If your impulse upon encountering an interesting situation is to whip out the perfect device and support your team's efforts to deal with it, then Operators is the Department for you. Ensigns with an Operators certification are ready to function with supervision operating one of the ship’s many systems. Further certifications allow one to integrate more ship’s systems into their expertise, eventually becoming well rounded enough to serve bridge duty. This is the department of choice for those who prefer hands-on excitement without the burdens that come with Command Division.
There is considerable overlap with the Engineering Department. Operators are concerned with the use and operation of systems and technology while Engineers are concerned with maintenance and repair.
Starfleet Officers
The Operator Officer Template below represents the experience and training of an Operator ensign fresh out of The Academy. To represtent an officer higher rank, add the appropriate Rank lens(es) to this Officer Template. Guidelines are provided under the "Promotion" subheading.
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 Operator officer's careers terminate as Cheif Operator 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. Computer Science is probably the best fit for your degree, although any Engineering or Science Degree would be appropriate. See Operator Options below for additional Operator-appropriate abilities and foibles. Overconfident officers tend to exercise less caution than their teammates would prefer.
Bridge Officer: Choose as your first certification any system that has a strong presence on the bridge: Communications Operator, Computer Operator, or Sensors Operator.
Landing Party: The Gizmo advantage is especially suited to you. Choose Lab Assistant as your first certification as it will be useful on many away missions.
Support Systems: Most Operator officers toil away in the background, but no ship could function without them. Choose Engineering Operator, Security Systems Operator, or Transporter Operator as your first certification.
Transferring in to or out of the Operators 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
Operator officer with the Overconfidence disadvantage could swap it with exclusive and/or italicized disadvantages from your the department and/or buy it off with unused character points. Operator officers with the Operator! wildcard skill will need to put the points in Operator! 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.
Operator Options
These advantages and skills are available to Operator 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 give Operators the best equipment and the know-how to use it.
The Disadvantages are available to Operator 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 Operator officers. Traits in italics can be taken by anybody, but are especially appropriate for Operator officers. The Machine Empathy advantage, Multitask advantage, and Operator! skill are new; see below for details.
Operator Options
Advantages and Perks
15
Daredevil
5
/lvl
Gizmo
up to three levels
5
Machine Empathy
new advantage
var.
Signature Gear
10
/lvl
Synchronized
new advantage
1
/lvl
Multitasking (choose skill)
new perk
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
†
Overconfidence (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2 [B148]
-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)
Skills and Techniques
Computer Hacking IQ/VH
prerequisite: Computer Operator certification
*
Operator! IQ/W
prerequisite: LtJG rank or higher
1
Muscle Memory (choose skill) A
new technique; default: prerequisite skill
* 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 Operator!.
† This disadvantage's cost depends on its self-control number.
Download the GCS file: OperatorOptions.gct. Last modified: 2021 December 22 12:57.
Machine Empathy
5 points
Operator officer
You have an unusual rapport with machines. Upon taking the controls of a new device, the GM will roll against your IQ. On a success, he will give you a general sense of its purpose and current condition. Furthermore, this advantage functions as Empathy (p. 51) with respect to artificial intelligences, and allows you to use your Influence skills (see p. 359) on such entities. You may use Detect Lies and Psychology on artificial intelligences at no "off species" penalty.
Synchronized Advantage
10 points/level
Operator Officer
You are unusually gifted at performing multiple long actions or space combat tasks at once. For every level of this advantage, remove -1 in multitasking penalties, up to eliminating half the multitasking penalty (round in the player's favor). E.g. during Space Combat Turns (GURPS Spaceships, p. 50) Synchronized 1 would allow an Operator officer to do both the communication tasks—Supervise Damage Control and Signal Enhancement—at a -1 instead of a -2 penalty. Synchronized 2 would allow an Operator officer to do both a Move Maneuver and Sensor Detection task at a -2 instead of a -4 penalty in the same space combat turn (assuming the controls for both tasks where accessible from the same station, like in a shuttlecraft).
