Professional Certifications: Difference between revisions

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This is a modification of the Professional Certifications from [http://www.sjgames.com/gurps/books/primedirective/ GURPS Prime Directive] published by the [http://www.starfleetgames.com/prime/pd-gurps.htm Amarillo Design Bureau].  While Star Fleet ensigns are not expected to have any professional certifications, they are required for [[Rank and Promotion|promotion]], so most low ranking Star Fleet officers work towards them.  While an officer may work toward and receive any certification; the rank of Captain requires at least five certifications, generally from within the same branch, e.g. Command, Engineering, Security, Science, Medical.
This is a modification of the Professional Certifications from [http://www.sjgames.com/gurps/books/primedirective/ GURPS Prime Directive] published by the [http://www.starfleetgames.com/prime/pd-gurps.htm Amarillo Design Bureau].  While Star Fleet ensigns are not expected to have any professional certifications, they are required for [[Rank and Promotion|promotion]], so most low ranking Star Fleet officers work towards them.  While an officer may work toward and receive any certification; the rank of Captain requires at least five certifications, generally from within the same branch, e.g. Command, Engineering, Security, Science, Medical.


The costs of these certifications assume a 12 in any relevant attributes.  Remember that specialties default to each other at -4 within Electronic Operation and Electronic Repair skills.  Electronics Repair defaults to Electronic Operation-3 or Engineer (Electronics)-3.  At least one point must be put into any required skill; this represents actual experience in that field.
The costs of these certifications assume a 12 in any relevant attributes.  Remember that specialties default to each other at -4 within Electronic Operation and Electronic Repair skills.  Electronics Repair defaults to Electronic Operation-3 or Engineer (Electronics)-3.  At least one point must be put into each skill; this represents actual experience.


=[http://memory-alpha.org/en/wiki/Command_division Command Division] (Yellow Shirt)=
=[http://memory-alpha.org/en/wiki/Command_division Command Division] (Yellow Shirt)=
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* Expert Skill (Military Science) 12 <br>
* Expert Skill (Military Science) 12 <br>
* Tactics 15 <br>
* Tactics 15 <br>
''The Electronics Repair skill defaults to its Electronics Operation skill-3, so when the Electronics Operation skill is 15, the Electronics Repair skill defaults to 12 for free.''
''The Electronics Repair skill defaults to its Electronics Operation skill-3''


====Weapons Systems (30 character points)====
====Weapons Systems (30 character points)====
Line 33: Line 33:
* Piloting/TL (High-Performance Spacecraft) 18 <br>
* Piloting/TL (High-Performance Spacecraft) 18 <br>
* Tactics 15 <br>
* Tactics 15 <br>
''Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes).  Gunner skills default off each other at -4.  Forward Observer/TL DX-based directs Drones/Missiles onto target.  The Electronics Repair skill defaults to its Electronics Operation skill-3, so when the Electronics Operation skill is 15, the Electronics Repair skill defaults to 12 for free.''
''Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes).  Gunner skills default off each other at -4.  Forward Observer/TL DX-based directs Drones/Missiles onto target.  The Electronics Repair skill defaults to its Electronics Operation skill-3.''


====Tactical Helm (106 character points)====
====Tactical Helm (106 character points)====
Line 46: Line 46:
* Piloting/TL (High-Performance Spacecraft) 18 <br>
* Piloting/TL (High-Performance Spacecraft) 18 <br>
* Tactics 15 <br>
* Tactics 15 <br>
''Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes).  Gunner skills default off each other at -4.  Forward Observer/TL DX-based directs Drones/Missiles onto target.  The Electronics Repair skill defaults to its Electronics Operation skill-3, so when the Electronics Operation skill is 18, the Electronics Repair skill defaults to 15 for free''
''Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes).  Gunner skills default off each other at -4.  Forward Observer/TL DX-based directs Drones/Missiles onto target.  The Electronics Repair skill defaults to its Electronics Operation skill-3.''


