Starship Hulls And Complications

Overview

This page lists the hull categories as well as a handful of hull designs from famous Starfleet and alien designs.

All ships have the following templates.

Name: Name of the ship class
Affiliation: Political affiliation
Physical Information: Lists 'real' information below
Crew Size: Number of 'real' crew complement
Dimensions: Lists length
Decks: Number of Decks
Description: A short description on the ship's qualities
Speed: Mechanical VU speed
Maneuverability: Ship's maneuverability
Detection: Ship's detection
Hull Integrity: Ship's Hull integrity
Armour: Ship's Armour
Space: Amount of space for components
Availability: How common this design is
Weapon Capacity: Location of Weapon Points
Special: Special abilities or rules

Transports

Antares-Type Cargo Ship

Affiliation: United Federation of Planets, others
Physical Information

Crew Size Dimensions Decks
Approx. 10-100 150m long, 60m wide 6 Decks

Description: The Antares-type Cargo Ship is an ubiquitous and common design seen across the Alpha and Beta quadrants. The Federation design is one that has been mostly unchanged for centuries. The name 'Antares-type' can also be used as a generic name for any cargo ship of comparable size to the Federation design.
Speed: 4
Maneuverability: -5
Detection: +5
Hull Integrity: 30
Armour: 5
Space: 40
Availability: Abundant
Weapon Capacity: 1 Dorsal, 1 Aft
Special: Cargo Hauler: This vessel was designed for transporting goods, and no amount of retrofitting can fully change this. This hull comes pre-equipped with one Main Cargo Hold Component The hull’s Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide 2 Power to this Component.

Istanbul-Class Ship

Affiliation: United Federation of Planets
Physical Information

Crew Size Dimensions Decks
Approx. 200-2,000 250m long, 100m wide 8 Decks

Description: The Istanbul-class is a transporter designed primarily for transporting people - usually settlers- and their belongings. It is slow and bulky and not well-made for anything but the task for which it was designed.
Speed: 3
Maneuverability: -10
Detection: +0
Hull Integrity: 35
Armour: 5
Space: 50
Availability: Abundant
Weapon Capacity: 1 Dorsal, 1 Aft

Raiders

B'rel-Class Klingon Bird of Prey

Affiliation: Klingon Empire (Klingon Navy)
Physical Information

Crew Size Dimensions Decks
Approx. 10-30 110m long, 100m wide 3 Decks

Description: The 'sharp eye' to the Klingon Navy's 'sharp knife', the B'rel Scout Bird of Prey is small, fast, adaptable, and as typical for a Klingon warship, heavily armed- far more so than one would expect of such a small ship. Naturally, it is a favourite of daredevil Klingon captains.
Speed: 10
Maneuverability: +25
Detection: +10
Hull Integrity: 15
Armour: 8
Space: 30
Availability: Klingon Only (Common)
Weapon Capacity: 2 Prow, 1 Torpedo Prow, 1 Dorsal
Landing Gear: This ship has Landing Gear built into its very hull, allowing it to land on planets.

Frigates

Miranda-Class Starship

Affiliation: United Federation of Planets (Starfleet)
Physical Information

Crew Size Dimensions Decks
Approx. 200 243m long, 112m wide 11 Decks

Description: A venerable old vessel, the Miranda-Class has been used by Starfleet since the days of Captain Kirk. Although outdated in design and behind in technology, with a refit and a capable captain the Miranda can still perform its duties admirably.
Speed: 8
Maneuverability: +20
Detection: +15
Hull Integrity: 25
Armour: 10
Space: 35
Availability: Uncommon
Weapon Capacity: 1 Upper Saucer, 1 Lower Saucer, 1 Prow, 2 Torpedo Prow

Shrike-Class Romulan Destroyer

Affiliation: Romulan Star Empire (Romulan Imperial Navy)
Physical Information

Crew Size Dimensions Decks
Approx. 140 210m long, 95m wide 8 Decks

Description: Slightly smaller than most frigates, the Shrike-Class Destroyer is designed as a skirmisher, used to drive off lighter enemy ships on the flank and harass supply lines. To this end it is fast, maneuverable, and with a standard Romulan Cloaking Device can be a devastatingly effective heavy raider.
Speed: 9
Maneuverability: +20
Detection: +20
Hull Integrity: 20
Armour: 8
Space: 35
Availability: Romulan Only (Common)
Weapon Capacity: 2 Prow, 1 Keel, 1 Torpedo Prow

