as radical combat maneuvers 
  for navigational purposes above.
     If the ship passes through the obstacle she 
  and her crew suffer the effects listed below.
  Reductions in shield strength may be 
  reinforced per the rules on page 106 of the 
  Narrator's Guide. 
     In addition to the various obstacles laid out 
  below, the Narrator should roll 1d6 each hour 
  the ship spends inside the nebula.  On a 1, the 
  Narrator should inflict one block of system 
  damage randomly (as determined in Table 7.10 
  on page 115 of the Narrator's Guide) or 
  wherever his little black heart desires.  In 
  addition to giving players with engineers and 
  damage control teams something to do, it 
  reflects the nebula's interference and effect 
  upon the ship's systems.  
     The primary goal of this part of the adventure 
  is that when the heroes finally reaches the Borg 
  sphere, their ship should be battered, but 
  relatively intact.  Simply getting there is half 
  the battle- but it cannot and should not be a 
  “deal breaker” for the balance of the 
  adventure.
     When the EXTENDED Sensor tests begun 
  earlier reaches TN 100, tell them that sensor 
  detect a large object one-quarter light year 
  ahead, of the starboard bow.  A Challenging 
  (TN 15) System Operation (Sensor) test should 
  earn the heroes Handout #4 (Target Analysis).
  Zone 2 Encounter Rules
  Radiation Pocket
     Passing through a radiation pocket reduces 
  the ship's shields by 1d3 percent and reduces 
  the search result by 1 (due to sensor 
  interference).  
     If the ship passes through a radiation 
  pocket while her shields are reduced to 40% 
  strength or less, the shields will be 
  insufficient to protect the crew. 
     As radiation levels begin to grow inside the 
  ship, the crew will need to begin making 
  Stamina tests in order to resist the effects of 
  radiation.
     Rather than detail the specific radiation 
  and/or particle fluxes, the Narrator has the 
  option of using the following “quick and 
  dirty” stats: 
  Onset: 30 minutes.  Potency: +5 TN   
  Effect: 1d6 wounds.
  Secondary Effects: -1d6 Vitality, Intellect, 
  or Strength. (Pick one at random).
     The ship's Chief Medical Officer) may 
  attempt to treat patients with Hyronalin, 
  Cordrazine (both on pg 177 of the Player's 
  Guide), Arithrazine, Coradrenaline (pp 68-69 
  of the Starfleet Operations Manual), or other 
  potions in his little black bag.  Narrators 
  without access to either the Player's Guide or 
  Starfleet Operations Manual may use a “quick 
  and dirty” rule of thumb which assumes that 
  the medication confers a +3 Stamina bonus 
  for one hour and reduces any wounds or 
  attribute damage suffered by 1d3 points).
  10
  
     Environmental suits confer a +3 bonus to 
  Stamina tests made to resist radiation 
  damage, but also confer a -2 penalty to all 
  Physical tests.  Additionally, the vessel only 
  has enough suits for perhaps a third of the 
  crew.  
  The Particle Chase
     A particle “chase” is a collection of energy 
  nodules- each one less than 5 cm in length 
  and weighing a gram or so.  Each nodule is 
  capable of incredible speeds (up to Warp 3) 
  and glows brightly as a distinct (and intense)
  green-white light.
     The nodules collect in groups of tens (or 
  hundreds) of thousands and travel upon the 
  gravitic eddies and currents within the 
  nebula.   
     When encountered, the particle chase will 
  approach the ship, curling around or over her 
  shields (or hull)  in a fast flowing stream.  If 
  sucked into the ship's impulse exhaust, the 
  “chase” will be disrupted into ionized chaos, 
  only to reform and dart off back into the 
  nebula.  There is a 1-in-6 chance of a 
  specific chase returning for a second pass.  
     The effect is not unlike a stream of air 
  bubbles following the contours of a (water-
  borne) ship's hull or the low pressure 
  cavitation surrounding her screws.  
     A “particle chase” is not affected by the 
  normal operation of the navigational 
  deflectors, but any active pulse from the 
  deflectors or weapons of any kind will be 
  sufficient to disrupt and drive off the chase.
     A TN 25 Life Science (Biology or 
  Xenobiology) test will suggest that the 
  swarming/schooling behavior is similar to that 
  observed in certain species of birds, fish, and 
  insect.
     Empathy, telepathy, and other similar 
  psionic tests are simply indeterminate.
  Particle Flare
     Separate and distinct from the Particle 
  Chase, a Particle Flare is a tightly compressed 
  streamer of high-energy particles being 
  emitted by a small subspace tear.  A TN 10 
  Space Science (Astrophysics) test will allow a 
  character with access to the sensors to 
  identify both the nature of the fountain and 
  particle type.  The Narrator should roll 1d6 to 
  determine the particle type and damage from 
  the table below.
     Passing through a particle flare reduces the 
  ship's shields by 1d6% and and reduces the 
  search result by 1d6 (due to sensor 
  interference).  Further effects are subject to 
  Narrator's discretion and any particular 
  particle vulnerabilities the ship may possess.
  Rogue Asteroid or Comet
     Evading a rogue asteroid or comet requires 
  a TN 15 System Operation (Flight Control) 
  test.   
     Collision reduces the ship's shields by 1d6 
  levels or causes 2d6 damage to the hull.  
  Graviton Ellipse
     Graviton ellipses generate dangerous 
  electromagnetic fields and gravimetric 
  distortions which are dangerous to both ships 
  and their crews.  through subspace to the 
  space around them, creating severe 
  turbulence. 
     As an ellipse emerges from subspace, the 
  initial target it was drawn to is already in 
  (long) range of the distortions and will no 
  longer be capable of forming warp fields to 
  escape. In addition, the target ship will 
  experience a ship-wide power drain. An 
  ellipse is fast enough to overtake it's target 
  even at maximum impulse. 
     Graviton ellipses close toward their target 
  by one range increment each round and 
  causes the following damage:
  Medium range: 1d6
  Short Range: 2d6
  Point Blank Range 3d6 
     For simplicity's sake, the ellipse will 
  destroy any ship it touches.
     The only (effective) countermeasure 
  available is to cut power and reverse the 
  polarity of deflector shields- a TN 15 System 
  Engineering (Deflectors) test.  At that point 
  the ellipse will no longer be drawn toward 
  the target.  
  Subspace Compression
     A subspace compression is essentially a 
  “wrinkle” in space and time which throws 
  out gravimetric distortions.
     The compression causes 1d6+2 points of 
  damage, but can be avoided by making a TN 
  15 System Operation (Flight Control) test.  
  At Deaths Door
     The Borg sphere is stationary, inside a 
  11
  
  comparatively quiet area of the nebula 
  (equivalent to Zone 1).  This “backwater” lies 
  approximately four and a half million 
  kilometers from the edge of the turbulent zone, 
  and is approximately 700,000 kilometers 
  across.  
     A Challenging (TN 15) System Operation 
  (Sensor) test will allow the heroes to ask a 
  specific question about the Borg sphere, and 
  each degree of success (or additional test) will 
  allow the heroes to ask one additional 
  question.
     The Narrator is advised to be somewhat coy 
  in how he answers these questions- for a 
  number of reasons.  First and foremost, sensors 
  are severely hampered by the effects of the 
  nebula, and second, because the Borg and 
  their technology and very alien.
     A quick, pre-game review of the Sensors 
  section on page 101 of the Narrator's Guide 
  probably wouldn't hurt either.
     Because the Borg do not register as separate 
  lifeforms, the sensors must be recalibrated (a 
  TN 15 System Engineering test) to determine 
  whether there are any crew aboard.  Even 
  then, lifesigns are extremely low and nearly 
  indeterminate.  
     The PCs may beam aboard the Borg sphere 
  with a TN 15 System Operation (Transporter) 
  test.  Lower the TN by 1 for every full 5,000 
  km less than 20,000.   If necessary, treat this 
  as an extended test for the dramatic tension, 
  but double the target number.  On a Disastrous 
  failure, the away team makes it aboard, but 
  suffers 3d6 wounds and -1d6 Stamina from the 
  rough transport.  
     Should the PCs go EVA and attempt to cut 
  their way in or otherwise attack the sphere, the 
  regenerative cycle is broken- cut directly to 
  The Gates of Hell, below.
  Into the Breech
     Once aboard the sphere, the PCs have their 
  first look around.  The ship's interior surfaces 
  are covered with frost and mire, and lights and 
  other systems are operating at extremely low 
  power levels.  The corridors are dimly lit and 
  cold, and filled with ominous creaks and 
  groans.  
     Borg drones fill the alcoves, silent and 
  unmoving, and are either dead or appear to be 
  either in some kind of stasis.  A TN 15 
  Structural Engineering (Spaceframes) test will 
  reveal numerous minute (almost microscopic) 
  holes appear in some of the secondary 
  structures, although the outer hull is intact.  A 
  TN 15 Life Science (Biology) test will suggest 
  that this damage is consistent with the nitrium 
  metal parasites detected in earlier scans.
     The PCs may walk and explore as they 
  please, conducting passive observation and 
  scans.  They may make Science, Engineering, 
  Investigate, and Observe tests as they like to 
  determine the fate and status of the Borg 
  vessel.  Despite the inactivity of the drones, 
  the ship is filled with loud bangs, creaks, and 
  other noises.     
     Additionally, the radiation spikes are also 
  causing random sensor ghosts.
     Navigating within the sphere is difficult due 
  to the uniformity and regularity of the sphere 
  itself.  Unless the heroes are leaving a 
  photoplasmic trail (or some other trail of bread 
  crumbs), a TN 15 Intellect or Tactics test is 
  necessary to avoid becoming lost.  Once lost, 
  the TN increases by 5 for each failed test.  The 
  hero should receive appropriate equipment 
  bonuses for an active tricorder or other 
  appropriate gear.
     Barzan, of course, is like a kid in a candy 
  store- eager to see, and observe, and touch 
  everything.  He can be trusted to provide 
  accurate technical advice and analysis- but 
  unless he's kept under control, is likely to 
  awaken the Borg.
     Passive observation and scans (up to and 
  including the placement of demolitions 
  charges) will not trigger a response from the 
  Borg, but damaging or removing components 
  of any major system will trigger the 
  reactivation subroutine and dispatch a drone to 
  correct the situation, if necessary.  
     If, at that moment, the PCs stop tampering 
  and manage to hold fire, the drone will 
  conduct any necessary repairs and return to its 
  alcove.  The Borg will not really be aware of 
  the intruders, but will begin to regenerate and 
  reactivate their ship, as indicated by increased 
  power levels, warming temperatures, and 
  increased activity by the drones (see View 
  From the Bridge, below)..
     If the PCs open fire, or take other action 
  warranting their attention, the Borg will 
  respond by attempting to isolate and assimilate 
  the away team.  
     If the heroes attempt to remove any of the 
  12
  
