If your impulse upon encountering an interesting situation is to bark orders ensuring the efficient allocation of assets and resources so you can effectively analyze disparate information and synthesize an appropriate response, then Command is the Division for you. Ensigns with a Command certification are ready to function with supervision navigating through space, flying shuttlecraft, firing ship's weapons, or operating ship's shields. Further certifications allow one to fly a fighter or “take the conn”. This is the division of choice for those hoping to eventually command a starship.
Ensigns
An ensign's primary duty is professional growth, both as a leader and as an occupational specialist. Ensigns are mentored by more senior officers as well as their (nominally) subordinate chief petty officers as part of their development as Starfleet leaders.—"Ensign", Memory Alpha
The Officer template below represents the minimum experience and training of a Starfleet ensign. More talented or experienced ensigns will likely have additional abilities from their department's options (see "Options" tab below) or skills that have allowed them to acquire department Certifications (see "Certs." tab below).
Officers of higher rank will have the appropriate Rank lens added to this Officer Template.
Command Officer Template
The Command Officer template represents a Starfleet Command-Division
officer fresh out of the Academy. Choosing a Starfleet Academy Degree lens, one (and only one) department Certification module, and 2 to 4 Extracurricular Activities modules are requirements of this template.
All tech skills are tech level 11, except for First Aid which is tech level 9. Note the Survival skill requires you to choose a specialty.
TOTAL = 8(SFA) +12(Degree Lens) +8(Department Certification) +8(Extracurricular Activities)
Reaction Modifiers
+2
from Sense of Duty (Federation)
+1
from Social Regard (Respected)
+1
from Status 1
* This advantage's cost is 0 for native humans. Nonhumans get their own species' Cultural Familiarity and Language for free and must pay for the Human versions.
Download the GCS file: StarfleetOfficer8.gct. - last modified: 2024 January 16 13:14.
Customization Notes
Most Command ensigns hope to eventually sit in the command chair of a starship or starbase, but a few are interested in becoming one of Starfleet's hotshot fighter pilots. Some are content with manning tactical positions. See Command Options below for additional Command-appropriate abilities and foibles. Obsessed Command officers have trouble maintianing close relationships.
Commander: Impove IQ and Will and choose advantages like Charisma and Intuition that make you a more effective leader. Add the Motivational Speech advantage as soon as you meet the prerequisite, i.e. after your first medal or commendation. Consider Obsession (Become a Starship Captain) as a discretionary disadvantage. For your Starfleet Academy Degree, choose something from the Social Sciences or Military Science (a Science Degree). Consider Space Tactics for your first Certification (the Intelligence Analysis skill is invaluable), although any Certificaiton containing all IQ-based skills will come easy to you.
Pilot: DX is your most important Attribute as it effects all your Gunner and Piloting skills and your Basic Speed. Loading up on Luck can keep you alive longer in what is too often a short career. For your Starfleet Academy Degree, a starship-related Engineering Degree would be most practical, e.g. Artillery, Electroplasma, or Starship Engineer; although Sceince Degrees in Astronomy or Planetary Science could also be useful. Auxiliary Space Vessels is an excellent first Certification as it allows you and your prime team the option of taking a shuttlecraft on away missions. If you're more interested in bridge duty, go with Space Navigation.
Tactical: IQ is your most important Attribute, more important than the advantages this template offers (although Luck is universally valuable). Boosting IQ improves your skills in shields, sensors, electroic warfare, tactics and strategy. Improving your Piloting and Gunner skills is probably most efficiently done by putting points into those skills directly. For your Starfleet Academy Degree, Engineering Degrees that deal with ship's weapons and defensive systems are worth while, e.g. Artillery (photon torpedoes), Electroplasma (phasers), or Gravitic Engineer (shields); although Military Science (a Science Degree) has obvious appeal. Phasers & Photons, Shields, or Space Tactics make fine first Certifications.
Promotion
Promotion from ensign to lieutenant junior grade requires adding the Lieutenant Junior Grade lens to a Starfleet Officer template. In pursuit of the Lieutenant rank, most ensigns's will have acquired:
a commendation or medal (i.e. a 1 point Starfleet Reputation), awarded by their commanding officer (i.e. their GM)
four Certifications which form an approved set fulfilling a LtJG rank requirement
Adiministration skill at 10 or more
Leadership skill at 10 or more
Shiphandling skill at 11 of more for bridge officers
See the "LtJG." tab below for specifics and exceptions.
Transferring in to or out of Command Division
Advantages and Skills
When changing departments, advantages and skills that are exclusive to the former department must be dealt with. (Such department-exclusive traits, accessible via the "Options" tab below, are denoted by a department-colored background.) There are three options.
Replace up to 15 points worth of them with exclusive advantages from the new department's options.
Add an Unusual Background advantage of equal cost to the abilities being kept.
Drop them.
