- No Fear From the Wind -

- The Enterprise Season II-III Sourcebook -

The second year of Enterprise’ During the next weeks the ship mission was not less exiting than its meets several new species as well as first year. The ship’s enemies were already known ones. joined by the Klingon Duras and later In the course the year by a mysterious species of a planned called and due to that investigation Enterprise’ mission changed of a Class-M dramatically. planet, Enterprise After a one-year mission Enterprise gets stuck in ends in the hands of the Suliban and a mine field, Captain Archer in a disrupted future, which is later together with the mysterious revealed to Crewman Daniels. belong to the However both are able to contact so called Star Empire. One T’Pol with the help of Archer’s of the mines attaches itself to the equipment. Meanwhile onboard ship’s hull and thus Lt. Reed tries to Enterprise, Chief Engineer Tucker is remove it from outside, but is able to create a com-connection, trapped there himself. Pressure from even if it is a lousy one, and the the Romulan ships nearby forces officers can form a plan to bring their Enterprise into a tight schedule, Captain back from the future, by while Captain Archer himself exits fooling Silik. With the help of his the ship to help his Armoury Officer. temporal technology, the Captain is He manages to free him just in time able to return to his own time. and Enterprise can escape into warp Taking the Suliban leader as hostage narrowly before being fired upon by he is able to get back to his ship and the . make the Suliban retreat from it. Enterprise is able to repair the Enterprise rendezvous with the damage of the minefield at an Vulcan ship and is able to convince automated repair-station, but almost Command to continue the pays this with its helmsman, Ensign ship’s mission. Mayweather. Thanks to the efforts of Captain Archer and Sub-Commander

2 no fear from the wind the season II-III sourcebook T’Pol, he is rescued however and the mind meld and offers her research on ship leaves the base behind. a treatment for the disease. But The missing Deuterium is filled up a thanks to Captain Archer, a hearing short time later at a mining colony. is held and the doctor reveals his However it own status to is his colleagues threatened and explains by a group T’Pol’s of renegade situation, which Klingons, allows her to under the remain on lead of Enterprise. Korok. The In late 2152, crew soon Enterprise is called into negotiations decides to over a Vulcan and Andorian border help that people, although at the planet. Commander Shran asks beginning the colonists are not too Captain Archer to intervene, which enthusiastic. he does. Archer’s crew then shows the miners Meanwhile the Andorian Commander how to defend themselves against has trouble with his own future attacks and together they subordinates, who are not too lucky drive away the bullies. As a gift the to cease fire for peace-talks. When crew receives a large amount of Captain Archer tries to reach him deuterium and leaves the planet. with a shuttle pod along with T’Pol The next weeks see the hunt for a and Ambassador Soval the missing prisoner, a lost shuttlecraft is heavily damaged and communicator on a primitive planet crash-lands on the surface. However and a the small away team is able to kidnapped provide evidence that Shran’s Chief Engineer. subordinates are behind the attack, The worst news which the Commander is able to however are stop. The following talks bring a that Sub- cease fire between Vulcans and Commander Andorians thanks to Archers T’Pol is infected intervention. by the so- Some time later Enterprise discovers called Pa’nar Syndrome, an incurable a mysterious spacecraft adrift in illness. It is looked upon badly by the space. Once aboard the ship, Vulcan society as it can only be investigations reveal several transmitted by a mind meld, which mysteries – one is a corpse, the us regarded is immoral on her other is the fact that the ship is homeworld. T’Pol was infected when larger inside than outside. she was forced to take part in a mind Shortly later the earth vessel is meld with Tolaris, around a year ago. attacked by Suliban and infiltrated by Due accident three Vulcan doctors a strike team, trying to get hands on learn of her infection on a medical the derelict ship. conference and her commission is Further investigation of the wreckage threatened therefore. indicates a connection to the future – However T’Pol refuses to tell her that is why Captain Archer decides to superior of the violent act, which use the databank stored in former might excuse her situation, even Crewman Daniels quarters and try to when one of the doctors reveals he learn more. himself is also able to perform a

no fear from the wind the enterprise season II-III sourcebook 3 Then suddenly a so-called Tholian actually is a trap and the alien ship approaches Enterprise and as wishes to add the crew to the mine’s well tries to get hands on the future staff of workers. vessel – again Archer can prevent However the also trapped Xindi – this. which is in fact not reptilian like the Only shortly later Enterprise is body found in the assault vessel trapped in crossfire between Tholians weeks earlier – agrees to help Archer and Suliban, both trying to secure get off planet if he takes him along. the ship from the future. However During the escape the Xindi is Archer’s crew is able to trigger a severely injured despite Lt. Reed’s micro-transceiver in the future ship, and MACO involvement. Once back which causes it to vanish. on Enterprise he dies from the Enterprise’ routine mission changes injuries – not without providing drastically Archer with the coordinates of the when Earth is Xindi homeworld, Archer now knows attacked by an to be home to five species. unknown alien But when the Earth vessel reaches force – seven the specific location of the planet it million are only finds debris of it. killed in late During more weeks in the expanse, April of 2153. which left Enterprise to the mercy of The famous human vessel has to several anomalies but also let it gain return to Earth and is sent on a more information about the Xindi, mission to unravel the mystery the human vessel gained the data behind the attack. Its destination is that the anomalies of the expanse the Delphic Expanse an uncharted originate from several sources built region of space, filled with like spheres with gigantic anomalies. Due to contact with the dimensions. Suliban’s aide from the future, However Archer is able to get his Archer learns all this along with the hands on the head of the weapon’s fact that the attackers are called design project, a primate Xindi called Xindi and are building an even larger Degra. Creating an artificial illusion, weapon to destroy the planet once Archer is able to lure information out and for all – as they believe of the Xindi hoping to learn the humanity will do the same with their location of the superweapon’s place in the future. construction site and in fact learns Since the Vulcans disapprove of the that it may very well be on Azati mission, rendering it to dangerous Prime, a Xindi colony. due to the anomalies, T’Pol has to During their way towards the retire from Vulcan High Command in presumed location of the weapon, order to stay on Enterprise, which Enterprise encounters an enormous makes its way into the expanse – not special distortion – shortly after after a significant refit of the vessel Christmas of the year 2153. Within and an addition to their crew – a the distortion the crew finds a near special tactical unit called MACO for dead body of an unknown species – Military Assault Command Operation. hardly able to survive in the In early June of 2153, Enterprise expanse. Further investigations learns that a Xindi is working on a raises the assumption that the alien trelium-D mine on a nearby planet. is a test subject and that it belongs Once their, the mine’s head agrees to the same species that created the to provide the crew with the Xindi, spheres causing the anomalies in the for a price. However during the expanse. exchange it is revealed that it is

