Excerpts from Who's Who in the Federation and Jane's
Fighting Starships
about; USS ENTERPRISE and Her Crew.
Text extracted from The Koyabashi-Alternative Official Game ~1985
The Crew | Enterprise's Ship Systems
Cadets may wish to review the histories and careers of the principal Enterprise special-missions command crew. Although much of this information is common knowledge among Star Fleet personnel, cadets of species in which latency has occured recently (plus/minus ten standard years) may not be familiar with the qualifications of the command crew of the Enterprise. For their benefit, and to dispel many rumors (justified or not), a brief career history of each crew member is included. (Excerpted from Who's Who in the Federation, revised edition. Reproduced by permission, Marquis, Who's Who Interstellar, Earth/Vulcan/Deneb V.)
ADMIRAL JAMES T. KIRK
Admiral (Commanding) James T. Kirk: A legend in his own time; soldier, diplomat, and student of history; past and psent commander of a ship whose name is synonymous with bold adventure; born Iowa, U.S.A., 28 July 2132; graduated Star Fleet Academy with highest honors; relieved Captain Christopher Pike and served as captain of U.S.S. Enterprise for the duration of her second five-year mission; promoted to commodore, then admiral, and assigned to Star Fleet Command, San Francisco, Earth; reassigned to the refitted Enterprise at the time of the Vejur crisis; now commanding Enterprise for special exploratory, diplomatic, and interventional missions; adviser to the Federation Council on Interspecies Affairs; Chairman, Cadet Commandant's Training Studies Group, Star Fleet Academy, Terra.
CAPTAIN SPOCK
CAPT. Spock First Officer and Science Officer, USS Enterprise Half-vulcan - WEIGHT: 170 lbs. at 1g Typical Vulcan physiology: Two hearts and manganese based blood cells. Special attributes: Contact telepathy; scientist and mathematician of galactic repute.
Captain Spock: An inseparable part of the Enterprise legend; galactically renowned scientist, research mathematician, and computer specialist; serving for these missions as First Officer and Science Officer; born ShiKahr, Vulcan, 56 Tasmeen, 503 VSD; graduated Star Fleet Academy with highest honors; assigned to Enterprise during Captain Christopher Pike's command; associated with her ever since, excluding a period spent on sabbatical on Vulcan after the second five-year mission; returned to service aboard Enterprise during the Vejur crisis; promoted to captain shortly thereafter; assisting Star Fleet in designing the courses and curricula to be used when the Enterprise becomes a training ship; currently in special-mission service.
DOCTOR McCOY
CMDR. Leonard Edward McCoy, MD. Chief of Medicine and Psychiatry, USS Enterprise Human - HEIGHT: 5'11"; HAIR: Brown; EYES: Blue; BLOOD TYPE: A+ Special Attributes: Fellow of the Interstellar College of Xenomedicine. Hobbies: Spock baiting, Creole Cuisine
Leonard McCoy, M.D. (Commander): Another name that made Enterprise famous (or vice versa); chief medical officer during the second five-year mission and again (after a brief retirement) during the Vejur incident; commissioned full commander after the incident; born Atlanta, Georgia, 24 October 2119; M.D. and internships, Cornell Medical Center/New York Hospital; board certified in human and exopsychiatry, Payne Whitney Clinic; senior fellow, the Interstellar College of Xenomedicine; enlisted and assigned to Enterprise; one of the most decorated medical officers in Star Fleet; Legion of Honor; Star Fleet Awards of Valor; Fleet Surgeons' "LifeStar" with double cluster; rumored to have had the Enterprise's sick bay rebuilt to his own specifications.
COMMANDER SCOTT
CMDR. Montgomery Scott Chief Engineer, USS Enterprise Human - HEIGHT: 6"1"; HAIR: Brown; EYES: Brown; BLOOD TYPE: O- Hobbies : Comparative alcohol appciation, Reading technical manuals.
