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Starfleet Academy Infomation
Courses, Training, And Skills Needed
All Cadets are required to take a core set of courses used to teach a number of skills. All Cadets are required to take these courses, regardless of their fields of study. If any of these courses are in a cadet's Major or Minor field of study, the higher requirement takes precedence.

The skills obtained from these core courses are as follows:

Administration
Weapons: Phasers
Unarmed Combat (or specialized unarmed combat type)
Computer Operation
Computer Programming
Electronics Operations: Sensors
Electronics Operations: Transporters
First Aid
History: Federation
Language: (Federation Standard)
Language: (any non-native)
Law: Federation
Mathematics
Physics
Pilot: Shuttlecraft
Starfleet Protocol
Vacuum Suit Operations
Xenobiology: General
Xenology: General
Zero-G Operations

Every Cadet must major and Minor in 2 different courses, these are as follows:

Communications
Counseling
Engineering
Helm/Navigation
Intelligence
Judge Advocate General
Marines (Trained at Starfleet Marine Academy)
Medicine
Operations
Science
Security

At the end of the second year of Academy training, Cadets should choose a Major and Minor course of study from the above list. Following is the list of the skills taught within each field:

Communication

Communications Majors provide both audio and video communications with personnel on ship and on planets, and provide an interface with Starfleet Command through the subspace radio on board.

Generally, Cadets who Major in Communications will Minor in Security. Those Cadets are working towards becoming Tactical Officers on board a Starship. Some Cadets interested in Command may also Minor in Helm/Navigation. Those Cadets will also want to attend Command School, which teaches them all that they need to know about commanding a ship, and advanced skils.

Training includes:

Diplomacy
Electronics Operations: Communications
Electronics Operations: Security
Electronics: Communications
Electronics: Computers
Electronics: Sensors
General Services: (specialty)
Language: Federation Standard
Language: (Non-Native)
Psychology: (Terran)
Starfleet Protocol
Xenobiology: General
Xenology: General
Xenology: (specialty)

Counseling

Counselors act as general overseers of the crew's mental well- being. They give advice and guidance for personal problems that crewmembers may have. If necessary, they can provide psychiatric and psychological treatment and care. Counselors can also refer clients to other medical personnel for more conventional treatments. They work closely with the Chief Medical Officer. They may have several more Language, Psychology, and Xenology skills than the requirements below. Counselors do not have to choose a Minor.

Training includes:

Diagnosis: (Terran)
Diagnosis: (native or non-Terran)
Diagnosis: (non-native and non-Terran)
Diplomacy
Electronics Operations: Life Support
Electronics Operations: Medical
Language: (non-native)
Physiology: (Terran)
Physiology: (native or non-Terran)
Psychology: (Terran)
Psychology: (native or non-Terran)
Psychology: (non-native and non-Terran)
Xenobiology: General
Xenology: General
Xenology: (non-native)
Xenophysiology (non-native -and- non-Terran)

Engineering

Engineering personnel provide the necessary repair and upkeep of equipment aboard ship. It is suggested that prospective Engineers select one (or more) Engineering skills to specialize in.

Note that Starfleet Engineers, at first, are primarily concerned with the various electronics systems throughout the ship. This is due to the Federation's heavy use of electronic equipment for almost every function. The only non-electronic equipment aboard most ships are the Warp drives and Impulse engines. However, Engineers can specialize in any Engineering or Mechanic field, because Starfleet encourages research and development of newer and better systems.

Cadets Majoring in Engineering usually take Helm /Navigation as their Minor. Some smaller ships may use the Engineer as a back-up commander. Those Engineers may Minor in Operations, and will want to go to Command School.

Training includes:

Armory: Phasers
Armory: Photon Torpedoes
Armory: Starship Phasers
Electronics: Communications
Electronics: Computers
Electronics: Deflector Shields
Electronics: Life Support
Electronics: (specialty)
Electronics: Sensors
Electronics: Transporters
Engineer: (specialty)
Engineer: Impulse Drives
Engineer: Warp Drives
Mechanic: (specialty)
Mechanic: Impulse Drives
Mechanic: Warp Drives
Subspace Mechanics

Helm & Navigation

Helm and Navigation personnel provide the ship with pilots and co-pilots. They also provide the ship with experienced Shuttlecraft and Runabout pilots and co-pilots.

Generally, Cadets who Major in Helm/Navigation are Cadets who eventually wish to become Commanders themselves. Those cadets will also wish to attend Command School.