====[http://memory-alpha.org/en/wiki/Navigator Navigation] (33 character points)====
====[http://memory-alpha.org/en/wiki/Navigator Navigation] (33 character points)====
Line 77: Line 77:
* Electronics Repair/TL (Electronic Warfare) 12 <br>
* Electronics Repair/TL (Electronic Warfare) 12 <br>
* Mathematics/TL (Cryptology) 12
* Mathematics/TL (Cryptology) 12
''While not required for certification, communication officers are often gifted linguists who know several languages, particularly those of empires belligerent to the Federation: Klingon, Kzinti, Romulan, Tholian.  Electronics Repair skills defaults to Electronics Operation-3, so the Electronics Repair skills defaults to 12 for free if your Electronics Operation skills are at 15''
''While not required for certification, communication officers are often gifted linguists who know several languages, particularly those of empires belligerent to the Federation: Klingon, Kzinti, Romulan, Tholian.  Electronics Repair skills defaults to Electronics Operation-3.''


====[http://memory-alpha.org/en/wiki/Transporter Transporter] (39 character points)====
====[http://memory-alpha.org/en/wiki/Transporter Transporter] (39 character points)====
Line 97: Line 97:
* Professional Skill (Fusion Reactor) 15 <br>
* Professional Skill (Fusion Reactor) 15 <br>
* Spacer/TL 15 <br>
* Spacer/TL 15 <br>
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  The Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is 18, the Professional skill defaults to 15 for free.''
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  The Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====Fusion Reactor (41 character points)====
====Fusion Reactor (41 character points)====
Line 107: Line 107:
* Professional Skill (Fusion Reactor) 15 <br>
* Professional Skill (Fusion Reactor) 15 <br>
* Spacer/TL 15 <br>
* Spacer/TL 15 <br>
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  The Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is 18, the Professional skill defaults to 15 for free.''
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  The Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====Reactor Technician (31 character points)====
====Reactor Technician (31 character points)====
Line 119: Line 119:
* Professional Skill (Fusion Reactor) 12 <br>
* Professional Skill (Fusion Reactor) 12 <br>
* Spacer/TL 15 <br>
* Spacer/TL 15 <br>
''Regarding the Antimatter and Fusion Reactor specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is at 15, the Professional skill defaults to 12 for free.''
''Regarding the Antimatter and Fusion Reactor specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====Systems Technician (41 character points)====
====Systems Technician (41 character points)====
Line 146: Line 146:
* Professional Skill (Antimatter Reactor or Fusion Reactor) 12 <br>
* Professional Skill (Antimatter Reactor or Fusion Reactor) 12 <br>
* Spacer/TL 15 <br>
* Spacer/TL 15 <br>
''Regarding the Antimatter and Fusion Reactor specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is at 18, the Professional skill defaults to 15 for free.''
''Regarding the Antimatter and Fusion Reactor specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-4.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====[http://memory-alpha.org/en/wiki/Impulse_drive Impulse Drive] (29 character points)====
====[http://memory-alpha.org/en/wiki/Impulse_drive Impulse Drive] (29 character points)====
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* Mechanic/TL (Impulse Drive) 18 <br>
* Mechanic/TL (Impulse Drive) 18 <br>
* Professional Skill/TL (Impulse Drive) 15 <br>
* Professional Skill/TL (Impulse Drive) 15 <br>
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is at 18, the Professional skill defaults to 15 for free.''
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====[http://memory-alpha.org/en/wiki/Warp_drive Warp Drive] (29 character points)====
====[http://memory-alpha.org/en/wiki/Warp_drive Warp Drive] (29 character points)====
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* Mechanic/TL (Warp Drive) 18 <br>
* Mechanic/TL (Warp Drive) 18 <br>
* Professional Skill/TL (Warp Drive) 15 <br>
* Professional Skill/TL (Warp Drive) 15 <br>
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is at 18, the Professional skill defaults to 15 for free.''
''The Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====Propulsion Technician (28 character points)====
====Propulsion Technician (28 character points)====
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* Professional Skill/TL (Impulse Drive) 12 <br>
* Professional Skill/TL (Impulse Drive) 12 <br>
* Professional Skill/TL (Warp Drive) 12 <br>
* Professional Skill/TL (Warp Drive) 12 <br>
''Regarding the Impulse Drive and Warp Drive specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is at 15, the Professional skill defaults to 12 for free.''
''Regarding the Impulse Drive and Warp Drive specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


