Academy - Descriptions of Skills and Subjects
Armoury: Beam Handguns
Covers design, construction, repair, modifications, and maintenance of all small hand-held weapons such as the Phaser Type I and Phaser Type II.
Armoury: Phaser Cannon
Covers design, construction, repair, modifications, and maintenance of Phaser Cannons, which are used for point defense around a Starship, as well as the transportable models used for ground attack support. There are two types of Phaser Cannons, Light and Heavy. Both are covered by this skill.
Armoury: Photon Torpedoes
Covers design, construction, repair, modifications, and maintenance of the ship's Photon Torpedo systems.
Armoury: Starship Phasers
Covers design, construction, repair, modifications, and maintenance of a Starship's Phaser banks.
Astrogation: Warp Drive
Covers taking a Federation Starship from one place to another. Also covers star mapping and charting a course through space. Conn officers study Astrogation: Warp Drive to know where the ship is currently, where it is going, and how soon it will arrive. This skill is also used to plot intercept courses with another vessel or object in space, as well as make other special maneuvers in space.
(prerequisites: Physics, Mathematics)
A very exacting science. It includes: stellar growth and decay, planetary and stellar ballistics, some stellar cartography, etc.
Beam Weapons: Phaser
This is the ability to operate standard hand-held Federation Phasers.
Comparative Archaeology: (specialization)
A study of the ancient archaeology (buildings and structures) of a particular race or planet. Each race or culture studied must be specified and studied separately. When a cadet is studying a race similar to one that they have knowledge of, they may apply their Comparative Archaeology skill to determine how environmental and technological factors would influence the development of that culture's buildings and architecture. Thus, a cadet could hypothesize on how the introduction of high tech inventions (for instance) would cause the culture to diverge from its normal development.
Computers are used to analyze data for nearly all purposes. Computer Operations includes some types of operation of Tricorders and all PADD use.
Electronics Operations: Communications
Covers knowledge of hailing frequencies and how to use them, Federation codes, operation of communications equipment, and other standard and emergency communications procedures of Starfleet. It includes basic information about log recordings, message buoys, personal communicators, and sub-space communications. It can also be used to try to recognize ancient and/or alien methods of communication. It also covers operations of Comm-badges and other personal communicators.
Electronics Operations: Deflector Shields
Covers knowledge of Starship Deflector Shields and how to use them, as well as methods for strengthening the shields and switching power from one shield to another under different situations. Personal Deflectors are also covered by this skill.
Electronics Operations: Holographics
Covers operation of the Holographic equipment on most Federation starships and starbases, including Holographic Rec Decks. Includes information about programming certain sequences into the Holographic memory modules in order to create different scenarios. It also includes information on how to defeat the safety interlocks and make these scenarios more dangerous, or even deadly.
Electronics Operations: Life-Support
Covers operations of all personal Federation life-support systems. Includes the Life-Support Belts worn on some missions, but does not include Vacc Suit Operations, which is covered by a separate skill. It also includes Life-Support equipment used by doctors and nurses. It does not include ship-based life-support equipment - that is covered by Engineering and/or Mechanic.
Electronics Operations: Medical
Covers operation of all Federation electronic medical devices. The ability to read and interpret the information gained by such medical equipment is also conferred, but a working knowledge of the medical terms, symptoms, diseases, and cures is also required in order to use such information properly. For instance, a medical student who had not taken this skill could probably use the IQ default with no additional minuses.
Electronics Operations: Phaser Cannons
Covers electronic operations of Phaser Cannons. This skill is necessary in order to operate Phaser Cannons.
Electronics Operations: Photon Torpedos
Covers electronic operations of Photon Torpedos. This skill is necessary in order to operate Photon Torpedo launching systems.
Electronics Operations: Security Systems
Covers operation of the ship's internal security systems, and includes all intruder control systems, as well as operation of the ship's brig.
Electronics Operations: Sensors
Covers operation of the ship's probing sensors, which can detect life or energy sources (among other things) in other ships and on planetary surfaces. The ship's sensors can also provide data on planetary gravity and climate from standard orbit, and can be used to detect moving objects in space that are likely to pass near the ship at long range. It also covers most types of Tricorder use.