Appropriate Minors include Communications, Operations, and Engineering.

Training includes:

Astronomy
Astrogation: Warp Drive
Astrophysics
Electronics Operations: Communications
Electronics Operations: Deflector Shields
Electronics Operations: Photon Torpedoes
Electronics Operations: Starship Phasers
Electronics: Computers
Electronics: Deflectors
Gunner: Photon Torpedoes
Gunner: Starship Phasers
Leadership
Pilot: Runabout
Pilot: Starship
Strategy: Space
Subspace Mechanics
Tactics: Space

Intelligence

This is the major for Cadets that wish to join the Starfleet Intelligence Service (SFI). Intelligence Cadets study a program which will prepare them for a variety of positions within SFI including field operations, intelligence analysis, SIGINT collection, and many others. Cadets are encouraged to choose a government or organization as a specialty to study during their time at the Academy. Some examples include the Cardassian Union, the Dominion and the Borg.

Intelligence Cadets usually take courses in Communications, Operations or Security , but any other division can be taken as a Minor.

Training includes:

Cryptanalysis
Electronics Operations: Communications
Electronics Operations: Security Systems
Electronics: Communications
Electronics: Sensors
Intelligence Analysis
Interrogation
Language: (specialty)
Pilot: Runabout
Psychology: (specialty)
SIGINT Collection/Jamming
Starfleet Protocol
Strategy: Space
Survival: (specialty)
Tactics: Small Units
Unarmed Combat
Weapons: Phaser
Xenology: (specialty)

Judge Advocate General

Jag, Like Marines is a very specialist role, and is allmost allways taken as a Major, not a minor

This Major is for cadets who wish to join the Starfleet Judge Advocate General's Corps. The fleet's JAGs are responsible for the investigation, prosecution, and defense of the men and women enlisted in Starfleet. In addition, they practice interplanetary, operation, labor, contract, environmental, tort, and administrative law. In addition, Starfleet Judge Advocates assist in the development and gratification of treaties and act as legal advisors to members of the admiralty. Each JAG officer is responsible for a certain group of individuals, or sphere of influence, in Starfleet, this randes all the way from cadets, to the highest ranks of the admiralty.

Each cadet will obtain an interplanetary law degree during their time in the Academy. Starfleet Judge Advocates uphold and protect the rights of Starfleet personnel and the virtues of the Federation and Starfleet Charters. Newly commissioned judge advocates receive immediate responsibility in handling significant legal issues. They encounter a diversified, challenging and rewarding law practice stationed throughout the Federation.

Cadets Majoring in JAG usually take Operations as their Minor.

Training includes:

Administration
Diplomacy
History: Federation
Law: Federation: (general)
Law: Federation: Administrative
Law: Federation: Claims
Law: Federation: Contracts
Law: Federation: Criminal
Law: Federation: Interplanetary
Law: Federation: Operational
Law: (non-Federation)
Language: (non-native)
Psychology: (Terran)
Psychology: (native or non-Terran)
Starfleet Protocol
Xenology: General
Xenology: (non-native)

Medicine

Medical personnel provide day-to-day medical care to the people aboard ship, and treat injuries just like any other doctor.

Medical Cadets do not usually Minor in any other field, but are required to take four elective skills, which may be any science or medical skill. More than two specialization fields are encouraged by Starfleet, but not required. Ship's Doctors should consider taking at least one Medicine: (other race) skill for most of the races that they would normally come in contact with during normal ship's operations. Each racial skill must be learned separately.

Medical Cadets have generally completed medical studies on their respective homeworlds, and thus generally start their Academy training at age 25. They go through a different type of training program than do any other type of Cadet. The Academy medical training lasts eight years, but does not include an internship.

Training includes:

Biology (or Xenobiology: (specialty))
Biochemistry (or Xenobiochemistry: (specialty))
Diagnosis: (Terran)
Diagnosis: (native or non-Terran)
Diagnosis: (non-native -and- non-Terran)
Diplomacy
Electronics Operations: Life Support
Electronics Operations: Medical
Electronics Operations: Sensors
Physician: (Terran)
Physician: (native or non-Terran)
Physician: (non-native -and- non-Terran)
Physiology: (Terran)
Physiology: (native or non-Terran)
Psychology: (Terran)
Psychology: (native or non-Terran)
Psychology: (non-native -and- non-Terran)
Xenophysiology: (non-native -and- non-Terran)

Operations

This is the Major for Cadets who wish to pursue advancement in the command line fields of Starfleet.