  drones themselves, there is a 1-in-3 chance 
  that the drone is merely quiescent instead of 
  simply dead.  If they think to check, a TN 25 
  Life Science (Cybernetics) test will allow the 
  heroes to differentiate between the two.
     Removing a dead drone will not trigger a 
  response- but removing a quiescent drone will 
  automatically trigger the 
  regeneration/reactivation cycle- and move the 
  adventure to The Gates of Hell, below.
  Act Three
  Optional Scene- The Gates of Hell
     For whatever reason, the Borg are awake and 
  mad as hell.  They are now out to assimilate 
  the crew and repair their vessel.  Because of 
  the division of labor, they will ignore Sakarya 
  until she presents herself as a threat, and will 
  send no more than ten Borg drones after the 
  PCs in any one wave.   
     Once one wave has been eliminated, 
  another will be dispatched, if necessary.  If the 
  PCs flee one wave, another will be dispatched, 
  with any survivors of the previous wave 
  pursuing until released to other duties.  
     Once the reactivation/regeneration cycle is 
  begun, the Borg will erect a low-level force 
  field- which has the effect of protecting the 
  crew from the nebula's radiation, but 
  preventing them from beaming out.  In order to 
  escape, the PCs must either determine the field 
  frequency or disable or destroying at least four 
  shield generators.     
     The shield generators have a Defense of 5 
  and 500 wound points.  The generators are 
  also widely dispersed throughout the ship- 
  which means facing at least four waves of 
  drones as they attempt to shut down the 
  generators.  Additionally, if the heroes take too 
  long to disable all four generators, the Borg 
  may regenerate/repair those destroyed earlier.
     The PCs may determine the shield frequency 
  by locating and accessing a data terminal. 
  Locating the terminal will require an extended 
  TN 25 Investigate (Search) test.  Accessing the 
  relevant data requires a TN 25 Computer Use 
  (Invasion) test.   
     The crew may also disable the generators by 
  locating and destroying at least eight power 
  distribution nodes.  The nodes are not as 
  widely dispersed, so players should only face 
  one wave per distribution node. Each node has 
  a Defense of 15 DR 5, and 100 wound points. 
  After the first power node or shield generator 
  has been destroyed by phaser fire, the Borg 
  will adapt by erecting  force fields around the 
  threatened equipment.  Once a force field has 
  been erected, normal phaser modulation (and 
  adaptation) rules apply.  
  Optional Scene- View From the 
  Bridge
     Run concurrent with The Gates of Hell 
  (above), this scene reflects events from the 
  point of view of those left aboard Sakarya.  
     A TN 10 System Operation (Sensors) test will 
  earn the heroes Handout #5 (Energy Spikes) 
  and reveal the presence of the low-level force 
  field. 
     Sakarya might attempt to locate and disable 
  the shield generators using her phasers 
  (torpedoes are too imprecise), but this will 
  require a TN 27 System Operations (Tactical or 
  Weapons) test. If successful, every three points 
  of damage (above the Sphere's threshold) 
  causes one block of system damage directly to 
  the shields.  After the first shot, normal 
  adaptation and modulation rules apply.  This 
  will also have the side effect of marking 
  Sakarya as a threat and bring the full weight 
  and wrath of the Sphere down upon her.  
     
  Heart and Soul
     Given the odds against them, and the threat 
  posed by the Borg, the heroes may attempt to 
  destroy the Borg Vinculum, if they can locate 
  it.  The vinculum is the central processing 
  node for all of the drones aboard the ship and 
  is their link to the rest of the Collective.  If the 
  PCs can cripple or destroy the unit, all 
  shipboard functions will cease (including the 
  force fields).  The sphere will not be able to 
  regenerate and the drones aboard will not be 
  able to adapt.  
     The problem is that the vinculum is 
  extremely well protected, and should the Borg 
  determine that it is the PCs goal (perhaps 
  through opposed Tactics tests), they will 
  protect it with the weight and might of every 
  drone aboard.  
     The vinculum has a Defense of 7, DR 15, 
  and 1000 wound points.
  13
  
  Home Turf
     If the PCs manage to escape to Sakarya 
  without having disabled the sphere, the Borg 
  will turn their attention to the ship.  Combat 
  will be resolved normally, using the rules 
  detailed in the Narrator's Guide.  The sphere 
  can adapt to the Sakarya's shields, phasers, 
  and plasma torpedoes as per the rules outlined 
  above.  The Borg will attempt to cripple, 
  board, and assimilate the Sakarya- and will not 
  stop until they are destroyed, disabled, or are 
  presented with a higher priority target.  
     At either short range, or with Sakarya snared 
  in their tractor beam, the Borg may attempt a 
  System Operations (Tactical) test with a TN 
  equal to the Sakarya's  Protection +5.  If 
  successful, the attack drains 3 points of shield 
  strength per degree of success.  Once the 
  shields have collapsed, they may not be 
  brought back up until the energy drain has 
  been disabled or destroyed.  The crew can 
  attempt to bolster the shields as per the rules 
  on pp 122-123 of the Narrator's Guide or by 
  remodulating the shields (a TN 45) System 
  Engineering (Tactical or Shields) test.  The 
  remodulation will last only until the Borg again 
  make a successful attack.
     
  Resolution   
     Depending upon how clever, how careful, 
  and how inventive the heroes are, there are 
  two possible outcomes- either the heroes 
  destroy the Borg, or the Borg destroy the 
  heroes.
     If the heroes can complete their survey 
  without awakening the Borg, destroying the 
  sphere is simply a matter of firepower- 
  dumping a sufficient quantum torpedoes into 
  the derelict.  
     Once the sphere is active, however, matters 
  become far more problematic.
     If they are given the opportunity, the Borg 
  will assimilate Sakarya and her crew, repair 
  their transwarp coil, and then return to Borg 
  space.
     If necessary (and assuming she wasn't sent 
  away earlier), a particularly merciful Narrator 
  might allow Commander Kennedy and poor, 
  over-matched Covington to intercede, 
  ramming the Borg sphere and doing just 
  enough critical damage to allow Sakarya to 
  catch her breath and go on the offensive.
     On the other hand- however they escaped, 
  however they survived- the crew can count 
  what has been gained and what has been lost. 
     Starfleet Command will undoubtedly send a 
  ship to transfer any data or materials they 
  recovered to the facility at Okori I, but even 
  then, there is much to gain and to lose.
     Ideally, the heroes should come through this 
  adventure with both ship and crew intact- but 
  there are no guarantees.  It is very possible that 
  Sakarya and her crew will be assimilated.
     Further, the heroes are operating under a 
  number of unspoken directives- first and 
  foremost, that the Borg do not gain an 
  understanding of the Federation's anti-Borg 
  defenses.  In the short term, this means that the 
  crew must prevent Lieutenant Barzan from 
  being assimilated.  In the long term, it might 
  require the destruction of Sakarya herself.    
     As one of the Federation's top subject matter 
  experts on the Borg, Barzan knows everything 
  there is to know about the Federation's anti-
  Borg research.  If the Borg were to escape with 
  that knowledge, it would set Federation 
  defenses and strategies back by decades.  
  14
  
  Rewards:
      Experience Points and Renown Points are to be totaled (except where indicated otherwise) and 
  divided equally among the PCs.  The minimum renown award (before any penalties) is +1.
  Experience Awards 
  PCs survive:
   
                100 exp points 
  PCs conduct scan of “Particle Chase”:
   
                          200 exp points 
  PCs complete sensor scans of Borg sphere 
  (and receive Handout #4):    800 exp points 
  PCs conduct physical survey of Borg Sphere:
                800 exp points 
  PCs determine that Borg Sphere was subject to 
  attack by nitrium metal parasites:  
   
     200 exp points 
  PCs capture at least one Borg drone:
                200 exp points 
  PCs destroy the Borg Vinculum (separately 
  from sphere): 
                200 exp points 
  PCs destroy the Borg sphere:    100 exp points 
  Per player character assimilated:
   
   
               -100 exp points 
   
  Renown Awards
  PCs survive:
   
                    Renown +1
  PCs conduct scan of “Particle Chase”: 
   
                    Renown +1
  PCs complete sensor scans of Borg sphere 
  (and receive Handout #4):         Renown +1
  PCs conduct physical survey of Borg Sphere:
                    Renown +2
  PCs determine that Borg Sphere was subject to 
  attack by nitrium metal parasites:  
   
          Renown +1
  PCs capture at least one Borg drone:
   
                               Renown +1
  PCs destroy the Borg Vinculum (separately 
  from sphere): 
                    Renown +1
  PCs destroy the Borg sphere:          Renown +1
  Sakarya assimilated or destroyed:    Renown -8 
  Covington assimilated or destroyed:
   
                     Renown -5
  Lieutenant Barzan assimilated:        Renown -2
  Per player character assimilated:     Renown -1
  Optional Renown Results (per Officer):
  -6 or less
  Officer is court-martialed, 
  Infamy Flaw possible (Narrator’s 
  discretion).
  -3 to –5
  Inquiry by Starfleet Command, 
  possible reprimand.
  0 or –2 
  Nasty message from Starfleet 
  Command
  1
  Acknowledgment from Starfleet 
  Command, next assignment.
  2 to 4
  Acknowledgment from Starfleet 
  Command, well done.
  5 or better
  Commendation from
  Starfleet Command 
  ( Commendation 1 edge).
  Special Victory Conditions
     Should Sakarya be assimilated or destroyed 
  (and the heroes survive), the senior officers will 
  automatically be subject to a court-martial to 
  review their actions (standard procedure when 
  a starship is lost).  
     Given the nature of the threat, and assuming 
  that their actions were otherwise consistent 
  with Starfleet regulations, the Board of Inquiry 
  should clear them of any wrong-doing.  
     Should Lieutenant Barzan be assimilated and 
  the Borg sphere escape, the heroes 
  automatically lose this scenario.  As he boasted 
  early on, Barzan has spent the better part of a 
  decade analyzing the Borg and developing 
  defenses and weapons to use against them. 
  Should the Borg gain access to his knowledge 
  and experience, they will be able to obviate a 
  decade or more of Federation research and 
  development and tactical planning.  
     