Light Cruisers

Constellation-Class Starship

Affiliation: United Federation of Planets (Starfleet)
Physical Information

Crew Size Dimensions Decks
Approx. 530 310m long, 140m wide 14 Decks

Description: An old but well-used Starfleet model, the Constellation-Class is instantly identifiable by its unusual four-nacelle design, giving it extra speed and maneuverability over the other ships of its day. After nearly a century in the service, however, the Constellation-Class is an outdated model, unable to truly compete with modern designs.
Speed: 6
Maneuverability: +10
Detection: +15
Hull Integrity: 40
Armour: 10
Space: 50
Availability: Uncommon
Weapon Capacity: 1 Upper Saucer, 1 Lower Saucer, 2 Prow, 1 Port, 1 Starboard, 2 Torpedo Prow

Klingon K'Vort Class Bird of Prey

Affiliation: Klingon Empire (Klingon Navy)
Physical Information

Crew Size Dimensions Decks
Approx. 70-80 220m long, 190m wide 7 Decks

Description: Physically identical to the B'rel class in all but size, the K'Vort is an attempt to marry the speed and agility of the B'rel to the heavy weapon yield of a light cruiser. The result is a ship that is typically faster than others of its weight size, but packs the weapon payload of a much larger ship. However, it is relatively fragile in comparison.
Speed: 8
Maneuverability: +15
Detection: +10
Hull Integrity: 30
Armour: 8
Space: 40
Availability: Klingon Only (Uncommon)
Weapon Capacity: 4 Prow, 2 Torpedo Prow, 2 Dorsal
Landing Gear: This ship has Landing Gear built into its very hull, allowing it to land on planets.

Cruiser

Excelsior-Class Starship

Affiliation: United Federation of Planets (Starfleet)
Physical Information

Crew Size Dimensions Decks
Approx. 600 467m long, 180m wide 17 Decks

Description: Designed over 60 years ago, the reliable and adaptable Excelsior-class has long been known as the 'Backbone of Starfleet', due to its sheer utility and widespread use. Its distinctive long warp nacelles gave it the edge in speed over its rivals, and its advanced systems and design allow it to punch above its weight, even today.
Speed: 7
Maneuverability: +10
Detection: +20
Hull Integrity: 40
Armour: 10
Space: 80
Availability: Uncommon
Weapon Capacity: 1 Upper Saucer, 1 Lower Saucer, 2 Prow, 1 Starboard, 1 Port, 1 Aft, 3 Torpedo Prow, 1 Torpedo Aft

Vor'cha-Class Attack Cruiser

Affiliation: Klingon Empire (Klingon Navy)
Physical Information

Crew Size Dimensions Decks
Approx. 400 481m long, 210m wide 16 Decks

Description: The mainstay of the Klingon Navy, the Vor'cha is a formidable warship. It combines a sturdy hull and strong shields with the usual Klingon penchant for overarmed vessels. The Vor'cha is relatively slow and unwieldy, however, and must rely on Birds of Prey to defend its flank.
Speed: 5
Maneuverability: +0
Detection: +15
Hull Integrity: 45
Armour: 12
Space: 75
Availability: Klingon Only (Uncommon)
Weapon Capacity: 4 Prow, 3 Torpedo Prow, 4 Dorsal

Heavy Cruisers

Heavy Cruisers are awkward ships- too small to deal with Battleships and too large to usually keep up with Cruisers. However, with careful handling and a solid crew a Heavy Cruiser can be a devastating weapon.

Ambassador-Class Starship

Affiliation: United Federation of Planets (Starfleet)
Physical Information

Crew Size Dimensions Decks
Approx. 730 526m long, 230m wide 21 Decks

Description: A large and powerful vessel, the Ambassador does not have a large representation in Starfleet. At the time of commission - roughly forty years ago- the ship was over-sized and overdeveloped, leading to only a handful being constructed. Since then, advances in technology have resulted in cheaper, more effective ships. Nevertheless, the Ambassador has many qualities- large space, a solid weapons complement and an unusually high speed for its size.
Speed: 7
Maneuverability: +5
Detection: +25
Hull Integrity: 65
Armour: 14
Space: 110
Availability: Scarce
Weapon Capacity: 2 Upper Saucer, 2 Lower Saucer, 2 Prow, 2 Aft, 1 Port, 1 Starboard, 2 Torpedo Prow, 2 Torpedo Aft

Battlecruisers

Battlecruisers are typically defined as ships with the weapons complements of battleships, but without the staying properties. Such ships tend to be rather faster than dedicated battleships, giving them the edge in general utility.