Points from exclusive abilities that are dropped (#3) may be spent towards the Unusual Background to keep other exclusive abilities (#2), but they may not be saved nor spent on anything else. This may result in a net decrease in character points. Note that option #2 allows for keeping all the exclusive abilities of a former departement, assuming the Unusual Background cost can be paid.
Disadvantages
Italicized disadvantages from your former department's options may be replaced with department-exclusive or italicized disadvantages from your new department's options on a point for point basis. You must replace or buy off any department-exclusive disadvantages or disadvantage that no longer make sense within the new department.
Examples
Command officers with the Obsession (Become a Starship Captain) disadvantage must swap it with exclusive and/or italicized disadvantages from the new department and/or buy it off with unused character points. Command officers with the Command! wildcard skill will need to put the points in Command! into it's individual skills such that each skill has at least 1 point in it, and no skill's level is higher than it was before.
Command Options
These advantages and skills are available to Command officers both during character creation and later by spending earned character points. They do not require GM permission to add to your character sheet. Most represent the luck that seems to follow successful Command officers around. The Motivational Speech advantage gives Command officers the ability to inspire those under their command.
The Disadvantages are available to Command officers at the time of character creation and, like all disadvantages, can not normally be added after that. Most are common to all Starfleet officer's options.
Traits in yellow can only be taken by Command Division officers. Traits in italics can be taken by anybody, but are especially appropriate for Command officers. The Motivational Speech advantage and Command! skill are new; see below for details.
Command Options
Advantages
5
/lvl
Charisma
up to four levels
15
Intuition
15
Luck
30
Extraordinary Luck
60
Ridiculous Luck
5
/lvl
Motivational Speech
up to as many levels as your GURPS Rank; prerequisite: 1+ points in Starfleet Reputation(s)
15
/lvl
Serendipity
up to three levels
100
Super Luck
Disadvantages
-15
†
Charitable (≤12)
≤6 -30, ≤9 -22, ≤12 -15, ≤15 -7
-10
Code of Honor (Soldier's)
-5
†
Compulsive Generosity (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2
-5
Guilt Complex
make sure you are willing to role-play the consequences!
-10
†
Honesty (≤12)
≤6 -20, ≤9 -15, ≤12 -10, ≤15 -5; a better name for this disadvantage would be "Law-Abiding"
-5
†
Obsession
short-term goal, achieve the next rank would be appropriate
-10
†
Obsession
long-term goal, command a starship would be appropriate
-10
Pacifism (Cannot Harm Innocents)
-5
Pacifism (Reluctant Killer)
be willing to pay the consequences should you kill a recognizable person
-5
†
Selfless (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2
-20
Sense of Duty (Every Living Being)
an extra -5 points to replace Sense of Duty (Federation) [-15 points] to Sense of Duty (Every Living Being) [-20 points]
-5
†
Truthfulness (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2; remember, this even prohibits you from lying by omission.
-10
Vow (Protect the Innocent)
-5
Vow (Uphold the Law)
Skill
*
Command! IQ/W
prerequisite: LtJG rank or higher
* The cost of a wildcard skill is three times the cost of a very hard skill. E.g. for 3 cps you have a relative skill level of IQ-3 in Command!.
† This disadvantage's cost depends on its self-control number.
Download the GCS file: CommandOptions.gct. - last modified: 2021 December 22 12:57.
Motivational Speech
Social
5 points/level
Command Division officer, 1+ points in Starfleet Reputation(s)
Once per gaming session per level of this advantage, you can inspire those under your command with a rousing speech. Roll against your Leadership skill after you, the player, deliver your life-changing oration ("Risk is our business"). You may effect a number of individuals equal to your Charisma squared, or more at -1 per individual beyond that.
You recieve as many "pip chips" as your Margin of Sucess. For as long as the crisis persists, you may cash in a "pip chip" to improve any number rolled by individuals inspired by your speech who are acting towards the goals for which you rallied them. You may cash in as may "pip chips" at a time as you wish; one "pip chip" will add or subtract one die's pip. You may not affect your own die rolls, unless you made your Leadership roll exactly. In that case, you feel pretty good about your speech even though nobody else did: you get a "pip chip" that you can only use for yourself.
Inspiring your teammates is stressfull; if the situation wasn't dangerous and/or important, then you wouldn't have bothered. Each use of Motivational Speech (successful or not) temporarily lowers your Will and any Self-Control numbers you may have by 1. Pip chips and stress penalties vanish upon completion of the task for which your team was inspired.
Time: about 2 minutes
Cost: -1 to Will and Self-Control numbers, whether successful or not
Duration: Until the task at hand is completed
This advantage is mostly based on "Natural Leader" from Pyramid #3/65: Alternate GURPS III, p. 12, but also "Visualization" from B96; "Enthrallment" from B191; "Tactics" from Martial Arts, p. 60; and "Tactics for the Win" from Pyramid #3/70: Fourth Edition Festival, p. 17. The stress cost is a simplified version of Stress and Derangement from GURPS: Horror, pp. 141-142.