Electronics Operations: Starship Phasers
Covers electronic operation of Starship Phasers. This skill is necessary in order to operate Starship Phasers.
Electronics Operations: Transporters
Covers operation of Federation Transporters.
Electronics: Bioneural Circuitry
Covers installation, maintenance, and repair of bioneural gel packs, which are an experimental system currently being tested by the Federation on Intrepid-class Starships. Bioneural circuitry is alive, and as such, is quicker than conventional circuitry, but it must be kept from extreme heat and sources of infection, both of which can kill it.
Covers construction and repair of all Federation communication systems. It includes the technical skills and knowledge involved in modern Federation communications devices, including repair, manufacture, and design. It also includes information on how to modify Federation equipment for different uses. Additionally, it includes information on repairing such items as message buoys, log recorders, personal communicators, and sub-space communications stations.
Covers the technical side of computers, and includes info on how to design, build, and most importantly, repair them.
Electronics: Deflector Shields
Covers construction and repair of the devices that produce the ship's protective screens, which protect it from stray meteors and other space junk, as well as energy and missile attacks in combat. It also covers the technology behind Tractor Beams and Pressor Beams.
Covers construction and repair of the Holographic equipment on Federation vessels. It could also be used to help override Holographic programming by others. It is used for Holodecks and on other Holographic equipment.
Covers construction and repair of all personal life-support machinery. Those possessing this skill may also be called upon to repair and/or modify personal life-support equipment, such as the Life-Support Belts used by Starfleet personnel. Construction and/or repair of ship based life- support equipment is covered by Engineering and/or Mechanic.
Covers construction and repair of the various types of electronic medical equipment used in the standard Federation ship's sickbay. This skill does not include construction or repair of life-support equipment, but it does include the standard Medical Tricorder.
Covers construction and repair of all electronic systems used in Federation robotics, especially robotic electronic brains. It does not cover non-electronic robotic systems.
Electronics: Security Systems
Covers construction and repair of all electronically-based ship's internal security systems. It includes all repairs, maintenance, and modification to the force screens used in the ship's brig, as well as intruder defense and detection. It does not include internal Phasers, but does include all other intruder subdual systems.
Covers construction and repair of the data collection sensors on board Federation ships as well as the stations used to interpret that data.
Covers construction and repair of the electronic systems of the matter transmitters used on all Federation vessels. Repair to non-Federation Transporters is also touched upon.
Engineer: Antimatter Reactors
(prerequisites: Engineer: Fusion Reactors)
Covers designing and constructing Federation-type antimatter reactors. It is used in tandem with Engineer: Warp Drive to power the ship's hyperlight engines.
Engineer: Fission Reactors
(prerequisites: Nuclear Physics)
Covers designing and constructing Federation fission reactors. Fission reactors are no longer used by most Federation worlds, but skill in this area may be needed for use on older outposts and non-Federation worlds.
Engineer: Fusion Reactors
(prerequisites: Engineer: Fission Reactors)
Covers designing and constructing Federation fusion reactors. Most Federation worlds have upgraded their power generation systems to fusion reactors. Advanced fusion reactors provide thrust for the Impulse Drive engines and the power for many of the ship's systems.
Engineer: Impulse Drive
(prerequisites: Engineer: Fusion Reactors -and- Engineer: Subspace Field Generators -and- Engineer: Reaction Drives)
Covers designing and constructing the standard Impulse drives used on all Federation ships. It does not include the advanced fusion reactors that provide thrust for those drives.
Covers designing and constructing the standard non-electronic life-support systems used on Federation Starships. It is also used on the life-support systems in the ship's sickbay, as well as extravehicular life-support systems, such as Life-Support Belts and environmental suits.
Engineer: Reaction Drives
Covers the standard Federation ship thrusters, and allows the person with this skill to design and build such systems. The plasma created by the Impulse engines is used to create the thrust for these systems. It can also be used as a prerequisite for Impulse Drive skill.