Galaxy-Class Starship

Affiliation: United Federation of Planets (Starfleet)
Physical Information

Crew Size Dimensions Decks
Approx. 1,000 642m long, 280m wide 42 Decks

Description: The flagship design of Starfleet, the Galaxy-Class is a cutting-edge design, barely ten years old. It is the largest and most complex vessel constructed by Starfleet to date. With powerful engines, the capacity to fill any role and a weapons complement to give any foe pause, every Starfleet captain wishes for the day when they can command one of these incredible ships.
Speed: 6
Maneuverability: +5
Detection: +30
Hull Integrity: 75
Armour: 16
Space: 135
Availability: Rare
Weapon Capacity: 2 Upper Saucer, 2 Lower Saucer, 2 Dorsal, 2 Port, 2 Starboard, 2 Aft, 4 Torpedo Prow, 1 Torpedo Aft
Separation: The Galaxy-Class has a new and rare feature called Saucer Separation, which allows its Primary Hull to separate from the Secondary Hull, with both functioning as separate ships. By using a Maneuver action, a Galaxy-Class vessel can divide into two ships, each with their own turns, actions and initiative. Players must decide before separation which half they are on, and who is commanding each part.

Negh'Var-Class

Affiliation: Klingon Empire (Klingon Navy)
Physical Information

Crew Size Dimensions Decks
Approx. 700 718m long, 321m wide 18 Decks

Description: The most heavily-armed ship in the Klingon Navy, which is saying quite a lot. The Negh'Var is a flagship, a spearhead for the rest of the fleet. Armed with powerful shields, the strongest hull of its size in the Alpha and Beta Quadrants and a massive weapons complement, the only weakness of the Negh'Var class is its expense and its cumbersome size.
Speed: 5
Maneuverability: -10
Detection: +20
Hull Integrity: 85
Armour: 20
Space: 100
Availability: Klingon Only (Rare)
Weapon Capacity: 8 Prow, 5 Torpedo Prow, 4 Dorsal

Battleships

Once a ship reaches this size it can only be called a Battleship. Any other role such as exploration or science could be achieved with a smaller, cheaper and faster ship- ships of this size are designed for destroying enemies as a priority. Battleship designs tend to be rare, as few species have the technology or the resources to reliably construct a ship of this size, let alone mass produce them.

D'deridex-Class Romulan Warbird

Affiliation: Romulan Star Empire (Romulan Imperial Navy)
Physical Information

Crew Size Dimensions Decks
Approx. 1,500-3,000 1,353m long, 955m wide 64 Decks

Description: A huge battleship twice the size of a Galaxy-Class Starship, the D'deridex is the signature warship of the Romulan Imperial Navy, bearing all of the hallmarks of Romulan make- a sleek hull, a Cloaking Device and powerful disruptors and plasma torpedoes. The thought of a Romulan Warbird being nearby is enough to give any Federation captain pause, and the idea of one of these decloaking anywhere nearby can cause a murmur of fear throughout a ship's crew. The fact that the Romulan Navy seems capable of mass-producing them is a huge concern of Starfleet Intelligence.
Speed: 4
Maneuverability: -10
Detection: +15
Hull Integrity: 100
Armour: 25
Space: 150
Availability: Romulan Only (Rare)
Weapon Capacity: 10 Prow, 4 Dorsal, 6 Torpedo Prow

Complications

Complications are oddities and vagaries unique to the ship that set it apart from others. All ships are built to some kind of design plan, but that doesn't necessarily mean that two ships of the same design are identical in every way. Old ships will often have venerable histories, whilst new ships might carry experimental technology or be built for a specific purpose in mind.

There are three charts for Complications, but only two are ever used. The first chart is Past History- use this for older vessels. The second chart is Design History- use this for new. Finally, the last chart is Ship's Nature- all ships roll on this chart, as it represents something inherent to the ship's crew and 'culture'. Roll a 1d10 on each chart.

A few mini-charts may be used for certain entries.