4 no fear from the wind the enterprise season II-III sourcebook When finally arriving on the reveals treachery of the Reptilians – superweapon’s construction site at working behind the others’ backs to , the crew is able to sneak create a bio-weapon. into the system with the help of a When a Reptilian ship small Xindi shuttlecraft. With the discovers the meeting, received data, Archer plans a suicide Degra is forced to mission on how to destroy the destroy it – sealing his weapon. alliance with archer by But before he can make that that. endeavour, Archer is transported But Degra convinces forward in time by the former Archer to address the Xindi Council crewman Daniels. He tells the and show him the proof he has got of Captain that the sphere builders are the sphere-builders plot. He provides behind the scheme to destroy Earth him with coordinates of a subspace since the corridor which can accelerate Federation of Enterprise’ travel drastically. He Planets will himself leaves to stop the launch of defeat the aliens the superweapon. in the future and Despite major obstacles Enterprise is save the Xindi. able to reach the waypoint with Archer can be Degra and both prepare to encounter convinced by the Council. Archer learns that the Daniels to seek a sphere-builders became guardians of peaceful solution the Xindi after the destruction of of the conflict in their homeworld a century ago. order to be able But the meeting is not proceeding as to defeat the planned, the Reptilians claim Archer’s sphere-builders in the future. When proof is manufactured and the talks Archer is captured by the Xindi he are recessed. When with Degra’s still is able to speak with Degra and help he is able to show them a make him listen to his information. picture of the body of one of the But the Reptilians still decide to sphere-builders found earlier by attack Enterprise and damage it Enterprise, the Council begins to heavily before suddenly ceasing fire listen more closely. and returning Archer to his ship. As a consequence the Reptilian Dolim Since the ship is robbed of its war kills Degra and together with the engine, Enterprise is searching for Insectoids and driven by the lures of help in the near vicinity. When the sphere-builders, steals the meeting another vessel Archer tries weapon and makes his way towards to negotiate an exchange of spare Earth. But Archer follows them with parts – but the alien captain refuses the help of the rest of the Xindi and to give Archer the parts necessary to in battle can defeat the Reptilians – repair the warp drive. As a but the intervention of the sphere- consequence Archer decides to take builders cuts them off from the the parts with force – not without weapon. Archer decides on providing the aliens with his offered infiltrating it, while T’Pol helps to parts. disable the spheres. Archers makes his way towards a Both plans succeed and Archer is rendezvous point with Degra and is able to detonate the superweapon’s able to meet with some of the Xindi reactor shortly after it reached Earth, Council members onboard his ship. while T’Pol destroys the spheres. Archer gives him proof of the However Earth is different from what evidence of the sphere-builders and it should be afterwards…

no fear from the wind the enterprise season II-III sourcebook 5

Not only did Enterprise encounter starships that are noteworthy. The many more new starship types Klingons revealed more of their during its ongoing mission, it also military power and the mysterious was significantly upgraded in the Xindi do have quite an arsenal as early 2153, two years after its first well. launch. Its spatial torpedoes are exchanged with so called photon torpedoes – developed not with NX-Class ( Earth ) influence of data provided by Lt. Reed when Enterprise encountered a damaged Klingon vessel in 2151. But along with the modification on weapons, Enterprise is now equipped with a command centre. Basically a room to gather an analyse tactical intelligence and data this room is connected with the ship’s sensors and computer systems it is able to Class and Type: NX-Class Explorer receive any information necessary Commissioning Date: 2151 from the vessels databanks to ensure Hull Characteristics best preparation and support of away Size: 4 ( 220m, 7 decks ) missions and starship battles. Resistance: 3 +10 ( Pol. Hull Plating ) Structural Points: 80 Operations Characteristics

Crew/Passengers/Evac: 80/10/150 [ 5 pwr/rd ] 2.2 Starship Stats Computers: 2 [ 1 pwr/rd ] Besides the update of the NX-Class Transporters: 1 vessels, there are several more [ 1 pwr/rd ]

6 no fear from the wind the enterprise season II-III sourcebook Tractor Beams: none ( grapplers ) Noteworthy Vessels/ Service Propulsion and Power Records/ Encounters: Enterprise NX- Characteristics 01, prototype, various famous Warp System: 2.0/4.5/5.0 ( 12h ) encounters and first contacts, e.g. the [2/warp factor ] Andorians, the Romulans and the Impulse System: .36c/ .58c Klingons; Columbia NX-02; Ranger NX- [ 5/ 6 pwr/rd ] 03, captained by Nicolai Ivanov; Power: 80 Independence NX-04, captained by Kyle Sensor Systems: van Eyk and renumbered after severe Long-Range Sensors: +0/8 ly destruction before launch due to terrorist [ 6pwr/rd ] attack; Yuri Gagarin NX-05, Eagle NX- Lateral Sensors: +1/ 0.5 ly 06. [ 4pwr/rd] Note: The NX-Class is equipped with a Navigational Sensors: +0 polarized hull instead of shields. This hull [ 5pwr/rd] deflects attacks in a more primitive form Sensors Skill: 4 and can easily be overloaded by modern Weapons Systems standards. In game terms it works like Plasma Pulse Cannon: ablative armour, only that 5 power Range: 10/3000/10000/30000 points are needed to activate it. This Arc: f ( 120 degrees ) polarization is negated when using Accuracy: 6/7/9/12 shields. Additionally the NX-Class uses Damage: 6 grapplers instead of tractor beams. They Power: [ 6 ] work like tractor beams only that they Phased Cannon: can only be used at a maximum of Range: 10/3000/10000/30000 ‘rating 4’ and have a rage of 1000m. Arc: fv, fd ( 360 degrees ) Accuracy: 5/7/8/11 Damage: 10 Power: [ 10 ] Photon Torpedoes: Intrepid-Class ( Earth ) Number: 40 Launchers: 1 ad, 2 fv Spread: 2 Arc: F or a, but self-guided Range: 10/100k/500k/1500k Accuracy: 6/7/9/12 Damage: 14 Power: [ 6 ] Weapons Skill: 4

Defensive Systems: none

Description: The NX-01 Class is the first Human vessel, which is able to reach a speed of warp 5. While the first ship, the Enterprise, was a testbed for new technology, e.g. phased cannons, force fields and especially the new warp drive and system, later ships Class and Type: Intrepid-Class Cruiser were more routine. This ship was the Commissioning Date: 2147 first real explorer class, able to travel Hull Characteristics space independently for a long time. Size: 4 ( 198m, 6 decks ) After the Xindi attack on Earth the vessel Resistance: 2 +8 ( Pol. Hull Plating ) was upgraded to counter any threats Structural Points: 80 necessary. Its scientific mission Operations Characteristics parameters were now added by military Crew/Passengers/Evac: 75/4/100 ones as well. [ 4 pwr/rd ]

no fear from the wind the enterprise season II-III sourcebook 7 Computers: 2 more or less as a test for the major NX- [ 1 pwr/rd ] project. Many structures and systems Tractor Beams: none ( grapplers ) are the same in both ships and were first Propulsion and Power used in this type of vessel. While lacking Characteristics the scientific capabilities for the NX- Warp System: 1.5/2.0/2.8 ( 12h ) Class, these ships are the backbone of [2/warp factor ] the military role of Starfleet. Guarding Impulse System: .34c/ .50c Earth’s borders and colonies these ships [ 4/ 5 pwr/rd ] have seen their share of combat with Power: 65 pirates and other criminals. Sensor Systems: Noteworthy Vessels/ Service Long-Range Sensors: +0/6 ly Records/ Encounters: Intrepid, [ 6pwr/rd ] prototype; Cougar, captained by Jasmine Lateral Sensors: +1/ 0.5 ly Forrester; Phoenix; Picard. [ 4pwr/rd] Note: The Intrepid-Class is equipped Navigational Sensors: +0 with a polarized hull instead of shields. [ 5pwr/rd] This hull deflects attacks in a more Sensors Skill: 4 primitive form and can easily be Weapons Systems overloaded by modern standards. In Plasma Pulse Cannon: game terms it works like ablative Range: 10/3000/10000/30000 armour, only that 4 power points are Arc: f ( 120 degrees ) needed to activate it. This polarization is Accuracy: 6/7/9/12 negated when using shields. Additionally Damage: 6 the Intrepid-Class uses grapplers instead Power: [ 6 ] of tractor beams. They work like tractor Phased Cannon ( only after 2152 ): beams only that they can only be used Range: 10/3000/10000/30000 at a maximum of ‘rating 4’ and have a Arc: fv, fd ( 360 degrees ) rage of 950m. Accuracy: 5/7/8/11 Damage: 10 Power: [ 10 ] Spatial Torpedoes (before 2153): Number: 35 Launchers: 1 ad, 2 fv Neptune-Class ( Earth ) Spread: 2 Arc: F or a, but self-guided Range: 10/100k/500k/1500k Accuracy: 6/7/9/12 Damage: 8 Power: [ 5 ] Photon Torpedoes (only after 2153): Number: 30 Launchers: 1 ad, 1 fv Spread: 1 Arc: F or a, but self-guided Range: 10/100k/500k/1500k Accuracy: 6/7/9/12 Damage: 14 Class and Type: Neptune-Class Scouts Power: [ 6 ] Commissioning Date: 2139 Weapons Skill: 4 Hull Characteristics Size: 3 ( 86m, 3 decks ) Defensive Systems: Resistance: 2 +4 ( Pol. Hull Plating ) none Structural Points: 80 Operations Characteristics Description: The Intrepid-Class vessels Crew/Passengers/Evac: 42/2/60 were figured the first real starship built [ 4 pwr/rd ] by humanity. Quite large – larger than Computers: 2 any vessel before it – the ship was built [ 1 pwr/rd ]

