Author's note: Well this is part two. I hope you enjoy this. If you have any problems or see anything I've done wrong, please let me know
==CAVALRY==
Name: Argo
Armour Type: none
Cavalry purpose: scouting
Classification: All terrain ground
vehicle
Speed: 200 km/h
==LOADOUT==
The Argo class buggy is a four wheel
drive vehicle designed for exploration and recon on remote alien worlds with
harsh terrain. The off-road tires and soft suspension were augmented by light
duty anti-gravity generators that allow it to perform well on soft sand or soil
and make sharp turns at high speed. Captain Picard usually drove one on away
missions after having nine beers with Miles O’Brien.
Not a front line vehicle, the Argo’s
greatest asset is the battery of sophisticated scanners and forensic equipment
on board; it is a science machine after all.
Armaments: Phaser cannon
The craft features a rear mounted phaser
cannon that while powerful is only intended to provide covering fire and is
operated by one of the passengers.
Defence: None, though future
incarnations of the vehicle will likely have either light armour or shield
generators installed
Name: Venture
Armour Type: Deflector shield
Cavalry purpose: Reconnaissance
Classification: Long range scout
Speed: Gravitational escape velocity
The Venture represents a new breed of
shuttlecraft designed around engineering lessons learned from the old Runabout
line. It is designed for long ranged, detailed scanning where a full sized starship
might be impractical or unnecessary.
==LOADOUT==
Armaments: Pulse Phasers, Photon
Torpedoes,
Pulse Phasers are a type of phaser
weapon which encases phaser energy in a magnetic field. While shorter ranged
than beam phasers, it also does more damage per volley.
Defence: The Venture is protected by a
durable hull as well as deflector shields; potent electromagnetic energy fields
that protect the craft from both ballistic damage and direct energy attacks.
Name: Danube Class Shuttle
Armour Type: Deflector shield
Cavalry purpose: Skirmisher
Classification: Runabout
Speed: Gravitational escape velocity
The Danube were a robust and versatile
shuttle class; able to perform a variety of missions outside the means of most
craft their size. They acted as cargo carriers, scouts on long range missions
and even proved some use fighting against Maquis fighter craft.
Though not as sturdy as the Delta Flyer
class, the Danube class is very fast and highly agile. Though rarely used in
head on combat, their speed and high power payload lets them act as mobile
defense platforms and guerilla attackers.
==LOADOUT==
Armaments: Phaser arrays, Quantum
Torpedoes
==ARMOUR==
Name: Delta Flyer
Armour Type: Deflector shield
Speed: Orbital escape velocity
Classification: Heavy duty Shuttlecraft
Basic description:
Starfleet has very few dedicated ground
vehicles. Hence the role of an armoured craft to support ground offensive falls
to the Delta Flyer shuttle class. Robust, hardened against dangerous
environments and weapons; the Flyer can handle more than the average UFC
shuttle. It is rated not only for atmosphere but can also travel under water;
even at the bottom of vast oceans under great pressure.
The craft was also able to enter high
radiation environments as well as survive for a time in environs ravaged by
reality bending phenomenon.
==LOADOUT==
Armaments: Type 3 Phasers, Pulse
Phasers, Quantum Torpedoes,
Defence: Deflector shields,
Unimatrix shield—Invented by commander
Tuvok this is a specialized form of shielding which protects the craft from phenomena
ranging from but not limited to black holes, different layers of subspace and
tears in the fabric of reality.
Immersion shielding—This is a form of
shielding designed to allow the Flyer to operate underwater at great depths or
in the atmosphere of gas giants.
Additional factors: Like most Federation
craft and vehicles the Flyer possesses a degree of versatility. It possesses a
bio med for most medical situations, has an onboard replicator and if need be
can hold comfortably up to five passengers and a pilot.
==AIRFORCE==
Name: Intrepid Class Starship
Type of Aircraft: Long range exploration
Vessel
Fighter or Bomber: Both
Armour Type: Deflector shields/Ablative
armor
Weapon Type: Direct energy weapons
Classification: High speed assault ship
Basic Description:
The Intrepid class is part of a new era
of shipbuilding by the Federation, keeping the cutting edge of new
technologies, massive weapons development as well as state of the art scanning
technology and scientific research facilities. Its multi-mission design was backed up by a
main computer processor capable of simultaneously accessing 47 million data
channels and sustaining 575 trillion calculations per nanosecond in operational
temperatures from 10 to 1790 Kelvin.