  15
  
  Non-Player Characters
  Barzan- Lieutenant, Starfleet Corps of Engineers.
     Barzan is a Benzite scientist/engineer specializing in Borg technology.  He is brilliant, 
  though somewhat arrogant, and has an unhealthy fascination with the Borg- (he was voted 
  “most likely to be assimilated” by his class at the Academy).  
     Barzan is a wunderkind and an academic who has spent most of his career ensconced 
  in the laboratories at Okori I.  The atmosphere there tends to be both academic and 
  informal, and as a result, Barzan has forgotten most of his Starfleet protocols and courtesy 
  to the chain of command.
     Barzan is neither a braggart nor a fool, but possesses a child-like fascination with the 
  Borg and sometimes lacks the caution and wariness which are vital in dealing with so 
  dangerous a species as the Borg.
  Str    9(+1)   Agl   6(+0)
  Int 10(+2)   Vit 8(+1)    Prs  5(+0)  Per  7(+0)  
   
  Quickness -2
  Savvy +0
  Stamina +2
  Willpower +2 Defense:  7
  Skills: Computer Use (Retrieve, Invasion) 6, Construct 4, Systems 
  Engineering 7, 
  Knowledge: Culture (Borg Collective) 5, Repair 4, Life Science (Cybernetics ) 6, 
  Tactics (Borg ) 3, Unarmed Combat (Grapple) 4  Energy Weapon (Phaser) 4
  Species Abilities: Bonus Edge: Coordinator, Bonus Edge: Ally 2, Selfless, Small Group 
  Dynamics, Works Well With Others
  Professional Abilities: Journeyman, Science Tech
  Edges/ Flaws: Promotion 2, Arrogant, Reckless
  Borg Drone- This drones tactics are to close with his target (as much as possible) and grapple to 
  inject Borg nanoprobes and assimilate the target.  
  Str    9(+1)   Agl   4(+0)
  Int 6(+0)   Vit 10(+2)    Prs  5(+0)  Per  7(+0)  
   
  Quickness -2
  Savvy +0
  Stamina +2
  Willpower +2 Defense:  7
  Skills: Computer Use (Retrieve, Invasion) 6, Construct 4, Demolitions 3, Systems 
  Engineering 4, Knowledge: Borg Collective Database 3, Language: Borg Collective 
  Database 3, Repair 4, Science (Borg Collective Database ) 3, Tactics (Borg 
  Collective Database ) 3, Unarmed Combat (Grapple) 4  
  Species Abilities: Adaptation, Hive Mind, Inflexible, Regulated Physiology, Species 
  Flaw:Slow
  Edges/ Flaws: Multitasking
  Borg Injection Tubules and Nanoprobes-
   
      
  Onset Time: 1d3 rounds  Potency +13  Treatment +2/+20   
  Effect:  1 wound level 
  Secondary Effect:  3d6 damage.  Stages: 10 
     When the character reaches zero health, he or she is assimilated.  Once he or she 
  reaches the Wounded level, he is effectively paralyzed, and can only act in response to 
  guidance from the Collective.  If, after ten rounds, the character has not been assimilated, 
  the nanoprobes lose their effectiveness and are eventually absorbed into the bloodstream.  
  16
  
  (Starships)
  USS Sakarya
  NCC-52143
  “...Sound once more a daring note of hope 
  and will...” 
  Production Data
   
           
   
             
   
             
   
   
     Origin: United Federation of Planets
     Class and Type: Steamrunner Class Heavy 
  Frigate
     Year Launched: 2369
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 
  6, 18 decks, 
     Length: 
   356/263/77 meters*
     Structure: 
  40 (5 ablative )
     Crew: 
  200
     Cargo Capacity: 
  60
     Atmospheric Capable: No
  Operational Data
     Transporters: 3 ea personnel, cargo, 
  emergency
     Sensor Systems   
  Class 4 (+4/E)         
     Operations Systems Class 3 (D)         
     Life Support 
  Class 4 (E)
     Masking System: Monoreflective Plating (14)
     Shuttlebays: 
  1 aft saucer
  Shuttles:  6 size worth   
     Tractor Beams: 
  1 fd, 1av, 1ad
  Propulsion Data
     Impulse Engines:    FIG-5 (.92c) (D)   
  Warp Drive:  LF-41 (wf 6/9.2/9.6) (D)
  Tactical
     Phaser Banks
   
             
   
   Type IX (x4/D)
   
      Photon Torpedoes
   
      
    Mk 95  (x1/C)
   
      
  Penetration
  6 / 5 / 5 / 0 / 0
  Photon Penetration
  4 / 4 / 4 / 4 / 4
  Quantum Penetration 5 / 5 / 5 / 5 / 5
     Deflector Shields
   
        
   
   FSR (E)
   
   
  Protection/Threshold
  17 / 4
  Miscellaneous
     
     Maneuver Modifiers +2 C, +1 H, +1 T   
     Traits:  
  Ablative Armor (+5 Structure) , Monorefractive Plating
     The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was 
  designed with relatively specific mission profiles in mind, including perimeter patrol and defense, 
  long-range threat response, covert operations, and combat support. It's also the first Starfleet 
  vessel to mount mono-reflective plating.  
     U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of 
  Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the 
  first starship to bear the name.
  Sakarya is currently carrying the following small craft:
  U.S.S. Tarsus  NCC-76410
  Danube Class Runabout
  Lake Tuz   
  NCC-52143-1 Type 12 Shuttlecraft
  Lake Van  
  NCC-52143-2 Type 8 shuttlecraft
  * Hull dimensions are derived from comparisons done at Ex Astris Scientia.
  (http://www.ex-astris-scientia.org/articles/akira-size.htm)
  17
  
  U.S.S. 
   
   Covington
   
    NCC-213
   
   
  Production Data
  Hull Data
     Origin: 
  United Federation of Planets
     Structure: 
  25   
     Class and Type: 
  Modified Jester Class 
  Light Corvette
     Size: 
  5, 5 decks
     Year Launched:
  2265   
     Length:   
  108.7m
     Crew:  
  28
     Atmospheric Capable: No
     Separation Systems: None
  Operational Data
     Transporters:  
  5 standard, emergency, 
  and cargo
     Cargo Capacity:
  50   
     Tractor Beams:
  1a
     Sensor Systems   
  Class 5a (+7/EE)*    Operations 
  Systems   Class 3 (D)       
     Life Support   
  Class 3 (D)   
  Propulsion Data
     Impulse Engines:    FIE-2 (.85c) (E)    
     Warp Drive:  LF-10 (Warp 5 / 6 / 8) (C)
  Tactical
     Phaser Cannon
   
          
   
   2xType VI (A)
   
   
  Deflector Shields
   
           
   
   CIDSS-3(C)
   
   
  Penetration
  4 / 3 / 3 / 0 / 0
         
  Protection/Threshold
  15/3
  Miscellaneous
    Maneuver Modifiers  +1 C, +2 H, +0 T   Traits  Prototype (+2 to sensors)*
     The U.S.S. Covington, NCC-213 was originally laid down in 2273 as a Jester Class corvette, and 
  served until 2321, when she was decommissioned and placed in storage.
     Covington was refitted and recommissioned in 2373 as part of the Federation's Dominion War 
  mobilization.  During her refit, Covington was tapped as the testbed vessel for Cobra Meridian- an 
  experimental long-range subspace telescope array.   
     In 2388, Covington was attacked and overrun by Toren military vessels which held her and her 
  crew for ransom before they were subsequently liberated by Starfleet Marines and Rapid Response 
  Team members striking from undisclosed Starfleet assets.  Covington was subsequently repaired 
  and returned to service.
  USS 
   
   Covington
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aiden Kennedy  
  Human  
  Commander 
  Executive/ Science Officer
  Trag
  Tellarite
  Lt. Commander
  Chief Engineer         
  Seydet
  Vulcan
  Lieutenant
  Conn Officer
   
  Allison MacGrew
  Human
  Lieutenant, JG
  Operations Officer
  Tanis
  AlphaCent
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Than ir' 
  Andorian    
  Lieutenant
  18
  
  Borg Exploratory 
  Sphere
  Hull Data
   
          
   
             
   
             
   
             
   
   
     Size: 8, 85 decks
     Structure: 45
     Crew: 800 
  Operational Data
     Transporters: 4 ea standard, emergency, cargo 
     Tractor Beams: 5
     Sensor Systems Class 4(+4/E)         
     Operations Systems Class 4(F)       
     Life Support Class 4 (F)
  Propulsion Data
     Impulse Engines: Borg Impulse Coil (.9c) (EE)   
     Warp Drive:       Borg Warp Coil (Warp 9.4 / 9.6 / 9.99) (EE)
     Transwarp Drive: Borg Transwarp Coil (Warp 9.9999) (F)
  Tactical
     Particle Beam 
   
           
   
   (x3/C)
   
                 
   
   
  Cutting Beam (x1/C)
  Penetration
  6 / 5 / 5 / 0 / 0
  Damage 5
     Photonic Missiles 
   