Past History chart

Roll Result Effect
1 Unique Variant For some reason, this ship's design, whilst cleaving in most ways to the standard template of its class, differs in some significant fashion. Although variants are relatively common in Starfleet, this ship is the only one of its class to bear this specific variant. This gives it an edge in some fashion, but makes it more temperamental when it comes to repairs. The ship's space increases by 5 and one Component with a Ship Point cost below 5 can be taken for free, but all actions related to repairing the vessel take a -10 penalty.
2 Ghost Ship The ship was found drifting in space. The only way Starfleet founded was due to the ship's automated distress signal. The crew simply… Vanished. Although the ship is perfectly functional, people posted to the 'ghost ship' cannot help but feel uneasy. That said, there's something about the ship's systems that seems to make them easier to use, more precise, although whether it's real or just a psychosomatic effect is a mystery. Morale Max is reduced by 10. However, all tests made involving using the systems take a +5 bonus, Detection increases by +5, and the ship gains a +10 bonus to opposed tests made to repel boarders or hit squads. Furthermore, other mysteries may abound…
3 Errand of Mercy For some time, the ship's main purpose was that of diplomacy, an emissary of peace and mercy. The ship was famous for it, gaining a reputation that extends beyond the borders of the Federation, which lends credence to peaceful actions by the crew- and expectations. +50 Achievement Points to Diplomacy missions, and a +5 to Charm and Bluff tests made by an Officer when dealing with non-Starfleet individuals in an official capacity. However, Intimidation tests take a -10 penalty, and will earn extra ire from the target.
4 Heroic Past The ship was an exemplar of the Federation, appearing in key conflicts and generally enjoying a celebrated history- the sort of actions that have it charted in school textbooks. Being assigned to the ship is something to write home about, definitely- but veneration for the ship has led to higher expectations- and in some way, refits of the vessel haven't been as thorough as they could have been. The crew all begin with an extra +5 personal Prestige, but the crew's starting Ship Points is decreased by 5.
5 Shameful Past The ship was involved in something that the Federation would rather forget. The usual reaction from crew upon being assigned to the ship is dismay and sudden searching of their records for black marks; however, in an honest attempt to redeem its record, Starfleet has done its best to update the vessel. The crew all begin with -5 less Personal Prestige, but the crew's starting Ship Points is increased by 5.
6 Battle Wreckage The ship's active service was terminated brutally by a battle that left it broken and battered and much of its crew dead. After the vessel was recovered, Starfleet took steps to ensure the vessel would not meet the same fate again. +5 to max Hull Integrity, and +2 to Armor, but -1 to speed, -5 to Maneuver and reduce the ship's Space by 2.
7 Science Portfolio The ship was designed for science over exploration, and outfitted for that purpose. It fulfills that purpose well, with special shielding and systems well-adapted to handling solar flares, radiation, nebulae and gravimetric disruptions, but less so at keeping out a forceful disruptor cannon's discharge. Tests to navigate or handle natural threats or phenomena such as solar flares, nebulae etc receive a +10 bonus, but all shields reduce their Threshold by 1.
8 Prototype Engine The ship was created to prototype a new form of Warp propulsion that was supposed to double the speeds of Federation vessels within a decade. The system failed; however, for regular propulsion, the ship still works at specs above the norm. The ship gains a +2 speed, +1 Warp Factor and +10 Maneuverability; however, the Reactor produces -5 power as it devotes energy to these systems.
9 Explorer All ships in Starfleet are capable of exploration, but this ship was designed for it to a more specific extent. It's a little faster than usual, its sensors are sophisticated- but as it stands, it's less reliable in combat. +1 to Speed, +1 to Warp Factor and +10 to Detection; however, the ship reduces its Hull Integrity by -5 and its Armor by 2.
10 Warship Starfleet doesn't build dedicated warships. It's quite famous for it, and although other polities may mock Starfleet based on this, the truth of the matter is that it's a feat of engineering to create a vessel equally capable of charting an X-Ray Pulsar as it is at warding off a Romulan warship. This ship, however, was built during a turbulent time, when Starfleet felt it would be required to prioritize weapon systems over others. All weapons of this ship deal +1 damage; however, all tests made using the ship for scientific purposes (charting a star system, cataloging a nebula, etc) take a -10 penalty.