====Propulsion Engineer (60 character points)====
====Propulsion Engineer (60 character points)====
Line 182: Line 182:
* Professional Skill/TL (Impulse Drive) 15 <br>
* Professional Skill/TL (Impulse Drive) 15 <br>
* Professional Skill/TL (Warp Drive) 15 <br>
* Professional Skill/TL (Warp Drive) 15 <br>
''Regarding the Impulse Drive and Warp Drive specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5, so when the Mechanic skill is at 18, the Professional skill defaults to 15 for free.''
''Regarding the Impulse Drive and Warp Drive specialties: they default to one another at -4.  Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-6.  Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.''


==[http://memory-alpha.org/en/wiki/Starfleet_Security Security]==
==[http://memory-alpha.org/en/wiki/Starfleet_Security Security]==
Line 287: Line 287:
* Physician/TL 12 <br>
* Physician/TL 12 <br>
* Physiology/TL ([[Federation Race Descriptions|native race]]) 12
* Physiology/TL ([[Federation Race Descriptions|native race]]) 12
''Don't forget, First Aid defaults from Physician, making it 1 cp cheaper if Physician is at 12.  Electronics Repair (Medical) defaults to Electronics Operation (Medical)-3, so it defaults to 12 for free if Electronics Operation (Medical) is at 15.''
''Don't forget, First Aid defaults from Physician, making it 1 cp cheaper if Physician is at 12.  Electronics Repair (Medical) defaults to Electronics Operation (Medical)-3.''


====Triage (78 character points)====
====Triage (78 character points)====

Latest revision as of 16:51, 12 June 2010

This is a modification of the Professional Certifications from GURPS Prime Directive published by the Amarillo Design Bureau. While Star Fleet ensigns are not expected to have any professional certifications, they are required for promotion, so most low ranking Star Fleet officers work towards them. While an officer may work toward and receive any certification; the rank of Captain requires at least five certifications, generally from within the same branch, e.g. Command, Engineering, Security, Science, Medical.

The costs of these certifications assume a 12 in any relevant attributes. Remember that specialties default to each other at -4 within Electronic Operation and Electronic Repair skills. Electronics Repair defaults to Electronic Operation-3 or Engineer (Electronics)-3. At least one point must be put into each skill; this represents actual experience.

Command Division (Yellow Shirt)

The command division is the corps of officers within Starfleet who specialize in command and control functions on starbases, aboard starships, and at Starfleet Command. Members of the command division are trained in leadership and have tactical training allowing them to decisively take action in organizing and mobilizing Starfleet crews to perform missions. Command officers include most all of the admiralty, captains, executive officers, adjutants, pilots, and helmsman.

Defensive Systems (32 character points)

These officers modify shield frequencies and divert energy to reinforce shields as the tactical situation calls for it. You may not have both the Defensive Systems and the Weapons Systems certifications; obtain Helm certification instead. If the Helm certification is later acquired, your Defensive Systems certification will no longer count for rank and promotion purposes.

  • Electronics Operation (Force Shields) 15
  • Electronics Repair (Force Shields) 12
  • Expert Skill (Military Science) 12
  • Tactics 15

The Electronics Repair skill defaults to its Electronics Operation skill-3

Weapons Systems (30 character points)

These weapons officer can be found as part of a phaser crew or manning a photon torpedo or drone launch tube when the ship is under attack. You may not have both the Weapons Systems and the Defensive Systems certifications; obtain Helm certification instead. If the Helm certification is later acquired, your Weapons Systems certification will no longer count for rank and promotion purposes.

  • Armoury/TL (Heavy Weapons) 12
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 15
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 12
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 12

Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes). Gunner skills default off each other at -4. Forward Observer/TL DX-based directs Drones/Missiles onto target.

Helm (69 character points)

The helmsman works in concert with the navigator, who plots the ship's course. The helmsman controls both the speed and attitude of the ship, as well as the ship's weapon and shield systems. (Anyone with Spacer skill can steer the ship, but their skill level is the lower of their DX based Spacer skill or their captain's Shiphandling skill.) Helm certification counts as two certifications for purposes of promotion within the Command division. If the Tactical Helm certification is later acquired, your Helm certification will no longer count for rank and promotion purposes.