As one of the few Starfleet vessels
rated for atmospheric flight and orbital takeoff, the Intrepid is equipped with
anti-gravity generators as well as impulse engines and lifters located at
stress points in the ship’s superstructure. The Duranium hull has been
reinforced with ablative armour plating; giving the ship some measure of protection
from direct energy attacks in the event of shield failure.
Finally, even though it is half the size
of a galaxy class starship it has nearly the same power output from the warp
core.
Armaments: Pulse Phasers, Phaser Arrays,
Quantum Torpedoes
Spatial charges—Specialized explosive
devices which are designed to phase into interdimensional space beneath our plane
of existence and detonate. They can be used as missiles or planted as mines and
time bombs.
The effect of spatial charges are highly
controlled. At certain settings spatial charges can bathe an area of up to five
hundred kilometres in deadly radiation and explosive gasses. More controlled
blasts can rip apart starships and space stations without releasing deadly
radiation clouds.
In scientific situations, specific detonations
can release radiation particles which illuminate rare phenomena such as dark
matter and even shut down wormholes and dimensional rips in the fabric of space
time.
Tricobalt devices—High powered explosive
devices made from unstable artificial radioactive metals; they were not
standard issue on Starfleet ships until very recently. These devices possess a
very high kinetic impact yield, greater even than quantum torpedoes. Devices
like these have known to be powerful enough to make tears in subspace. Their
downsides include lengthy build times compared to other Federation warheads and
are destructible in flight.
Name: Defiant Class Starship
Type of Aircraft: Escort Vessel
Fighter or Bomber: Both
Armour Type: Ablative armor
Weapon Type: Direct energy weapons
Classification: Warship
Basic Description:
The Defiant Class is probably
Starfleet’s only dedicated starship that is nominally a warship. It has no
onboard science facilities and it’s the only starship where the crew can’t
bring family along. Also from a distance it looks like it should be hunting
down Serenity on behalf of the
Alliance.
Of any Starship in the fleet is has the
largest power plant output to ship size ratio. While the first rundowns of the
Defiant class were fraught with frustration and mechanical failure by now
they’re an essential part of the Starfleet armada; handling high danger
missions that would shred any other starship and serving as escorts and
security vessels in peacetime.
Variant: The original ship of the line,
the USS Defiant is the only ship in Starfleet to possess a cloaking device. See
Klingon Bird of Prey.
Armaments: Pulse Phasers, Phaser Arrays,
Quantum Torpedoes, Tricobalt devices
Name: Klingon Bird of Prey
Type of Aircraft: Long range combat
cruiser
Fighter or Bomber: Both
Armour Type: Deflector shields/Ablative
armor
Weapon Type: Direct energy weapons
Classification: High speed assault ship
Basic Description:
Warbirds of varying models and classes
have served the Klingon empire for over a hundred years; the craft proving to
be rugged, reliable and able to take on a variety of missions. The Birds of
Prey assigned to Starfleet are a mix of older but still powerful and robust
ships usually owned by private individuals or the noble houses.
The Klingon Empire At Large has few
ships to spare for the conflict but overall these ships will make a difference.
Armaments: Photon torpedoes, disruptor
arrays,
EMP projector—A Bird of Prey is capable
of projecting an electromagnetic beam onto targets for a variety of reasons.
This weapon is able to disrupt magnetic fields, transporter scramblers and
knock out computer and AI systems as well as overload unprotected power
systems.
At the cost of range the weapon was able
to spread out its area of effect.
Defence: Deflector shield—See Intrepid
class
Cloaking device—One of the Klingon’s
great tech advantages, originally stolen from erstwhile Romulan “allies” more
than a century ago, the Empire takes great pain to keep the secret of these
devices hidden.
The cloak is a stealth system which
hides the ship from most passive and active scans. While the cloak is
activated, the ship is unable to communicate with other cloaked ships or fire
its weapons. When the cloak is activated or deactivated there is a two second
vulnerable period where the ship is not fully cloaked but can’t fire its
weapons. A concentrated tachyon pulse can reveal a cloaked vessel but these
pulses are very narrow and need to be deployed in a net over millions of
kilometers to catch a single ship.
Sensors and scanners however are
unaffected by the cloak, enabling Birds of Prey to be excellent scouts and
first strike cruisers.
Additional factors: Most Klingon Birds
of Prey have weak shields compared to federation vessels of similar engine core
output but compensate for this with stronger weapons and greater speed overall.