Commander Montgomery Scott: Renowned throughout Star Fleet as the man who can make anything work; chief engineer of Enterprise for almost her entire period of commission; born Aberdeen, Scotland, 31 August 2121; shipwright's appntice in the P&O Orbital Shipyards at L5/"Glasgow Yonder" until old enough to enter Star Fleet Academy; junior engineer aboard U.S.S. Potemkin; assistant chief engineer aboard U.S.S. Hood; transferred to Enterprise under Captain Pike; brief stint at Star Fleet Corps of Engineers, Planetary Division, following second five-year mission; Nobel Prize nominee (structural engineering) for the design and construction of the dome for Greater Mariner Base; serving aboard Enterprise for special missions; working on engine plans for NX transwarp starships.HF
COMMANDER UHURA
CMDR. Nyota Uhura Chief of Communications, USS Enterprise Human - HEIGHT: 5'5"; EYES: Brown; HAIR: Black; BLOOD TYPE: AB+ Hobbies: Comparative Xenolinguistics, Denebian Opera.
Commander Nyota Uhura: Rumored to have opened more hailing frequencies than any other entity alive; known throughout the galaxy as "the Voice of Enterprise"; born Nairobi, United States of Africa, 24 October 2140; M.S., comparative xenolinguistics, Queen's College, Cambridge; enlisted in Star Fleet, Communications Division; assigned to Enterprise early in the second five-year mission; promoted to full commander at the mission's end; assigned to Federation True Universal Translator Project (which she created); serving as special-missions communications chief; concurrently conducting research on the potential of thought as a carrier for instantaneous interstellar communications and species-specific context in language.HF
LT. COMMANDER CHEKOV
LT. Pavel Chekov Weapons Officer, USS Enterprise Human - HEIGHT: 5'6"; HAIR: Black; EYES: Brown; BLOOD TYPE: O- Hobbies: Sky-yacht Racing, Old Cyrillic and Slavic Linguistics and History.
Lieutenant Commander Pavel Chekov: Navigator and weapons officer par excellence; one of the youngest officers in Fleet history to achieve "high mastery" rating on three stations at once (helm, weapons, science); born Moskva, U.S.S.R., 6 March 2145; attended Moscow University at Flamsteed, Luna; completed his Bachelor's degree in astrogation while in Star Fleet Academy; assigned to Enterprise during the second five-year mission; promoted to lieutenant commander at its end; transferred to Star Fleet Command, Earth; awaiting first officer's billet aboard one of the new Grissom class exploratory starships; currently posted to Enterprise for special missions; captain of the solar-sail yacht Volga and of the winning America's Cup sky yachting team for the past two years.
CAPTAIN SULU
Captain Hikaru Sulu: Former helmsman of Enterprise, temporarily assigned as captain of the exploratory ship U.S.S. Robert A. Heinlein; born Wailuku, Maui, Hawaii, 3 July 2141; enlisted in Star Fleet Academy; graduated with highest honors with a dual specialty in engineering and helm functions; assigned to Enterprise early in the second five-year mission; promoted and decorated on various occasions, most notably for conspicuous heroism during the raid on the Romulan StarSeed Project and during the events surrounding Enterprise's tests of the elective-mass inversion drive; promoted to captain after the Vejur incident; psently on a one-year exploration and mapping mission in the Great Rift area of the Sagittarius Arm.
LT. CMDR. Harb Tanzer Chief of Recreation, USS Enterprise Human - HEIGHT: 5'9"; HAIR: Silver; EYES: Blue; BLOOD TYPE: A+ Special Attributes: Past Contact Bridge Champion of the Federation - four standard years.
LT. CMDR. Lia Burke, RN, MD, ND, FICN Assistant Head Nurse, USS Enterprise Human - HEIGHT: 5'7"; HAIR: Blonde; EYES: Hazel; BLOOD TYPE: A+ Hobbies: Recreational Computer Simulations, Chess (2-D & 4-D), Alien Mythologies.