Command! Wildcard Skill
Command officer, LtJG rank or higher
Command lieutenants have the training and experience to holistically analyze any situation and efficiently coordinate available resources to resolve it. They command the crews and handle the flight and combat controls of starships, starbases, and ground-based facilities. In the field, they can pilot anything space-worthy, fire mounted weapons, and operate defensive force shields. Command! skill does not include the use of personal weapons and tactics, that's what your Security officers are for. The Command! skill does not cover the repair of any ship's systems or hand-held devices, that's what your Engineering officers are for, but note that Electronics Repair (Electronic Warfare, Force Shields, and Sensors) skills default to Command!-3. Command! replaces the skills listed below.
Command!
Skill
Controling Attribute
Note
Leadership
IQ
Shiphandling/TL11 (Spaceship and Starship)
IQ
Spacer/TL11
IQ
Navigation/TL11 (Space)
IQ
no -2 penalty for warp
Piloting/TL11
DX
Gunner/TL11 (Beams and Cannon)
DX
Artillery/TL11 (Guided Missile)
IQ
Electronics Operation (Electronic Warfare, Force Shields, and Sensors)
IQ
Intelligence Analysis/TL11
IQ
Strategy
IQ
Tactics (Space)
IQ
to outguess a single enemy spacecraft [GURPS Spaceships, p. 51]
Expert Skill (Military Science)
IQ
Command! skill is normally not subject to familiarity and low tech level penalties. It represents a breadth of experience allows for the handling of archaic and alien starships. Skills default to and from Command! skill normally. E.g. if you have Command! at Attribute+1, it only takes 4 pts to have Gunner/TL11 (Beams) at DX+2, but that extra +1 would be subject to familiarity and low tech level penalties.
The Command! skill may substitute for any skill it covers for Departmental Certification purposes. E.g. Since Command! covers every skill in the Space Tactics certification, the skill requirements of that certification could be satisfied by having a high enough Command! skill. Skills default to and from Command! skill normally. E.g. if you have Command! at Attribute+1, it only takes 4 pts to have Piloting/TL11 (High-Performance Spacecraft) at IQ+2; but that extra +1 would be subject to familiarity and low-tech-level penalties.
Command officers may borrow from the skills covered by Command! to help purchase or improve it, as long as doing so does not lower the final skill level of the skill borrowed from. E.g. character points borrowed from Leadership skill are spent on Command! skill; this is fine so long as the Leadership skill level ends up no lower than it was before.
A wildcard skill's cost three times as much as a very hard skill.
Wildcard Cost
Skill Level
Point Cost
Attribute-3
3
Attribute-2
6
Attribute-1
12
Attribute-0
24
Attribute+1
36
Extra +1
+12
Department Certifications
Department Certification are modules of (mostly/usually) skills obtained on-the-job. They represent additional training and increased experience. If you're concerned about promotion, choose certifications that combine to satisfy Lieutenant Junior Grade and Lieutenant lens requirements.
The certifications issued by each department are unique to them. E.g. Sensors Operator is an Operators-Department certification. Officers generally work towards certifications during non-alpha duty shifts. It generally takes about a year to qualify for a new department certification. You are allowed to obtian Certifications from outside your Department; this does not require you to change departments. Keep your commanding officer (aka your GM) informed about what certification you are currently working towards.
Obtaining A Department Certification
To obtain a Department Certification follow these steps:
Confirm that you meet the Certification's prerequisites.
Inform your commanding officer (GM) what Certification you are working towards.
Spend character points on the Certification's skills until you fulfill its requirements.
Send Captain Joy an updated character sheet and inform him which Certification you've quallified for, and if you qualify for an expert or speciallist rating.
Aquire one year's experience or succeed at a monthly job roll followed by winning a contest of your Savoir-Faire (Military) vs. your commanding officer's Will.
The costs of Department Certifications are not fixed as they are based on skill level minimums. The given costs assume you have a 12 in any relevant Basic (or Secondary) Attributes, usually IQ and/or DX. If your attribute default level for a required skill meets the minimum, you must still put one character point into that skill to represent time spent and familiarity. If a required skill defaults from another skill and meets the minimum, you do not need to put additional points into that skill; make a note on your character sheet that you do have familiarity in that skill. If because of previous experience (e.g. Starfleet Academy training, skill overlap with a previous Certificate) you already have one or more points in a required skill and you satisfy that skill's minimum level, then you do not need to put any additional points into that skill.
GURPS Charater Sheet Program Files
GURPS Character Sheet files have already been made up for many Department Certifications. These files should download to your computer when selected. If these files open in your browser instead of downloading, try right-mouse-clicking or alternate-mouse-clicking on the link and selecting "Save Target As" or "Download Linked File As..." from the menu. None of these files should end with an ".xml" or ".html" suffix; if they do, trim the ".xml" or ".html" from the filename. The filenames should end with ".gct" or ".glb" so the GURPS Character Sheet application will recognize them.