8 no fear from the wind the enterprise season II-III sourcebook Tractor Beams: none ( grapplers ) The ship carries basic laboratories for Propulsion and Power further studies on planets. Characteristics Noteworthy Vessels/ Service Warp System: 1.2/1.8/1.95 ( 12h ) Records/ Encounters: Neptune, [2/warp factor ] prototype; Phoebe; Daimos, destroyed Impulse System: .30c/ .50c by unknown ship, all hands lost. [ 3/ 5 pwr/rd ] Note: The Neptune-Class is equipped Power: 50 with a polarized hull instead of shields. Sensor Systems: This hull deflects attacks in a more Long-Range Sensors: +0/4 ly primitive form and can easily be [ 6pwr/rd ] overloaded by modern standards. In Lateral Sensors: +1/ 0.4 ly game terms it works like ablative [ 4pwr/rd] armour, only that 5 power points are Navigational Sensors: +0 needed to activate it. This polarization is [ 5pwr/rd] negated when using shields. Additionally Sensors Skill: 4 this scout uses grapplers instead of Weapons Systems tractor beams. They work like tractor Plasma Pulse Cannon: beams only that they can only be used Range: 10/3000/10000/30000 at a maximum of ‘rating 3’ and have a Arc: f ( 120 degrees ) rage of 800m. Accuracy: 6/7/9/12 Damage: 5 Power: [ 5 ] Phased Cannon ( only after 2153 ): Range: 10/3000/10000/30000 Arc: fv, fd ( 360 degrees ) Accuracy: 5/7/8/11 Alpha-Class ( Earth ) Damage: 8 Power: [ 8 ] Spatial Torpedoes: Number: 15 Launchers: 1 ad, 2 fv Spread: 1 Arc: F or a, but self-guided Range: 10/100k/500k/1500k Accuracy: 6/7/9/12 Damage: 6 Power: [ 5 ] Weapons Skill: 4

Defensive Systems: Class and Type: Alpha-Class testship/ none patrol fighter Commissioning Date: 2145 Description: Currently the oldest design Hull Characteristics still in construction, the Neptune-Class Size: 2 ( 25m, 1 deck ) ships are small scouts that investigate Resistance: 2 ( Fighter: +5 p. Hull ) planets and search for habitable worlds Structural Points: 40 to create colonies or find resources. After Operations Characteristics the crisis with the Xindi, Starfleet Crew/Passengers/Evac: 2 decided to equip these vessels with [ 1 pwr/rd ] Phased Cannons as well, although the Computers: 1 power output and general performance [ 1 pwr/rd ] of these ships allow not the full Tractor Beams: none capabilities of these weapons. Propulsion and Power The vessel is small and therefore only Characteristics senior officers have the luxury of single- Warp System: 1.0/2.0/2.5 ( 12h ) bed rooms, although very small ones. [2/warp factor ] Impulse System: .30c/ .40c

no fear from the wind the enterprise season II-III sourcebook 9 [ 3/ 4 pwr/rd ] Class and Type: D-5-Class Cruiser Power: 40 Commissioning Date: 2142 Sensor Systems: Hull Characteristics Long-Range Sensors: +0/2 ly Size: 4 ( 215m, 4 decks ) [ 6pwr/rd ] Resistance: 3 Lateral Sensors: +1/ 0.2 ly Structural Points: 80 [ 4pwr/rd] Operations Characteristics Navigational Sensors: +0 Crew/Passengers/Evac: 30/ 20/ 100 [ 5pwr/rd] [ 4 pwr/rd ] Sensors Skill: 4 Computers: 2 Weapons Systems [ 1 pwr/rd ] Prototype: unarmed Tractor Beams: 1 ad, 1 fd Fighter: [ 2 pwr/ rd/ rating ] Plasma Pulse Cannon: Propulsion and Power Range: 10/3000/10000/30000 Characteristics Arc: f ( 120 degrees ) Warp System: 3.2/4.6/5.0 ( 12h ) Accuracy: 6/7/9/12 [2/warp factor ] Damage: 6 Impulse System: .45c/ .55c Power: [ 6 ] [ 4/ 5 pwr/rd ] Weapons Skill: 3 Power: 70 Sensor Systems: Defensive Systems: Long-Range Sensors: +0/6 ly none [ 6pwr/rd ] Lateral Sensors: +0/ 0.5 ly Description: The Alpha-Class starship is [ 4pwr/rd] the first warp three ship of mankind. Navigational Sensors: +0 Built by Starfleet in its early years, it was [ 5pwr/rd] the testbed for technology, especially the Sensors Skill: 4 engine, of the NX Class starships. While Weapons Systems the first ship was destroyed during Disruptor Cannon: testing, the programme was continued Range: 10/20000/80000/200000 under the lead of then Commodore Arc: fd, fv, ad ( 520 degrees ) Forrest. After the design proved to be Accuracy: 6/7/9/12 successful Starfleet decided to put it to Damage: 12 further use. Some modifications were Power: [ 12 ] made and now this class serves as light Photon Torpedoes: combat and courier vessel. Number: 25 Note: The Alpha-Class is equipped with Launchers: 1 ad, 1 fv a polarized hull instead of shields. This Spread: 1 hull deflects attacks in a more primitive Arc: F or a, but self-guided form and can easily be overloaded by Range: 10/120k/800k/2000k modern standards. In game terms it Accuracy: 6/7/9/12 works like ablative armour, only that 5 Damage: 15 power points are needed to activate it. Power: [ 5 ] This polarization is negated when using Weapons Skill: 4 shields. Defensive Systems: Shield System Protection: 12/ 20 Power: [12]

D-5 Class Cruiser ( Klingon ) Description: The D-5 cruisers are smaller vessels than D-2 and are not so prestigious in post. They are used for raids along the border and securing the Klingon planets itself. But since the design proved to be steady and reliable, the Klingons use it for more

10 no fear from the wind the enterprise season II-III sourcebook profane works as well. Many were Disruptor Cannon: equipped as tankers – even more Range: 10/20000/80000/200000 unpopular among the warriors of the Arc: fd, fv, ad ( 520 degrees ) Empire. Accuracy: 6/7/9/12 Note: The tanker version has reduced Damage: 12 space for crewmembers, therefore each Power: [ 12 ] aspect of the according stats has to be Photon Torpedoes: reduced by half. Additionally the Number: 20 transporter is not equipped with a Launchers: 1 ad, 1 fv torpedo launcher - those tend to become Spread: 1 unstable near large amounts of Arc: F or a, but self-guided deuterium. Range: 10/120k/800k/2000k Accuracy: 6/7/9/12 Damage: 12 Power: [ 5 ] Weapons Skill: 4

C-8 Assault Transport ( Klingon ) Defensive Systems: Shield System Protection: 10/ 16 Power: [10]

Description: The C-8 Class cruiser is a relatively heavily armed transport vessel designed for raids on planets and to occupy enemy cities. In more remote areas they can also be found patrolling.