Covers designing and constructing robotic equipment used in the Federation. It can only be used to design robotic bodies. The skill used to construct a robotic brain would be Electronics.
Engineer: Subspace Field Generators
(prerequisites: Subspace Mechanics)
This skill is used to build and design the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils), and Warp engines (Warp field coils).
Engineer: Warp Drives
(prerequisites: Engineer: Antimatter Reactors -and- Engineer: Subspace Field Generators)
Covers designing and constructing the Warp drive mechanisms used on all Federation ships. Knowledge of Engineering: Antimatter Reactors is also required for effective use of this skill.
General Services: (specialty)
Covers all of the "red-uniform" jobs not covered by any other skills, including: food services, clerical and/or administrative duties. This skill would be important for a Captain's Yeoman, and desirable for anyone wishing to have knowledge about how the ship's crew functions together. Each separate general skill, such as Quartermaster, Cook, Clerk, etc., would be taken separately.
The study of genetics and heredity.
Gunner: Phaser Cannon
Covers aiming and firing the Phaser Cannons used for heavy Phaser bombardment when pinpoint ground accuracy is required. Phaser Cannons can be mounted on a stable chassis to increase accuracy, or in cyberslave mounts, or on mobile platforms such as ground vehicles.
Gunner: Photon Torpedoes
Covers aiming and firing the Photon Torpedo systems found on most Federation Starships. Photon Torpedoes are autonomous seeking weapons (Guided Missiles).
Gunner: Starship Phasers
Covers aiming and firing the Phaser arrays found on most Federation starships. This skill is usually possessed by the Tactical Officer.
Knowledge of the history of the United Federation of Planets. This includes significant dates, periods, and events in the development of the UFP, as well as its military history.
Specializations in History: (Planet/Race) are taken by people interested in the history of a specific planet and/or race.
Language: (language) (varies)
Covers terrestrial and alien languages. It can be extended to include ancient and written languages, or languages that are so non-human so as to not even be sound based, such as flashing lights, waving tentacles, etc. The communicator must use mechanical devices to convey or receive that type of info. Even with the use of the Universal Translator, some people will still be fascinated by languages. Each individual language is a separate skill. Starfleet personnel are required to learn Federation Standard, if it is not their native language. This language has become a popular second language among Federation members, and many non-Federation races as well. Examples include: Klingon, Tellarite, Andorian, Bynar, and others.
Rules and regulations of the United Federation of Planets, including the non-interference directive (Prime Directive), and regulations of Starfleet. Includes some basic knowledge of the laws of most Federation member planets and cultures.
Life-Support Belt Operations
The Life-Support Belt protects Federation personnel while in some types of hostile environments. It is primarily a self- contained forcefield generator that protects the wearer for a limited amount of time. The Federation LSB has a built-in rebreather mechanism. It is only designed for certain conditions, and cannot substitute for a Vacc Suit. For example, the LSB cannot protect against radiation or vacuum. Note: This skill is also covered by Electronics Operations: Life-Support, but Life-Support Belt Operations does not cover any other life-support equipment. The LSB weighs 1 kg., and works for about 8 hours on a fully charged power cell.
Mechanic: Antimatter Reactors
Covers repairs and modifications to the Antimatter reactors aboard Federation ships. It also covers diagnosis of problems with the antimatter reactors.
Mechanic: Fission Reactors
Covers repairs and modifications to the old-style fission reactors found on some older outposts and some non-Federation worlds. Most Federation worlds have upgraded these old-style reactors with cleaner, non-polluting fusion reactors.
Mechanic: Fusion Reactors
Covers repairs and modifications to fusion reactors found on most Federation ships and planets. Federation ships use advanced fusion reactors to provide fuel for the Impulse Drives and for the maneuvering thrusters. Most Federation member planets have upgraded their energy producing systems to advanced fusion types.
Mechanic: Impulse Drive
Knowledge of the Impulse engines used on all Federation Starships. Includes knowledge of fuel mix formulas, plus how to restart engines when necessary, as well as perform normal maintenance and repair.