Name: Vesta Class Starship
Type of Aircraft: Multi-mission Explorer
Fighter or Bomber: Both
Armour Type: Deflector shields/Ablative
armor
Weapon Type: Direct energy weapons
Classification: Variable role combat
craft
Basic Description:
The Vesta class came out as a modular state
of the art starship which could be used to field test the newest and most
experimental technologies. It possesses a variety of weapons and technologies
that other starships won’t have; depending on its success those weapons and
devices will be either scrapped or installed on every ship in the fleet.
While not as fast as the intrepid, it
makes up for this with the ability to serve as a support vessel or be supped up
to fill various combat roles.
Armaments: Quantum Torpedoes, Tricobalt
devices, spatial devices
Transphasic Torpedoes—a rare and highly
experimental technology from the 25th century, the Transphasic
torpedo is able to blow up a Borg cube with a single shot. There are some
limiting factors to the availability of this weapon; the first being that
Starfleet doesn’t want the weapon stolen by the Borg or use it often enough
that they adapt to it. The second is that the transphasic torpedo is relatively
hard to manufacture compared to the quantum or photon torpedo. In extenuating
circumstances the Transphasic torpedo may be spread out among the rest of the
Ships in the fleet.
Mark XII Phaser cannons—Upgraded, high
powered phaser arrays designed to change adaptive frequencies very quickly as an
anti-borg weapon.
Quantum field Focus controller—Part of
Starfleet’s new slipstream research initiative, in addition to helping the ship
go beyond the limits of warp speed could also serve offensive and defensive
functions. If the ship was heavily damaged and the controller was still online,
power could be rerouted through the device to create either a singularly
powerful deflector shield or a very powerful singular phaser beam. Either power
could not be used as the same time though.
Defence: Ablative armour, Deflector
shield,
Multidimensional wave function analysis
module—This goddamn mouthful of a contraption allowed the Vesta-class starship
to detect inter-dimensional rifts in subspace and temporal distortions in space
time up to 23 light years away, and it also emits a multidimensional graviton
shield which in theory can reverse the effects of a dimensional worm-hole e.g.
a worm-hole absorbs light and matter, but with a Multidimensional wave-function
analysis Module matter i.e. a starship would be pushed away from the event
horizon
Name: Federation Attack Fighter
Type of Aircraft: High speed assault
vessel
Fighter or Bomber: Fighter
Armour Type: Deflector shields/Ablative
armor
Weapon Type: Direct energy weapons
Classification: Raider
Basic Description:
The basic design for the Attack fighter
ironically came from the anti-Federation group, the Maquis. The Maquis used
small, fast ships to wage a guerilla campaign against larger, more heavily
armed Cardassian warships.
When the Dominion war rolled around, the
Federation had learned from the Maquis regarding fast moving vessels and how to
maximize their use.
==LOADOUT==
Armaments: Phaser Arrays, Pulse Phasers,
Quantum torpedoes
Defence: Deflector shield, Ablative
Armour, Speed
==MISC AIR==
Name: Type 11 Shuttlecraft
Type of Aircraft: Transport
Fighter or Bomber: Fighter
Armour Type: Deflector shields
Weapon Type: Tachyon Pulse
Classification: Scout
Basic Description:
The Type 11 was a proven model of
shuttlecraft which had seen about a decade of service around the time of that
dismal movie, Star Trek insurrection.
What stood it out from most shuttlecraft was the modular nature which allowed
it to be fitted out for multi-mission profiles such as scouting, stealth and
even function as a submarine craft.
==LOADOUT==
Armaments: Tachyon Burst—A controlled
burst of subatomic particles which would disable enemy shields and allow the
shuttle time to escape.
Phaser array—Normally not aboard the
shuttle but as the mission dictated they could be installed onboard.
Name: Argo Type Shuttlecraft
Type of Aircraft: Transport
Fighter or Bomber: Fighter
Armour Type: Deflector shields
Weapon Type: Phaser
Classification: Scout
Basic Description:
Counterpart to the Argo Buggy, these
shuttlecraft could be remote controlled from the buggy itself and were intended
mostly for planetary exploration into areas where transporters were not
feasible.
==LOADOUT==
Armaments: Phaser Array
==DEFENCES==
Name: Self Replicating mine
Type: Area Denial
Armament: Anti-matter explosive
Defence: Self Replication
Special: Good against capital ships
During the dominion war, self-replicating
mines helped to blockade the Bajoran Wormhole against the Dominion’s seemingly
endless fleets. Each mine has a built in replicator, thrusters from a class one
probe and several photon torpedoes worth of explosives. To further give
nightmare to enemy warships, each mine is built with a miniature cloaking
device which stood up to some of the Dominion and the Cardassian’s best
scanners.