Class and Type: C-8 Assault Transport Commissioning Date: 2138 Hull Characteristics Size: 4 ( 275m, 3 decks ) D1-Class Bird of Prey ( Klingon ) Resistance: 3 Structural Points: 80 Operations Characteristics Crew/Passengers/Evac: 20/ 50/ 400 [ 5 pwr/rd ] Computers: 2 [ 1 pwr/rd ] Tractor Beams: 1 ad, 1 fd [ 2 pwr/ rd/ rating ] Propulsion and Power Characteristics Warp System: 3.0/4.5/5.0 ( 8h ) Class and Type: D-1 Bird of Prey [2/warp factor ] Commissioning Date: 2140 Impulse System: .4c/ .5c Hull Characteristics [ 4/ 5 pwr/rd ] Size: 3 ( 86m, 2 decks ) Power: 75 Resistance: 3 Sensor Systems: Structural Points: 60 Long-Range Sensors: +0/5 ly Operations Characteristics [ 6pwr/rd ] Crew/Passengers/Evac: 10/ 5/ 20 Lateral Sensors: +0/ 0.5 ly [ 3 pwr/rd ] [ 4pwr/rd] Computers: 2 Navigational Sensors: +0 [ 1 pwr/rd ] [ 5pwr/rd] Tractor Beams: 1 ad, 1 fd Sensors Skill: 4 [ 2 pwr/ rd/ rating ] Weapons Systems

no fear from the wind the enterprise season II-III sourcebook 11 Propulsion and Power Characteristics Class and Type: Chaka-Class Cruiser Warp System: 2.0/4.0/4.8 ( 10h ) Commissioning Date: 2148 [2/warp factor ] Hull Characteristics Impulse System: .45c/ .52c Size: 5 ( 285m long, 6 decks ) [ 4/ 5 pwr/rd ] Resistance: 3 Power: 60 Structural Points: 100 Sensor Systems: Operations Characteristics Long-Range Sensors: +0/6 ly Crew/Pass. /Evac: 150/ 60/ 350 [ 6pwr/rd ] [ 4 pwr/rd ] Lateral Sensors: +0/ 0.5 ly Computers: 3 [ 4pwr/rd] [ 2 pwr/rd ] Navigational Sensors: +0 Transporters: none [ 5pwr/rd] Tractor Beams: 1 ad, 1fd Sensors Skill: 4 [ 2/rating used ] Weapons Systems Propulsion and Power Disruptor Cannon: Characteristics Range: 10/20000/80000/200000 Warp System: 2.0/4.0/4.8 ( 12h ) Arc: fd, fv ( 180 degrees ) [2/warp factor ] Accuracy: 6/7/9/12 Impulse System: 0.4c/ 0.62c Damage: 10 [ 4/6pwr/rd ] Power: [ 10 ] Power: 80 Photon Torpedoes: Sensor Systems: Number: 10 Long-Range Sensors: +0 / 6 ly Launchers: 1 fv [ 6pwr/rd ] Spread: 1 Lateral Sensors: +0/ 0.5 ly Arc: F or a, but self-guided [ 4pwr/rd] Range: 10/120k/800k/2000k Navigational Sensors: +0 Accuracy: 6/7/9/12 [ 5pwr/rd] Damage: 12 Sensors Skill: 3 Power: [ 5 ] Weapons Systems Weapons Skill: 4 Plasma Injector Cannon: Range: 10/4000/8000/28000 Defensive Systems: Arc: f and a ( 2 x 180 degrees ) Shield System Accuracy: 5/6/8/11 Protection: 8/ 14 Damage: 12 Power: [8] Power: [ 12 ] Nuclear Warhead Torpedoes: Description: The Klingon Bird of Prey is Number: 10 a small fighter design, used by the Launchers: 1 fv Empire for escort missions and raids on Spread: 1 starships, outposts and planets. Arc: Forward Range: 12/12000/40000/150000 Accuracy: 6/7/9/12 Damage: 10 Power: [ 6 ]

Chaka-Class Cruiser ( Andor ) Defensive Systems: Deflector Shield Protection: 6/ 10 Power: [ 6 ]

Description: Named after a ceremonial dagger, the Chaka-Class Cruiser is the mainstay of the Andorian Imperial Fleet. It has powerful weapons, which lack only in range. The Andorian technology is not as sophisticated as the Vulcan one,

12 no fear from the wind the enterprise season II-III sourcebook especially Andorian Warp Drives produce Accuracy: 5/6/8/11 much waste. However this new vessel Damage: 12 uses the waste plasma, to inject it into Power: [ 12 ] weapon’s systems, which makes Nuclear Warhead Torpedoes: powerful guns. But the ship is much Number: 20 slower than the Vulcan ships and has Launchers: 1 fv less advanced shields. Spread: 1 Arc: Forward but are self-guided Ket-Cheleb-Class ( Romulus ) Range: 15/15000/50000/180000 Accuracy: 6/7/9/12 Damage: 10 Power: [ 6 ]

Defensive Systems: Romulan Deflector Shield Protection: 16/ 20 Power: [ 16 ]

Description: The Ket-Cheleb Class Warbird is one of the earliest battleships of the Romulan Empire, of modern kind. It is fast and manoeuvrable and heavily Class and Type: Ket-Cheleb-Class armed and additionally equipped with a Warbird cloaking device, making it invisible for Commissioning Date: 2140 enemies. Due to intense funds of military Hull Characteristics project, this ship soon became the Size: 5 ( 265m long, 4 decks ) backbone of the Romulan Navy of the nd Resistance: 3 mid 22 century. It guards the Empire’s Structural Points: 100 borders and often lays out mines to Operations Characteristics makes sure no one crosses into Romulan Crew/Pass./Evac: 100/ 20/ 200 territory. [ 5 pwr/rd ] One serious flaw however is the fact that Computers: 3 it only uses a magnetic bottle drive for [ 2 pwr/rd ] warp speed – essentially a one way Transporters: none ticket, thus rendering mobility very low. Tractor Beams: 1 ad, 1fd [ 2/rating used ] Propulsion and Power Characteristics Warp System: 2.0/3.5/4.5 ( 10h ) Annex-Class Frigate ( Tholia ) [2/warp factor ] Impulse System: 0.3c/ 0.55c [ 3/5pwr/rd ] Power: 80 Sensor Systems: Long-Range Sensors: +0 / 5 ly [ 6pwr/rd ] Lateral Sensors: +0/ 1 ly [ 4pwr/rd] Navigational Sensors: +0