  • Armoury/TL (Heavy Weapons) 12
  • Electronics Operation (Force Shields) 15
  • Electronics Repair (Force Shields) 12
  • Expert Skill (Military Science) 12
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 15
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 12
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 12
  • Piloting/TL (High-Performance Spacecraft) 18
  • Tactics 15

Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes). Gunner skills default off each other at -4. Forward Observer/TL DX-based directs Drones/Missiles onto target. The Electronics Repair skill defaults to its Electronics Operation skill-3.

Tactical Helm (106 character points)

This certification distinguishes a helmsman as a capable combat pilot. Tactical Helm certification counts as three certifications for purposes of promotion within the Command division.

  • Armoury/TL (Heavy Weapons) 12
  • Electronics Operation (Force Shields) 18
  • Electronics Repair (Force Shields) 15
  • Expert Skill (Military Science) 12
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 18
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 15
  • Gunner (Pick one of: phaser, racial heavy weapon) or Forward Observer/TL DX-based (racial seeking weapon) 15
  • Piloting/TL (High-Performance Spacecraft) 18
  • Tactics 15

Appropriate Gunner skills for a Star Fleet Officer are: Gunner (Beam Weapons - Phasers) and Gunner (Canon - Photon Torpedoes). Gunner skills default off each other at -4. Forward Observer/TL DX-based directs Drones/Missiles onto target. The Electronics Repair skill defaults to its Electronics Operation skill-3.

Navigation (33 character points)

The navigator is responsible for projecting the course of the starship, and for determining the ship's position, velocity, and direction in relationship to a course. The navigator makes use of the ship's navigational sensors to determine the positions, speeds, and trajectories of other objects. If the Navigation Expert certification is later acquired, your Navigation certification will no longer count for rank and promotion purposes.

  • Area Knowledge (Federation Space) 12
  • Astronomy/TL 12
  • Electronics Operation/TL (Sensors) 15
  • Electronics Repair/TL (Sensors) 12
  • Mathematics/TL (Applied) 12
  • Navigation/TL (Space) 15

Navigation Expert (64 character points)

This certification gives a navigator an expert rating. Navigation Expert certification counts as two certifications for purposes of promotion within the Command division.

  • Area Knowledge (Federation Space) 15
  • Astronomy/TL 12
  • Electronics Operation/TL (Sensors) 18
  • Electronics Repair/TL (Sensors) 12
  • Mathematics/TL (Applied) 12
  • Navigation/TL (Space) 18

Operations Division (Red Shirt)

The operations division is the corps of officers and crewmen within Starfleet who specialize in services and military functions on starbases, aboard starships, and at Starfleet Command. Members of the operations division may specialize in a ship or base service, administration, or military operations, or serve as staff officers. Operations officers include engineers, security, and some service specializations such as communications. Operations division personnel also fill administrative posts as yeomen, personnel officers and portmasters.

Communications (31 character points)

This operation officer operates and maintains systems that allow ship-to-ship and intraship communication. The communications officer is the only officer that is expected to be versed in code breaking and electronic warfare, e.g. jamming, electronic counter measures (ECM), electronic counter counter measures (ECCM).

  • Cryptography/TL 12
  • Electronics Operation/TL (Communications) 15
  • Electronics Operation/TL (Electronic Warfare) 15
  • Electronics Repair/TL (Communications) 12
  • Electronics Repair/TL (Electronic Warfare) 12
  • Mathematics/TL (Cryptology) 12

While not required for certification, communication officers are often gifted linguists who know several languages, particularly those of empires belligerent to the Federation: Klingon, Kzinti, Romulan, Tholian. Electronics Repair skills defaults to Electronics Operation-3.

Transporter (39 character points)

Few things are more horrific than a transporter accident. The transporter operator is the most highly trained operation specialist.