      
    (x2/C)
   
                 
   
   
  Deflector Shields
   
           
   
   FSR-2
   
   
  Penetration
  7 / 7 / 7 / 7 / 7
   
  Protection/Threshold
  17 / 5
  Miscellaneous
     Maneuver Modifiers +2 C, +1 H, +2 T   
     
     Traits:  Blind Luck: Transporters, Battle Scarred: Transporters
     The Borg exploratory sphere is a smaller alternative to the Borg cube designed for long range exploration 
  missions.  The sphere is fitted with both a conventional (for the Borg) warp drive to allow swift passage 
  through territories designated for exploration and a transwarp coil to allow it to reach distant areas of the 
  galaxy with comparative ease.
     In normal (Alpha Quadrant) terms, this vessel would be considered a scout-cruiser or light explorer, able to 
  reach distant locations quickly and to remain on station for extended periods.
  Special Notes:
     The cutting beam requires that the target vessel be locked in a tractor beam (and therefore at short or point 
  blank range).  The cutting beam removes a Size 1 section of hull (causing 5 points of damage).
     Borg transporters are not hampered by standard shield designs can can beam through them quickly and 
  easily.  
     At short range, the Borg may attempt a System Operations (Tactical) test with a TN equal to the target's 
  Protection +5.  If successful, the attack drains 3 points of shield strength per degree of success.  Once the 
  shields have collapsed, they may not be brought back up until the energy drain has been disabled or 
  destroyed.  Characters aboard the target vessel can attempt to bolster the shields as per the rules on pp 122-
  123 of the Narrator's Guide or by remodulating the shields (a TN 45) System Engineering (Tactical or Shields) 
  test.  
     The stats above reflect a fully operational exploratory sphere, which (fortunately) the crew has not 
  discovered.
     When discovered by the Covington (and then boarded by the crew of the Sakarya), Sphere 384-87 has 
  only 347 “live” drones remaining aboard and has suffered two blocks of damage to sensors and life support, 
  and three blocks of damage to her propulsion and shields.   Once reactivated, the Borg will immediately 
  begin repairs.
     One final note:  This Borg vessel was disabled well before the Enterprise's first encounter with the Borg or 
  the Battle of Wolf 359.  These Borg have not learned the lessons of those events or the subsequent 
  encounters with Hugh, Voyager or Species 8472, and their behavior should reflect this earlier mode of 
  thinking.  
  19
  
  Maps:
  Map #1
  Sector Map
            
   
             
   
             
   
   Speed
   
                 
   
             
   
             
   
   1 LY
   
       
   
             
   
             
   
             
   
   
  Standard Orbit
  112,499 years
  Full Impulse
  4.00 years
  Warp 1
  1.00 years
  Warp 2
  36.53 days
  Warp 3
  9.37 days
  Warp 4
  3.58 days
  Warp 5
  1.71 days
  Warp 6
  22.37 hours
  Warp 7
  13.37 hours
  Warp 8
  8.56 hours
  Warp 9
  5.78 hours
  Warp 9.2
  5.32 hours
  Warp 9.6
  4.59 hours
  Warp 9.9
  2.87 hours
  Warp 9.99
  1.11 hours
  Warp 9.9999
  2.64 minutes
  20
  
  Handouts:
  Handout #1:  Code Factor 1
  To: 
  Commanding Officer, U.S.S. Sakarya 
  From: Thol, Admiral, Commander, Starbase 153
  Re:
  New Orders
  ***Code Factor 1- 
  Captain's Eyes Only***
  Captain-
     Upon receipt of this transmission, you are ordered to abandon your current mission 
  regardless of status and proceed at best possible speed to the Devari Nebula, coordinates 187 
  mark 184 mark 293 (Section AA-10).  
     You will rendezvous en route with Federation fast courier U.S.S. Expedient for personnel 
  and material transfer.  Upon arrival at the Devari Nebula, you will rendezvous with (and 
  relieve on station) U.S.S. Covington, NCC- 213, and investigate theta radiation readings 
  emanating from the Devari Nebula. This theta radiation signature is consistent with Borg 
  activity.
     Per Starfleet regulations, you will take all necessary precautions to safeguard your vessel, 
  crew, and the security of the Federation.  Further, you will take steps to ensure that General 
  Order #6 is carried out as necessary to protect Starfleet security procedures and operational 
  protocols.
     Acquire as much information as prudently possible about any Borg activity this sector and 
  relay to Starfleet.
     This mission is classified Priority One, and supersedes all other assigned activities.
  God Speed and Good Hunting,
  Thol
  Handout #2:  Devari Nebula Profile
  Devari Nebula-  
     A large Class E (Gamma Eridani type) nebula, the ionized particle cloud interferes with 
  electronics, particularly subspace communications.  
     The nebula has a variable border and is approximately six light years long, two light years wide 
  and two light years deep.  The Devari Nebula is theorized to be comprised of seven zones of 
  variable activity (and shifting borders), becoming progressively worse the deeper one penetrates 
  into the nebula perimeter.  Zone 1, the area of lightest activity, forms an outer “ring” approximately 
  ½ light year deep.  No probe has survived or returned deeper than Zone 3, and no manned 
  missions have been authorized due to the nebula's position inside the Romulan Neutral Zone..
     The nebula is known to contain protostars and massive debris fields, and is considered a Type 3 
  stellar nursery.  
     Radiation spikes and plasma flares interfere with sensors and navigation, and pose a significant 
  risk to ships and personnel.  The nebula is considered impassible and is avoided by both military 
  and all civilian shipping.
  21
  
  Handout #3:  Captain's Log Supplement
  “Captain's Log, Supplemental  We have completed our rendezvous with the U.S.S. 
  Expedient, and have transferred one person (a Benzite Lieutenant named Barzan) and five 
  sealed crates of material. Sakarya has resumed course for the Devari Nebula.
     Lieutenant Barzan's service record is sparse, to say the least- he seems to have spent 
  nearly his entire career assigned to the research facility at Okori I.  
     The crew, Lieutenant Barzan, and I are now sitting down to a briefing about the mission- 
  and perils- ahead.  
  22
  
  Handout #4:  Target Analysis
  Sensor Scan:   
  Object Number S-69633
  Physical Dimensions: 420 meter diameter.  
  General Composition: Outer shell composed primarily of polyduranium, tritanium 
  and other alloys . 
  Atmosphere:
  Earth Standard 
  Hydrosphere:
  N/A
  Internal Temperature:  -2O Celsius
  Internal Humidity:
  83 %
  Life Signs:
  Indeterminate
  Organic Matter:
  Numerous Discrete traces
  Anomaly: Organic residue on outer hull consistent with 
  remains of a breed of nitrium metal parasites 
  discovered on I.K.S. Pagh in 2365.
  Power Sources:
  Numerous Discrete traces, unknown composition.
  Anomaly: Extremely low power levels consistent with stand-
  by/cold-iron operation.
  Emission Signatures:
  Numerous Low Level RF/Subspace transmissions detected-
  unable to classify/decode.
  Numerous Low Level Subspace fields- unable to classify.
  Anomaly: Low level Theta radiation signature consistent
  with Borg regeneration cycle.  
  Specific Mass:
  Approximately 5.5 million metric tons
  Classification:
  Borg Sphere
  Systems Analysis:
  Structural Integrity:
  88% nominal
  Weapons Systems: 
  Offline
  Shields:
  Offline
  Propulsion Systems:
  Indeterminate
  Sensors:
  Indeterminate
  Life Support:
  Indeterminate
  23
  
  Handout #5:  Energy Spikes
  Sensor Scan:   
  Object Number S-69633
  Physical Dimensions: 420 meter diameter.  
  General Composition: Outer shell composed primarily of polyduranium, tritanium 
  and other alloys . 
  Atmosphere:
  Earth Standard 
  Hydrosphere:
  N/A
  Internal Temperature:  7O Celsius and rising
  Internal Humidity:
  83 %
  Life Signs:
  Indeterminate
  Organic Matter:
  Numerous Discrete traces
  Anomaly: Organic residue on outer hull consistent with 
  remains of nitrium metal parasites discovered on 
  I.K.S. Pagh in 2365.
  Power Sources:
  Numerous Discrete traces, unknown composition.
  Anomaly: Power levels increasing, up 10% from initial scan. 
  Emission Signatures:
  Numerous Low Level RF/Subspace transmissions detected-
  unable to classify/decode.
  Numerous Low Level Subspace fields- unable to classify.
  Anomaly: Low-level internal force-field now active.
  Specific Mass:
  Approximately 5.5 million metric tons
  Classification:
  Borg Sphere
  Systems Analysis:
  Structural Integrity:
  88% nominal- Regenerating
  Weapons Systems: 
  Offline- Regenerating
  Shields:
  Online- Regenerating
  Propulsion Systems:
  Online- Regenerating
  Sensors:
  Online- Regenerating
  Life Support:
  Offline- Regenerating
  24
  
  USS 
   
   Sakarya
   
    Senior Staff
   
   
    Position              
   
       
   
             
   
   Name  
   
             
   
             
   
   Species       
   
      
    Rank
   
   
  Commanding Officer   
  Aydin ab Reis
  Human 
  Captain
  Executive Officer 
  Victoria Loch
  Human
  Commander
  Tactical Actions Officer
  Prin Ajan “A.J.”
  Bajoran
  Lt. Commander
  Chief Engineer         
  Choda
  Tellarite
  Lieutenant
  Chief Science/Ops Officer
  T'Var
  Vulcan
  Lieutenant
  Conn Officer
  Thrax
  Denobulan
  Lieutenant, JG
  Chief Medical Officer    
  Dr. Paul Featherstone Human   
  Lieutenant
  Captain Aydın ab Reis
  C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and 
  enterprising officer, but is also highly self-disciplined.  He carries himself with both reserve 
  and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties 
  and responsibilities he bears.  His code of honor can be best described as noblesse oblige- 
  “noble ancestry constrains to honorable behavior; privilege entails to responsibility". 
     Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he 
  has chosen the hard, disciplined road- and maintains his footing through sheer immovable 
  integrity and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such 
  friends unto death.  
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with rigid standards of honor and conduct.  On the one hand, ab Reis is plain 
  spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation.  On 
  the other, he seldom shares his mind with others and plays his cards very close to the vest.  
  He can be very warm and approving when he chooses to be- and conversely, does not need 
  words to make his disapproval and disappointment plain.  He demands the very best from his 
  officers- and they work hard not to disappoint his trust in them.
     Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts 
  her- and knows he can depend upon her more than anyone else aboard.
     Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and 
  determination.  He is a man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Renown: 26 (-5) TN: 10
  Note: ab Reis is noted as being formal, even stand-offish, 
  and occasionally arrogant.
  Commander Victoria Loch
  X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest 
  individuals aboard the Sakarya- a fact not lost on her captain.  Loch came up in Operations, 
  and has an Eidetic memory.  She also has a keen sense of spatial awareness and can keep 
  track of a thousand tiny details- an essential talent in operating and managing a starship.  
   
     Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in 
  order to allow the Captain to concentrate on the mission at hand.  If she were permitted, Loch 
  would be both quiet and introspective- luxuries her duties do not normally permit her.  Loch 
  trusts Captain ab Reis completely- though she occasionally curses his name for keeping his 
  own counsel and “drafting” her as his Executive Officer.
  Lieutenant Commander Prin Ajan
  Tactical Actions Officer, U.S.S. Sakarya.  The ship's chief weapons officer and head of 
  security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III.  
  Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- 
  by a group of Bajoran militants- which turned out to be something of a blessing as the 
  colony was beset both by natural predators and occasionally by the Jem'Hadar and other 
  Gamma Quadrant predators.  
     
  25
  
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 237X and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Lieutenant Choda
  Chief Engineering Officer, U.S.S. Sakarya.  Short, portly, cheerful, loud, and occasionally 
  obnoxious, Choda runs her engineroom with clock-work regularity and precision.  Despite 
  being a perfectionist and occasionally a driven taskmaster, Choda loves puzzles and 
  equipment and despises the unknown with a passion.  While Choda can be argumentative 
  on a point of engineering process and procedure, she is more prone to loud and friendly 
  banter than to serious disagreement.  
  Lieutenant T'Var
  Chief Science Officer/Ops Officer, U.S.S. Sakarya.  T'Var is a typical Vulcan- calm, rational, 
  logical, and dedicated.  Believing that her scientific career lacked diversity and field 
  experience, the logical course of action was clear.  T'Var joined Starfleet and after 
  commissioning shipped out on the Starship Ilan Ramon.  After her second deep-space tour, 
  Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya.  
     Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially 
  when working to solve a scientific puzzle.  According to ship's legend, Thrax timed T'Var and 
  discovered that she did not say a word to a single person for 56.4 hours straight.  T'Var herself 
  has no comment, save that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Lieutenant Junior Grade Thrax
  Conn Officer, U.S.S. Sakarya.  Thrax is Sakarya's resident “space cadet”.  Young, cheerful, 
  gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity.  As the 
  youngest member of Sakarya's bridge crew, he often feels like the center of attention- that 
  everyone is watching- and as a result, takes his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Doctor Paul Featherstone
  Chief Medical Officer, U.S.S. Sakarya.  Tall, rail-thin, slightly fussy, and undoubtedly brilliant, 
  Doctor Featherstone is, at heart, a researcher.  He much prefers tissue cultures and biological 
  samples to people, and much prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).
  26
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Aydin ab Reis
  Age:
  42
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Antalya Colony
  Hair:
  Black 
  Rank:
  Captain
  Current Assignment:
  Commanding Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Aydin ab Reis is a young and enterprising captain of eight years experience.  He is highly 
  self-disciplined and carries himself with a keen awareness of his duties and responsibilities.   
     Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific)  
  and grew up with a keen sense of noblesse oblige- “noble ancestry constrains to honorable 
  behavior; privilege entails to responsibility". 
     Tall, thin, handsome, and dark, ab Reis moves with quiet power and determination.  He is a 
  man to be rekoned with and wastes neither words nor actions.
     Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian 
  Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like.
  Psychological Profile: 
     Captain ab Reis adheres to a strict philosophy of personal austerity and honor- he has 
  chosen a hard, disciplined road- and maintains his footing through sheer immovable integrity 
  and iron will.  Aydin ab Reis does not make close friends easily, but is loyal to such friends 
  unto death.  
     Aydin ab Reis is usually plain spoken and sometimes blunt, preferring the unvarnished truth 
  to diplomatic equivocation.  On the other hand, he seldom shares his mind with others and 
  plays his cards very close to the vest.  He can be very warm and approving when he chooses- 
  and conversely, does not need words to make his disapproval and disappointment plain.  He 
  demands the very best from his officers- and they work hard not to disappoint his trust in 
  them.  Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and 
  trusts her- and knows he can depend upon her more than anyone else aboard.
  Attributes
  Str    7 (+0)
  Agl   7 (+0)
  Int 10 (+2)*   Vit 10 (+2)   Prs  9(+1)*  Per 7 (+0)
  Quickness +0    Savvy +1
  Stamina +2
  Willpower +4*  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 10  Renown: 25   Advancements: 25
  Initiative:   +0
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Armed Combat-Simple Wpns AGL
  +0
  +7
  +7
  Athletics
  STR
  +0
  +6
  +6
  ( Ride Horses )
  Computer Use
  INT 
  +2
  +7
  +9
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +7
  +9
  ( Federation )
  First Aid
  INT
  +2
  +3
  +5
  Inquire  
  PRS 
  +1
  +5
  +6
  ( Research )
  Investigate  
  PER 
  +0
  +4
  +4
  27
  
  Knowledge:Culture  
  INT 
  +2
  +5
  +7
  ( Human )
  Knowledge:History  
  INT 
  +2
  +5
  +7
  ( Federation )
  Knowledge:Politics
  INT 
  +2
  +4
  +6
  ( Antalya Tribal Politics )
  Knowledge:Specific World 
  INT
  +2
  +5
  +6
  ( Antalya IV, Earth )
  Language- Arabic
  INT 
  +2
  +4
  +6
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Negotiate
  INT
  +2
  +5
  +7
  Observe
  PER
  +0
  +4
  +4
  Persuade
  PRS
  +1
  +5
  +6
  Ranged Combat:Energy 
  AGL
  +0
  +7
  +7
  ( Phaser, Phaser Rifle )
  Repair 
  INT 
  +2
  +5
  +7
  Social Science
  INT 
  +2
  +4
  +6
  Survival
  PER
  +0
  +6
  +6
  ( Desert )
  System Operation  
  INT 
  +2
  +7
  +9
  ( Command, Ops, Tactical )
  Tactics
  INT
  +2
  +7
  +9
  ( Cardassian, Orion, Romulan, Space )
  Unarmed Combat  
  AGL 
  +0
  +6
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Commanding Presence: Commanding officers stick to their guns in tense situations. When making 
  a Willpower reaction test, Captain ab Reis rolls an extra die (3d6) and keeps the higher of 
  the two rolls.
  Fighting Captain: If Captain ab Reis is on the bridge during combat, Sakarya receives a +2 to all 
  Command Maneuvers.
  Fire Control Officer: If Captain ab Reis is in command, acting as Exec, or at Tactical during 
  combat, Sakarya receives a +2 to all Tactical Maneuvers
  Starship Duty: Captain ab Reis meets all the prerequisites for his post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Captain ab Reis how best to navigate the
  Starfleet bureaucracy.  Captain ab Reis receives a +4 bonus to Administration (Starfleet) tests.
  Will To Survive:  When Captain ab Reis makes a Survival test on a planetary surface, he gains a +3 
  bonus (equal to ½ his Athletics skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Captain ab Reis a +2 bonus to his Willpower reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Ally (Antalya Royal Family:  In dire circumstances, Captain ab Reis can ask his family for 
  assistance (subject to a Negotiate,Influence, Persuade, or Inquire test and the Narrator's 
  discretion).  
  Bold: When Captain ab Reis spends a Courage point on a Physical test, he gains +5 bonus instead 
  of the usual +3.
  Command 2:  Captain ab Reis is fully qualified for command of a starship. 
  Competitive:  Captain ab Reis gains a +1 to all opposed tests. 
  Promotion 5:  Aydin ab Reis holds the rank of Captain in Starfleet. 
  28
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Victoria Loch
  Age:
  38
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Female
  Eyes:
  Green
  Hair:
  Blonde
  Rank:
  Commander
  Current Assignment:
  Executive Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Commander Victoria Loch is- hands down- one of the brightest individuals aboard the 
  Sakarya- a fact not lost on her captain.  Loch came up in Operations, and has an eidetic 
  memory.  She also has a keen sense of situationial awareness and can keep track of a thousand 
  tiny details- an essential talent in operating and managing a starship.  Loch's job as Executive 
  Officer is to keep the ship and crew operating at peak capacity in order to allow the Captain 
  to concentrate on the mission at hand.  
  Psychological Profile: 
     If she were permitted, Loch would be both quiet and introspective- luxuries her duties do 
  not normally permit her.  In order to keep the crew functioning efficiently, Loch must be 
  involved and engaged, projecting just the right mix of encouragement, discipline, and 
  scolding to get the job done.
     Loch trusts Captain ab Reis completely- though she occasionally curses his name for keeping 
  his own counsel and “drafting” her as his Executive Officer. 
  Attributes
  Str    6 (+0)
  Agl   7 (+0)*
  Int 12 (+3)   Vit  9 (+1)   Prs  7(+0)*  Per 11 (+2)*
  Quickness +4    Savvy +2*
  Stamina +0
  Willpower +3  
  Miscellaneous Scores
  Defense:   7
  Courage: 4         Health: 9   Renown: 16   Advancements: 20
  Initiative:   +4
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR
  +0
  +3
  +3
  Computer Use
  INT 
  +3
  +7
  +10
  ( Retrieve ) 
  Enterprise-Administration
  INT 
  +3
  +5
  +8
  ( Federation )
  First Aid
  INT
  +3
  +4
  +7
  Inquire  
  PRS 
  +0
  +5
  +5
  ( Research )
  Knowledge:Culture  
  INT 
  +3
  +4
  +7
  ( Human )
  Knowledge:History  
  INT 
  +3
  +5
  +8
  ( Federation )
  Knowledge:Specific World 
  INT
  +3
  +4
  +7
  ( Earth )
  Knowledge:Trivia
  INT 
  +3
  +5
  +8
  ( Terran Poetry )
  Language- Fed Standard  
  INT 
  +3
  +5
  +8
  Language- Vulcan
  INT 
  +3
  +4
  +7
  29
  