[ 5pwr/rd] Cloak: 4 Class and Type: Annex-Class Frigate [ 16pwr/rd] Commissioning Date: 2148 Sensors Skill: 4 Hull Characteristics Weapons Systems Size: 3 ( 125m long, 2 decks ) Type H Disruptor: Resistance: 4 Range: 10/5000/12000/35000 Structural Points: 60 Arc: forward ( 180 degrees ) Operations Characteristics

no fear from the wind the enterprise season II-III sourcebook 13 Crew/Pass./Evac: 8/ 2/ 20 Class and Type: Xindi-Aquatic Ship [ 3 pwr/rd ] Commissioning Date: 2149 Computers: 4 Hull Characteristics [ 2 pwr/rd ] Size: 6 ( 311m long, 4 decks ) Transporters: none Resistance: 3 Tractor Beams: 1 ad, 1fd Structural Points: 120 [ 2/rating used ] Operations Characteristics Propulsion and Power Crew/Pass./Evac: 28/ 10/ 60 Characteristics [ 6 pwr/rd ] Warp System: 2.0/4.0/5.2 ( 12h ) Computers: 4 [2/warp factor ] [ 2 pwr/rd ] Impulse System: 0.6c/ 0.7c Transporters: 1 personal [ 6/7pwr/rd ] Tractor Beams: 1 ad, 1fd Power: 75 [ 2/rating used ] Sensor Systems: Propulsion and Power Long-Range Sensors: +0 / 8 ly Characteristics [ 6pwr/rd ] Warp System: special Lateral Sensors: +0/ 1 ly Impulse System: 0.4c/ 0.5c [ 4pwr/rd] [ 4/5pwr/rd ] Navigational Sensors: +0 Power: 85 [ 5pwr/rd] Sensor Systems: Sensors Skill: 4 Long-Range Sensors: +0 / 10 ly Weapons Systems [ 6pwr/rd ] Disruptor Cannon: Lateral Sensors: +0/ 1 ly Range: 10/5000/12000/35000 [ 4pwr/rd] Arc: forward ( 180 degrees ) Navigational Sensors: +0 Accuracy: 5/6/8/11 [ 5pwr/rd] Damage: 14 Sensors Skill: 4 Power: [ 14 ] Weapons Systems Weapons Skill: 4 Disruptor Cannon: Defensive Systems: Range: 10/5000/12000/35000 Tholian Deflector Shield Arc: forward, aft ( 360 degrees ) Protection: 12/ 16 Accuracy: 5/6/8/10 Power: [ 12 ] Damage: 14 Power: [ 14 ] Description: Only few is known about Weapons Skill: 4 the Annex-Class vessels. Fast and nimble the small ships are unlike anything Defensive Systems: Starfleet has met before. Life support Xindi Deflector Shield works in strange parameters and the Protection: 14/ 18 energy readings of these ships suggest a Power: [ 14 ] very alien technology. Description: The most powerful ships of the Xindi Alliance, the Aquatic’s ships are enormous in size and combat strength. Their weapons are very accurate and their hulls are very durable as are their Aquatic Warship ( Xindi ) shields. However due to the sophisticated needs of the Aquatics, the life support system requires much more room than on ordinary ships. As a consequence it is very vulnerable. Treat any hit on life support as if done at a resistance of 1 and double the effects.

14 no fear from the wind the enterprise season II-III sourcebook Arboreal Warship ( Xindi ) vessel – although their synergy skills make them dangerous in numbers. The very well developed sensors enable it to

act as scout and reconnaissance craft.

Insectoid Warship ( Xindi )

Class and Type: Xindi-Arboreal Ship Commissioning Date: 2144 Hull Characteristics Size: 3 ( 76m long, 3 decks ) Resistance: 2 Structural Points: 60 Operations Characteristics Crew/Pass./Evac: 32/ 18/ 80 [ 4 pwr/rd ] Computers: 2 Class and Type: Xindi-Insectoid Ship [ 1 pwr/rd ] Commissioning Date: 2146 Transporters: 1 personal Hull Characteristics Tractor Beams: 1 ad, 1fd Size: 2 ( 45m long, 2 decks ) [ 2/rating used ] Resistance: 3 Propulsion and Power Structural Points: 40 Characteristics Operations Characteristics Warp System: special Crew/Pass./Evac: 6/ 4/ 20 Impulse System: 0.5c/ 0.6c [ 3 pwr/rd ] [ 5/6pwr/rd ] Computers: 2 Power: 70 [ 1 pwr/rd ] Sensor Systems: Transporters: 1 personal Long-Range Sensors: +0 / 12 ly Tractor Beams: 1fd [ 6pwr/rd ] [ 2/rating used ] Lateral Sensors: +0/ 1 ly Propulsion and Power [ 4pwr/rd] Characteristics Navigational Sensors: +0 Warp System: special [ 5pwr/rd] Impulse System: 0.6c/ 0.7c Sensors Skill: 4 [ 6/7pwr/rd ] Weapons Systems Power: 60 Disruptor Cannon: Sensor Systems: Range: 10/5000/12000/35000 Long-Range Sensors: +0 / 6 ly Arc: forward, aft ( 360 degrees ) [ 6pwr/rd ] Accuracy: 5/6/8/11 Lateral Sensors: +0/ 1 ly Damage: 10 [ 4pwr/rd] Power: [ 10 ] Navigational Sensors: +0 Weapons Skill: 4 [ 5pwr/rd]

Sensors Skill: 4 Defensive Systems: Weapons Systems Xindi Deflector Shield Disruptor Cannon: Protection: 10/ 14 Range: 10/5000/12000/35000 Power: [ 10 ] Arc: forward, aft ( 360 degrees )

Accuracy: 5/6/8/11 Description: A very light ship, the Damage: 12 Arboreal vessel is not much of a combat

no fear from the wind the enterprise season II-III sourcebook 15 Power: [ 12 ] Range: 10/5000/12000/35000 Weapons Skill: 4 Arc: forward, aft ( 360 degrees ) Accuracy: 5/6/8/11 Defensive Systems: Damage: 12 Xindi Deflector Shield Power: [ 12 ] Protection: 8/ 12 Weapons Skill: 4 Power: [ 8 ] Defensive Systems: Description: The Insectoids’ vessels are Xindi Deflector Shield more small fighters than capital ships. Protection: 10/ 16 They are fast and agile, making them Power: [ 10 ] difficult targets. They usually act in squadrons of three vessels, making them Description: The Primates’ Warship is very dangerous. more or less average among the Xindi fleet. It is used for patrols and if in larger numbers for attacks and invasion missions. Some of them work as mobile Primate Warship ( Xindi ) laboratories as well.

Primate Shuttle ( Xindi )

Class and Type: Xindi-Primate Ship Commissioning Date: 2148 Hull Characteristics Size: 4 ( 209m long, 3 decks ) Resistance: 3 Structural Points: 80 Operations Characteristics Crew/Pass./Evac: 68/ 20/ 105 Class and Type: Xindi-Primate Shuttle [ 4 pwr/rd ] Commissioning Date: 2149 Computers: 4 Hull Characteristics [ 2 pwr/rd ] Size: 2 ( 35m long, 2 decks ) Transporters: 1 personal Resistance: 2 Tractor Beams: 2 fd Structural Points: 40 [ 2/rating used ] Operations Characteristics Propulsion and Power Crew/Pass./Evac: 2/ 10/ 15 Characteristics [ 2 pwr/rd ] Warp System: special Computers: 2 Impulse System: 0.4c/ 0.6c [ 1 pwr/rd ] [ 4/6pwr/rd ] Transporters: 1 personal Power: 75 Tractor Beams: 1 fd Sensor Systems: [ 2/rating used ] Long-Range Sensors: +0 / 8 ly Propulsion and Power [ 6pwr/rd ] Characteristics Lateral Sensors: +0/ 1 ly Warp System: special [ 4pwr/rd] Impulse System: 0.6c/ 0.7c Navigational Sensors: +0 [ 6/7pwr/rd ] [ 5pwr/rd] Power: 45 Sensors Skill: 4 Sensor Systems: Weapons Systems Long-Range Sensors: +0 / 6 ly Disruptor Cannon: [ 6pwr/rd ] Lateral Sensors: +0/ 0.5 ly