If a GCS file does not match the library computer, go with what the library computer (i.e. the information on this webpage) says. Inform Captain Joy of the error in the GCS file. (Remind him you did so during the next play session and expect to get an impulse-buy chip for your troubles.)
When using GCS to add Department Certifications to your character sheet, be mindful of double listings. I.e. after adding a new Certification to your character sheet, you may find you already had some of the skills. You need to consolidate all double listings of skills into a single listing, making sure that you're meeting the requirements for all the Certifications you claim to have when doing so.
Command Division Certifications
Auxiliary Space Vessels
Officers with Auxiliary Space Vessels certification can pilot Starfleet shuttlecraft surface to orbit and land them in shuttle bays. This cerfification does not include any navigation skills, but the officer should have already
learned Navigation (Space) at the Academy, which should allow them to plot their own courses within a star system. Most auxiliary space vessels have a limitted warp capability, making interstellar travel (requiring Naviagation
(Hyperspace) to plot a course) impractical.
Officers with Command Leadership certification are able to coordinate the information officers under their command acquire and keep them operating at peak efficiency even in dangerous or stressful situations.
Officers with Drones & Missiles certification can make use of Starfleets seeking and remotely piloted drones and missiles.
Starfleet rarely makes use of such weapons as combat devises (the Kzinti love them) so most ensigns opt to make this the last certification they aquire as part of a Lt. JG qualification.
Officers with Electronic Warfare certification are skilled in electronic counter-measures (jamming) and electronic counter-countermeasures (anti-jamming.) This usually plays out as contest of skills such as E Op (Electronic Warfare)
vs. E Op (Communication, Electronic Warfare, or Senors)
Electronic Warfare Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
E Op/TL11 (Electronic Warfare) IQ/A
13
15
17
E Op/TL11 (Communications) IQ/A
11
11
13
E Op/TL11 (Sensors) IQ/A
11
11
13
E Repair/TL11 (Electronic Warfare) IQ/A
10
10
12
Security Clearance Perk
*
*
*
* A limited Level 4 Security Clearance: allows access to Federation tactical data on a need to know basis.
Starfleet often finds itself far from central Federation authority needing to make snap decisions that have far reaching ramifications and serious consequences. The Federation Policy certification gives officers the background to make these decisions.
Officers with Phasers & Photons certification can lock on and fire the primary ship-mouneted weapons used by Starfleet: starship phasers and photon torpedoes
Phasers & Photons Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Gunner/TL11 (Beams) DX/E
13
15
16
Gunner/TL11 (Cannon) DX/E
13
14
16
E Op/TL11 (Sensors) IQ/A
12
12
13
E Op/TL11 (Electronic Warfare) IQ/A
11
11
12
Armoury/TL11 (Heavy Weapons) IQ/A
10
10
12
Download the GCS file: Phasers & Photons.gct.
- last modified: 2024 January 16 13:15.
Shields
Officers with Shields certification can operate the ship-mounted defensive shield technolgies used by Starfleet. This includes both deflector shields and the navigational deflector.
(The skill to control internal force fields is E Op (Security).)
Shields Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
E Op/TL11 (Force Shields) IQ/A
13
15
17
E Op/TL11 (Electronic Warfare) IQ/A
12
12
14
E Op/TL11 (Sensors) IQ/A
11
11
12
Armoury/TL11 (Force Shields) IQ/A
10
10
12
Download the GCS file: Shields Cert.gct.
- last modified: 2024 January 16 13:14.
Space Tactics
Prerequisites
at least one other Command Division certification
Officers with Space Tactics certification are expected to make wise decisions regarding the best military course of action for conflicts occuring in space. Actually gathering the intelligence necessary to produce an optimum strategy
is not covered by this certificaiton.
Starship navigation involves
ploting courses from surface to orbit (Space specialty), from one location to another within a star system (Space specialty), or from one star system to another (Hyperspace specialty).
Space Navigation Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Navigation/TL11 (Space) IQ/A
12
14
16
Area Knowledge (Galaxy) IQ/E
11
12
14
Area Knowledge (patrol region where you gained your Nav Cert) IQ/E
10
10
10
Current Affairs (Travel) IQ/E
10
E Op/TL11 (Sensors) IQ/A
11
12
13
Astronomy/TL11 IQ/H
10
11
12
Hyperspace technique
*
*
*
* An average technique that defaults to Navigation/TL11 (Space)-2. For two points your Navigation (Hyperspace) is the same as your Navigation (Space).
Officers at this rank typically hold support positions on starships and starbases. At this rank, they had begun to prove their ability to perform acceptably in Starfleet, and typically began to take on more senior roles in command situations.–"Starfleet ranks", Memory Alpha
A Starfleet Officer template with Lieutenant Junior Grade lens represents a Starfleet officer recently promoted to lieutenant junior grade. More talented or experienced LtJG's will likely have additional abilities from their department's options (see "Options" tab below) or additional department Certifications (see "Certs." tab below) possibly working towards a block suitable for promotion to full lieutenant (see "Lt." tab below).