Mechanic: Reaction Drive
Covers repairs and modifications to the docking thrusters used on most Federation vessels.
Covers repairs and modifications for all Federation robotic equipment. It does not cover robotic brains or other electronic robotic systems.
Mechanic: Subspace Field Generators
This skill is used for repairs and modifications to the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils) and the Warp engines (Warp field coils).
Mechanic: Warp Drive
Knowledge of matter/antimatter fuel mix formulas, cold starting the engines in emergencies, and maintaining the Warp drive, as well as making any emergency repairs.
This is the ability to diagnose and treat all manner of medical ailments, from simple first aid, all the way up to complete neurosurgery. Physician skill also includes the ability to properly use Medical Tricorders.
Pilot: Atmosphere Craft: (type)
The ability to pilot modern Federation aircraft. Each type of Atmospheric craft must be taken separately.
Covers operation of the standard Federation Runabout. It is (sort of) a cross between the best features of a Shuttlecraft and a Starship. It is fairly small, but it has small Warp Drive engines making it capable of limited interstellar travel. Otherwise, this skill operates just as the Pilot: Starship skill found elsewhere.
Covers operation of the standard Federation Shuttlecraft. A Shuttlecraft in very limited usage (and still somewhat experimental in nature) is the Aquashuttle, a Shuttlecraft capable of both underwater as well as atmospheric and extraterrestrial operations. A pilot may choose to specialize in Aquashuttle operations.
Skill with the controls for the Warp and Impulse engines that drive and steer a Starship, plus all other helm and navigation controls. This skill also includes knowledge of both standard and non-standard orbits and how to establish them, plus evasive maneuvers, battle maneuvers, etc. In Starship combat, this skill can be used to reduce the amount of stress placed on the engines or superstructure by rapid maneuvers in combat.
Overall study of alien worlds and planetary conditions - geological, meterological, climatic, atmospheric, hydrographic, and ecologic - of one general planetary type. Pick one specialty.
This skill encompasses Federation waterborne vehicles. Knowledge in this area is required for operation of the Federation Aquashuttle.
Covers study of alien as well as native psychology.
This is the skill used to understand the workings of the Starfleet military, its ranks and their meanings and positions, and its own regulations (which are in addition to the regulations of the UFP). It allows you to interact better with other members of Starfleet.
Covers knowledge of Runabout construction - bulkheads, decks, hull stress and strain, hull repairs, etc. See Shipbuilding: Starships for more information.
Covers knowledge of Shuttlecraft construction - bulkheads, decks, hull stress and strain, hull repairs, etc. See Shipbuilding: Starships for more information.
Covers knowledge of Starship construction - bulkheads, decks, hull stress and strain, hull repairs, etc. This skill can be used for damage control, rerouting power from one area of the ship to the other, and other non-specific engineering and/or Electronic functions. This also covers any other Engineering and/or Electronic functions not already dealt with by any other Engineering or Electronic skill.
Strategy: Space / Tactics: Space
Covers knowledge and experience in commanding a Starship in battle. Those choosing to develop these skills can be assumed to be familiar with the great space battles throughout Federation history, and have probably spent many hours in simulation runs recreating those battles and others, even if they have never participated in a real space battle as commander of any Federation Starship. Proper use of this skill will help you deduce in advance enemy military plans. There are separate skills for both Strategy: Space and Tactics: Space. Strategy is for figuring out the plans of the enemy, and Tactics is for planning your own movements. The Space specialization gives characters the ability to plot plans in three dimensions at once.
(prerequisites: Mathematics and Physics)
Covers understanding of the mechanism of the mathematics of using subspace as a transport medium for ships, messages, and other items. Subspace Mechanics is an essential part of Warp Drive functions. Understanding of Subspace Mechanics is necessary to comprehend the methods used to Warp a ship into an area outside of normal space, where the laws regarding the speed of light do not apply. An understanding of Subspace Mechanics will allow you to compute speed versus power delivered ratios and other Warp Drive-related functions.
Occasionally, doctors must operate on patients to cure sickness, injury, or bodily malfunctions.
