If your impulse upon encountering an interesting situation is to whip out a tricorder to figure out how the "situation" works so you can alter or modify available equipment to deal with it, then Engineering is the Department for you. Ensigns with an Engineering certification are ready to function with supervision maintaining one of the ship's many systems. Further certifications allow one to integrate more ship's systems into their expertise, eventually becoming a well rounded member of a damage control party. This is the department of choice for those hoping to eventually become the Chief Engineer of a starship and the division of choice for those who hope to become the Chief of Operations.
There is considerable overlap between the Engineering and Operators Departments. Engineers are concerned with the maintenance and repair of systems and technology while Operators are concerned with their use and operation.
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.
Engineering Officer Template
The Engineering 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.
Most Engineering officer's careers terminate as Cheif Engineer of a starship or other facility, occasionally as Chief of Operations Division. How they get there is primarily determined by what systems they initially work with. In all cases, IQ is your primary Atribute. Any Engineering Degree is appropriate, although a case could be made for a Physics Degree. See Engineering Options below for additional Engineering-appropriate abilities and foibles. Incurious and Workaholic officers are consumed by their work and sacrifice sleep and social life to prevent mechanical surprises.
Combat Systems: You are interested in combat systems. Consider Combat Support, Defensive Systems, Hand Weapons, or Weapons Systems Technician as your first Certification.
Damage Control: You are the first on the scene and find creative ways to avert disaster. It is the Ingression (Security) and Salvage (Engineering) Certification thats sets you apart from other Engineering officers. You could graduate the Academy as a Security officer with Ingression as your first Certification, then switch to Engineering as you work towards your Salvage Certification.
Electronic Systems: You are interested in the personal and man protable devices used by Starfleet. Consider Communications, Computer, Lab, or Medical Technician as your first Certification.
Ship's Systems: You are interested starship systems. Consider Antimatter Reactor, Auxiliary Space Vessels, Fusion Reactor, Impulse Drive, or Warp Drive Technician as your first Certification.
Support Systems: You are interested the systems that everyone on a starship relies on. Consider Communications, Computer, Sensors, or Transporter Technician as your first Certification.
Transferring in to or out of the Engineering Department
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
Engineering officers with the Incurious and/or Workaholic disadvantages could swap them with exclusive and/or italicized disadvantages from the new department and/or buy it off with unused character points. Engineering officers with the Engineering! wildcard skill will need to put the points in Engineering! 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.
Engineering Options
These advantages and skills are available to Engineering officers both during character creation and later by spending earned character points. They do not require GM permission to add to your character sheet. They are what allow Engineering officers to become miracle workers: in days for a Gadgeteer, in minutes for Quick Gadgeteer.
The Disadvantages are available to Engineering 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 red can only be taken by Engineering officers. Traits in italics can be taken by anybody, but are especially appropriate for Engineering officers. The Engineering! skill is new; see below for details.
Engineering Options
Advantages
5
/lvl
High Manual Dexterity
up to four levels
13
Gadgeteer (Solder and Duct Tape, -50%)
See GURPS Action 1: Heroes, p. 19; but drop the restriction against computers. I.e. you can repair or improvize computers as well. (Note: this advantage confers no computer use or programming ability.)
25
Quick Gadgeteer (Solder and Duct Tape, -50%)
See GURPS Action 1: Heroes, p. 19; but drop the restriction against computers. I.e. you can repair or improvize computers as well. (Note: this advantage confers no computer use or programming ability.)
5
Single-Minded
5
Versatile
Disadvantages
-15
†
Charitable (≤12)
≤6 -30, ≤9 -22, ≤12 -15, ≤15 -7
-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
†
Incurious (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2
-10
Pacifism (Cannot Harm Innocents)
-15
Pacifism (Cannot Kill)
be willing to pay the consequences should you kill a recognizable person
-5
Pacifism (Reluctant Killer)
be willing to pay the consequences should you kill a recognizable person
-15
Pacifism (Self-Defense Only)
-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 (Never Take a Life)
-10
Vow (Protect the Innocent)
-5
Vow (Uphold the Law)
-5
Workaholic
[B162]
Skill
*
Engineering! 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 Engineering!.
† This disadvantage's cost depends on its self-control number.
Engineering officers are expected to maintain and repair ship's systems, especially the power and drive systems, but also life support, transporters, sensors, etc. As quickly getting to critical systems is vital to effective damage control, the Engineering! wildcard includes overcoming barriers via technological finesse and brute force. The proper care and handling of dangerous materials is also included. The Engineering! wildcard does not cover the use of any ship's systems; but note that Electronics Operation/TL skills default to Engineering!-5.