Lieutenant Junior Grade Lens
The Lieutenant Junior Grade lens below represents the minimum experience and training a recently promoted Starfleet officer will have added to their Starfleet Officer template. It requires choosing four Certification modules that satisfy the requirement for promotion to LtJG. The 35 points cost of this lens is an estimate.
Lieutenant Junior Grade Lens (35 points)
Advantages
1
Reputation ([5] your shipmates: small class of people, x1/3 round down; recognized all the time)
should have already been gained in play and represented by a medal or commendation
* If the minimum skill level is met, then there is no requirement to put an addition point into the skill.
† Most Certification modules cost 8 points, assuming a 12 in any attributes its skills are based on.
Customization Notes
Many Lieutenants Junior Grade will have added a few of the Command Options to their character sheet as well. It is a rare Command officers that never serves bridge duty, and therefor never improves their Shiphandling skill.
Promotion
Promotion from Lieutenant Junior Grade to Lieutenant requires adding the Lieutenant lens to a Starfleet Officer template with Lieutenant Junior Grade lens. In pursuit of the Lieutenant rank, LtJG's will have acquired:
two commendations or medals (i.e. 2 points total in your Starfleet Reputation), awarded by their commanding officer (i.e. their GM)
eight Certifications which form an approved set fulfilling a lieutenant rank requirement
Adiministration skill at 11 or more
Leadership skill at 11 or more
Shiphandling skill at 12 of more for bridge officers
See the "Lt." tab below for specifics and exceptions.
Lieutenant Junior Grade Certification Blocks
In most cases, four specific Certifications combine to create a Certification block acceptable for promotion to lieutenant junior grade rank. In a few cases, there are alternative and/or additional requirements, e.g. Specialists.
Specialist
Someone who performs exceptionally well at a given certification can be promoted to Lt. JG as a specialist in that area.
To be certified as a Specialist, achive a certification at Specialist skill levels and add Teaching IQ/A skill at level 12.
Cross-Trained - Operations
Officers that are Operations Cross-Trained have the knowledge and experince required to understand and anticipate the needs of Operations Officers under their command.
Required Certifications…
four Ensign-Level Operations Division certifications
at least one Certification from each department: Engineering, Operators, Security
Cross-Trained - Science
Officers that are Science Cross-Trained have the knowledge and experince required to understand and anticipate the needs of Science Officers under their command.
Required Certifications…
four Ensign-Level Science Division certifications
at least one Certification from each department: Counseling, Science, Medical
Fighter Pilot
Officers with Fighter Pilot certification are prepared for Starfleet fighter combat both in space and in atmosphere. This includes politing and firing weapons, but does not include navigation (which is generally not a problem as fighter pilots are typically released close to the action by their carrier or fly in formation). While Starfleet carrier ships are rare, they do exist.
Required Certifications…
Auxiliary Space Vessels
Drones & Missiles
Phasers & Photons
Sensors Operator (Operators Dept.)
the skill Piloting/TL11 (High-Performance Airplane) - 13
Pilot
Officers with Pilot certification are prepared to fly Federation Starships from system to system and shuttlecraft from surface to orbit. This includes potting courses, entering orbit, and landing, but does not include aerodynamic flying in atmosphere (which is not something Starfleet starships and shuttlecraft generally do).
Required Certifications…
Astronomy (Science Dept.)
Auxiliary Space Vessels
Space Navigation
Sensors Operator (Operators Dept.)
the skill Piloting/TL11 (High-Performance Spacecraft) - 13
Ship Support
A Ship Support certification equips one to gather and act on tactical information with regard to conflicts in air or space.
Required Certifications…
Electronic Warfare
Security Systems Operator (Operators Dept.)
Sensors Operator (Operators Dept.)
Space Tactics
Ship's Defenses
A Federation Ship's primarily defense are its deflector shields. Training and ability with ship's sensors, electronic warfare, and security
systems allow one to employ a ship's deflector shields judiciously.
Required Certifications…
Electronic Warfare
Security Systems Operator (Operators Dept.)
Sensors (Operators Dept.)
Shields
Ship's Weapons
Phasers and photon torpedoes are the primary weapons of most Starfleet vessels. This certification includes training and knowledge in the less common drones and missiles, and in sensors and electronic warfare so that all these weapons can be used to greatest effect.
Required Certifications…
Drones & Missiles
Electronic Warfare
Phasers & Photons
Sensors Operator (Operators Dept.)
Team Leader
Starfleet assembles small (6-man or fewer) away teams for missions involving significant unknowns. Command officers with Team Leader certification effectively direct teams made up of Starfleet's various departments to deal with these unknowns.