Survival: (planetary type)
This is the ability to survive under extreme conditions planetside, find good food and/or water, avoid hazards, build shelters, etc. A different skill is required for each type of terrain, including: Terrestrial, Hostile Terrestrial, Rock/Ice, and Gas Giants. One person with the correct type of skill is trained help to look after up to 10 others. This skill also gives an "eye for country". It can be used to pick the best direction of travel to find flowing water, a mountain pass, or whatever terrain feature is desired.
Yes, it -is- possible to survive in a vacuum - but only as long as your spacesuit holds out! This skill also assumes that the vacuum was caused, ie: due to lack of hull integrity due to meteorite or Phaser fire punctures. Having this skill means that you know how to react in a vacuum environment, and what to do while the vacuum conditions continue. This skill can also be used to survive in a "lifeboat", or in just a Vacc Suit, but for a more limited amount of time. It is theoretically possible to survive in a vacuum without any type of protection, but only for mere seconds!
Tactics: Small Units
Covers knowledge of military and/or police tactics used in small skirmishes or commando actions, as well as leading or repelling boarding parties. It is useful for security personnel, or anyone commanding a landing party in a known hostile area. Successful use of this skill during battles will sometimes allow you to perceive information about the enemy's immediate plans.
See description of Strategy: Space (above) for more details.
Thruster Suit Operations
Covers knowledge of the functions of the Federation Thruster Suit. The Thruster Suit includes a Vacc Suit with its normal components. It has a self-powered thruster unit which allows for emergency getaways from the ship or transfers from one ship to another. The design of these suits has been changed since their introduction. They now include more maneuvering thrusters in addition to the main thruster unit. The old-style Thruster Suit had a discardable thruster unit.
Vacc Suit Operations
Covers knowledge of the operations of the standard Federation Vacc Suit, often called an Environmental Suit. The Vacc Suit is used by Starfleet personnel to work in hostile environments.
The ability to operate modern Federation ground vehicles.
The general scientific study of all kinds of alien life. Note that this is a general skill, and skills in Xenosciences can also be chosen as specializations. Xenobiology must be taken in order to take any Xenosciences fields. These include: Xenobiochemistry, Xenobotany, Xenoecology, Xenogenetics, and Xenophysiology. Note that each specialty skill must also have a specialization for each culture desired.
(prerequisite: Xenobiology: General)
The study of biochemistry as it relates to other races in the Federation. Xenobiochemistry gives information regarding the chemical reactions that produce and sustain life on alien worlds. Each race and/or planet must be taken separately.
(prerequisite: Xenobiology: General)
The study of alien plant life of all kinds. You must choose a specialty from any of the Federation planets.
(prerequisites: Xenobiology: General)
The study of interactions among life forms in a planetary environment. This skill is useful to landing parties that are travelling on planets which may contain potentially dangerous flora and/or fauna. Proper use of this skill would able you to determine which life-forms are vital to the planet's ecosystem and which may not be. You could also tell whether "Man" could fit into this new environment, or what functions a particular piece of flora or fauna serves in that environment. You must choose a specialty from any known alien races.
(prerequisites: Xenobiology: General)
The study of alien genetics. You must choose a specialty from among the known races. Study of Genetics is often used as a prerequisite by Starfleet Academy.
(prerequisites: Xenobiology: General)
The study of alien humanoid bodies and their functions. Each race must be taken separately. Users would know how the muscles, bones, and organs work, and where they are located.
The general cultural study of all alien cultures native to the Federation, and those life-forms that the Federation has had contact with. This provides a basic understanding of cultures of all those races, and is used as a prerequisite for further study of individual races by Starfleet Academy.
(prerequisites: Xenology: General)
The cultural study of a specific alien race. You must choose a specialty from any known races. This provides thorough knowledge of all the alien life-forms of that race, including the race itself. Note that this means Andorians (for instance) must take Terran as a specialization. You must take Xenology: General to take these specializations.
Zero-G Operations (Free-Fall)
This is the ability to handle yourself in a free-fall or zero-G environment.