Operations Majors provide an interface between the day-to-day normal activities of the crew on board ship and the command personnel. Operations personnel study a program designed to give them a working knowledge of all other divisions in Starfleet. Ops Officers are frequently trained to become commanders themselves. The Ops Cadet usually takes courses in both Communications and Helm/Navigation, but can take any other division as a Minor.

Training includes:

Administration
Astrogation: Warp Drive
Astrophysics
Electronics Operations: Communications
Electronics Operations: Photon Torpedoes
Electronics Operations: Starship Phasers
Electronics Operations: Security Systems
Electronics: Communications
Electronics: Computers
Electronics: Sensors
Gunner: Photon Torpedoes
Gunner: Starship Phasers
Pilot: Runabout
Pilot: Starship
Strategy: Space
Tactics: Small Units
Tactics: Space

Sciences

Science personnel provide the investigative research for ships and transmit that information back to Starfleet Command. Science personnel are also useful on landing parties and at Starbases.

Starfleet requires the Sciences Cadet to study at least two additional specializations. They may be from any science field, though they are usually non-Medical. If Sciences is chosen as a Minor, no specializations are needed.

Training includes:

Astronomy
Astrophysics
Biology
Biochemistry (or Xenobiochemistry: (specialty))
Botany (or Xenobotany: (specialty))
Chemistry
Comparative Archaeology: (race)
Ecology (or Xenoecology: (specialty))
Genetics (or Xenogenetics: (specialty))
Geology
Physics
Physiology: (Terran)
Physiology: (specialty)
Subspace Mechanics
Xenobiology: General
Xenology: General
Zoology (or Xenology: (specialty)

Security

Security forces provide basic police duties on ship, as well as protective duties to landing parties. Some Security personnel will take additional training as Starfleet Marines.

The Normal Minor field for Security is Communications. The Security Officer (also called the Tactical Officer) is usually expected to operate the ship's communications systems.

Training includes:

Weapons: Phaser
Unarmed Combat
Diplomacy
Electronics Operations: Phaser Cannons
Electronics Operations: Security Systems
Gunner: Phaser Cannon
Federation Martial Arts: (Anbo-Jytsu)
Vehicle training
Small weapons combat
Psychology: (Terran)
Survival: (choose)
Tactics
Tactics: Small Units

 

 

Command School

Cadets who want to become Department Heads or Top Command personnel are usually required to attend Command School for two years following their Cadet Cruise. At Command School, they will obtain the following skills important for holding positions of responsibility and authority over other officers.

Department Heads are defined as the persons holding the following positions:

Chief Engineer
Chief Medical Officer
Tactical Officer
Chief Science Officer
Chief of CONN

Top Command personnel are:

Captain
First Officer
Chief of Operations
Training includes:
Administration
Astrogation: Warp Drive
Computer Operations
Computer Programming
Diplomacy
Electronics Operations: Sensors
General Services: (specialty)
History: Federation
Law: Federation
Leadership
Psychology: (non-native -and- non-Terran)
Strategy: Space
Tactics: Small Units
Tactics: Space
Teaching
Xenology: (Romulan or Borg)

 

 

Descriptions of skills shown above


Armory: Beam Handguns

Covers design, construction, repair, modifications, and maintenance of all small hand-held weapons such as the Phaser Type I and Phaser Type II.

Armory: Phaser Cannons
Covers design, construction, repair, modifications, and maintenance of Phaser Cannons, which are used for point defense around a Starship, as well as the transportable models used for ground attack support. There are two types of Phaser Cannons, Light and Heavy. Both are covered by this skill, this is nececcary if the cadet wants to join the marines at a later dare, or do well in security/tactical.

Armory: Photon Torpedoes
Covers design, construction, repair, modifications, and maintenance of the ship's Photon Torpedo systems.

Armory: Starship Phasers
Covers design, construction, repair, modifications, and maintenance of a Starship's Phaser banks.

Astrogation: Warp Drive
Covers taking a Federation Starship from one place to another.
Also covers star mapping and charting a course through space. CONN officers study Astrogation: Warp Drive to know where the ship is currently, where it is going, and how soon it will arrive. This skill is also used to plot intercept courses with another vessel or object in space, as well as make other special maneuvers in space.

Astrophysics
(prerequisites: Physics, Mathematics)
A very exacting science. It includes: stellar growth and decay, planetary and stellar ballistics, some stellar cartography, etc.