  Negotiate
  INT
  +3
  +5
  +8
  Observe
  PER
  +2
  +5
  +7
  Persuade
  PRS
  +3
  +6
  +9
  Ranged Combat:Energy 
  AGL
  +0
  +5
  +5
  Repair 
  INT 
  +3
  +6
  +9
  System Engineering
  INT
  +3
  +7
  +10
  (ElectroPlasma Systems)
  System Operation  
  INT 
  +3
  +7
  +10
  ( Operations Management )
  Tactics
  INT
  +3
  +5
  +8
  ( Space )
  Unarmed Combat  
  AGL 
  +0
  +7
  +7
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Command: Commander Loch may coordinate the efforts of her crew and increase their efficiency 
  by making a TN 15 Persuade check (TN is 15 +1 per officer affected).  A success doubles the 
  contribution made by supporting characters in combined tests.  
  Cross-Trained: When performing the professional skill of another officer, Victoria may add +3 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier.  
  Level Headed: When performing any professional skill at her shipboard station, Loch ignores all
  test penalties from distraction. 
  Starship Duty: Commander Loch meets all the prerequisites for her post aboard Sakarya.
  Starship/Starbase Protocols:  Long experience has taught Commander Loch how best to navigate 
  the Starfleet bureaucracy.  Commander Loch receives a +4 bonus to Administration (Starfleet) 
  tests.
  Station Proficiency: Commander Loch has trained ruthlessly to qualify with every bridge system.
  Once per game session, Victoria may reroll one System Operation skill test and keep the 
  better of the two results. 
  Systems Technician:  Commander Loch knows her duty station inside and out.  When making 
  System Engineering tests to repair her console, Victoria gains a +4 affinity bonus (half her 
  Computer Use skill level).  
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Commander Loch a +2 bonus to her Quickness reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 2:  Loch is assigned as the Executive Officer of a starship, and is fully qualified for 
  command. 
  Coordinator: Victoria has a natural affinity for organizing groups and harnessing them to her goals. 
  She doubles the bonus for additional participants when leading combined tests. This edge 
  stacks with Command Professional Ability, above.
  Eidetic Memory: In academic tests with a TN greater than 5, Victoria receives a +2 bonus. 
  Multitasking:  Victoria has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 4:  Loch holds the rank of Commander in Starfleet. 
  Zero-G Trained:  Victoria has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  30
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Prin Ajan “A.J.”
  Age:
  28
  Species
  Bajoran
  Homeworld:
  Casos III Colony
  Gender:
  Male
  Eyes:
  Hazel
  Hair:
  Brown
  Rank:
  Lieutenant Commander
  Current Assignment:
  Tactical Actions Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up 
  on the Bajoran colony world of Cosas III.  Remote and isolated in the Gamma Quadrant, 
  Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out 
  to be something of a blessing as the colony was beset both by natural predators and 
  occasionally by the Jem'Hadar and other Gamma Quadrant predators.  
     
     Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self-
  reliance, and a deep suspicions of outsiders at his elders' knees.  At age 14, Ajan shipped 
  out with one of the few traders who supplied Cosas III- though he turned out to be more 
  pirate and mercenary than merchant.  After several trips running the blockades between 
  Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- 
  Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by 
  the U.S.S. Copeland.  As Prin's injuries healed, the Copeland's CO saw potential in the 
  young man and sponsored him for Starfleet Academy.  
  Psychological Profile: 
     Prin projects a friendly and easy-going manner- a velvet glove over a core of steel.  He is 
  both proud of his accomplishments and his origins- though is more than a little reticent to 
  discuss his youth or his tenure as a blockade runner.   
     Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize 
  the will of the Prophets with his Starfleet duties.  He is by no means a pacifist and will kill 
  swiftly and efficiently if his duties require it.  
     Prin tends to watch everyone and everything carefully.  He prefers to wait and watch- and  
  watch some more.  Prin know that people will reveal their true thoughts and intentions more 
  often in subtle ways than with their words.
  Attributes
  Str    6 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)*
  Quickness +1*   Savvy +2
  Stamina +2
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 12   Advancements: 12
  Initiative:   +3
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +4
  +1
  +5
  Computer Use
  INT 
  +2
  +5
  +7
  ( Retrieve) 
  31
  
  Craft
  INT
  +2
  +2
  +1
  +5
  Enterprise- Streetwise
  INT
  +2
  +4
  +6
  Influence  
  PRS 
  +0
  +3
  +3
  Inquire  
  PRS 
  +0
  +3
  +3
  Investigate
  PER
  +2
  +6
  +1
  +9
  Knowledge: Politics
  INT 
  +2
  +2
  +4
  Knowledge: Religion
  INT
  +2
  +2
  +4
  ( Path of the Prophets )
  Knowledge: Culture  
  INT 
  +2
  +5
  +7
  ( Bajoran )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Bajoran )
  Knowledge: Specific World 
  INT
  +2
  +3
  +5
  ( Cosas III )
  Language- Fed Standard  
  INT 
  +2
  +4
  +6
  Language- Bajoran
  INT 
  +2
  +3
  +5
  Observe
  PER
  +2
  +5
  +1
  +8
  Ranged Combat:Energy 
  AGL
  +1
  +7
  +1
  +9
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Sleight of Hand
  AGL
  +1
  +1
  +1
  +3
  System Operation  
  INT 
  +2
  +7
  +1
  +10
  ( Tactical )
  Tactics
  INT
  +2
  +3
  +5
  ( Space )
  Unarmed Combat  
  AGL 
  +1
  +7
  +1
  +9
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Fire Control Officer: If “A.J.” is in command, acting as Exec, or at Tactical during combat, Sakarya
  receives a +2 to all Tactical Maneuvers
  Physically Fit:  Prin has driven himself to the peak of human physical perfection- whenever he 
  makes a Strength or Vitality attribute test or an Athletics skill test, he doubles the bonus 
  conferred by the key attribute (to +4).  When he received this ability, Prin also increased 
  his Stamina reaction by +1.
  Responsive:  Prin has learned to respond faster than normal officers to various threats- during 
  combat actions, he may take one additional combat action per turn (a total of three actions) 
  without suffering the multiple action penalties.
  Starship Duty: Lieutenant Commander Prin meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Artistic:  Bajorans are generally artistic and gain a +1 Craft skill at character creation
  Faithful:  Religion permeates Bajoran society, and every Bajoran gains a +2 Knowledge- Religion at 
  character creation.
  Pagh:  So long as they are living the path of the Prophets, Bajorans gain a +1 Courage.
  Edges/ Flaws: 
  Alert: Prin has schooled himself to be alert for- and to react quickly to- danger.  He gains a +2 to 
  all Initiative tests. 
  Command 1:  Prin is assigned as a Department Head aboard the Sakarya.  
  Promotion 3:  Prin holds the rank of Lieutenant Commander in Starfleet. 
  Fit: Prin is in great physical shape and receives a +1 to all Physical tests.
  Suit Trained:  Prin has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Zero-G Trained:  Prin has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  32
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Choda
  Age:
  39
  Species
  Tellarite
  Homeworld:
  Tellar
  Gender:
  Female
  Eyes:
  Black
  Hair:
  Orange-Brown
  Rank:
  Lieutenant
  Current Assignment:
  Chief Engineering Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Short, portly, cheerful, loud, and occasionally obnoxious, Choda runs her engineroom with 
  clock-work regularity and precision.  She is, at heart, a craftsman, an artist, a perfectionist, 
  and occasionally a driven taskmaster.  Choda has longed to serve in Starfleet since her earliest 
  memories,  and cut her teeth on a variety of engineering projects throughout the Alpha 
  Quadrant.  She has no ambition to be anywhere but the engineroom of a starship.
  Psychological Profile: 
     Choda loves puzzles and equipment and has a hard time fighting the impulse to tinker, 
  tweak, and adjust any machine that isn't quite “right”- whether or not that equipment belongs 
  to her.   Choda despises the unknown with a passion- one of her favorite mantras is “What 
  you don't understand can kill you.”  
     While Choda can be argumentative on a point of engineering process and procedure, she is 
  more prone to loud and friendly banter than to serious disagreement.  Off duty, Choda enjoys 
  complex games such as kal-toh and has developed a fondness for a variety of ethanol 
  products.  She fancies herself quite the connoisier, though always in moderation.  
  Attributes
  Str    9 (+1)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  8 (+1)   Prs  10(+2)*  Per 5 (+0)
  Quickness +1    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 3         Health: 9   Renown: 10   Advancements: 14
  Initiative:   +1
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics  
  STR 
  +1
  +1
  +2
  Computer Use
  INT 
  +2
  +6
  +1
  +9
  ( Electronic ) 
  Construct  
  INT 
  +2
  +5
  +2
  +9
  ( Research )
  Demolitions
  INT
  +2
  +6
  +8
  Gaming
  INT
  +2
  +4
  +6
  Knowledge: Culture  
  INT 
  +2
  +3
  +1
  +6
  ( Tellarite )
  Knowledge: History  
  INT 
  +2
  +5
  +1
  +8
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Rigel IV )
  Knowledge: Trivia
  INT
  +2
  +2
  +1
  +5
  ( Alcoholic Beverages )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  33
  