LT. Jerry Freeman Assigned to Biology, USS Enterprise Human - HEIGHT: 5'10"; HAIR: Brown; EYES: Brown; BLOOD TYPE: A+ Hobbies: Antique Entertainment forms, Image Processing.
LT. Janice Kerasus (pronounced JANEECE) Chief of Linguistics, Communications Department, USS Enterprise Human - HEIGHT: 5'11"; HAIR: Brown; EYES: Brown; BLOOD TYPE: A+ Hobbies: Cats, Creative Writing, Equestrian Events.
LT. Derval Seamonn Ni Avoca Replacement Helm Officer, USS Enterprise Human - HEIGHT: 6'1"; HAIR: Black; EYES: Brown; BLOOD TYPE: A+ Hobbies: Irish Studies, Amateur distilling of off color limericks.
LT. Sean Ohara Assistant to Security, USS Enterprise Altonian - HEIGHT: 5'2"; HAIR: Brown (shaggy); EYES: Green (2); Distinguishing Marks: Blonde Patches on Mane. Hobbies: Moon Watching, Burger Eating.
LT. Azrieh Lee Junior Weapons Officer (specialist in phaser technology), USS Enterprise Human - HEIGHT: 5'5"; HAIR: Brown; EYES: Brown; BLOOD TYPE: B+ Hobbies: Graphics Arts, Historical Costumes.
LT. Olga Litowinsky Chief Computer Librarian, USS Enterprise Human - HEIGHT: 5'6"; HAIR: Salt & Pepper; EYES: Blue; BLOOD TYPE: AB- Hobbies : Children's Books, Surf Fishing.
LT. Theresa Renner Transporter Technician, USS Enterprise Human - HEIGHT: 5'5"; HAIR: Brown; EYES: Brown; BLOOD TYPE: AB+ Special Attributes: Professional Violist; Third Degree Black Belt (Kung Foo) Hobbies: Collecting Purple Things and Teddy Bears.
EN. Dahai Lohor Naraht Assigned to Biology & Biomaths, USS Enterprise Horta - 8,412th Egg of the Horta; HEIGHT: 2'3"; SKIN: Orange-Brown "Islands"; Voder strapped to "Back" Hobbies: Recreational Gambling, Cooking with Heavy Metals.
SHIP'S COMPLIMENT KIRK (COMMANDING) TANZER (RECREATION ROOM) SPOCK (SCIENCE) McCOY (SICKBAY) UHURA (COMMUNICATIONS) BURKE (SICKBAY) CHEKOV (NAVIGATIONS) KERASUS (LABORATORY) AVOCA (HELM) OHARA (SECURITY) SCOTT (ENGINEERING) LEE (SECURITY) NARAHT (ENGINEERING) LITOWINSKY (LIBRARY) FREEMAN (WARP DRIVE) RENNER (TRANSPORTER)
ENTERPRISE SHIP'S SYSTEMS(I think this is the TOS Ship rather than the TMP Ship.)
Some candidates may not have detailed information concerning the theory and operation of Constitution class starships. Since basic knowledge of these systems is required for participation in this scenario, a brief rundown of equipment structure and capabilities is included. (Excerpted from Jane's Fighting Starships, vol. 1, Federation Star Fleet Vessels: revised edition. By kind permission of the publisher, Jane Interstellar Ltd., London WC1/Deneb V.)
ENGINES
Propulsion is by controlled matter-antimatter reaction. Total annihilation of both substances takes place within magnetic bottle. Maximum speed: Warp Factor 8; cruising speed: Warp Factor 4; maximum safe cruising speed: Warp Factor 6. If Warp Factor 6 is maintained for more than twenty-four hours at a time, the magnetic bottle containing the matter-antimatter reaction erodes dangerously and becomes un-regenerable because of magnetization of the generating equipment. Damage to the dilithium crystals is also likely, especially if the crystals have seen more than 3000 hours of service. Failure of dilithium crystals (which help channel power to the warp engines from the matter-antimatter reactors in the nacelles) will force the ship to drop out of warp. The ship may proceed on impulse power until repairs are effected (usually eight hours).