16 no fear from the wind the enterprise season II-III sourcebook [ 4pwr/rd] Propulsion and Power Navigational Sensors: +0 Characteristics [ 5pwr/rd] Warp System: special Sensors Skill: 4 Impulse System: 0.5c/ 0.6c Weapons Systems [ 5/6pwr/rd ] Disruptor Cannon: Power: 80 Range: 10/5000/12000/35000 Sensor Systems: Arc: forward ( 180 degrees ) Long-Range Sensors: +0 / 8 ly Accuracy: 5/6/8/11 [ 6pwr/rd ] Damage: 10 Lateral Sensors: +0/ 1 ly Power: [ 10 ] [ 4pwr/rd] Weapons Skill: 4 Navigational Sensors: +0 [ 5pwr/rd] Defensive Systems: Sensors Skill: 4 Xindi Deflector Shield Weapons Systems Protection: 6/ 10 Disruptor Cannon: Power: [ 6 ] Range: 10/5000/12000/35000 Arc: forward, aft ( 520 degrees ) Description: The Primates’ Shuttle is Accuracy: 5/6/8/10 the fastest vessel of the Xindi Fleet Damage: 14 although maybe lightly armed. It is used Power: [ 14 ] for transporting personnel as well as Weapons Skill: 4 cargo. Defensive Systems: Xindi Deflector Shield Protection: 12/ 15 Power: [ 12 ]

Description: Concerning combat capabilities only inferior to the Aquatic Reptilian Warship ( Xindi ) ships of the Xindi arsenal, the Reptilian warships are fast and dangerous. Their whole design was developed with one

purpose – combat. It lacks scientific and luxury compounds, most of the ship is filled with weapons systems and troop quarters. Note: Instead of ordinary warp engines, the Xindi use a Vortex Drive that opens subspace tunnels, which enable the ships to travel very fast. Such an opening needs one round to built up and requires Class and Type: Xindi-Reptilian Ship a power usage of 4 points times the size Commissioning Date: 2150 of the entering ship. After that the vessel Hull Characteristics travels at an effective speed of warp Size: 5 ( 276m long, 4 decks ) 9.(9-shipsize) and needs three points of Resistance: 3 power for every point of size – to keep Structural Points: 100 the tunnel stable. Operations Characteristics Crew/Pass./Evac: 120/ 60/ 240 [ 5 pwr/rd ] Computers: 2 [ 1 pwr/rd ] Transporters: 2 personal Tractor Beams: 2 ad, 1fd [ 2/rating used ]

no fear from the wind the enterprise season II-III sourcebook 17

Besides Tellerites and Romulans Xindi Aquatics Enterprise encounters several new species in the second and third year of Suggested Attribute and Edge Range its mission. However none are as Fitness 3 [6] dangerous as the Xindi and their allies Vitality +1 the Spherebuilders. Coordination 2 [5] Intellect 3 [5] Presence 2 [5] Psi 0 [5]

The Xindi Typical Advantages/ Disadvantages Excellent Hearing +2 Homeworld Poor Sight -2 The Xindi’s original homeworld was destroyed around a century ago. Special or Unique Skills However currently their headquarters The Xindi Aquatics need a water environment to are located on an isolated planet, survive. appearing to be Class M and very Therefore they rocky. are very adept in water and are excellent Home Region or Sovereign swimmers. Territory The Xindi own several colonies, Size which are scattered on a territory Xindi Aquatics are very long creatures, several cubic lightyears in diameter. reaching a length of around three to four metres. They have tails which take They guard their borders suspiciously around half of their body length and but trade with other species, strong upper bodies with short necks. especially for resources.

18 no fear from the wind the enterprise season II-III sourcebook Traits Common to the Species Traits Common to the Species Due to the fact that they have to swim to The Arboreal tend to have strong arms move, Aquatics tend to be rather strong, and are very able to climb. They are very especially their tails. However the fact intelligent as well, usually excelling at that they live most of the time under administrative tasks. water in low light environments, let their eyes degenerate, they see very poorly. As a consequence their sense of hearing Description is very advanced enabling them to The Xindi Arboreal are the most patient communicate on a range of several Xindi. They are almost pacifists and a re kilometres. true to their word – expecting other to be the same. They are usually the voice of reason within the council, calming the Description others down when chaos is menacing. The Xindi Aquatics are the gentle giants Arboreal Xindi are covered by thick fur, of the Xindi species. They usually remain which usually has bright shades, grey calm and their primary goal is to keep and white. the peace between the Council Members and the Xindi as a whole. They usually analyse a situation from any perspective possible before making a decision. Xindi Insectoid

Suggested Attribute and Edge Range Fitness 2 [5] Coordination 2 [5] Xindi Arboreal Intellect 2 [5] Presence 2[5] Suggested Attribute and Edge Range Psi 0 [5] Fitness 2 [5] Strength +1 Typical Advantages/ Disadvantages Coordination 2 [5] Impulsive -1 Intellect 3 [5] Presence 1[5] Special or Unique Skills Psi 0 [5] The Xindi Insectoids have a chitin armour that Typical Advantages/ Disadvantages provides them Strong Will +2 with a protection of one point. Special or Unique Skills The Xindi Arboreal developed form Size animals that lived on trees – therefore Xindi Insectoids they have are a little taller claws that than humans but enable them their overall mass to climb is roughly the better. same.

Size Traits Common to the Species Xindi The Insectoids are almost paranoid in Arboreals are behaviour and fear peril almost roughly the everywhere. Therefore they usually act height of very impulsive. humans, but are Description somewhat The Insectoids are quick in acting and broader at very aggressive. The distrust almost any the shoulders. species and guard their decedents very carefully – a light toxic forces passing life

no fear from the wind the enterprise season II-III sourcebook 19 forms to care for the eggs if no Insectoid Typical Advantages/ Disadvantages is near. The Xindi Insectoids only live for Toughness +2 twelve years. Intolerant: Non-Xindi -2 They look like typical insects and have large eyes and antennae. Their overall Special or Unique Skills colour is very dark. The Xindi Reptilians are warriors and excel at the according skills.

Size Xindi Primates The Reptilians tend to be larger and stronger than Suggested Attribute and Edge Range humans. Fitness 2 [5] Coordination 2 [5] Traits Common to Intellect 3 [6] the Species Presence 2[5] The Reptilians are Psi 0 [5] very xenophobic, mistrusting any non- Typical Advantages/ Disadvantages Xindi and are even Innovative +1 suspicious about the other species of their Special or Unique Skills race. The Xindi Primates have a highly developed brain and tend to be very good at intelligence based Description tasks. The Reptilians are quite aggressive and brutal, torturing their captives and killing Size those who became captured themselves. The primates are quite Their weapons use bioengineering, living exactly the size of components that act as projectiles and humans. energy sources. The Reptilians regard themselves as Traits Common to the natural leaders of the Xindi but still want Species to preserve their whole people. The Primates are They have thick skins and are very intellectuals and scientists. They are strong. usually trustworthy and just.

Description The Primates look the most like humans. General Description Their colour of skin ranges from very Originating in the Delphic Expanse, dark to very pale, although their hair the Xindi are a very unique species. usually is quite dark. They are Even in later centuries it is not intellectuals and careful, gathering known that six sapient species have information and data before acting. Their developed on one planet at the same social structures seem to be comparable to humanity’s. time. One of the species’ is now extinct but the other five are bound together in a rather loose alliance. In the past the Xindi were very Xindi Reptilians competitive among each other, which climaxed in a war enduring for one Suggested Attribute and Edge Range century. The result was the Fitness 3 [5] destruction of the Xindi-Homeworld Coordination 3 [5] and with it the extinction of the Intellect 2 [5] Xindi-Avians, the sixth species. Presence 1[4] Psi 0 [5]

20 no fear from the wind the enterprise season II-III sourcebook After the war the Xindi agreed on a Size closer cooperation and founded the Spherebuilders have a humanoid Xindi Council, which more or less form and roughly the size of humans. rules the Xindi as a whole. Although differing in methods and ideas, the Xindi try to keep their Traits Common to the Species people together and alive, the death The Spherebuilders seem to work of all Avians is a warning they will usually in collective and are not ignore. determined to conquer space.