  Language- Tellarite
  INT 
  +2
  +4
  +1
  +7
  Language- Vulcan
  INT
  +2
  +3
  +1
  +6
  Observe
  PER
  +0
  +5
  +5
  Physical Science
  INT 
  +2
  +5
  +1
  +8
  ( Physics, Mathematics )
  Propulsion Engineering
  INT
  +2
  +7
  +1
  +10
  ( Warp Drive )
  Ranged Combat:Energy 
  AGL
  +1
  +6
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +6
  +1
  +9
  Structural Engineering
  PRS
  +2
  +6
  +1
  +9
  (Spaceframes )
  Survival
  PER
  +0
  +3
  +3
  System Engineering
  INT
  +2
  +7
  +1
  +10
  (EPS Grid, Transporter )
  System Operation  
  INT 
  +2
  +6
  +8
  Unarmed Combat  
  AGL 
  +1
  +4
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. 
  Fix-It: Having spent many hours tearing apart the Sakarya's systems, Choda has learned how to 
  repair them as well.  She now knows all of the Repair skill specializations.  
  Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including 
  Extended tests) Choda may take the action in half the base time.  
  Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya.
  Species Abilities:
  Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they 
  were one level less fatigued then they actually are.  
  Bonus Edge: Meticulous:  Tellarites gain a cumulative +1 per round in extended tests.  
  Bonus Edge: Skill Focus (Exhaustive):  Tellarites gain a +2 species bonus to Inquire and Persuade 
  (Debate) tests.  
  Pig-Headed:  Tellarites single-mindedness often makes them seem indifferent or difficult.  They 
  suffer a -2 to Influence tests.  
  Poison Resistance:  Tellarites gain a +4 Stamina reaction to resist the effects of poisons.  
  Stubborn: Tellarites tend to be single-minded to a fault.  A Tellarite who enters an argument 
  favoring a particular position must spend a Courage point to back down from that position. 
  Edges/ Flaws: 
  Command 1:  Choda is assigned as a department head aboard the starship Sakarya.
  Multitasking:  Choda has learned to handle several problems at once- and may perform full-round 
  actions as two actions instead (allowing additional actions at the standard -5 penalty).
  Promotion 2:  Choda holds the rank of Lieutenant in Starfleet. 
  Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. 
  Suit Trained:  Choda has spent a great deal of time in environmental suits, and no longer suffers the 
  -2 penalty they impose. 
  Thinker: Choda receives a +1 to all Academic tests.
  Zero-G Trained:  Choda has been trained for work in zero gravity, and ignores any penalties from 
  operating in zero-g.  
  34
  
  Starfleet Bureau of Personnel
  Starfleet Command
  T'Var
  Age:
  40
  Species
  Vulcan
  Homeworld:
  Vulcan
  Gender:
  Female
  Eyes:
  Brown
  Hair:
  Black
  Rank:
  Lieutenant
  Current Assignment:
  Chief Operations/Science Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     T'Var spent ten researchs as a researcher with the Vulcan Science Academy.  Believing that 
  her scientific career lacked diversity and field experience, the logical course of action was 
  clear.  T'Var joined Starfleet and after commissioning, shipped out on the U.S.S. Ilan Ramon.  
  After her second deep-space tour, Captain ab Reis tapped her to become his Chief of 
  Operations aboard the Sakarya.  
  Psychological Profile: 
     T'Var is a typical Vulcan- calm, rational, logical, and dedicated.  Even absent her Vulcan 
  conditioning, T'Var tends to be quiet and introspective- especially when working to solve a 
  scientific puzzle.  According to ship's legend, Thrax timed T'Var and discovered that she did 
  not say a word to a single person for 56.4 hours straight.  T'Var herself has no comment, save 
  that “idle banter is illogical”.
     Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates.  If 
  pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned 
  down three transfer offers- including a position with the Daystrom Institute.
  Attributes
  Str    8 (+1)
  Agl   7 (+0)
  Int 11 (+2)*   Vit  9 (+1)   Prs  7(+0)  Per 10 (+2)  Psi 4 (+0)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   7
  Courage: 3         Health: 10  Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Athletics
  STR 
  +1
  +3
  +1
  +5
  ( Climbing )
  Computer Use
  INT 
  +2
  +5
  +1
  +8
  ( Retrieve) 
  Enterprise-Administration
  INT 
  +2
  +3
  +1
  +6
  ( Starbase )
  Influence  
  PRS 
  +2
  +3
  +5
  Investigate
  PER
  +2
  +5
  +1
  +8
  Knowledge: Culture  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: History  
  INT 
  +2
  +4
  +1
  +7
  ( Vulcan )
  Knowledge: Religion
  INT
  +2
  +2
  +1
  +5
  ( Vulcan )
  Knowledge: Specific World 
  INT
  +2
  +3
  +1
  +6
  ( Earth, Vulcan )
  Language- Fed Standard  
  INT 
  +2
  +3
  +1
  +6
  35
  
  Language- Vulcan
  INT 
  +2
  +4
  +1
  +7
  Life Science
  INT
  +2
  +5
  +1
  +8
  ( Biology )
  Mind Meld
  PSI
  +0
  +4
  +4
  Negotiate
  INT
  +2
  +2
  +4
  Observe
  PER
  +2
  +3
  +1
  +6
  ( Listen )
  Persuade
  PRS
  +0
  +3
  +3
  Physical Science
  INT
  +2
  +5
  +1
  +8
  ( Physics )
  Planetary Science
  INT
  +2
  +5
  +1
  +8
  ( Geology )
  Ranged Combat:Energy 
  AGL
  +1
  +5
  +1
  +7
  ( Phaser )
  Repair 
  INT 
  +2
  +5
  +1
  +8
  Space Science
  INT
  +2
  +6
  +1
  +9
  ( Astrophysics )
  System Engineering
  INT
  +2
  +4
  +1
  +7
  ( EPS Grid )
  System Operation  
  INT 
  +2
  +6
  +1
  +9
  ( Ops, Sensors )
  Unarmed Combat  
  AGL 
  +1
  +3
  +1
  +5
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Cross-Trained: When performing the professional skill of another officer, T'Var may add +2 (her 
  Intellect modifier) to the test.  For Intellect-based tests, this amounts to doubling the modifier. 
  Journeyman:Lieutenant T'Var can use all the Science group skills untrained.  
  Field Research: When making an Investigate test to explore a new phenomenon, T'Var gains an 
  affinity bonus equal to ½ her level in the appropriate skill level.
  Level Headed: When performing any professional skill at her shipboard station, T'Var ignores all
  test penalties from distraction. 
  Ops Manager: When acting as Operations Officer at the beginning of a session, T'Var may 
  designate one system as “mission critical”.  All System Operation tests made on that 
  specialization receive a +1 bonus for the duration of the session.
  Scientific Protocols:  T'Var has been trained in how to investigate scientific phenomenon safely. 
  Whenever an Observe or Investigate test will endanger either herself or the crew directly, she 
  may automatically make a TN 10 test against the appropriate Science skill to realize the 
  danger.
  Starship Duty: T'Var meets all the prerequisites for her post aboard Sakarya.
  Station Proficiency: Lieutenant T'Var has trained ruthlessly to qualify with every bridge system.
  Once per game session, T'Var may reroll one System Operation skill test and keep the better of 
  the two results. 
  Species Abilities:
  Enhanced Rapid Healing: Once per day, T'Var may enter a healing trance (pg 49), and recover a 
  number of wound points equal to her Vitality modifier,
  Mind Meld: With physical contact, T'Var has the ability to telepathically join her mind to another. 
  Nerve Pinch: T'Var may stun an opponent for 2d6 rounds by making an Unarmed Combat skill 
  test. If the victim knows what she is attempting, T'Var suffers a -5 penalty to the test.
  Psionic: T'Var has telepathic mental abilities. 
  Skill Focus (Keen Hearing): T'Var receives a +4 bonus to Observe (Listen) tests. 
  Edges/ Flaws: 
  Command 1:  T'Var is assigned as a department head aboard the Sakarya.  
  Coordinator: T'Var has a natural affinity for organizing groups and harnessing them to her goals.  
  She doubles the bonus for additional participants when leading combined tests. 
  Fit: T'Var is in great physical shape and receives a +1 to all Physical tests.
  Promotion 2:  T'Var holds the rank of Lieutenant in Starfleet. 
  Thinker: T'Var receives a +1 to all Academic tests.
  36
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Thrax
  Age:
  28
  Species
  Human
  Homeworld:
  Earth
  Gender:
  Male
  Eyes:
  Grey
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant, Junior Grade
  Current Assignment:
  Conn Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Lieutenant Junior Grade Thrax is a Starfleet officer on his first deep-space posting.  His 
  previous assignment was a customs enforcment patrol out of Deep Space Five.  
     Thrax spent his youth bumming around on his family's tramp freighter, learning the ins and 
  outs of the Alpha Quadrant and getting a lot of hands-on experience in a variety of ships, 
  vehicles, and small craft.
  Psychological Profile: 
     Thrax is Sakarya's resident “space cadet”.  Young, cheerful, gregarious, and enthusiastic, 
  he is governed by an unbridled enthusiasm and curiosity.  As the youngest member of 
  Sakarya's bridge crew, he often feels like the center of attention- that everyone is watching- 
  and overcompensates by taking his job very, very seriously.  
     Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he 
  seeks to surround himself with friends and acquaintances.  He is interested in a wide variety of 
  sports and physical activities, but is more dilettante than devotee- he lacks the devotion and 
  discipline needed to truly excel at any given sport.  
  Attributes
  Str    7 (+0)
  Agl   10 (+2)* Int 10 (+2)*   Vit  8 (+1)   Prs  8(+1)  Per 9 (+1)
  Quickness +2* 
     Savvy +1
  Stamina +1
  Willpower +2  
  Miscellaneous Scores
  Defense:   9
  Courage: 3         Health: 8   Renown: 5   
  Advancements: 7
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Appraise
  INT
  +2
  +1
  +3
  Athletics
  STR
  +0
  +3
  +1
  +4
  Computer Use
  INT 
  +2
  +4
  +6
  ( Retrieve) 
  Knowledge: Culture  
  INT 
  +2
  +3
  +5
  ( Denobulan )
  Knowledge: History  
  INT 
  +2
  +3
  +5
  ( Federation )
  Knowledge: Specific World 
  INT
  +2
  +6
  +8
  ( Rigel IV )
  Language- Denobulan
  INT
  +2
  +3
  +5
  Language- Fed Standard  
  INT 
  +2
  +3
  +5
  Language- Orion
  INT 
  +2
  +2
  +4
  Operate Veh.- Arch. Aircraft
  INT
  +2
  +3
  +1
  +6
  37
  
