DOCTOR McCOY CMDR. Leonard Edward McCoy, MD. Chief of Medicine and Psychiatry, USS Enterprise Human - HEIGHT: 5'11"; HAIR: Brown; EYES: Blue; BLOOD TYPE: A+ Special Attributes: Fellow of the Interstellar College of Xenomedicine. Hobbies: Spock baiting, Creole Cuisine Leonard McCoy, M.D. (Commander): Another name that made Enterprise famous (or vice versa); chief medical officer during the second five-year mission and again (after a brief retirement) during the Vejur incident; commissioned full commander after the incident; born Atlanta, Georgia, 24 October 2119; M.D. and internships, Cornell Medical Center/New York Hospital; board certified in human and exopsychiatry, Payne Whitney Clinic; senior fellow, the Interstellar College of Xenomedicine; enlisted and assigned to Enterprise; one of the most decorated medical officers in Star Fleet; Legion of Honor; Star Fleet Awards of Valor; Fleet Surgeons' "LifeStar" with double cluster; rumored to have had the Enterprise's sick bay rebuilt to his own specifications. COMMANDER SCOTT CMDR. Montgomery Scott Chief Engineer, USS Enterprise Human - HEIGHT: 6"1"; HAIR: Brown; EYES: Brown; BLOOD TYPE: O- Hobbies : Comparative alcohol appreciation, Reading technical manuals. Commander Montgomery Scott: Renowned throughout Star Fleet as the man who can make anything work; chief engineer of Enterprise for almost her entire period of commission; born Aberdeen, Scotland, 31 August 2121; shipwright's apprentice in the P&O Orbital Shipyards at L5/"Glasgow Yonder" until old enough to enter Star Fleet Academy; junior engineer aboard U.S.S. Potemkin; assistant chief engineer aboard U.S.S. Hood; transferred to Enterprise under Captain Pike; brief stint at Star Fleet Corps of Engineers, Planetary Division, following second five-year mission; Nobel Prize nominee (structural engineering) for the design and construction of the dome for Greater Mariner Base; serving aboard Enterprise for special missions; working on engine plans for NX transwarp starships.HF COMMANDER UHURA CMDR. Nyota Uhura Chief of Communications, USS Enterprise Human - HEIGHT: 5'5"; EYES: Brown; HAIR: Black; BLOOD TYPE: AB+ Hobbies: Comparative Xenolinguistics, Denebian Opera. Commander Nyota Uhura: Rumored to have opened more hailing frequencies than any other entity alive; known throughout the galaxy as "the Voice of Enterprise"; born Nairobi, United States of Africa, 24 October 2140; M.S., comparative xenolinguistics, Queen's College, Cambridge; enlisted in Star Fleet, Communications Division; assigned to Enterprise early in the second five-year mission; promoted to full commander at the mission's end; assigned to Federation True Universal Translator Project (which she created); serving as special-missions communications chief; concurrently conducting research on the potential of thought as a carrier for instantaneous interstellar communications and species-specific context in language.HF LT. COMMANDER CHEKOV LT. Pavel Chekov Weapons Officer, USS Enterprise Human - HEIGHT: 5'6"; HAIR: Black; EYES: Brown; BLOOD TYPE: O- Hobbies: Sky-yacht Racing, Old Cyrillic and Slavic Linguistics and History. Lieutenant Commander Pavel Chekov: Navigator and weapons officer par excellence; one of the youngest officers in Fleet history to achieve "high mastery" rating on three stations at once (helm, weapons, science); born Moskva, U.S.S.R., 6 March 2145; attended Moscow University at Flamsteed, Luna; completed his Bachelor's degree in astrogation while in Star Fleet Academy; assigned to Enterprise during the second five-year mission; promoted to lieutenant commander at its end; transferred to Star Fleet Command, Earth; awaiting first officer's billet aboard one of the new Grissom class exploratory starships; currently posted to Enterprise for special missions; captain of the solar-sail yacht Volga and of the winning America's Cup sky yachting team for the past two years. CAPTAIN SULU Captain Hikaru Sulu: Former helmsman of Enterprise, temporarily assigned as captain of the exploratory ship U.S.S. Robert A. Heinlein; born Wailuku, Maui, Hawaii, 3 July 2141; enlisted in Star Fleet Academy; graduated with highest honors with a dual specialty in engineering and helm functions; assigned to Enterprise early in the second five-year mission; promoted and decorated on various occasions, most notably for conspicuous heroism during the raid on the Romulan StarSeed Project and during the events surrounding Enterprise's tests of the elective-mass inversion drive; promoted to captain after the Vejur incident; presently on a one-year exploration and mapping mission in the Great Rift area of the Sagittarius Arm. LT. CMDR. Harb Tanzer Chief of Recreation, USS Enterprise Human - HEIGHT: 5'9"; HAIR: Silver; EYES: Blue; BLOOD TYPE: A+ Special Attributes: Past Contact Bridge Champion of the Federation - four standard years. LT. CMDR. Lia Burke, RN, MD, ND, FICN Assistant Head Nurse, USS Enterprise Human - HEIGHT: 5'7"; HAIR: Blonde; EYES: Hazel; BLOOD TYPE: A+ Hobbies: Recreational Computer Simulations, Chess (2-D & 4-D), Alien Mythologies. LT. Jerry Freeman Assigned to Biology, USS Enterprise Human - HEIGHT: 5'10"; HAIR: Brown; EYES: Brown; BLOOD TYPE: A+ Hobbies: Antique Entertainment forms, Image Processing. LT. Janice Kerasus (pronounced JANEECE) Chief of Linguistics, Communications Department, USS Enterprise Human - HEIGHT: 5'11"; HAIR: Brown; EYES: Brown; BLOOD TYPE: A+ Hobbies: Cats, Creative Writing, Equestrian Events. LT. Derval Seamonn Ni Avoca Replacement Helm Officer, USS Enterprise Human - HEIGHT: 6'1"; HAIR: Black; EYES: Brown; BLOOD TYPE: A+ Hobbies: Irish Studies, Amateur distilling of off color limericks. LT. Sean Ohara Assistant to Security, USS Enterprise Altonian - HEIGHT: 5'2"; HAIR: Brown (shaggy); EYES: Green (2); Distinguishing Marks: Blonde Patches on Mane. Hobbies: Moon Watching, Burger Eating. LT. Azrieh Lee Junior Weapons Officer (specialist in phaser technology), USS Enterprise Human - HEIGHT: 5'5"; HAIR: Brown; EYES: Brown; BLOOD TYPE: B+ Hobbies: Graphics Arts, Historical Costumes. LT. Olga Litowinsky Chief Computer Librarian, USS Enterprise Human - HEIGHT: 5'6"; HAIR: Salt & Pepper; EYES: Blue; BLOOD TYPE: AB- Hobbies : Children's Books, Surf Fishing. LT. Theresa Renner Transporter Technician, USS Enterprise Human - HEIGHT: 5'5"; HAIR: Brown; EYES: Brown; BLOOD TYPE: AB+ Special Attributes: Professional Violist; Third Degree Black Belt (Kung Foo) Hobbies: Collecting Purple Things and Teddy Bears. EN. Dahai Lohor Naraht Assigned to Biology & Biomaths, USS Enterprise Horta - 8,412th Egg of the Horta; HEIGHT: 2'3"; SKIN: Orange-Brown "Islands"; Voder strapped to "Back" Hobbies: Recreational Gambling, Cooking with Heavy Metals.HF SHIP'S COMPLIMENT KIRK (COMMANDING) TANZER (RECREATION ROOM) SPOCK (SCIENCE) McCOY (SICKBAY) UHURA (COMMUNICATIONS) BURKE (SICKBAY) CHEKOV (NAVIGATIONS) KERASUS (LABORATORY) AVOCA (HELM) OHARA (SECURITY) SCOTT (ENGINEERING) LEE (SECURITY) NARAHT (ENGINEERING) LITOWINSKY (LIBRARY) FREEMAN (WARP DRIVE) RENNER (TRANSPORTER) SHIP'S SYSTEMS Some candidates may not have detailed information concerning the theory and operation of Constitution class starships. Since basic knowledge of these systems is required for participation in this scenario, a brief rundown of equipment structure and capabilities is included. (Excerpted from Jane's Fighting Starships, vol. 1, Federation Star Fleet Vessels: revised edition. By kind permission of the publisher, Jane Interstellar Ltd., London WC1/Deneb V.) ENGINES Propulsion is by controlled matter-antimatter reaction. Total annihilation of both substances takes place within magnetic bottle. Maximum speed: Warp Factor 8; cruising speed: Warp Factor 4; maximum safe cruising speed: Warp Factor 6. If Warp Factor 6 is maintained for more than twenty-four hours at a time, the magnetic bottle containing the matter-antimatter reaction erodes dangerously and becomes un-regenerable because of magnetization of the generating equipment. Damage to the dilithium crystals is also likely, especially if the crystals have seen more than 3000 hours of service. Failure of dilithium crystals (which help channel power to the warp engines from the matter-antimatter reactors in the nacelles) will force the ship to drop out of warp. The ship may proceed on impulse power until repairs are effected (usually eight hours). Destruction of all of the ship's dilithium crystals will force the ship to proceed to a planet where they can be obtained through mining or trade. However, just getting to such a planet is likely to take anywhere from several months to several years. Captains who burn out all of their ships' dilithium crystals are rarely entrusted with another starship command. Matter for the matter-antimatter reaction is usually interstellar hydrogen, NH, or other radicals that are "scooped" out of space by the accretion layer of the ship's warp field. Antimatter is manufactured periodically aboard ship by accepted laboratory methods (each nacelle has a collapsed-matter-target linear accelerator adapted for use as an antiparticle "breeder"). Fuel is therefore a regenerable resource. However, there are places in space where even monatomic hydrogen is so sparse that the ship will be in danger of running out of "steam." Sensors can be used to locate these interstellar doldrums in advance. Primary life support is powered by the warp engine system. Secondary life support is powered by the impulse