Description The Spherebuilders are humanoids The Spherebuilders with a pale green skin and bald heads. Since they are originating in a Homeworld dimension of temporal flux they are unknown unable to enter the space occupied by the ordinary universe. However they have found methods to Home Region or Sovereign ‘terraform’ space. Additionally they Territory can communicate through time and Besides the fact that they originate with enough preparation they can from a different dimension where exists shortly in our space. Their time seems to be controllable technology is strongly advanced as nothing is known about the home are their corporeal abilities. They can territory of the Spherebuilders. manipulate energy and machines with bare hands. Their society appears to be Suggested Attribute and Edge matriarchal since females tend to Range make decisions. Fitness 2 [6] Coordination 2 [5] Intellect 4 [6] Presence 2 [5] Psi 0 [5]

Typical Advantages/ Disadvantages Multitasking +2

Special or Unique Skills

The Spherebuilders have the unique

ability to perceive different timelines and communicate through time. With enough preparation they are even able to act in different timelines.

no fear from the wind the enterprise season II-III sourcebook 21

Here you will find anything that is Or worth noting but not extensive Demolitions ( c.S. ) 1 (2) enough to get an own chapter.

Templates MACO-Officer

MACO-Enlisted Personnel Administration ( c.S. ) 1 (2) Athletics ( c.S. ) 1 (2) Athletics ( c.S. ) 1 (2) Computer ( c.S. ) 1 (2) Energy Weapon ( c.S. ) 2 (3) Energy Weapon ( c.S. ) 2 (3) First Aid ( Wound Trauma ) 1 (2) First Aid ( Wound Trauma ) 1 (2) Language English 1 Language English 1 Planetary Survival ( c.S. ) 1 (2) Law ( Army Regulations ) 1 (2) Stealth ( c.S. ) 1 (2) Personal Equipment ( c.S. ) 1 (2) Unarmed Combat ( MACO MA ) 1 (2) Planetary Survival ( c.S. ) 1 (2) Planetary Tactics ( Small Unit ) 1 (2) Promotion +1 Primitive Weaponry ( c.S. ) 1 (2) Obligation: MACO –3 Stealth ( c.S. ) 1 (2) Unarmed Combat ( MACO MA ) 1 (2) Choose one skill according to field of work: Promotion +1 First Aid ( c.S. ) 1 (2) Zero-G Training +2 Or Obligation: MACO –3 Any Science ( c.S. ) 1 (2) Or Choose one group according to field Security ( Security Systems ) 1 (2) of work: Or Medical Science ( c.S. ) 2 (3) Energy Weapon ( Plasma Rifle ) 1 (2) First Aid ( c.S. ) 1 (2) Or Code of Honour: Hippocratic Oath -3 Primitive Weaponry ( c.S. ) 1 (2) Or

22 no fear from the wind the enterprise season II-III sourcebook Any Science ( c.S. ) 2 (3) Current head of MACO is General Or Casey, long year veteran, who used Any Engineering ( c.S. ) 1 (2) to be on special missions himself Security ( Security Systems ) 1 (2) until he reached his current position Or – administrative work simply no Command ( Comb. Leadersh. ) 1 (2) longer allows this. Planetary Tactics ( c.S. ) 0 (1) While usually Starfleet officers of Promotion +2 equal rank ( i.e. a Lieutenant Or compared to a Captain ) are not Energy Weapon ( Plasma Rifle ) 1 (5) superior to their MACO counterparts Or it can happen that they are due to Primitive Weaponry ( c.S. ) 1 (2) their post. When MACOs are Unarmed Combat ( MACO MA ) 1 (2) stationed onboard a starship they fall Or under the ‘local’ jurisdiction and are Demolitions ( c.S. ) 2 (3) subject to the ship’s hierarchy. Thus all ground forces have to answer to all officers from Armoury Officer MACO is short for upwards ( i.e. XO, CO as well ) even Military Assault if their rank is senior to those. Commando Operation. Besides their special training, which A branch of Earth at least is called to be harder than in Army, MACO is any other service branch, MACOs responsible to perform also use special equipment. special missions, They wear modified Plasma guns and which need infiltration, rifles ( add +2 to the damage ) and demolitions or simply the later are equipped with targeting combat skills ordinary computers, which give the user a +1 personnel are not used to. modifier on the roll. MACO is a unique unit within the Additionally they wear uniforms military of United Earth Republic and which feature statistically calculated is under the jurisdiction of the patterns to make sure the soldiers is Minister of Defence and within the hidden in any possible environment. hierarchy of the army not Starfleet. Usually that provides him with a +1 As a consequence ranks are Army modifier on stealth checks. A ranks and not Starfleet ones: artificially created fabric is woven into the uniform and is able to 2nd Lieutenant absorb small amounts of energy, 1st Lieutenant thus giving the wearer an armour Captain rating of 1 against energy attacks. Major Certain parts of a MACO team also Lt. Colonel have equipment according to their Colonel job. There are engineers, communications experts, snipers and Brigadier General the like. Major General Lieutenant General General

While the army also has a five star Raider general, the General of the Army this rank cannot be achieved by MACO Athletics ( c.S. ) 1 (2) personnel and is reserved for Bargain ( c.S. ) 1 (2) wartimes anyway. Computer ( c.S. ) 1 (2)

no fear from the wind the enterprise season II-III sourcebook 23 Energy Weapons ( c.S. ) 2 (3) He is a routined officer and leader, ( c.S. ) (3) saw more combat than most of his Intimidation ( c.S. ) 1 (2) colleagues. Merchant ( Black Market ) 1 (2) Hayes is proud of Personal Equipment ( c.S. ) 1 (2) his troopers and Primitive Weaponry ( c.S. ) 2 (3) their achievement Security ( Security Systems ) 2 (3) and after a time is Shipboard Systems ( c.S. ) 2 (3) even willed to Systems Engineering ( c.S. ) 1 (2) accept Lt. Reeds Unarmed Combat ( c.S. ) 1 (2) seniority onboard Enterprise. He is Planetary Tactics ( c.S. ) 1 (2) not only an able Or warrior but also a good tactician, Starship Tactics ( c.S. ) 1 (2) who plans forward and is determined to serve Earth in any way necessary. Choose one: He evokes trust in his subordinates, Addiction –2 although he is relentless in training. Or Bloodlust –2 Fitness 3 Or Strength +1 Greedy –1 Coordination 4 Impulsive –1 Reaction +1 Or Intellect 2 Physically Impaired –2 Perception +1 Or Presence 2 Rival –2 Willpower +1 Or Psi 0 Sworn Enemy –2 Or Administration ( Team ) 1 (2) Weak Will –2 Athletics ( Running ) 2 (3) Command (Combat Leadership) 2 (3) Computer ( Research ) 1 (2) Raiders can be found anywhere in Culture ( Human ) 2 (3) the galaxy and can range from petty Dodge 2 criminals trying to make a living to E. Weapons ( Plasma Pistol ) 4 (5) organized para-military groups or First Aid ( Wounds ) 1 (2) even government sanction assault History ( Human ) 1 (2) squads. Whether they are Klingons Language English 3 who try to steal dilithium from a Law ( Army Reg. ) 1 (3) colony or pirates in the Delphic Personal Equ. ( Tricorder ) 1 (2) Expanse taking advantage on a Ph. Science ( Mathematics ) 1 (2) stranded ship, they tend to be Planetside Survival ( Jungle ) 2 (3) ruthless and brutal. Planetary Tactics ( Small Unit ) 3 (5) Primitive Weaponry ( Knife ) 2 (3) Security ( Security Systems ) 2 (3) Shipb. Systems ( Sensors ) 1 (2) Characters Stealth ( Stealthy Movement ) 2 (4) Unarmed Combat ( MACO MA ) 2 (4) Major Hayes World Knowledge ( Earth ) 1 (2) Major Hayes the current commanding officer of the MACO group posted on Advantages: Enterprise after the Xindi attacked Promotion +6 Earth. Dep. Head +2