  Operate Vehicle- Motorcraft
  INT
  +2
  +2
  +1
  +5
  Operate Vehicle- Sailcraft
  INT
  +2
  +2
  +1
  +5
  Persuade
  PRS
  +2
  +2
  +4
  Ranged Combat:Energy 
  AGL
  +1
  +4
  +1
  +6
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  +1
  +7
  Space Science
  INT
  +2
  +9
  +11
  ( Astrogation )
  Survival
  PER
  +1
  +2
  +1
  +4
  System Engineering
  INT
  +2
  +2
  +1
  +5
  ( Flight Control ) 
  System Operation  
  INT 
  +2
  +5
  +1
  +8
  ( Flight Control )
  Unarmed Combat  
  AGL 
  +1
  +4
  +1
  +6
  ( Starfleet Martial Arts )
  Professional Abilities:  
  Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers.   
  Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya.
  Surfing Space-Time:  By making a TN 20 Space Science (Astrogation) test, Thrax can plot an 
  exceptionally tight course which allows Sakarya to arrive at her destination as though she 
  had been traveling at maxim speed- without exceeding her sustainable maximum speed.   
  Species Abilities:
  Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to 
  five meters per round.
  Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. 
  However, such experiences are considered to be safe and natural ways of releasing nervous 
  energy.
  Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle.  Instead, 
  they hibernate for a full six days per year, although some can reduce this period time by 
  various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on 
  pages 95-96 of the Narrator’s Guide. 
  Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations.  Some 
  technology, like Borg nanoprobes, also has a delayed effect on them.
  Edges/ Flaws: 
  Command 1:  Thrax is assigned as a department head aboard the Sakarya.  
  Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom 
  surprise him.  He gains +2 to Social tests involving species other than his own.
  Fit: Thrax receives a +1 to all Physical tests.
  Promotion 1:  Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 
  38
  
  Starfleet Bureau of Personnel
  Starfleet Command
  Paul Featherstone, MD
  Age:
  39
  Gender:
  Male
  Species
  Human
  Eyes:
  Grey
  Homeworld:
  Earth
  Hair:
  Salt and Pepper ( Grey and Black )
  Rank:
  Lieutenant
  Current Assignment:
  Chief Medical Officer, U.S.S. Sakarya, NCC-52143
  Profile/History:
     Tall, rail-thin, slightly fussy, and undoubtedly brilliant, Doctor Featherstone is, at heart, a 
  researcher.  He much prefers tissue cultures and biological samples to people, and much 
  prefers a quiet laboratory all to himself.  
     Featherstone would have gotten his way, too, had he not insulted and humiliated his last 
  C.O. over what was (ultimately) a minor difference of opinion.  In a fit of pique, Featherstone 
  reprogrammed the station's computers to bombard his superior with irritating and infuriating 
  messages and visuals.  This might have been overlooked had the incident not coincided with 
  an inspection by the Chief of Starfleet Medical.  
     Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, 
  Admiral Blackburn assigned the good doctor the first deep-space assignment available- the 
  Starship Sakarya.  
  Psychological Profile: 
     Featherstone is brilliant- a gifted and prolific researcher- but he has poor people skills and 
  can be stubborn, rude, petulant, childish, and even insubordinate.  He is almost critically 
  underweight because research is more enthralling than eating.
     Featherstone is leery of Captain ab Reis and Lieutenant Prin (his career lies in the Captain's 
  hands while Lieutenant Prin might... hurt him).  Conversely, Featherstone has a love/hate 
  relationship with Commander Loch- she is unquestionably brilliant and beautiful, but she's 
  also continually interrupting his research to make sure sick bay is run correctly (and not 
  merely left in the hands of his nurses and other doctors).  Featherstone deeply respects T'Var's 
  intellectual discipline (and research background)- but most of the remaining officers and crew 
  are tolerated, at best.
     Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna 
  who loves to hear his praises spoken (a lot like the Voyager EMH).  
  Attributes
  Str    7 (+0)
  Agl   8 (+1)
  Int 10 (+2)*   Vit  9 (+1)   Prs  6(+0)  Per 10 (+2)*
  Quickness +2    Savvy +2
  Stamina +1*
  Willpower +2  
  Miscellaneous Scores
  Defense:   8
  Courage: 4         Health: 9   Renown: 10   Advancements: 15
  Initiative:   +2
  Skills:
  Skill Name
  Attr
  Mod
  Level
  Misc
  Total
  Specializations
  Computer Use
  INT 
  +2
  +6
  ( Retrieve) 
  Construct
  INT
  +2
  +4
  First Aid
  INT
  +2
  +6
  Knowledge: Culture  
  INT 
  +2
  +4
  ( Human )
  Knowledge: History  
  INT 
  +2
  +5
  ( Federation )
  39
  
  Knowledge: Law
  INT
  +2
  +2
  ( Medical Ethics )
  Knowledge: Specific World 
  INT
  +2
  +4
  ( Earth )
  Language- Fed Standard  
  INT 
  +2
  +5
  Language- Vulcan
  INT 
  +2
  +4
  Life Science
  INT
  +2
  +7
  ( Biology, Exobiology, Biotechnology )
  Medicine
  INT
  +2
  +8
  +2
  Observe
  PER
  +2
  +3
  Persuade
  PRS
  +2
  +4
  Physical Science
  INT
  +2
  +7
  ( Chemistry )
  Ranged Combat:Energy 
  AGL
  +1
  +3
  ( Phaser )
  Repair 
  INT 
  +2
  +4
  System Engineering
  INT
  +2
  +2
  System Operation  
  INT 
  +2
  +5
  ( Command )
  Professional Abilities:  
  Computer Whiz:  Doctor Featherstone knows his way around computer systems, performing 
  System Operation or Computer Use skills (including Extended tests) in half the base time.
  Diagnosis:  Doctor Featherstone has received special training in diagnosing alien diseases and 
  toxins.  Whenever Featherstone makes a Medicine test to identify an alien pathogen or 
  disease, he gains an affinity bonus equal to half his Investigate skill (rounded up).  If 
  successful, Medicine tests to treat the disease receive a bonus based on the degree of success 
  of the diagnosis roll.
  Focus: Doctor Featherstone knows how to concentrate on the task at hand- and may ignore all 
  circumstance penalties from distractions.
  General Medicine:  Doctor Featherstone has studied a great many medical procedures prior to 
  being posted to Sakarya.  Whenever Featherstone makes a Medicine test, he receives a +2 
  bonus to the result.  
  Immunization:  After diagnosing an illness or pathogen, the Doctor may attempt a Medicine 
  (Research) test .  If successful, the doctor can produce 1d6 doses of a counter agent per hour 
  spent in the lab.  While the counter agent may be used as a cure, it may only be used as an 
  innoculant for 2d6 hours.
  Lab Work: Whenever Doctor Featherstone makes a Physical Science (Chemistry) test, he adds +4 
  to the result.
  Secretive:  Doctor Featherstone is very secretive about his work.  He may add his Intellect modifier 
  to any Willpower test, doubling the modifier when asked about his current project or mission.
  Starship Duty: Doctor Featherstone meets all the prerequisites for his post aboard Sakarya.
  Species Abilities:
  Adaptable: Humans thrive in even the harshest conditions and climes.  Human adaptability has
  given Doctor Featherstone a +2 bonus to his Stamina reaction.  
  Human Spirit:  The humans of Earth are a driven, vital, and versatile species.  Human characters 
  begin the game with 4 courage points (instead of the usual 3).
  Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
  additional skill picks during Character Creation.
  Edges/ Flaws: 
  Command 1:  Featherstone is assigned as a department head aboard the Sakarya.  
  Promotion 2:  Doctor Featherstone holds the rank of Lieutenant in Starfleet. 
  Meticulous: Doctor Featherstone gains a cumulative +1 per round in extended tests. 
  40
  
  7
    th   Fleet Scoring Sheet
   
    
  “The Tomb Raiders”
  Benchmark
          
          Bonus
  Achieved
  PCs survive:
  +1 
        ¤
  PCs conduct scan of “Particle Chase”:
   
  +1
        ¤
  PCs complete sensor scans of Borg sphere (and receive Handout #4):
  +1 
        ¤
  PCs conduct physical survey of Borg Sphere:
   
  +2
        ¤
  PCs determine that Borg Sphere was subject to attack by nitrium: 
  +1
        ¤
  metal parasites
  PCs capture at least one Borg drone:
  +1
        ¤
  PCs destroy the Borg Vinculum (separately from sphere):
  +1
        ¤
  PCs destroy the Borg sphere:
  +1
        ¤
  Sakarya assimilated or destroyed:
   
  -5
        ¤
  Covington assimilated or destroyed:
   
  -3
        ¤
  Lieutenant Barzan assimilated and Borg Sphere escaped:
   
  -6
        ¤
  Per player character assimilated:
   
  -1
        ¤
       / 9
  Proctors Notes:
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
             
   
   
            
   
             
   
   
  Proctor:         
   
             
   
             
   
             
   
   
  Crew:  USS    
   
             
   
             
   
             
   
             
   
             
   
             
   
   Final Score:    
        / 9
   
     
    
  Officers Present:
   
           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
   
  Reviewed By:           
   
             
   
             
   
             
   
   
            
   
             
   
             
   
             
   
             
   
   
  Commanding Officer
  Fleet Commander 
  41
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Adventures/SS13-The_Tomb_Raiders.pdf