  • Electronics Operation/TL (Matter Transmitter) 18
  • Electronics Operation/TL (Sensors) 15
  • Electronics Repair/TL (Matter Transmitter) 15
  • Electronics Repair/TL (Sensors) 15

Electronics Operation and Repair skills default off each other. E.g. Electronics Repair/TL (Sensors) defaults from Electronics Operation/TL (Sensors)-3.

Engineering

Antimatter Reactor (41 character points)

Officers with this certification are capable of maintaining and monitoring the antimatter reactor (which is the only way to power warp drive and photon torpedos). You may not have both the Antimatter Reactor and the Reactor Technician certifications; you may have both this and the Fusion Reactor certifications. If the Damage Control certification is later acquired, your Antimatter Technician certification will no longer count for rank and promotion purposes.

  • Electrician/TL 15
  • Engineer/TL (Reactors) 12
  • Mathematics (Applied)/TL 10
  • Mechanic/TL (Fusion Reactor) 18
  • Professional Skill (Fusion Reactor) 15
  • Spacer/TL 15

The Mechanic skill defaults to its Professional Skill-5 or its Engineer-4. The Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Fusion Reactor (41 character points)

Officers with this certification are capable of maintaining and monitoring the fusion reactor(s) which power many of the ship's systems (except for warp drive and photon torpedos). You may not have both the Fusion Reactor and the Reactor Technician certifications; you may have both this and the Antimatter Reactor certifications. If the Damage Control certification is later acquired, your Fusion Technician certification will no longer count for rank and promotion purposes.

  • Electrician/TL 15
  • Engineer/TL (Reactors) 12
  • Mathematics (Applied)/TL 10
  • Mechanic/TL (Fusion Reactor) 18
  • Professional Skill (Fusion Reactor) 15
  • Spacer/TL 15

The Mechanic skill defaults to its Professional Skill-5 or its Engineer-4. The Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Reactor Technician (31 character points)

Reactor technicians assist the engineers in keeping the ship's power reactors producing at maximum efficiency. You may not have this and both the Antimatter Reactor and Fusion Reactor certifications at the same time; obtain the Damage Control certification instead. You may have both this and the Systems Technician certification. If the Damage Control certification is later acquired, your Reactor Technician certification will no longer count for rank and promotion purposes.

  • Electrician/TL 12
  • Engineer/TL (Reactors) 12
  • Mathematics (Applied)/TL 10
  • Mechanic/TL (Antimatter Reactor) 15
  • Mechanic/TL (Fusion Reactor) 15
  • Professional Skill (Antimatter Reactor) 12
  • Professional Skill (Fusion Reactor) 12
  • Spacer/TL 15

Regarding the Antimatter and Fusion Reactor specialties: they default to one another at -4. Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-4. Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Systems Technician (41 character points)

Systems technicians maintain the various ships systems. They are also responsible for the electro-plasma system, which distributes power throughout the ship, hence the TL11 Electrician and Engineer/TL (Electrical) requirement. You may not have this and both the Antimatter Reactor and Fusion Reactor certifications at the same time; obtain the Damage Control certification instead. You may have both this and the Reactor Technician certification. If the Damage Control certification is later acquired, your Systems Technician certification will no longer count for rank and promotion purposes.

  • Electrician/TL 12
  • Electronics Repair/TL (choose one, but not Matter Transmitter or Science) 15
  • Electronics Repair/TL (choose one, but not Matter Transmitter or Science) 15
  • Electronics Repair/TL (choose one, but not Matter Transmitter or Science) 15
  • Engineer/TL (Electrical) 12
  • Mathematics (Applied)/TL 10

Damage Control (122 character points)

When the ship is under attack, damage control technicians spring into action repairing various systems or a hull breach. They are also responsible for the electro-plasma system, which distributes power throughout the ship, hence the TL11 Electrician and Engineer/TL (Electrical) requirement. When not actively engaged in repairs, they monitor the ship's various power reactors and distribution systems. Warp drive and photon torpedos can only be powered by the antimatter reactor. (Power can also be drawn from reserve batteries, but they require comparatively zero maintenance.) This certification counts as three certifications for purposes of promotion within the Engineering branch.