Beam Weapons: Phasers
This is the ability to operate standard hand-held Federation Phasers.

Comparative Archaeology: (specialty)
(prerequisites: Archaeology)
A study of the ancient archaeology (buildings and structures) of a particular race or planet. Each race or culture studied must be specified and studied separately. When a cadet is studying a race similar to one that they have knowledge of, they may apply their Comparative Archaeology skill to determine how environmental and technological factors would influence the development of that culture's buildings and architecture. Thus, a cadet could hypothesize on how the introduction of high tech inventions (for instance) would cause the culture to diverge from its normal development.

Computer Operations
Computers are used to analyze data for nearly all purposes. Computer Operations includes some types of operation of Tricorders and all PADD use.

Electronic Operations: Communications
Covers knowledge of hailing frequencies and how to use them, Federation codes, operation of communications equipment, and other standard and emergency communications procedures of Starfleet. It includes basic information about log recordings, message buoys, personal communicators, and sub-space communications. It can also be used to try to recognize ancient and/or alien methods of communication. It also covers operations of Combadges and other personal communicators.

Electronic Operations: Deflector Shields
Covers knowledge of Starship Deflector Shields and how to use them, as well as methods for strengthening the shields and switching power from one shield to another under different situations. Personal Deflectors are also covered by this skill.

Electronic Operations: Holographics
Covers operation of the Holographic equipment on most Federation starships and starbases, including Holographic Rec Decks. Includes information about programming certain sequences into the Holographic memory modules in order to create different scenarios. It also includes information on how to defeat the safety interlocks and make these scenarios more dangerous, or even deadly.

Electronic Operations: Life-Support
Covers operations of all personal Federation life-support systems. Includes the Life-Support Belts worn on some missions, but does not include Vacuum Suit Operations, which is covered by a separate skill. It also includes Life-Support equipment used by doctors and nurses. It does not include ship-based life-support equipment - that is covered by Engineering and/or Mechanic. See p. B58 for more info.

Electronic Operations: Medical
Covers operation of all Federation electronic medical devices. The ability to read and interpret the information gained by such medical equipment is also conferred, but a working knowledge of the medical terms, symptoms, diseases, and cures is also required in order to use such information properly. For instance, a medical student who had not taken this skill could probably use the IQ default with no additional minuses. See p. B58 for more information.

Electronic Operations: Phaser Cannons
Covers electronic operations of Phaser Cannons. This skill is necessary in order to operate Phaser Cannons.

Electronic Operations: Photon Torpedoes
Covers electronic operations of Photon Torpedoes. This skill is necessary in order to operate Photon Torpedo launching systems.

Electronic Operations: Security Systems
Covers operation of the ship's internal security systems, and includes all intruder control systems, as well as operation of the ship's brig.

Electronic Operations: Sensors
Covers operation of the ship's probing sensors, which can detect life or energy sources (among other things) in other ships and on planetary surfaces. The ship's sensors can also provide data on planetary gravity and climate from standard orbit, and can be used to detect moving objects in space that are likely to pass near the ship at long range. It also covers most types of Tricorder use.

Electronic Operations: Starship Phasers
Covers electronic operation of Starship Phasers. This skill is necessary in order to operate Starship Phasers.

Electronic Operations: Transporters
Covers operation of Federation Transporters.

Electronics: Bioneural Circuitry
Covers installation, maintenance, and repair of bioneural gel packs, which are an experimental system currently being tested by the Federation on Intrepid-class Starships. Bioneural circuitry is alive, and as such, is quicker than conventional circuitry, but it must be kept from extreme heat and sources of infection, both of which can kill it.

Electronics: Communications
Covers construction and repair of all Federation communication systems. It includes the technical skills and knowledge involved in modern Federation communications devices, including repair, manufacture, and design. It also includes information on how to modify Federation equipment for different uses. Additionally, it includes information on repairing such items as message buoys, log recorders, personal communicators, and sub-space communications stations.

Electronics: Computers
Covers the technical side of computers, and includes info on how to design, build, and most importantly, repairing them.

Electronics: Deflector Shields
Covers construction and repair of the devices that produce the ship's protective screens, which protect it from stray meteors and other space junk, as well as energy and missile attacks in combat. It also covers the technology behind Tractor Beams and Pressor Beams.

Electronics: Holographics
Covers construction and repair of the Holographic equipment on Federation vessels. It could also be used to help override Holographic programming by others. It is used for Holodecks and on other Holographic equipment.