Required Certifications…
Command Leadership
Federation Policy
any Science Division certification
any Operations Division certification
Lieutenants
Officers at this rank typically had some command experience, and were occasionally appointed department heads on starships. Typically they were shift commanders in a department under a lieutenant commander; for example, a lieutenant commander would be chief of engineering and commander of A shift, and there would be a B and a C shift, each under a lieutenant.–"Starfleet ranks", Memory Alpha
The Starfleet Officer template with Lieutenant Junior Grade and Lieutenant lenses represents a Starfleet officer recently promoted to full Lieutenant. More talented or experienced lieutenants will likely have additional abilities from their department's options like their department's wildcard skill (see "Options" tab below) or additional department Certifications (see "Certs." tab below).
Lieutenant Lens
The Lieutenant lens below represents the minimum experience and training a recently promoted Starfleet officer will have added to their LtJG character sheet to become a full lieutenant. It requires choosing four more Certification modules to create a block of eight Certification modules that satisfy the requirement for promotion. The 45 points cost of this lens is an estimate.
Lieutenant Lens (45 points)
Advantages
1
Reputation ([5] Starfleet: large class of people, x1/2 round down; recognized sometimes, ≤10, x1/2 round down)
should have already been gained in play and represented by a 2nd medal or commendation
spend 5 points to increase rank from Lieutenant Junior Grade to Lieutenant
6
total
Lieutenant Skills
1
*
Adiministration IQ/A
skill level must be at least 11
1
*
Leadership IQ/A
skill level must be at least 11
1
*
Shiphandling/TL11 (Starship) IQ/H
only required if you serve bridge duty; skill level must be at least 12
2
total (3 if bridge duty)
Certifications
choose four most certifications that together with previously acquired certifications create a block of eight certifications that satisfy a Lt requirement
8
†
5th Certification module
8
†
6th Certification module
8
†
7th Certification module
8
†
8th Certification module
Point Summary
6
Ads/Perks/TL/Languages/Cultural Familiarity
2
Skills/Techniques
32
Certifications
40
TOTAL
Reaction Modifiers
+1
from Reputation (shipmates, all the time)
due to your 1st medal or commendation
+1
from Reputation (Starfleet, sometimes ≤10)
due to your 2nd medal or commendation
+2
from Sense of Duty (Federation)
+1
from Social Regard (Respected)
0
Status +1
Rank grants additional Status at no extra cost (B29)
* If the minimum skill level is met, then there is no requirement to put an addition point into the skill.
† Most Certification modules cost 8 points, assuming you are starting from scratch and have a 12 in any attributes its skills are based on.
Customization Notes
All Command Lieutenants are required to have Shiphandling 12. Most Lieutenants will have added a few of the Command Options to their character sheet; the Command! wildcard skill is now available to them. Most command division officers (Captains and Commanders/Executive Officers) in Starfleet have held the position of Helmsman at least once in their careers.
Promotion
Promotion from Lieutenant to Lieutenant Commander requires adding the Lieutenant Commander lens to a Starfleet Officer template with Lieutenant Junior Grade and Lieutenant lenses. In pursuit of the Lieutenant Commander rank, Lieutenants will have acquired:
three commendations or medals (i.e. 3 points total in your Starfleet Reputation), awarded by their commanding officer (i.e. their GM)
eight Certifications which form an approved set fulfilling a lieutenant rank requirement
Adiministration skill at 12 or more
Leadership skill at 12 or more
Shiphandling skill at 13 of more for bridge officers
See the "Cmdr. Ranks" tab below for specifics and exceptions.
In most cases, eight or more specific Certifications combine to create a Certification block acceptable for promotion to lieutenant rank. In a few cases, there may be alternative and/or additional requirements.
Flight Control ("Conn" for short) officers pilot starships of any size at sublight and warp speeds. They are capable of landing spacecraft as well, but are not trained to "dogfight" in atmosphere.
Required Certifications…
Astronomy (Science Dept.)
Auxiliary Space Vessels
Electronic Warfare
Security Systems Operator (Operators Dept.)
Sensors Operator (Operators Dept.)
Sensors Technician (Engineering Dept.)
Space Navigation
Space Tactics
the skill Piloting/TL11 (High-Performance Spacecraft) - 13
Helmsmen control starships' velocity, orientation, weapons, and shields. They work in concert with Navigators.
Required Certifications…
Auxiliary Space Vessels
Drones & Missiles
Electronic Warfare
Phasers & Photons
Security Systems Operator (Operators Dept.)
Sensors Operator (Operators Dept.)
Shields
Space Tactics
the skill Piloting/TL11 (High-Performance Spacecraft) - 13
Mission Leader
Mission Leaders lead large teams (e.g. 30 officers) on extended (e.g. weeks long) missions.
Required Certifications…
Command Leadership
Federation Policy
at least one Certification from each department: Counseling, Engineering, Medical, Operators, Science, Security
Wing Leader
Wing leaders coordinate the operations of dozens of fighters and are ace fighter pilots themselves.