  • Armory/TL (Heavy Weapons) 15
  • Electrician/TL 15
  • Electronics Repair/TL (choose one, but not Matter Transmitter or Science) 15
  • Electronics Repair/TL (choose one, but not Matter Transmitter or Science) 15
  • Electronics Repair/TL (choose one, but not Matter Transmitter or Science) 15
  • Engineer/TL (Electrical) 12
  • Engineer/TL (Reactors) 12
  • Mathematics (Applied)/TL 10
  • Mechanic/TL (Antimatter Reactor) 18
  • Mechanic/TL (Fusion Reactor) 18
  • Mechanic/TL (High-Performance Spacecraft) 15
  • Professional Skill (Antimatter Reactor or Fusion Reactor) 12
  • Professional Skill (Antimatter Reactor or Fusion Reactor) 12
  • Spacer/TL 15

Regarding the Antimatter and Fusion Reactor specialties: they default to one another at -4. Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-4. Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Impulse Drive (29 character points)

Officers with this certification are capable of maintaining and monitoring the ship's Impulse Drive. You may not have both the Impulse Drive and the Warp Drive or Propulsion Technician certifications; obtain the Propulsion certification instead. If the Propulsion Engineer certification is later acquired, your Impulse Drive certification will no longer count for rank and promotion purposes.

  • Engineer/TL (FTL Drive) 12
  • Mathematics/TL (Applied) 10
  • Mechanic/TL (Impulse Drive) 18
  • Professional Skill/TL (Impulse Drive) 15

The Mechanic skill defaults to its Professional Skill-5 or its Engineer-6. Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Warp Drive (29 character points)

Officers with this certification are capable of maintaining and monitoring the ship's Warp engines. You may not have both the Warp Drive and the Impulse Drive or Propulsion Technician certifications; obtain the Propulsion certification instead. If the Propulsion Engineer certification is later acquired, your Warp Drive certification will no longer count for rank and promotion purposes.

  • Engineer/TL (FTL Drive) 12
  • Mathematics/TL (Applied) 10
  • Mechanic/TL (Warp Drive) 18
  • Professional Skill/TL (Warp Drive) 15

The Mechanic skill defaults to its Professional Skill-5 or its Engineer-6. Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Propulsion Technician (28 character points)

Propulsion technicians assist the engineers in keeping the ship's engines running at maximum efficiency. You may not have both the Propulsion Technician and the Impulse Drive or Warp Drive certifications; obtain the Propulsion certification instead. If the Propulsion Engineer certification is later acquired, your Propulsion Technician certification will no longer count for rank and promotion purposes.

  • Engineer/TL (FTL Drive) 12
  • Mathematics/TL (Applied) 10
  • Mechanic/TL (Impulse Drive) 15
  • Mechanic/TL (Warp Drive) 15
  • Professional Skill/TL (Impulse Drive) 12
  • Professional Skill/TL (Warp Drive) 12

Regarding the Impulse Drive and Warp Drive specialties: they default to one another at -4. Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-6. Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Propulsion Engineer (60 character points)

Propulsion engineers keep the ship's engines running at maximum efficiency. This certification counts as two certifications for purposes of promotion within the Engineering branch.

  • Engineer/TL (FTL Drive) 15
  • Mathematics/TL (Applied) 12
  • Mechanic/TL (Impulse Drive) 18
  • Mechanic/TL (Warp Drive) 18
  • Professional Skill/TL (Impulse Drive) 15
  • Professional Skill/TL (Warp Drive) 15

Regarding the Impulse Drive and Warp Drive specialties: they default to one another at -4. Their Mechanic skill defaults to its Professional Skill-5 or its Engineer-6. Their Profession Skill defaults to its Mechanic skill-3 or its Engineer-5.

Security

Starfleet Security act in ways analogous to local and regional police agencies, but Starfleet Security's mandate extends much farther than that. The agency is responsible for maintaining and enforcing Starfleet Security regulations, procedures, and policies on all Starfleet and affiliated facilities, outposts, and vessels.

Within the Security Branch, Advanced Combat Training is required for the rank of Captain.

Combat Training (33 character points)

Officers with this training are in high rotation when it comes to away teams. Note, if Advanced Combat Training is later acquired, your Combat Training will no longer count for rank and promotion purposes.