To make up for their small size, mines
close in on enemy ships and then detonate en mass, making short work of the
heavily shielded and armoured Jem’Hadar attack ships. Due to the fact that the
mines keep replicating using pieces of destroyed mines and chunks of damaged
enemy ships there is almost no way to disarm the mines without destroying the
entire field at once.
One possible weakness in the mines is
using an antigraviton beam to isolate a mines from their brethren and disarm
them; this is slow going however as the Federation routinely dispatches
hundreds of thousands of mines in a given area of only a few hundred
kilometers.
Name: Pattern Scramblers
Type: Area Denial
Armament: none
Defence: none
Special: blocks enemy teleportation
A device built by a number of spacefaring
powers of the Alpha and Beta quadrants; these devices use selective energy
focus to scramble the pattern of a transporter. The result is that what is
supposed to be teleported has its matter put together in random patterns. To
quote Miles O’Brien, it’s “messy.”
Pattern scramblers can be programmed to
hinder only enemy transporters and leave allied transporters unmolested.
Name: Deflector shield
Type: fortification
Armament: none
Defence: Self Replication
Special: non-lethal
Deflector shields can be built to cover
cities, townships and if enough power is drawn upon, whole sections of a
planet. Federations shields are usually non-lethal to the touch and block both
transporters and scanners; though they do not block line of sight observation.
Again, the size of the defense shields
is directly proportionate to the amount of power the Federation has available.
==SUPPORT==
Name: Replicator
Armour Type: none
Classification: Fabricator
Bonus: Mass production and logistics
The Replicator is one fundamental
technology that not only changed society in the Federation but also the nature
of space travel. Simply put, a replicator is a machine where you insert matter
and the inbuilt computer rearranges the molecular makeup of that matter to form
something new. The most common use for replicators is for food production;
though with the right programming replicators can easily manufacture complex
technologies in seconds.
Portable units given to combat units
allow a ground force to make their own weapons, food and spare tools for months
and possibly years; something which the Dominion would put to the test for
units trapped for months without resupply. Naturally more complicated and
molecularly dense objects take more energy to replicate; a basket of French
fries is easier to replicate than a working phaser rifle.
Larger industrial replicators can
produce objects as large as shuttlecraft in a matter of seconds while most
starships have onboard replicators that work with transporters to act as
impromptu mining equipment.
Name:
Tricorder
Armour Type: none
Classification: scanner
Bonus: detection
Nearly universal across the Federation
and their allies, the Tricorder is a versatile, infinitely upgradeable handheld
scanner which can be linked up to almost any technology from replicators to
weapons. Incorporating several sensor clusters, the tricorders featured
multi-channel communications assemblies, and multiple databank modules.
Encompassing visual displays and graphic touch pad interfaces, the tricorder of
the 2360s provided easy means for on the spot archive retrieval, the recording
of away mission events, and constant scientific measurements including
biological, geographical or meteorological.
Models could be rigged to perform
passive scans, lock into constant scan mode, detect subspace phenomena, energy
dampening fields and be customized for a variety of roles and purposes.
Name: Universal Translator
Armour Type: none
Classification: linguistic tool
Bonus: Diplomacy
Space is vast and language inevitably
follows the diversity of life. Thus the Federation has universal translators
built into ever com badge and every tricorder. Within minutes of hearing a new
language, Starfleet personal and their allies can speak that language with
total fluency; much like Adam Douglass’s babel fish.
It might not seem like much but speaking
the local lingo can really shave time off in building an alliance against an
invading army of assholes.
==LEADER PROFILE==
Name: Admiral Kathryn Janeway has a
reputation for hating the Borg and sanity equally; that reputation is well
deserved. She is a woman who has always favoured high risk, high reward
strategies in everything she does, from navigating the Delta Quadrant to making
dinner. When she’s not guilt tripping like a Jewish mom and breaking rules like
captain Kirk, she usually spends her time engaging in bondage sex.
You will learn to fear the riding crop,
mortal.
Achievements: Even as a child, she
showed great aptitude in math and science; Janeway would push herself to get a
doctorate in quantum cosmology. Early in her career as a science officer,
Janeway rescued several crewmates from a patrolling Cardassian warship; heavily
influencing her decision to switch from science to command. So great was her
aptitude that she was considered by Jean Luc Picard as a candidate for
officer’s commission.