Electronics: Life-Support
Covers construction and repair of all personal life-support machinery. Those possessing this skill may also be called upon to repair and/or modify personal life-support equipment, such as the Life-Support Belts used by Starfleet personnel. Construction and/or repair of ship based life- support equipment is covered by Engineering and/or Mechanic.

Electronics: Medical
Covers construction and repair of the various types of electronic medical equipment used in the standard Federation ship's Sickbay. This skill does not include construction or repair of life-support equipment, but it does include the standard Medical Tricorder.

Electronics: Robotics
Covers construction and repair of all electronic systems used in Federation robotics, especially robotic electronic brains. It does not cover non-electronic robotic systems.

Electronics: Security Systems
Covers construction and repair of all electronically-based ship's internal security systems. It includes all repairs, maintenance, and modification to the force screens used in the ship's brig, as well as intruder defense and detection. It does not include internal Phasers, but does include all other intruder subdual systems.

Electronics: Sensors
Covers construction and repair of the data collection sensors on board Federation ships as well as the stations used to interpret that data.

Electronics: Transporters
Covers construction and repair of the electronic systems of the matter transmitters used on all Federation vessels. Repair to non-Federation Transporters is also touched upon.

Engineer: Antimatter Reactors
(prerequisites: Engineer: Fusion Reactors)
Covers designing and constructing Federation-type antimatter reactors. It is used in tandem with Engineer: Warp Drive to power the ship's hyperlight engines.

Engineer: Fission Reactors
(prerequisites: Nuclear Physics)
Covers designing and constructing Federation fission reactors. Fission reactors are no longer used by most Federation worlds, but skill in this area may be needed for use on older outposts and non-Federation worlds.

Engineer: Fusion Reactors
(prerequisites: Engineer: Fission Reactors)
Covers designing and constructing Federation fusion reactors. Most Federation worlds have upgraded their power generation systems to fusion reactors. Advanced fusion reactors provide thrust for the Impulse Drive engines and the power for many of the ship's systems.

Engineer: Impulse Drives
Covers designing and constructing the standard Impulse drives used on all Federation ships. It does not include the advanced fusion reactors that provide thrust for those drives.

Engineer: Life-Support
Covers designing and constructing the standard non-electronic life-support systems used on Federation Starships. It is also used on the life-support systems in the ship's Sickbay, as well as extravehicular life-support systems, such as Life-Support Belts and environmental suits.

Engineer: Reaction Drives
Covers the standard Federation ship thrusters, and allows the person with this skill to design and build such systems. The plasma created by the Impulse engines is used to create the thrust for these systems. It can also be used as a prerequisite for Impulse Drive skill.

Engineer: Robotics
Covers designing and constructing robotic equipment used in the Federation. It can only be used to design robotic bodies. The skill used to construct a robotic brain would be Electronics.

Engineer: Subspace Field Generators
(prerequisites: Subspace Mechanics)
This skill is used to build and design the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils), and Warp engines (Warp field coils).

Engineer: Warp Drives
(prerequisites: Engineer: Antimatter Reactors -and- Engineer: Subspace Field Generators)
Covers designing and constructing the Warp drive mechanisms used on all Federation ships. Knowledge of Engineering: Antimatter Reactors is also required for effective use of this skill.

General Services: (specialty)
Covers all of the "red-uniform" jobs not covered by any other skills, including: food services, clerical and/or administrative duties. This skill would be important for a Captain's Yeoman, and desirable for anyone wishing to have knowledge about how the ship's crew functions together. Each separate general skill, such as Quartermaster, Cook, Clerk, etc., would be taken separately.

Genetics: (specialty)
The study of genetics and heredity.

Gunner: Phaser Cannons
Covers aiming and firing the Phaser Cannons used for heavy Phaser bombardment when pinpoint ground accuracy is required. Phaser Cannons can be mounted on a stable chassis to increase accuracy, or in cyberslave mounts, or on mobile platforms such as ground vehicles.

Gunner: Photon Torpedoes
Covers aiming and firing the Photon Torpedo systems found on most Federation Starships. Photon Torpedoes are autonomous seeking weapons (Guided Missiles).

Gunner: Starship Phasers
Covers aiming and firing the Phaser arrays found on most Federation starships. This skill is usually possessed by the Tactical Officer.

History: Federation
Knowledge of the history of the United Federation of Planets. This includes significant dates, periods, and events in the development of the UFP, as well as its military history.