This advantage does stack with the Multitasking perk and the Muscle Memory technique, but only removes multitasking penalties; it never allows you to perform better than your unmodified skills. I.e. you are never better doing two things at once than doing either individually.
This advantage comes from Compartmentalized Mind ([50/lvl], -30% no extra mind compartments, -50% doesn't effect combat turns) [10/lvl]
Multitasking Perk
1 point/level
Operator Officer
You are so good at a particular skill that it and any other skill(s) done at the same time suffer reduced penalties when multitasking during a long action or space combat turn (GURPS Spaceships, p. 50). This perk comes in levels, reducing -1 in penalties per levels in this perk. More than 2 levels are cinematic.
E.g. An Operator officer with DX 10, IQ 12, Multitasking (Electronic Operations (Sensors)) 2 [2], Electronic Operations (Sensors) (A) IQ [2]-12, and Piloting (Contragravity) (A) DX [1]-9, is manning the sensors from the copilot seat of a shuttle when the pilot’s console erupts in a shower of sparks. Forced to add piloting to his plate for the time being, he’d normally be at a -4 for doing tasks from two different categories at once. But, since he has 2 levels of Multitasking for one of those skills, he'll only be at a -2. His effective Piloting skill will be 7 and his effective Electronic Operations (Sensors) skill will be 10 — +2 better than he would have been without his Multitasking (Electronic Operations (Sensors)) 2 perk.
This perk is superior to the Muscle Memory technique. This perk does stack with other specialties of itself, the Synchronized advantage, and the Muscle Memory technique, but only removes multitasking penalties; it never allows you to perform better than your unmodified skills. I.e. you are never better doing two things at once than doing either individually.
Operator! Wildcard Skill
Operator officer, LtJG rank or higher
Operator officers are expected to operate ship's systems and use hand-held devices employed by Starfleet (weapon systems being an exception). While their understanding of computer software is well into cinematic territory, the Operator! wildcard confers no skill with computer hardware (the purview of Engineering). The proper care and handling of dangerous materials is also included. The Operator! wildcard does not cover the repair of any ship's systems or hand-held devices; but note that Electronics Repair/TL skills default to Operator!-3.
Operator!
Skill
Controling Attribute
Electronics Operation/TL
IQ
Computer Operation/TL
IQ
Computer Programming/TL
IQ
Computer Hacking/TL
IQ
Expert Skill/TL (Computer Security)
IQ
Professional Skill/TL (Reactor Operator)
IQ
Hazardous Materials/TL
IQ
NBC Suit/TL
DX
Operator! skill is normally not subject to familiarity and low tech level penalties. The breadth of experience this wildcard skill represents allows for the use of archaic and/or alien technology. Skills default to and from Operator! skill normally. E.g. if you have Operator! at Attribute+1, it only takes 4 pts to have Electronics Operation/TL11 (Scientific) at IQ+2.
The Operator! skill may substitute for any skill it covers for Departmental Certification purposes. Skills default to and from Operator! skill normally. E.g. if you have Operator! at Attribute+1, it only takes 4 pts to have Computer Hacking at IQ+2; but that extra +1 would be subject to familiarity and low-tech-level penalties.
Operator officers may borrow from the skills covered by Operator! 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 Computer Operation/TL11 skill are spent on Operator! skill; this is fine so long as the Computer Operation/TL11 skill 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
Muscle Memory Technique
Average Technique
prerequisite skill
Operator officer and prerequisite skill, cannot exceed prerequisite skill+4
You’ve done a particular skill enough that it’s becoming second nature. During a long action or space combat turn (GURPS Spaceships, p. 50), apply the penalty for doing two or more things at once to your Muscle Memory technique.
E.g. An Operator officer with DX 10, IQ 12, Electronic Operations (Sensors) (A) IQ [2]-12, Piloting (Contragravity) (A) DX [1]-9, and Muscle Memory (Electronic Operations (Sensors)) (A) [2]-14 is manning the sensors from the copilot seat of a shuttle when the pilot’s console erupts in a shower of sparks. Forced to add piloting to his plate for the time being, he’ll be at a -4 for doing tasks from two different categories at once. His effective Piloting skill will be 5 and his effective Muscle Memory (Electronic Operations (Sensors)) skill will be 10. If he didn’t have the Muscle Memory technique, his effective Electronic Operations (Sensors) would have been 8.