It was in the Delta Quadrant that Janeway
would truly make a reputation for herself; fighting not only the Borg and
dozens of hostile alien empires in a dynamic, politically unstable section of
space but she would do it with absolutely no hope of any kind of aid or backup
from the Federation.
Post Delta Quadrant, Janeway was put in
charge of the Full Circle Project; an ongoing exploration effort which would
make Starfleet trans warp capable and greatly expand their range across the
galaxy. During this time her victories were diplomatic rather than military;
overseeing first contact efforts, inducting new members into the Federation as
well as helping to decide what polities were not fit for integration with the
Federation. Also during this time she would start to clean up many of the
diplomatic fuckups she herself was responsible for during her time in the Delta
Quadrant.
Personality: Janeway is a classic risk
taker, gambler and go getter. She is a first believer in the idea that who
dares, wins. That said, she is also deeply concerned with the lives of those
under her command is not a believer in strategies of attrition or endless wave
attacks. Indeed part of the rationale behind her usually high risk strategies
is to end a conflict as quickly as possible in order to minimize casualties in
the long run.
She is more than willing to break rules
when they cease to be beneficial though she will not ignore the advice of
veteran commanders without first giving it thought.
And as much as she hates the Borg, she’s
been willing to make deals with them in the past when there was no other
alternative; so at the end of the day she’s not going to be the pickiest person
when choosing allies. Though if she’s going to make a deal with the devil, her
first priority is to make like John Constantine and fuck the devil out of his
due.
==X-FACTORS==
Adaptive creativity—70/100: Janeway
pushes herself and the people under her to the limit. She is never satisfied
with any given technology, strategy or state of being. She is highly
resourceful and adaptive, having survived for years without any kind of aid or
support.
Tactics— 60/100: She greatly favours
precision strikes, commando raids and aggressive attack. In a great number of
ways, she can be compared to the highly aggressive General Patton.
Strategy—70/100: Janeway is mostly
concerned with blowing up an enemy’s logistics and infrastructure rather than
engaging their armies in costly attrition battles or exterminating them
outright. Her main limiting factor in this area is that she is only human.
Intuition—60/100: While not prescient,
Janeway has a gambler’s instinct and isn’t afraid to retreat or run like a damn
coward if things go south.
Audacity—90/100: Whether it’s the buffet
table or the start of a battle, Janeway is going to be leading from the front
and will aggressively go out of her way to steal enemy technology and use it
against them. .
Psychological warfare—50/100: Blunt and
straight forward, Janeway is good at betraying people who are likely going to
betray her but doesn’t really want to be feared and doesn’t try to intimidate
or strike fear in others. And as fucking
corny as it sounds, she really would prefer it if everybody got along. After
the main war is over, she does her best to try and reconstruct.
Intelligence—60/100: She possessed top
marks at Starfleet and is an expert on quantum physics or the 24th
century version. As such she’s a scientifically literate and capable commander
who knows the limits and frustrations of her tech crews and engineers.
Experience—45/100: Janeway has been
around for a lot of years and seen many strange things, even once been the
plaything of an omnipotent god like being. However she only has a single human
lifespan to draw upon.
Discipline—67/100: Janeway is dedicated
devoted and does not let her emotions get the better of her. She doesn’t fight for honour or personal
glory, but for her crewmembers. That said, she is truly only human.
Leadership—70/100: Janeway has about the
same level of respect and command a general in our world would get if they were
good at their job and didn’t engage in Iraq war level fuckups. The Klingons lower this a bit in that they
tend to be more individualistic, while races like the Vulcans lower the score
due to their superhuman discipline.
==ARMY X-FACTORS==
Morale: 75/100—While the Federation is
tired of war, they did emerge as the victors in several recent conflicts and
their soldiers are well trained and well disciplined.
Logistics—80/100: The only thing the
Federation can’t build in situ are starships; replicators allow them to build
everything from shuttlecraft to weapons to food. Each starship additionally is
designed to operate for ten years without resupply or repair barring extreme
structural damage. Score is boosted by their ability to either hack enemy power
supply or hook into allied power systems.
Espionage: 70/100—The Federation is surprisingly
good at espionage. Not only do their transporters and borrowed Klingon cloak
systems give them an edge, but through surgery and special affects they’ve
planted spies in the other major powers of the Quadrant for years at a time
without discovery and frequently engage in major Men-in-Black style recon on
pre warp worlds. The only downside is that they’ve never encountered stronger
mind readers than simple telepaths.