  • Armory/TL (Small Arms) 12
  • Beam Weapons/TL (Pistol) 15
  • Beam Weapons/TL (Projector) 12
  • Beam Weapons/TL (Rifle) 12
  • Fast Draw (Pistol) 12
  • Judo 15
  • Karate 12

Advanced Combat Training (61 character points)

This is the highest level of personal combat training offered by Starfleet. Any additional training will require an officer to take up a martial arts style. This certification counts as two certifications for purposes of promotion within the Security branch.

  • Armory/TL (Small Arms) 12
  • Beam Weapons/TL (Pistol) 15
  • Beam Weapons/TL (Projector) 12
  • Beam Weapons/TL (Rifle) 15
  • Fast Draw (Pistol) 12
  • Judo 15
  • Karate 15
  • Knife 12
  • Melee Weapon (any but Knife) 12
  • Tactics 12
  • Throwing 12

Security (38 character points)

This certification prepares an officer to actively investigate violations of Starfleet policy.

  • Area Knowledge (USS Merlin) 12
  • Criminology/TL 12
  • Detect Lies 12
  • Electronics Operation/TL (Security) 15
  • Electronic Operation/TL (Surveillance) 12
  • Electronics Repair (Security) 12
  • Electronics Repair (Surveillance) 12
  • Forced Entry 12
  • Forensics/TL 12
  • Interrogation 12
  • Law (Federation Military) 12
  • Observation 12
  • Search 12

Ground Tactics (45 character points)

This training produces officers that are more self-sufficient and adaptive in combat situations. When combined with Advanced Combat Training, an elite combat officer is the result.

  • Camouflage 12
  • Climbing 12
  • Electronic Operation/TL (Communication) 12
  • Engineer/TL (Combat) 12
  • Expert Skill (Military Science) 12
  • Explosives/TL (Demolition)/TL 12
  • Jumping 12
  • Mathematics/TL (Applied) 10
  • Navigation (Land) 12
  • Stealth 12
  • Strategy (Land) 12
  • Swimming 12
  • Tactics 15
  • Traps/TL 12

Sciences Division (Blue Shirt)

The sciences division is the corps of officers within Starfleet who specialize in both scientific and medical research and control functions on starbases, aboard starships, and at Starfleet Command. Members of the sciences division may have specialized in sensors, research, theoretical and physical laboratory work, biological studies, and also as technicians, medics, and surgeons.

Science

Starfleet Science (also known as Science Ops or Office of Science Ops) is a division of Starfleet that is responsible for collecting and analyzing scientific data.

Research (36 character points)

This certification equips an officer to take full advantage of a typical science station.

  • Computer Operation/TL 15
  • Electronics Operation (Scientific) 15
  • Electronics Operation (Sensors) 15
  • Electronics Repair (Computers) 12
  • Electronics Repair (Scientific) 15
  • Electronics Repair (Sensors) 12
  • Research/TL 12

Included within the Science specialty is the tricorder--the swiss army knife of scientific equipment. Remember that these Electronics Operation and Repair skills default off each other, and Electronics Repair (Computers) defaults off Computer Operation-5.

Science (40 character points)

One of Starfleet's primary mandates is exploration of the unknown. Science Officers are always in demand. It is possible to have more than one Science certification, if none of the science skills overlap.

  • any one science skill (Primary discipline) 15
  • any one science skill (secondary discipline, or related) 12
  • any one science skill (secondary discipline, or related) 12
  • Research/TL 15

The character point cost of this certification will depend on which science specialties are chosen. Additional prerequisite skills may also be required.

Medical

Starfleet Medical is responsible diagnosing and treating all manner of illness. It is also responsible for all medical research activities in the Federation. Starfleet counselors also fall under the Medical umbrella. Many of the Medical skills require you to specialize in a certain race; applying these skills to another race will result in a penalty.

Medical Assistant (31 character points)

On the ship, they assist the doctor. On away missions, they are capable field medics. Note, if a Doctor, Triage, or Counselor certification is later acquired, your Medical Assistant certification will no longer count for rank and promotion purposes.