Engineering!
Skill
Controling Attribute
Condition
Armoury/TL
IQ
all specialties except body armor, melee weapons, and small arms
Electronics Repair/TL
IQ
Mechanic/TL
IQ
Electrician/TL
IQ
Engineer/TL
IQ
only those specialties dealing with starship systems
Professional Skill/TL (Reactor Operator)
IQ
Hazardous Materials/TL
IQ
NBC Suit/TL
DX
Forced Entry
DX
Traps/TL
IQ
Lockpicking/TL
IQ
Scrounging
Per
Spacer/TL
IQ
Weird Science (Alien Technology)
IQ
Area Knowledge (Starship)
IQ
Current Affairs/TL (Science & Technology)
IQ
Engineering! skill is normally not subject to familiarity and low tech level penalties. Your breadth of experience allows you to repair and modify archaic and/or alien technology. Skills default to and from Engineering! skill normally. E.g. if you have Engineering! at Attribute+1, it only takes 4 pts to have Mechanic/TL11 (Stardrive) at IQ+2.
The Engineering! skill may substitute for any skill it covers for Departmental Certification purposes. E.g. Since Engineering! covers every skill in the Antimatter Reactor Technician certification, the skill requirements of that certification could be satisfied by having a high enough Engineering! skill. Skills default to and from Engineering! skill normally. E.g. if you have Engineering! at Attribute+1, it only takes 4 pts to have Engineer (Nuclear) at IQ+2; but that extra +1 would be subject to familiarity and low-tech-level penalties.
Engineering officers may borrow from the skills covered by Engineering! 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 Electronics Repair/TL11 (Matter Transmitter) skill are spent on Engineering! skill; this is fine so long as the Electronics Repair/TL11 (Matter Transmitter) 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.
Auxiliary space vessels technicians can repair most damage to shuttlecraft (including fighters) assuming they have the right tools and spare parts. If called upon to repair a similar system in another instaliation (e.g. a starship,
starbase) they will generally suffer a -4 penalty.
Hand Weapons Technicians diagnose and repair problems with personal phasers, non-energy weapons, and shields. This certification does not address ship's weapons and defenses.
Hand Weapons Technician Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Armoury/TL11 (Small Arms) IQ/A
12
14
16
Beam Weapons/TL11 (Pistol) DX/E
12
12
13
Beam Weapons/TL11 (Projector) DX/E
12
12
12
Beam Weapons/TL11 (Rifle) DX/E
12
12
12
Armoury/TL11 (Body Armor) IQ/A
11
12
13
Armoury/TL11 (Melee Weapons) IQ/A
11
12
13
Armoury/TL11 (Missile Weapons) IQ/A
11
11
13
If learned at the Academy, familiarity with some of the hand disruptors used by hostile species, e.g. the Klingons, can be assumed.
Impulse drive technicians maintain a starship's impulse drive. Though optimized for sublight travel, an impulse drive is capbable of limitted faster than light travel.
Officers with Ingression certification can access locked or sealled rooms or compartments. This is useful in damage control and rescue efforts. Security officers find the training worthwhile as well.
Ingression Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Forced Entry DX/E
12
14
16
Traps/TL11 IQ/A
12
13
14
Lockpicking/TL11 IQ/A
12
13
14
Lifting/TL11 HT/A
12
12
12
E Op (Security)/TL11 IQ/A
11
12
12
Download the GCS file: Ingression Cert.gct
Last modified: 2024 January 16 13:15.
Lab Technician
Lab technicians diagnose and repair the tricorders and specialized equipment enguaged in scientific research. The are also trained in the proper care and handling of dangerous substances. (Note that Medical Technician is its own
certification, specifically for medical reasearch.)
Machinists work with the cutting edge materials employed by Starfleet.
Machinist Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Machinist/TL11 IQ/A
12
14
16
Smith/TL11 (Iron) IQ/A
11
12
13
Armoury/TL11 (Vehicular Armor) IQ/A
11
11
12
Electronics Operation/TL11 (Scientific)/TL11 IQ/A
11
11
12
Metallurgy/TL11 IQ/H
11
11
12
Engineer (Materials)/TL11 IQ/H
10
11
12
Download the GCS file: Machinist Cert.gct
Last modified: 2024 January 16 13:15.
Medical Technician
Medical technicians diagnose and repair the tricorders and specialized equipment enguaged in medical research. The are also trained in the proper care and handling of dangerous substances.
Officers with Salvage Certification can find useful parts amongst junk, and have a broad (though shallow) ability to make inventive use of said parts.