History: (specialty)
Specializations in History: (Planet/Race) are taken by people interested in the history of a specific planet and/or race.

Language
Covers terrestrial and alien languages. It can be extended to include ancient and written languages, or languages that are so non-human so as to not even be sound based, such as flashing lights, waving tentacles, etc. The communicator must use mechanical devices to convey or receive that type of info. Even with the use of the Universal Translator, some people will still be fascinated by languages. Each individual language is a separate skill. Starfleet personnel are required to learn Federation Standard, if it is not their native language. This language has become a popular second language among Federation members, and many non-Federation races as well. Examples include: Klingon, Tellarite, Andorian, Bynar, and others.

Law: Federation
Rules and regulations of the United Federation of Planets, including the non-interference directive (Prime Directive), and regulations of Starfleet. Includes some basic knowledge of the laws of most Federation member planets and cultures.

Life-Support Belt Operations
The Life-Support Belt protects Federation personnel while in some types of hostile environments. It is primarily a self- contained forcefield generator that protects the wearer for a limited amount of time. The Federation LSB has a built-in rebreather mechanism. It is only designed for certain conditions, and cannot substitute for a Vacuum Suit. For example, the LSB cannot protect against radiation or vacuum. Note: This skill is also covered by Electronics Operations: Life-Support, but Life-Support Belt Operations does not cover any other life-support equipment. The LSB weighs 1 kg., and works for about 8 hours on a fully charged power cell.

Mechanic: Antimatter Reactors
Covers repairs and modifications to the Antimatter reactors aboard Federation ships. It also covers diagnosis of problems with the antimatter reactors.

Mechanic: Fission Reactors
Covers repairs and modifications to the old-style fission reactors found on some older outposts and some non-Federation worlds. Most Federation worlds have upgraded these old-style reactors with cleaner, non-polluting fusion reactors.

Mechanic: Fusion Reactors
Covers repairs and modifications to fusion reactors found on most Federation ships and planets. Federation ships use advanced fusion reactors to provide fuel for the Impulse Drives and for the maneuvering thrusters. Most Federation member planets have upgraded their energy producing systems to advanced fusion types.

Mechanic: Impulse Drives
Knowledge of the Impulse engines used on all Federation Starships. Includes knowledge of fuel mix formulas, plus how to restart engines when necessary, as well as perform normal maintenance and repair.

Mechanic: Reaction Drives
Covers repairs and modifications to the docking thrusters used on most Federation vessels.

Mechanic: Robotics
Covers repairs and modifications for all Federation robotic equipment. It does not cover robotic brains or other electronic robotic systems.

Mechanic: Subspace Field Generators
This skill is used for repairs and modifications to the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils) and the Warp engines (Warp field coils).

Mechanic: Warp Drives
Knowledge of matter/antimatter fuel mix formulas, cold starting the engines in emergencies, and maintaining the Warp drive, as well as making any emergency repairs.

Physician: (race)
This is the ability to diagnose and treat all manner of medical ailments, from simple first aid, all the way up to complete neurosurgery. Physician skill also includes the ability to properly use Medical Tricorders.

Pilot: Atmosphere Craft
The ability to pilot modern Federation aircraft. Each type of Atmospheric craft must be taken separately.

Pilot: Runabout
Covers operation of the standard Federation Runabout. It is (sort of) a cross between the best features of a Shuttlecraft and a Starship. It is fairly small, but it has small Warp Drive engines making it capable of limited interstellar travel. Otherwise, this skill operates just as the Pilot: Starship skill found elsewhere.

Pilot: Shuttlecraft
Covers operation of the standard Federation Shuttlecraft. A Shuttlecraft in very limited usage (and still somewhat experimental in nature) is the Aquashuttle, a Shuttlecraft capable of both underwater as well as atmospheric and extraterrestrial operations. A pilot may choose to specialize in Aquashuttle operations.

Pilot: Starship
Skill with the controls for the Warp and Impulse engines that drive and steer a Starship, plus all other helm and navigation controls. This skill also includes knowledge of both standard and non-standard orbits and how to establish them, plus evasive maneuvers, battle maneuvers, etc. In Starship combat, this skill can be used to reduce the amount of stress placed on the engines or superstructure by rapid maneuvers in combat, and can keep the ship out of the way of, and moving fast enough to, avoid any explosions from fired mines, or slow tracking weapons, such as plasma weapons.