Required Certifications…
Auxiliary Space Vessels - Specialist
Drones & Missiles - Specialist
Electronic Warfare - Specialist
Phasers & Photons - Specialist
the skill Pilot (High-Performance Airplane) - 17
the skill Electronics Operation (Sensors) - 17
Commander Ranks
Promotion into the command ranks is limited by vacancies. Only the best and most fully qualified officers with the skills suited to address Starfleet's particular needs are promoted into these ranks.
Lieutenant Commanders
Officers with this rank typically held positions as senior department heads on larger vessels … or serve as the executive officer of smaller or older vessels. On most starships, the second officer held this rank…. In some rare cases, a lieutenant commander could also serve as the commanding officer of a smaller vessel….–"Starfleet ranks", Memory Alpha
Command Division Lieutenant Commanders will have completed Starfleet's Command Training Program. An exception might occur for a wing commander with no interest in commanding a starship.
Command Training Program
SKILL NAME (Specialty)
MINIMUM
NOTES
Leadership IQ/A
13
Shiphandling/TL11 (Starship) IQ/H
13
Intelligence Analysis/TL11 IQ/H
13
Law (Federation Interstellar) IQ/H
12
Area Knowledge (Galaxy) IQ/E
12
Current Affairs/TL11 (Headline News) IQ/E
12
Current Affairs/TL11 (Politics) IQ/E
12
Expert Skill (Military Science) IQ/H
12
Expert Skill (Xenology) IQ/H
12
Diplomacy IQ/H
12
Administration IQ/A
11
History (Recent Federation) IQ/H
11
Interrogation IQ/A
11
Mind Block Will/A
11
Psychology IQ/H
11
Sociology IQ/H
11
Propaganda/TL11 IQ/A
11
Mechanic/TL11 (High-Performance Spacecraft) IQ/A
11
Upon promotion to the Lieutenant Commander rank in Command Division, the officer will also be granted a Security Clearance (10 character points).
Commanders
Typical assignments at this rank included executive officer of larger vessels … space station commander … and commanding officer of smaller vessels. An officer who held the rank of commander was expected to be able to assume command of a starship should the situation call for it. Officers at this rank typically had 10-15 years of experience in Starfleet.–"Starfleet ranks", Memory Alpha
For ease of reference, the requirements common to all departments are presented in the table below. The specifics for promotion within each department, like the many certifications offered, can be found in each department's section of the library computer.
* Starfleet Medical Academy graduates begin at rank Lt JG, but otherwise use the O1: Ensign row.
† Shiphandling is required for bridge officers only.
Officer GradeUsed to determine equivalencies between various services within the United Federation of Planets
TitleThe Starfleet Rank's formal title
GURPS Rank (pts)The GURPS Rank (and advantage's character points cost)
Administrationminimum Administration skill level
Leadershipminimum Leaderships skill level
Politicsminimum Politics skill level
Shiphandingminimum Shiphandling skill level for Command officers
Medalsminimum number of character points spent on your Starfleet reputation(s), represented in game by awards, commendations, and medals bestowed on you by your commanding officers (i.e. the GM) for excellence in the line of duty
Years Service the years of service typical of an officer new to that rank; not a requirement for promotion
CPsthe character points typical of an officer new to that rank; not a requirement for promotion.
Example: Promotion from Ensign to Lieutenant Junior Grade
Ensign and Lieutenant Junior Grade are both considered GURPS Rank 3, so that promotion would not increase the cost of your Rank advantage. You will need to add a Lieutenant Junior Grade level certification from your department. You may need to spend character points to increase your Administration and Leadership (and Shiphandling, if you're a Command officer) skills to meet the listed minimum values. You need have at least one point in a Starfleet Reputation, represented by a medal or commendation.
This house rule is clears up confusion concerning the various Piloting specialties and atmospheric flight.
Pilot/TL You must specialize.
DX/Average
IQ-6 and Special
The Piloting skill and a list of specialties are given on p. B214. GURPS Spaceships p. 40 has this to say about atmospheric flight:
Spacecraft with wings … or if streamlined and with acceleration greater than local gravity, can fly in an atmosphere.
Use the rules on p. B466 for air travel. Use Piloting (Aerospace) skill rather than their normal spaceship operation skill.
Two Piloting specialties come up frequently in a Star Trek campaign: Contragravity (an ultra-tech replacement for Aerospace) and High-Performance Spacecraft. The vehicle type and where/how it is being flown determine which Piloting specialization is appropriate.
Piloting Specialties and What Vehicle Under What Circumstances They’re Good For
Listings in italics occur routinely in Star Trek campaigns.