  • Diagnosis/TL 12
  • Electronics Operation (Medical) 15
  • Electronics Repair (Medical) 12
  • First Aid/TL 18
  • Physician/TL 12
  • Physiology/TL (native race) 12

Don't forget, First Aid defaults from Physician, making it 1 cp cheaper if Physician is at 12. Electronics Repair (Medical) defaults to Electronics Operation (Medical)-3.

Triage (78 character points)

These doctors specialize in diagnosis and immediate treatment of the sick and wounded, often satisfied with stabilizing a patient until care can be turned over to another physician. You may not have this and Sickbay certifications at the same time; obtain the Surgeon certification instead. This certification counts as two certifications for purposes of promotion within the Medical branch. Note, if a Surgeon certification is later acquired, your Triage certification will no longer count for rank and promotion purposes.

  • Diagnosis/TL 18
  • Electronics Operation (Medical) 15
  • Electronics Repair (Medical) 12
  • First Aid/TL 18
  • Physician/TL 12
  • Physiology/TL (native race) 15
  • Physiology/TL (one other race) 12
  • Surgery/TL 12

First Aid defaults to Physician. Physiology (native race) and Surgery default to Physician-5. Within a skill, Interspecies Defaults vary depending on the races.

Sickbay (60 character points)

These doctors specialize in the care of patients within a medical facility. You may not have this and Triage certifications at the same time; obtain the Surgeon certification instead. This certification counts as two certifications for purposes of promotion within the Medical branch. Note, if a Surgeon certification is later acquired, your Sickbay certification will no longer count for rank and promotion purposes.

  • Diagnosis/TL 15
  • Electronics Operation (Medical) 15
  • Electronics Repair (Medical) 12
  • First Aid/TL 18
  • Physician/TL 18
  • Physiology/TL (native race) 15
  • Physiology/TL (one other race) 12
  • Surgery/TL 15

First Aid defaults to Physician. Physiology (native race) and Surgery default to Physician-5. Within a skill, Interspecies Defaults vary depending on the races.

Surgeon (104 character points)

These doctors are not only expert surgeons, but are all around competent physicians in general. This certification counts as three certifications for purposes of promotion within the Medical branch.

  • Diagnosis/TL 18
  • Electronics Operation (Medical) 18
  • Electronics Repair (Medical) 15
  • First Aid/TL 18
  • Pharmacy/TL 15
  • Physician/TL 18
  • Physiology/TL (native race) 15
  • Physiology/TL (one other race) 12
  • Physiology/TL (one other race) 12
  • Surgery/TL 18

First Aid defaults to Physician. Physiology (native race) and Surgery default to Physician-5. Within a skill, Interspecies Defaults vary depending on the races.

Therapist (35 character points)

Life on board a starship can be stressful. An officer with this certification can help the crew cope with the challenges often faced by Starfleet personnel. They are also equipped to notice warning signs and will inform the ships counselor or a commanding officer if they suspect a crewman is under excessive mental stress. Note, if Counselor certification is later acquired, your Medical Assistant certification will no longer count for rank and promotion purposes.

  • Body Language 12
  • Detect Lies 12
  • Electronics Operation (Medical) 12
  • Psychology/TL (native race) 15
  • Sociology 15

Body Language, Detect Lies, and Sociology default to Psychology-4. All these skills operate under a penalty when used on a different race.

Counselor (62 character points)

This officer not only deals with the mental health of the crew, but aids the captain with social situations at his/her request. As the Federation considers first contact missions to be some of their most important, Starfleet counselors are expect to be as adept in Sociology as they are in Psychology. This certification counts as two certifications for purposes of promotion within the Medical branch.

  • Body Language 15
  • Detect Lies 15
  • Electronics Operation (Medical) 12
  • Hypnotism 12
  • Physiology/TL (native race) 12
  • Psychology/TL (native race) 18
  • Psychology/TL (one other race) 15
  • Sociology 18

Body Language, Detect Lies, and Sociology default to Psychology-4. All these skills operate under a penalty when used on a different race.

See Also

Starfleet Academy Template | Technology Skills Specialization | Technology Skill Triads

Rank and Promotion

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