Destruction of all of the ship's dilithium crystals will force the ship to proceed to a planet where they can be obtained through mining or trade. However, just getting to such a planet is likely to take anywhere from several months to several years. Captains who burn out all of their ships' dilithium crystals are rarely entrusted with another starship command.
Matter for the matter-antimatter reaction is usually interstellar hydrogen, NH, or other radicals that are "scooped" out of space by the accretion layer of the ship's warp field. Antimatter is manufactured periodically aboard ship by accepted laboratory methods (each nacelle has a collapsed-matter-target linear accelerator adapted for use as an antiparticle "breeder"). Fuel is therefore a regenerable resource. However, there are places in space where even monatomic hydrogen is so sparse that the ship will be in danger of running out of "steam." Sensors can be used to locate these interstellar doldrums in advance.
Primary life support is powered by the warp engine system. Secondary life support is powered by the impulse engines. Periods longer than thirty days on impulse will exhaust secondary life support, leaving the ship without backup.
PHASERS
Phasers come in two kinds: the large "ship's phaser" and the small "handphaser." A "phaser beam" is hypercoherent radiation from an artificially grown cesium-dilithium crystal LED that is energized by ganged conventional high-power laser (descendants of the "satellite killers" of old). The multiple lasers and the crystal are manufactured and tuned to emit a "chord" of frequencies only a few hundred-thousandths of an angstrom apart. The multiple beams exponentially augment one another's effeciency and are still more coherent than any conventional laser alone while they remain in phase (hence the name). Phasers are independently powered out of the ship's secondary energy supply (as opposed to those on the newly designed Enterprise, which are powered directly out of the warp engines). When a starship is in warp, the phaser beams (at firing) shares its faster-than-light (FTL) acceleration for a brief period after punching out of the warp field. Therefore, they can be used in FTL battle, but over long distances they quickly lose their FTL speed. Phasers can be "burned out" by excessive use (bombardments of more than five minutes without a rest-and-recycling period). Their most common malfunction -- also related to overuse (which often occurs after approximately three minutes of constant use) -- is failure of one of the ganged lasers. This causes the phaser chord to lose effectiveness. Full power is not always necessary. A captain may call for half- or quarter-power.
Ship's phasers are the most effective way to reduce another ship's defensive screening. A sequence of three hits (sustained barrages lasting from 3 to 10 seconds each) at full power on another ship's screens will begin overloading those screens and reducing their effectiveness. Subsequent hits knock the target's screen down another 10 percent to 15 percent for each hit until there is no power left and the target ship's naked hull is exposed.
Enterprise's phaser "banks" are located both fore and aft. The fore bank is located under the main "disk" hull, near the center; the aft bank, on the rear edge of the disk, above the impulse engines. Both banks are aimable within about a 270-degree spherical radius, leaving very few unprotected angles. (But there are a few.)
Handphasers are small versions of the large ship's phasers. Setting range from "stun" to "kill." The stun setting will leave the average human being unconscious for anywhere from ten minutes to an hour, depending on the victim's physical condition. A handphaser on the highest setting is capable of heating a small boulder red-hot in a matter of seconds or melting through a metal door. Handphasers are good for about twenty minutes' continuous use before needing recharge. They are rechargeable either aboard ship or, in the field, by use of extra power packs (which contain about fifteen minutes' power each).
Handphasers have the same tendencies to burn out or lose chord as the big ship's phasers do. They can be set to intentionally overload and explode. Some alien species (for example, Hortas) are not affected by handphaser fire unless special alterations have been made to the weapon. They have small limited-range warp-field generators that enable them to be used against objects traveling faster than the speed of light.
PHOTON TORPEDOES
A photon torpedo is a simple, elegant, and effective weapon comprised of a very small amount of antimatter contained in a magnetic bottle and the generating apparatus to maintain the bottle. On command, the bottle degenerates, which brings the antimatter into contact with the generator's matter and produces a tremendous explosion of both standard shock waves and extremely hard radiation. Photon torpedoes can be fired directly at a nearby object to explode on contact with it, or they can be set with delayed fuses and ejected as mines.