Design History Chart

Roll Result Effect
1 Prototype The ship is the first of its class, the bearer of all of Starfleet's hopes for the design. Starfleet prototypes bear the name of their Class, but they also bear sophisticated cutting-edge technology and state-of-the-art experimental designs. How the vessel performs will inform Starfleet on what to keep and what to remove. Until then, the ship is an exemplar of technology not found except in the most advanced parts of the Federation- a blessing and a curse. -1 Ship Cost to all components, but extended repairs take one week longer and cannot be undertaken except in Stations of High Capacity or more.
2 Borg Killer The disaster at Wolf 359 saw Starfleet R&D go into overdrive to find reliable method to defend against the tactics used by a Borg Cube. Although a perfect solution has yet to be found, this ship and others like it are Starfleet's answer until then- a ship replete with weapon frequency scramblers, cyber-warfare hardening and shield remodulation technology. Hacking and jamming attempts against this ship take a -10 penalty; Borg Adapt actions (and similar actions by others) now only persist for 1d3 rounds, and increase the ship's shields' Threshold by +5 when confronted with Shield Bypass-quality weapons. However, crew replenishment takes a week longer and takes a -20 penalty as finding people qualified for Borg combat is difficult.
3 Secret Device The ship is normal in all aspects except one- it carries a highly top secret device within its hull. The device could be secret for all number of reasons- it could be highly experimental; it could breach Federation treaties; it could be of a naturally clandestine nature that Starfleet wants secret. The ship begins with a device that cannot be built or requisitioned that can be used freely. However, the crew is sworn to secrecy as to its existence- furthermore, certain enemies of Starfleet are somewhat aware of the device's existence and will hunt for it, although they do not specifically know that it is on your vessel. The device itself may have flaws.
4 Hastily Built The ship was built and deployed in a hurry, for whatever reason, and whilst it's perfectly space-worthy, compared to other ships it often lacks key updates and polish, and sometimes systems simply stop working. However, Starfleet has resolved to fix the problem one step at a time- with extra compensation. Once per session, a random component on the ship will suddenly become unpowered and must be repaired before it can be used. However, all Requisition tests are made at a +20 bonus.
5 Joint Project Although the Klingons were too late to intervene in Wolf 359, they promised assistance in other ways, such as this ship. Although the general design is Starfleet, the construction and the systems were built by a joint effort between Starfleet and the Klingon Empire, creating a ship that (hopefully) combines the strengths of Federation technology with the advanced construction and weapons systems of the Empire. The result is formidable, with small but significant differences such as the layout of the bridge and weapon placements. The ship gains +2 Prow weapon hard-points, +20% Hull Integrity, and +5 Armor, and it fully compatible with all Klingon systems, including weapons… But Space is reduced by -10 and speed by -1 due to Klingon influence.
6 Rarefied Catalyst Starfleet reactors provide energy through a matter/antimatter reaction, usually brought about by processed dilithium. This ship uses a special system that relies on rare, hyper-high quality crystals that provide a highly efficient and powerful output beyond that of other systems. +2 Speed, +10 maneuverability, +2 Warp Factor, but decrease Requisition by 10 whilst on the vessel as large amounts of resources are spent acquiring the crystals.
7 Tried and Tested The ship is designed using the most stable technologies and tested methodology, making for a reliable ship that's easy to repair, refit and control. Increase starting Ship Points by +5 and increase Requisition by 10 whilst on the vessel, but rare, unusual or experimental technologies don't mesh well with the systems, and are harder to repair (-10 penalty) and harder to use (-10 penalty).
8 Civilian Quarters Although uncommon, some Starfleet vessels, particularly newer ones, are given 'civilian quarters' that allow the crewmembers to bring their families with them on postings. This is a great boon for morale, but non-Starfleet personnel are only ever going to be a liability in emergency situations. +50 Achievement Points to all missions, +10 to Morale Max and +1 to Morale regeneration; however, actions made by Non-PC Officers in combat situations take a -5 penalty; furthermore, when the ship is hit by boarding damage the damage to morale is doubled.
9 Conference Ship The ship isn't a true Conference Ship, but the comparison is apt. The ship has been extensively remodeled with art galleries, fashionable conference rooms and luxurious quarters- improvements that trickle down even to the normal crew quarters. The ship starts with the Luxury Quarters and Conference Centre components, but these cannot be removed- their large space and power draws will hamper the ship's other systems.
10 Deep Space Vessel The ship has been especially prepared for deep space operation and exploration. It is expected to operate far from home for long periods of time, accomplishing several missions before resupplying. Its upgrades come at a cost, however- and the cost is combat ability. The ship gains +1 Speed, +1 Warp Factor, +5 Space and +5 Detection, and can go for a year without resupply. However, Armor is reduced by -5 and the ship loses 3 weapon slots, one of which must be a Torpedo slot.

Ship Nature

Note: All results that add Teams to the ship also add Specialised Crew Quarters as well.