Piloting (Contragravity)
Shuttlecraft maneuvering surface-to-orbit
Fighters maneuvering and not engaged in combat maneuvers
Fighters maneuvering in trace or no atmosphere and engaged in combat maneuvers
Fighters in open space and not engaged in combat maneuvers
Piloting (VERTOL)
Starship maneuvering surface-to-orbit (e.g. an emergency surface landing, which uses thrusters)
Primitive (TL9) Aircars
Piloting (High-Performance Airplane)
Fighters in atmosphere engaged in combat maneuvers
Vehicles and What Piloting Specialties Are Used to Fly Them
Listings in italics occur routinely in Star Trek campaigns.
Aircars, Hoverbikes, and Hovercars
Most models - use Piloting (Contragravity) (some vehicles will have a Driving (Automobile or Motorcycle) option)
Primitive (TL9) models - use Piloting (VERTOL) (some vehicles will have a Driving (Automobile or Motorcycle) option)
Fighters
Combat Maneuvers in Atmosphere - use Piloting (High-Performance Airplane)
Combat Maneuvers in Trace or No Atmosphere - use Piloting (Contragravity)
Non-Combat Maneuvers - use Piloting (Contragravity)
Travel Surface to Orbit - use Piloting (Contragravity)
Travel Orbit to Open Space - use Piloting (High-Performance Spacecraft)
Shuttlecraft
Maneuvers - use Piloting (Contragravity)
Travel Surface to Orbit - use Piloting (Contragravity)
Travel Orbit to Open Space - use Piloting (High-Performance Spacecraft)
Starships
Travel Surface to Orbit - use Piloting (VERTOL)
Travel Orbit to Open Space - use Piloting (High-Performance Spacecraft)
Maneuvers in Open Space - use Piloting (High-Performance Spacecraft)
Driving/TL You must specialize.
DX/Average
DX-5 or IQ-5
Less wealthy individuals, enthusiasts, eccentrics, or lower tech level communities might drive groundcars instead of aircars. Others might use them as back-up vehicles. They are significantly cheaper.
Common Driving Specialties
Automobile
Motorcycle
Tech Skill Specialties
The skills below require you to choose a specialty; each specialty is treated as a different skill.
The proper GURPS skill for the design, repair, and/or use of Federation equipment and technology is not always obvious. The listing below (and the TECH SKILL TRIADS table) shows exactly what equipment and technology is contained within the scope of various GURPS skills and their specialties.
Force Fields, i.e. low energy/gravitic-based technology internal to the ship (manipulating artificial gravity, inertial dampers, and the structural integrity field, but not Force Shields)
Life Support (altering environmental controls)
Security Systems (tracking major shipboard activities, diverting and prioritizing power)
Force Fields, i.e. low energy/gravitic-based technology internal to the ship (includes artificial gravity, inertial damper, and the structural integrity field, but not Shields)
Life Support (environmental controls)
Security Systems (tracking major shipboard activities, diverting and prioritizing power)
Hand Phasers (includes familiarity with Klingon disruptors if learned at the Academy)
Starships [B191]
Hull & Superstructure
Life Support (environmental controls)
Thrusters
Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
and integrating all of the above, and many other systems, e.g. Electrical, Gravitic, Nuclear, etc., into a functioning Shuttlecraft, Shuttlecraft, or Fighter
GUNNER/TL11 (a use skill)
Beams [B198]
Shipboard Phasers
Tractor Beams
Cannon [B198]
Photon Torpedoes
MECHANIC/TL11 (a repair skill)
Antimatter Reactor (aka Warp Core) [B207 as per power plant type]
Aerospace [B207 as per vehicle type]
as listed below, but only for ordinary problems endemic to Shuttlecraft including Fighters
Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
Tech Skill Triads
Technical skills govern three distinct classes of activity: design, repair, and use. DESIGN includes inventing, redesigning, and reverse engineering. REPAIR includes troubleshooting, repairing, overhauling, upgrading, installing, and customizing. USE
includes operating and maintaining. E.g. To fire a hand phaser, use Beam Weapons (Pistol); to modify it to increase the amount of energy discharged per shot, use Armory (Small Arms); to build a phaser from parts found in an alien planet’s high-energy
research lab, use Engineer (Small Arms). [paraphrase from B190] (This table was inspired by GURPS: Prime Directive, 3rd. ed. pp. 112-113.)
The following technologies have design-repair-use skill triads. After each technology the appropriate GURPS skills with their correct specialization (if required) are given. Use this table and the TECH SKILL SPECIALIZATIONS listings to help you choose
the specializations you want for your technical skills. A technology level of 11 is assumed. The following abbreviations are used: A Armoury, ART Artillery, BW Beam Weapons, ENG Engineer, EO Electronics Operation, ER Electronics Repair, G Gunner,
M Mechanic, PS Professional Skill
Technology
Design Skill
Repair Skill
Use Skill
Notes
Anti-Grav
ENG (Gravitic)
M (Contragravity)
Piloting (Contragravity)
this technology allows shuttlecraft to maneuver safely near populated areas