engines. Periods longer than thirty days on impulse will exhaust secondary life support, leaving the ship without backup. PHASERS Phasers come in two kinds: the large "ship's phaser" and the small "handphaser." A "phaser beam" is hypercoherent radiation from an artificially grown cesium-dilithium crystal LED that is energized by ganged conventional high-power laser (descendants of the "satellite killers" of old). The multiple lasers and the crystal are manufactured and tuned to emit a "chord" of frequencies only a few hundred-thousandths of an angstrom apart. The multiple beams exponentially augment one another's effeciency and are still more coherent than any conventional laser alone while they remain in phase (hence the name). Phasers are independently powered out of the ship's secondary energy supply (as opposed to those on the newly designed Enterprise, which are powered directly out of the warp engines). When a starship is in warp, the phaser beams (at firing) shares its faster-than-light (FTL) acceleration for a brief period after punching out of the warp field. Therefore, they can be used in FTL battle, but over long distances they quickly lose their FTL speed. Phasers can be "burned out" by excessive use (bombardments of more than five minutes without a rest-and-recycling period). Their most common malfunction -- also related to overuse (which often occurs after approximately three minutes of constant use) -- is failure of one of the ganged lasers. This causes the phaser chord to lose effectiveness. Full power is not always necessary. A captain may call for half- or quarter-power. Ship's phasers are the most effective way to reduce another ship's defensive screening. A sequence of three hits (sustained barrages lasting from 3 to 10 seconds each) at full power on another ship's screens will begin overloading those screens and reducing their effectiveness. Subsequent hits knock the target's screen down another 10 percent to 15 percent for each hit until there is no power left and the target ship's naked hull is exposed. Enterprise's phaser "banks" are located both fore and aft. The fore bank is located under the main "disk" hull, near the center; the aft bank, on the rear edge of the disk, above the impulse engines. Both banks are aimable within about a 270-degree spherical radius, leaving very few unprotected angles. (But there are a few.) Handphasers are small versions of the large ship's phasers. Setting range from "stun" to "kill." The stun setting will leave the average human being unconscious for anywhere from ten minutes to an hour, depending on the victim's physical condition. A handphaser on the highest setting is capable of heating a small boulder red-hot in a matter of seconds or melting through a metal door. Handphasers are good for about twenty minutes' continuous use before needing recharge. They are rechargeable either aboard ship or, in the field, by use of extra power packs (which contain about fifteen minutes' power each). Handphasers have the same tendencies to burn out or lose chord as the big ship's phasers do. They can be set to intentionally overload and explode. Some alien species (for example, Hortas) are not affected by handphaser fire unless special alterations have been made to the weapon. They have small limited-range warp-field generators that enable them to be used against objects traveling faster than the speed of light. PHOTON TORPEDOES A photon torpedo is a simple, elegant, and effective weapon comprised of a very small amount of antimatter contained in a magnetic bottle and the generating apparatus to maintain the bottle. On command, the bottle degenerates, which brings the antimatter into contact with the generator's matter and produces a tremendous explosion of both standard shock waves and extremely hard radiation. Photon torpedoes can be fired directly at a nearby object to explode on contact with it, or they can be set with delayed fuses and ejected as mines. Photon torpedo "tubes" must be recharged after each use, both by reloading the tubes with new torpedo apparatus and equipping the torps with fresh antimatter from ship's breeder. The process takes from thirty seconds to a minute after a "full spread" has been fired. Enterprise is equipped to fire photon torpedoes from both front and rear: each bank is comprised of four aimable tubes. A "full spread" is eight torpedoes, one from each tube: front, back, right front, right rear, left front, left rear, upper center, lower center. Simultaneous fire from all four tubes pointing in a given direction may be concentrated on one point. TRACTOR BEAMS Tractor beams are actually "grasers": coherent beams of gravity-wave packets. A tractor beam locks onto a given object