24 no fear from the wind the enterprise season II-III sourcebook Zero-G-Training +2 Advantages: Disadvantages: Dep. Head +2 Obligation: MACO -3 High Pain Threshold +2 Organ Redundancy +2 C.P.: 5 Disadvantages: Renown: Aggression +6, Discipline Arrogant –1 +4, Initiative 5, Openness 0, Skill Bloodlust –2 +10 Greedy –1 Impulsive -1

C.P.: 3 Renown: Aggression +10, Discipline Captain Korok +1, Initiative 4, Openness -2, Skill Korok is captaining a D-5 tanker and +1 is best at bullying around helpless colonists and settlers. He is the usual Klingon raider. His father lost all Dolim the family wealth in a Dolim is the leader of the Xindi competition and now Reptilians and the Reptilians Council his status in the Empire member. Dolim is in ruin. As a is as eager as consequence Korok now brutal and is underway in a intends to substandard ship lets dominate the others suffer for his Xindi as a father’s failures. whole, strongly believing that Fitness 4 the Reptilians Coordination 2 should rule Intellect 2 over all other Presence 2 Xindi. However Psi 0 he is also smart and Athletics ( Running ) 2 (3) resourceful and Bargain ( Deuterium ) 2 (3) a very good warrior on any kind of Command (Starship) 2 (3) battlefield. Computer ( Research ) 1 (2) Culture ( Klingon ) 2 (3) Dodge 1 Fitness 4 E. Weapons ( Disruptor ) 3 (4) Coordination 4 History ( Klingon ) 1 (2) Intellect 3 Intimidation ( Bluster ) 2 (4) Presence 2 Language Klingon 3 Psi 0 Personal Equ. ( Com ) 1 (2) Planetside Survival ( Jungle ) 2 (3) Athletics ( Climbing ) 2 (3) Planetary Tactics ( Small Unit ) 2 (3) Command ( Starship ) 4 (5) Primitive Weaponry ( Dagger ) 2 (4) Culture ( Xindi ) 2 (3) Security ( Security Systems ) 2 (3) Dodge 2 Shipb. Systems ( Sensors ) 1 (2) E. Weapons ( Plasma Pistol ) 3 (5) Unarmed Combat ( Mokbara ) 3 (4) History ( Xindi ) 1 (2) World Knowledge ( Qo’noS ) 1 (2) Language Xindi 2

no fear from the wind the enterprise season II-III sourcebook 25 Life Science ( Biology ) 1 (3) Culture ( Xindi ) 2 (3) Personal Equ. ( Com ) 1 (2) History ( Xindi ) 2 (3) Planetside Survival ( Jungle ) 2 (3) Language Xindi 3 Planetary Tactics ( Small Unit ) 2 (4) Life Science ( Biology ) 2 (3) Shipb. Systems ( Tactical ) 2 (4) Material Science ( Spaceframe ) 4 (5) Vehicle OPS ( Shuttle ) 1 (2) Persuasion ( Debate ) 2 (3) Physical Science ( Physics ) 4 (5) Advantages: Propulsion Eng. ( Vortex Drive ) 3 (5) Dep. Head +4 Shipb. Systems ( Sensors ) 2 (3) Political Rank: Council Member +4 Systems Eng. ( Weapon Syst. ) 4 (5) Promotion +10 Vehicle OPS ( Shuttle ) 1 (4) Toughness +2 Disadvantages: Advantages: Arrogant –1 Dep. Head +4 Bloodlust -2 Innovative +1 Intolerant: Non-Xindi –2 Multitasking +2 Power Hungry -2 Political Rank: Council Member +4 Disadvantages: C.P.: 4 Code of Honor: Protect Xindi –2 Renown: Aggression +12, Discipline Dependent: Family -6 +2, Initiative +4, Openness 0, Skill Pacifism -1 +8 C.P.: 3 Renown: Aggression +4, Discipline +4, Initiative +2, Openness +2, Skill +18

Degra Degra is the leading designer of the Xindi superweapon developed to destroy Earth. He is a very intelligent and innovative engineer and scientist in general. He is eager to protect the Xindi from any danger, knowing about their violent past. Being a father and husband however he feels guilty about the deaths he caused on Earth and therefore is very enthusiastic to find a peaceful solution with Earth and humanity.

Fitness 2 Coordination 2 Intellect 5 Presence 2 Psi 0

Computer ( Modelling ) 3 (5)

26 no fear from the wind the enterprise season II-III sourcebook Suz’Menna ( “Floating Walk” ) Specialisation for Unarmed Combat

Suz’Menna is a Vulcan Martial Art of ancient origin. It was generated by one of Surak’s pupils. It has many defensive moves, but also uses some attack actions. Remarkable is that this student, named Puranik, had one missing arm – therefore most moves use the martial artist’s legs. This martial art depends on quick moves and floating actions, resulting in the name – Floating Walk, Suz’Menna.

Action Difficulty Damage Notes

Araltek 7 3 + 1d6 This is a forward kick, which usually hits the opponent at the chest – who has to make a opposing coordination test or falls to the ground.

Peran’tek 6 2 + 1d6 This is a simple side kick.

Veralee’tek 7 2+2d6 This is the only common punch of Suz’Menna. It uses the hand edges to hit an opponent as well as fists.

Kar’tin 8 4+1d6 This is a sweeping kick, used to beat the opponent and make a takedown as well. It can be used to attack an already taken down opponent to hit certain hit areas. If used in that manner, reduce the difficulty by one.

Na’vokat 9 - This is a defensive action. The martial artist dodges an attack and makes a defensive roll at the opponent’s side. This gives the artist a better attack position and therefore the next attack’s difficulty is reduced by one.

Advanced Maneuvers Narilkan 9 - The attacker uses this maneuver to immobilize an opponent by grappling with the legs. This maneuver can be used only when being at the ground and can immobilize an opponent at the ground or can force a still standing combatant down.

Terak’Na 8 - This maneuver is simply used to jump from ground to the feet and may be used the same round a character gets prone ( with the usual

no fear from the wind the enterprise season II-III sourcebook 27 penalties, except that for an additional action ).

Rhat’arik 9 2+2d6 This kick is a move to disarm the opponent by hitting hand bones, etc. to let loose the weapon.

Veral’tek 12 4+3d6 This combination of several leg moves and grapples enables the user to break bones and to make killing strikes at the head. It is taught rarely and if so only to students with decade-long experience.

28 no fear from the wind the enterprise season II-III sourcebook Disclaimer: and all its elements and logos are property of Paramount. The Star Trek Roleplaying Game is owned by Decipher, and was formerly owned and created by Lastunicorn Games. This work is strictly non-profit. Trademarks are not mark as such because the size of the work is too large. This does not mean these trademarks are free.

Created by Volker Maiwald

Visit the Far Realms Roleplaying Games Archives at www.farrealms.de !

no fear from the wind the enterprise season II-III sourcebook 29