Planetology
Overall study of alien worlds and planetary conditions - geological, meterological, climatic, atmospheric, hydrographic, and ecologic - of one general planetary type. Pick one specialty.

Powerboat
This skill encompasses Federation waterborne vehicles. Knowledge in this area is required for operation of the Federation Aquashuttle.

Psychology: (race)
Covers study of alien as well as native psychology.

Starfleet Protocol
This is the skill used to understand the workings of the Starfleet military, its ranks and their meanings and positions, and its own regulations (which are in addition to the regulations of the UFP). It allows you to interact better with other members of Starfleet.

Shipbuilding: Runabouts
Covers knowledge of Runabout construction - bulkheads, decks, hull stress and strain, hull repairs, etc. See Shipbuilding: Starships for more information.

Shipbuilding: Shuttlecraft
Covers knowledge of Shuttlecraft construction - bulkheads, decks, hull stress and strain, hull repairs, etc. See Shipbuilding: Starships for more information.

Shipbuilding: Starships
Covers knowledge of Starship
construction - bulkheads, decks, hull stress and strain, hull repairs, etc. This skill can be used for damage control, rerouting power from one area of the ship to the other, and other non-specific engineering and/or Electronic functions. This also covers any other Engineering and/or Electronic functions not already dealt with by any other Engineering or Electronic skill.

Strategy: Space
Covers knowledge and experience in commanding a Starship in battle. Those choosing to develop these skills can be assumed to be familiar with the great space battles throughout Federation history, and have probably spent many hours in simulation runs recreating those battles and others, even if they have never participated in a real space battle as commander of any Federation Starship. Proper use of this skill will help you deduce in advance enemy military plans. There are separate skills for both Strategy: Space and Tactics: Space. Strategy is for figuring out the plans of the enemy, and Tactics is for planning your own movements. The Space specialization gives students the ability to plot plans in three dimensions at once.

Subspace Mechanics
(prerequisites: Mathematics and Physics)
Covers understanding of the mechanism of the mathematics of using subspace as a transport medium for ships, messages, and other items. Subspace Mechanics is an essential part of Warp Drive functions. Understanding of Subspace Mechanics is necessary to comprehend the methods used to Warp a ship into an area outside of normal space, where the laws regarding the speed of light do not apply. An understanding of Subspace Mechanics will allow you to compute speed versus power delivered ratios and other Warp Drive-related functions.

Surgery
(prerequisites: Physician)
Occasionally, doctors must operate on patients to cure sickness, injury, or bodily malfunctions, this is a MUST for all majoring medical students.

Survival: (planetary type)
This is the ability to survive under extreme conditions planetside, find good food and/or water, avoid hazards, build shelters, etc. A different skill is required for each type of terrain, including: Terrestrial, Hostile Terrestrial, Rock/Ice, and Gas Giants. One person with the correct type of skill is trained help to look after up to 10 others. This skill also gives an "eye for country". It can be used to pick the best direction of travel to find flowing water, a mountain pass, or whatever terrain feature is desired.

Survival: Vacuum
Yes, it is possible to survive in a vacuum - but only as long as your spacesuit holds out! This skill also assumes that the vacuum was caused, ie: due to lack of hull integrity due to meteorite or Phaser fire punctures. Having this skill means that you know how to react in a vacuum environment, and what to do while the vacuum conditions continue. This skill can also be used to survive in a "lifeboat", or in just a Vacuum Suit, but for a more limited amount of time. It is theoretically possible to survive in a vacuum without any type of protection, but only for mere seconds!

Tactics: Small Units
Covers knowledge of military and/or police tactics used in small skirmishes or commando actions, as well as leading or repelling boarding parties. It is useful for security personnel, or anyone commanding a landing party in a known hostile area. Successful use of this skill during battles will sometimes allow you to perceive information about the enemy's immediate plans.

Tactics: Space
Covers knowledge and experience in commanding a Starship in battle. Those choosing to develop these skills can be assumed to be familiar with the great space battles throughout Federation history, and have probably spent many hours in simulation runs recreating those battles and others, even if they have never participated in a real space battle as commander of any Federation Starship. Proper use of this skill will help you deduce in advance enemy military plans. There are separate skills for both Strategy: Space and Tactics: Space. Strategy is for figuring out the plans of the enemy, and Tactics is for planning your own movements. The Space specialization gives students the ability to plot plans in three dimensions at once.