Photon torpedo "tubes" must be recharged after each use, both by reloading the tubes with new torpedo apparatus and equipping the torps with fresh antimatter from ship's breeder. The process takes from thirty seconds to a minute after a "full spad" has been fired.
Enterprise is equipped to fire photon torpedoes from both front and rear: each bank is comprised of four aimable tubes. A "full spad" is eight torpedoes, one from each tube: front, back, right front, right rear, left front, left rear, upper center, lower center. Simultaneous fire from all four tubes pointing in a given direction may be concentrated on one point.
TRACTOR BEAMS
Tractor beams are actually "grasers": coherent beams of gravity-wave packets. A tractor beam locks onto a given object and, by mimicking a radically increased gravitational field, pulls it closer to the ship for examination or other purposes. pssor beams use the same technology but with polarities reversed to exert great gravitational pssure on a small area. Conventional tractors and pssors are effective only on masses less than several hundred thousand tons; this makes their effect on other starships minimal. The net effect of a full force tractor or pssor on a starship is equivalent to a hard shove. Therefore, tractor and pssor beams generally are not used in battle situations.
SCREENS
Defensive screening is one of the largest power drains in a Federation starship and its main protection in battle. (Klingon -- being more interested in offensive armament -- pay relatively little attention to screening. But the better-engineered and -powered screens of a Federation ship are a match for Klingon phasers.) The screens are a set of classic force fields, domains of tuned high-state particle/wavicle-packet fluctuations: six sets of field domains, overlapping and reinforcing one another in a manner reminiscent of the tuned reinforcement of phasers (i.e., one screen's destruction weakens all of the others by 10 percent).
Enterprise has six screens -- fore, aft, right high, right low, left high, left low -- that completely surround the ship when all are running. Power can be selectively channeled to each of them to reinforce one screen that's being attacked more forcefully than the others, though this decreases the total power available to the others. Screens are powered out of the warp drive and do not function at peak capacity while the ship is in warp and running. This tends to encourage a captain to choose "stand-and-fight" battle situations whenever possible.
Self-destruct can be effected by overloading all of the screens and channeling full power to them. This option is available for last-resort situations but is not considered a viable alternative in most battle scenarios for obvious reasons. Those who bluff self-destructs often find their bluffs called.
SENSORS
Enterprise's main sensor array (sometimes referred to as "scanners") includes a variety of tachyar-based devices capable of detecting movement or radiation and analyzing the composition and location of almost every known element. At short range (up to 500 miles), the sensors can detect individual creatures' life signs. At medium range (500 to 50,000 miles) they are better at detecting movement and radiation from the infrared up through visible light, the ultraviolet, and x-rays; and doing compound analysis. Long-range sensing (50,000 miles to approximately 10 parsecs, or 32 light-years) is confined primarily to very strong and artificial radiation sources (i.e., other ships, which in warp drive tend to leave a readable "ion trail" behind them) and large-scale physical movement (planetary orbits, stellar motion, etc.). Certain lead-bearing and heavy-metal-bearing compounds (pitchblende, etc.) will interfere with scanner functions. Long range scanning in particular is easily disrupted by interstellar "jamming" and "bad weather," because of the extreme length of the tackyon particle/wave on which it relies.