Roll Result Effect
1 Vulcan Crew Many Starfleet vessels have crew made up predominantly of humans, with the minority made up of a number of species. This vessel, however, is predominantly Vulcan- uncommon but not unheard of, as Vulcans are a founding member of the Federation and a species with a millennial-long history of space travel. Vulcan crew react calmly to emergencies, keeping their heads in any situation. Vulcan crews gain a +5 to Intelligence and Willpower tests (added to Officer tests as well), and reduce morale damage by 1 when inflicted to a minimum of 1. However, like all specialised crews, crew replenishment takes a week longer and takes a -10 penalty due to the smaller recruitment pool.
2 Andorian Crew Many Starfleet vessels have crew made up predominantly of humans, with the minority made up of a number of species. This vessel, however, is predominantly Andorian. Although Andoria has a thriving and powerful fleet of its own, many nevertheless join Starfleet. Andorian crew are quick to react and make excellent marines. Andorian crews gain a +5 to Agility and Perception tests (added to Officer tests as well) and a +10 to tests dealing with Hit and Runs or boarding actions. However, like all specialised crews, crew replenishment takes a week longer and takes a -10 penalty due to the smaller recruitment pool.
3 Elite The crew for this vessel was taken only from the absolute best graduates of Starfleet Academy and the best officers of Starfleet. They're highly trained, highly skilled, highly confident and highly headstrong, as well. They're the best and they know it- although such attitudes can rapidly lead to trouble. The crew gains an extra level of competence. However, Fellowship or Willpower tests related to the crew take a -5 penalty unless the individual giving the order has the Ace Cadet perk; even then, when they lose morale they take an extra point of morale damage as cocky attitudes take over.
4 Fresh Graduates They're fresh out of the Academy, and they make up most of the crew. In a dangerous situation, an inexperienced crew will always perform poorly compared to an experienced one; however, these fresh graduates are happy just to be on the ship, fulfilling a dream and serving a captain. +10 to max morale and +10 to all Fellowship or Willpower tests related to the crew; however, these crewmen are one rank of competence lower, and incur a -5 penalty to Officer tests except for Willpower/Fellowship tests. These issues can be mitigated over time as the crew gain experience.
5 Ex Astris Scientia The crew is made up of Starfleet officers just like any other- for some reason, however, this crew is predominantly made up of majors in the sciences. This gives the ship an edge in scientific endeavors but they're not as well-adapted to combat. The crew gain +10 to Science-classed tests, with a similar +5 bonus that filters through to officers, and the ship gains the Science Team crew upgrade; however, the crew take -5 penalties to all tests during any combat situation and take +1 crew and morale damage when incurred.
6 Keeping the Peace The crew manifests of this ship highlights an intriguing incongruity- the ship's officer pool draws greatly from security and tactical backgrounds, disproportionately so. The crew and officers gain +10 to security and combat tests (including shooting actions, hit and runs and boarding); however, the crew take -10 penalties to other tests, and a -5 penalty that filters through to officers as well.
7 Yellowshirts The crew is predominantly drawn from engineering and computer officer backgrounds. This gives the ship a pool of excellent engineers, researchers and cyber-warfare specialists, but it pays for this overspecialization. The crew gain +10 to Computer/Engineering/Sensor actions, with a +5 bonus that filters through to officers, and also gains a Repair Team; however, the crew take -10 penalties to other tests, with a -5 penalty that filters through to officers as well.
8 Exchange Program In a fit of optimism and alliance fervour, the Federation and the Klingon Empire agreed to an officer exchange program… And this ship was chosen. There's a lot of good uses for a small group of Klingon officers, but they're not exactly known for their social niceties. The ship gains a squad of Klingon Marines and a squad of Klingon Gunners; however, their presence reduces morale regeneration by -1 and every time the ship docks at a port, there is a 10% chance of overly energetic Klingon crewmembers starting a local brawl, which will reduce the ship morale by 1d10 and immediately damage the short-term relationship between ship and port. (The Klingons will, of course, walk away with nothing worse than a few measly broken ribs.)
9 Diplomats The Federation's diplomatic corps requested that a permanent presence be placed upon this ship, turning it essentially into a flying warp-capable embassy. The ship gains a Diplomatic Team, but the team cannot be removed, taking up space that could be given to other teams.
10 E Pluribus Unum The ship is home to an eclectic mix of species all on a single ship- which isn't rare, but what is rare is that there's no real single 'majority'. The ship starts with five different Federation Species Specialist teams to represent this. However, this comes with its own costs- Fellowship or Willpower tests related to leading or commanding the crew take a -10 penalty due to so many different cultures' ideas of leadership… And of course, the teams themselves can be rather high maintenance.
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