Thruster Suit Operations
Covers knowledge of the functions of the Federation Thruster Suit. The Thruster Suit includes a Vacuum Suit with its normal components. It has a self-powered thruster unit which allows for emergency gateways from the ship or transfers from one ship to another. The design of these suits has been changed since their introduction. They now include more maneuvering thrusters in addition to the main thruster unit. The old-style Thruster Suit had a discardable thruster unit.

Vacuum Suit Operation
Covers knowledge of the operations of the standard Federation Vacuum Suit, often called an Environmental Suit. The Vacuum Suit is used by Starfleet personnel to work in hostile environments, including deep space.

Vehicle Driving
The ability to operate modern Federation ground vehicles, including the Argo.

Xenobiology: General
The general scientific study of all kinds of alien life. Note that this is a general skill, and skills in Xenosciences can also be chosen as specializations. Xenobiology must be taken in order to take any Xenosciences fields. These include: Xenobiochemistry, Xenobotany, Xenoecology, Xenogenetics, and Xenophysiology. Note that each specialty skill must also have a specialization for each culture desired.

Xenobiochemistry: (specialty)
(prerequisite: Xenobiology: General)
The study of biochemistry as it relates to other races in the Federation. Xenobiochemistry gives information regarding the chemical reactions that produce and sustain life on alien worlds. Each race and/or planet must be taken separately.

Xenobotany: (specialty)
(prerequisite: Xenobiology: General)
The study of alien plant life of all kinds. You must choose a specialty from any of the Federation planets.

Xenoecology: (specialty)
(prerequisites: Xenobiology: General)
The study of interactions among life forms in a planetary environment. This skill is useful to landing parties that are traveling on planets which may contain potentially dangerous flora and/or fauna. Proper use of this skill would able you to determine which life-forms are vital to the planet's ecosystem and which may not be. You could also tell whether "Man" could fit into this new environment, or what functions a particular piece of flora or fauna serves in that environment. You must choose a specialty from any known alien races.

Xenogenetics: (specialty)
(prerequisites: Xenobiology: General)
The study of alien genetics. You must choose a specialty from among the known races. Study of Genetics is often used as a prerequisite by Starfleet Academy.

Xenophysiology: (specialty)
(prerequisites: Xenobiology: General)
The study of alien humanoid bodies and their functions. Each race must be taken separately. Users would know how the muscles, bones, and organs work, and where they are located.

Xenology: General
The general cultural study of all alien cultures native to the Federation, and those life-forms that the Federation has had contact with. This provides a basic understanding of cultures of all those races, and is used as a prerequisite for further study of individual races by Starfleet Academy.

Xenology: (specialty)
(prerequisites: Xenology: General)
The cultural study of a specific alien race. You must choose a specialty from any known races. This provides thorough knowledge of all the alien life-forms of that race, including the race itself. Note that this means Andorians (for instance) must take Terran as a specialization. You must take Xenology: General to take these specializations.

Zero-G Operations
This is the ability to handle yourself in a free-fall or zero-G environment, All advanced security staff must know this.

 



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Skills Descriptions

All Starfleet officers must attend Starfleet Academy and complete a minimum four year training program, however some courses may last much longer.

Most students enter the Academy at age 18. The Academy adds four years to that, plus one year for each Cadet Cruise taken (if any). Those who wish to pursue a career in command can add two more years of specialised command training. The Academy consists of two primary campuses, one at San Francisco, Earth, the other on Starbase 1, in orbit around Earth. However there are other affiliated campuses spread across the Federation. There are several other training sites in sector 001, including a flight training area near Saturn's orbit.

All students who apply must have a certain level of learning prior to admission. This includes being able to speak, read, and write Federation Standard, and having good mathematics skill. However, Starfleet Academy is very selective, and only has a limited number of spaces available for prospective Cadets. Students may wish to have already studied a variety of subjects in order to increase their chances of acceptance. All students who apply to the Starfleet Marine Academy must pass a high level of physical requirements. Students who show great promise, upon acceptance to the academy, are made Red Squad cadets, the best of the best.

After admission, Cadets begin the standard four-year program to train for their roles in Starfleet. During the first two years at the Academy, Cadets gain a solid background in the skills important to all Starfleet officers in the Academy's General Studies program.

In order to be considered for positions aboard prestigious vessels, like the Enterprise, skills should be much higher. Honors graduates have very high skill levels. They are among the first considered for positions aboard those vessels. The class Valedictorian and Salutatorian each may choose their station assignment, making these graduates the most highly prized.