Salvage Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Scrounging Per/E
12
14
16
Engineer/TL11 (Artillery) IQ/H
10
11
12
Engineer/TL11 (Eletrical) IQ/H
10
11
12
Engineer/TL11 (Nuclear) IQ/H
10
11
12
Engineer/TL11 (Starships) IQ/H
10
11
12
Engineer/TL11 (Electronics) IQ/H
10
11
11
Engineer/TL11 (Small Arms) IQ/H
10
10
10
Mathematics/TL11 (Applied) IQ/H
10
10
10
Download the GCS file: Salvage.gct
Last modified: 2024 January 16 13:15.
Security Systems Technician
Security systems technicians diagnose and repair the systems that track and monitor the ship's resources, e.g. personnel, power, life support, etc. Of course, in the free society of the Federation, personnel are only monitored insofar as it pertains to their duties. This training also equips officers to repair force fields interior to the ship (e.g. artificial gravity, inertial damper, structural integrity field)
Sensors technicians diagnose and repair large-scale, e.g. ship-mounted, sensor systems. (To learn to repair small-scale sensors, e.g. tricorders, get the Lab Technician certification).
Weapons Systems technicians diagnose and repair problems with ship's phasers banks, photon torpedoes, and drones. This certification does not address personal weapons, e.g. hand phasers.
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
Most Lieutenants Junior Grade will have added a few of the Engineering Options to their character sheet as well.
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.
Combat Systems Repair
Combat systems repairmen diagnose and repair vehicular combat systems, .e.g. shields, ECM, targeting sensors, ship's phasers (but not hand phasers), etc.
Required Certifications…
Combat Support System Technician
Defensive Systems Technician
Sensors Technician
Weapons Systems Technician
Damage Control
Officers with Damage Control certification are trained to make immediate repairs specifically to minimize casualties. More thorough and permanent repairs are performed later and fall under the umbrellas of the system specific Repair Certifications.
Required Certifications…
Ingression (Security Department)
Life Support Technician
Salvage
Security Systems Technician
Electronic Systems Repair
Required Certifications…
Combat Support Systems Technician
Communications Technician
Security Systems Technician
Sensors Technician
Impulse Systems Repair
Required Certifications…
Engineering Operator (Operators Dept.)
Fusion Reactor Technician
Impulse Drive Technician
Nuclear Physics (Science Dept.)
Life Support Master
Required Certifications…
Life Support Technician
Medical Technician
Security Systems Technician
Security Systems Operator (Operators Dept.)
Portable Systems Repair
Required Certifications…
Auxiliary Space Vessels Technician
Hand Weapons Technician
Lab Technician
Salvage
Reactors Repair
Required Certifications…
Antimatter Reactor Technician
Engineering Operator (Operators Dept.)
Fusion Reactor Technician
Quantum Physics (Science Dept.)
Star Drives Repair
Required Certifications…
Engineering Operator (Operators Dept.)
Impulse Drive Technician
Plasma Physics (Science Dept.)
Warp Drive Technician.
Support Systems Repair
Required Certifications…
Combat Support Systems Technician
Computer Technician
Life Support Technician
Security Systems Technician.
Warp Systems Repair
Required Certifications…
Antimatter Reactor Technician
Engineering Operator (Operators Dept.)
Hyperspace Physics (Science Dept.)
Warp Drive Technician.
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
Most Lieutenants will have added a few of the Engineering Options to their character sheet; the Engineering! wildcard skill is now available to them.
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.
Lieutenant Certification Blocks
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.
Power and Drives Systems
Antimatter Reactor Technician
Engineering Operator (Operators Dept.)
Fusion Reactor Technician
Impulse Drive Technician
Physics (Hyperspace) (Science Dept.)
Physics (Nuclear) (Science Dept.)
Physics (Plasma) (Science Dept.)
Physics (Quantum) (Science Dept.)
Warp Drive Technician
Ship's Systems
Combat Support System Technician
Communications Technician
Computer Technician
Defensive Systems Technician
Life Support Technician
Medical Technician
Security Systems Operator (Operators Dept.)
Security Systems Technician
Sensors Technician
Weapons Systems Technician
Support Systems
Auxiliary Space Vessels Technician
Combat Support Systems Technician
Communications Technician
Computer Technician
Hand Weapons Technician
Ingression (Security Department)
Lab Technician
Life Support Technician
Salvage
Security Systems Technician
Sensors Technician
Commander 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
This rank is often held by the Chief Engineer, the head of the starship or facility's Engineering Department. Since there are far more Engineering officers than starships in Starfleet, most Engineering officers never achieve this rank.
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
This rank may be given to the head of the Operations Division on a starship or research station. There is generally no more than one officer of this rank on a starship or at a research facility.
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