Personal scanners, such as the tricorder, are also more effective at close range (1 to 1000 feet) than at long range (5 to 10 miles). Tricorder readings usually have to be supplemented with on-site investigation: they tend to be vague.HF
TRANSPORTERS
Close-range transporters move people and objects by analyzing the energy states of their atoms and then creating an equivalent set of states, or Dirac jumps, at another location. (Therefore, one briefly "ceases to exist" while in the transporter, which is what always makes Dr. McCoy so nervous about using it.) The transporter's maximum range is 30,000 miles (a little more than the usual orbital altitude of a visiting starship). Because of the extreme proximity of the tolerances to which they must be tuned to ensure that living beings get safely from one location to another, transporters are cranky and delicate, and are constantly malfunctioning for one reason or another: dilithium-crystal misalignment; interstellar jamming, or "black noise" that threatens to distort the signal: and so forth. When screens are up, the transporter cannot be used to beam out of the ship. Overuse (heavy continuous transporting for more than several hours) may cause transporter circuitry to burn out. Intraship beaming is extremely dangerous and is not recommended except in utmost emergencies. The result of beaming from one location to another within the ship is almost always fatal.
SHUTTLECRAFT
Shuttlecraft are small general-use spacecraft powered by impulse power only. They are used: for trips that exceed the transporter's effective range, when the transporter is malfunctioning, and for carring objects either too large or too delicate to entrust to the transporter. Their power supply is rechargeable from the Enterprise but is still somewhat limited. Their effective range is about 500,000 miles at .10 c. (Shuttlecraft do not exceed this speed limit for fear of relativistic effects.) This gives them up to about eight hours at cruise or an hour at top speed.
COMMUNICATIONS
Subspace "radio" is actually a tachyon-based technology bearing little resemblance to the radio of old. It is not dependent on lightspeed -- indeed the slowest it can go is c; its high speed limit is about 136,000 c, or warp 9. But even this great speed becomes insufficient for effective communication as one's distance from Star Fleet increases. Out near the Romulan Empire, for example, it takes nearly three weeks for a message to reach Fleet. This leaves a starship captain ptty much on his or her own, although regular communication with Star Fleet is expected and advised. Subspace radio can be jammed purposely or interfered with by bad interstellar "weather."
Communicators use the same technology but with a shorter range (about 40,000 miles) and much lower power. Use in atmosphere limits their range to about 20,000 miles, because of the dissipation of tachyon pulses into Cerenkov radiation on contact with the gas molecules in air.
Ship's intercom systems permits audio and visual communication and conference calling to and from any location on the ship. One may also be "patched in" to external communications, allowing these same capabilities from virtually any location.
COMPUTER
Enterprise's computers are extraordinarily versatile, with a total memory and "effective synapse number" that make some people wonder whether they're slightly sentient. Their exact virtual memory size is classified; it is rumored to be in the multiple petabytes(1 PeB equals 1 quadrillion bytes.) Computers can report verbally or visually (hard copy or display) on any phenomenon the ship's sensors can detect and, if requested, will include analysis. The computers also contain a vast data base of general information on ship's function and other subjects.
SICK BAY
Sick bay contains various kinds of medical scanning equipment and numerous devices for healing the sick: primarily the "anabolic protoplaser," which forces tissue regeneration. The more delicate or specialized the tissue (heart, brain, etc.) the longer such regeneration takes. A broken bone can be reknit in about an hour. Damaged brain or neural tissue regenerates in one to two days, but rehabilitation or retaining time must be added.
SHIP LAY-OUT
DECK #1 DECK #7
Bridge Security
Library
DECK #2 Sickbay
Lab Transporter
Engineering
DECK #3
Turbo-lifts DECK #8
Recdeck
DECK #4
Turbo-lifts DECK #9
Reclamation
DECK #5
Spock's quarters DECK #10
McCoy's quarters Cargo hold
Scott's quarters
Uhura's quarters DECK #11
Chekov's quarters Phaser banks
Kirk's quarters
Cafeteria DECK #12
Briefingroom Observation deck
DECK #6 DECK #13
Turbo-lift Lounge
DECK #14 DECK #20
Turbo-lifts Gym
Pool
DECK #15
Maintenance DECK #21
Kitchen
DECK #16 Bowling alley
Warp-drive
DECK #22
DECK #17 Computer
Turbo-lift
DECK #23
DECK #18 Turbo-lift
Hydroponics
DECK #19
Shuttlebay
END