This advantage does stack with other specialties of itself, the Multitasking perk, and the Synchronized advantage, but only removes multitasking penalties; it never allows you to perform better than your unmodified skills. I.e. you are never better doing two things at once than doing either individually. The Multitasking perk is superior to this technique; but this technique isn’t subject to perk limits and may be your only option.
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.
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.
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.
Ensign-Level Operators-Departement Certifications
Communications Operator
Communications operators handle subspace communication systems. While most eloquent verbally, they can recognize the origin of most symbols and written languages.
Computer operators get the most out of computers. This certification is made up of realistic skills. Cinematic hacking ability, i.e. the Computer Hacking skill, is only available to Operators officers who have Computer Operator certification.
The engineering operator certification allows an Operator Departmental officer to monitor warp and impulse engines, both power plants and drive systems. For training in the maintenance and repair of these systems, take one of the
Engineering Department's drive or reactor technician certifications. Becasue the consquences of engine failure are potentailly catastrophic, oversight of these systems are the Engineering Department's mandate.
Security systems operators track all major shipboard activities, such as computers access, energy consumption, and transporter and sensor usage. They also divert and prioritize power among weapons, shields, warp drive, etc., and adjust life support [Decipher Star Trek Roleplaying Game, p.125.]
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 Operators 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.
Communications Master
Required Certifications
Communications Operator
Electronic Warfare Operator
Communications Technician (Engineering Dept.)
Language (by species) (Counseling Dept.)
Electronic Systems Operator
Required Certifications
Communications Operator
Security Systems Operator
Sensors Operator
Transporter Operator
Records Clerk
Required Certifications
Computer Operator
Cryptanalysis (Security Dept.)
Security Systems Operator
Security Systems (Engineering Dept.)
Research Assistant
Required Certifications
Computer Operator
Lab Assistant
Lab Technician (Engineering Dept.)
Sensors Operator
Security Systems Master
Required Certifications
Computer Operator
Computer Systems Technician (Engineering Dept.)
Security Systems Operator
Security Systems Technician (Engineering Dept.)
Sensors Master
Required Certifications
Electronic Warfare Operator
Sensors Operator
Sensors Technician (Engineering Dept.)
one of these science certifications: Astronomy, Biology (Medical Dept.), Chemistry, Geography, Geology, Physics, (Science Dept.)
Transporter Master
Required Certifications
Security Systems Operator
Sensors Operator
Transporter Operator
Transporter Technician (Engineering Dept.)
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 Operators Options to their character sheet; the Operator! 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.
Communications Chief
A communications chief is familiar with a few languages and intimately familiar with communications equipment. They are also adept at electronic warfare, usually to overcome jamming.
four of these science certifications: Astronomy, Biology (Medical Dept.), Chemistry, Geography, Geology, Physics, (Science Dept.)
Team Support
Starfleet assembles small (6-man or fewer) away teams for missions involving significant unknowns. These Operations Division lieutenants arrive ready to bring Federation technologies to bear on these unknown.
Required Certifications
Communications Operator
Computer Operator
Electronic Warfare (Command Div.)
Lab Assistant
Lab Technician (Engineering Dept.)
Security Systems Operator
Sensors Operator
Wilderness Survival (Medical Dept.)
Transporter Chief
A transporter chief operates and maintains Starfleet's most complicated and finicky technology.
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 Operations Officer, the head of the starship or facility's Operations Division. Since there are far more Operations officers than starships in Starfleet, most Operations 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
You have an unusual rapport with machines. Upon taking the controls of a new device, the GM will roll against your IQ. On a success, he will give you a general sense of its purpose and current condition. Furthermore, this advantage functions as Empathy (p. 51) with respect to artificial intelligences, and allows you to use your Influence skills (see p. 359) on such entities. You may use Detect Lies and Psychology on artificial intelligences at no "off species" penalty.