Discipline: 75/100—Discipline is high as
Federation troops are chosen on very strict criteria and are strong in all
fields; martial, academic, scientific and athletic. So no Kyle Chris type
bastards in this army.
Overall intimidation: 30/100—The
Klingons might be scary but overall the Federation army doesn’t really seek to
frighten others. If you’re not scary then you can make alliances easier and
people tend to think you’re helpless because of it.
Reinforcement rate: Medium
For its population size, The
Federation’s ground army is rather small. Simply put their military doctrine
does not benefit from massive standing armies and they increase their fleet
size by increasing automation on their starships.
Their numbers are bolstered by Klingon
and Andorian Volunteers.
==VICTORY GAINS==
Technology gains: Very High,
One of the reasons that the Federation
was able to survive is their capacity to leapfrog their enemies
technologically. They will actively steal enemy tech and they have a large
scientific contingent to help reverse engineer tech.
Biological gains: Medium
The Federation does not really gain from
biology much, though these are changing. Their medical knowledge is vast and
their starships are just beginning to incorporate biological elements to
increase performance. So in the future it’s conceivable that biological gains
could rise.
Allies/Mercenaries: Put bluntly the
Federation are some of the best friends you can get. Wherever they go, standard
of living improves and old glass ceilings regarding prejudices against race,
gender and faith fall apart. Basically the Republican Party hates them.
They don’t believe in water boarding or
torture and they hate futile gestures of war. They play to win; not to cause
harm or indulge in revenge like that shitty movie Into Darkness.
Through the Ferengi they can buy
mercenaries to shore up their strength.
==PAST ENEMIES==
The Klingon Empire: For centuries, the
Federation and the Klingon Empire were at war both hot and cold. First contact
was violent, precipitating in a five year war which the Federation almost
didn’t win. At first, the Klingons made great inroads into Federation territory
before the Federation leapfrogged them in technology and tactics; beating back
the Klingons and shattering their fleets.
After two or three troublesome
centuries, the Empire and the Federation became fast allies. Briefly they would
become enemies in the 24th century under the reign of chancellor
Gowron, but the Federation would use superior tactics to beat back the Klingon
fleets until Gowron’s life was terminated by General Martok’s hand the war was
ended.
The Romulan Star Empire: Originally a
xenophobic, isolationist power; the empire would transform into an
expansionist, xenophobic power. The Romulans for centuries held a tech
advantage over the Federation which still to this day has not been closed.
The Romulans rather than directly attack
the Federation have worked through espionage and subterfuge to ignite war
between the major powers of the Alpha Quadrant; using automated drone ships to
attack various powers to ignite conflict. This had the opposite effect as the
Federation was able to band together with various states across the galaxy for
protection against Romulan expansion.
The only open war between the Romulans
and the Federation was inconclusive though destructive on both sides; with cold
war espionage games being played for centuries which make our own cold wars
look like an episode of Dora the Explorer.
The Dominion: Easily one of the
Federation’s deadliest enemies, the Dominion were a theocratic, despotic power
run in secret by a race of shape shifters called the Changelings. The Dominion has
the distinction of being the only power in four hundred years to launch a
successful attack on Earth, capital world of the federation.
The Dominion possessed almost limitless
cloned armies, powerful starships and the founders were the ultimate espionage
units; able to fool nearly all Federation scanning technologies. They imitated
high ranking officials in no less than three major powers and sowed war and
disharmony to weaken all the major powers in the alpha quadrant.
The Federation won by a few factors,
they were able to close the Tech gap with the Dominion somewhat. Second they
were able to outdo the Dominion at the espionage game and manipulate the
Romulan Empire to declare war on the Founders.
Either way, it came down to the wire
when the Federation cut off Dominion reinforcements from the Gamma Quadrant. The
cost to the Federation was high in terms of people and ships lost, but
ultimately they were poised to play a greater role in the Alpha Quadrant than
ever thanks to a weakened Klingon empire and multiple devastated polities in
the Quadrant who needed humanitarian aid.
The Borg: The only threat that even
comes close to that of the Dominion, the Borg are an expansionist, totalitarian
hive mind of cybernetic which nearly saw the destruction of the Federation. Though
the Borg didn’t put the same resources towards conquering the Federation, a
single ship was almost able to invade earth twice.
The Borg rapidly adapted technologically
and Starfleet had to scramble madly just to stay alive. A time traveller from the
future pushed Federation tech far enough to get a fighting chance but the
hostilities are ongoing and the Borg are poised to resurge stronger than ever.
The Undine: A powerful biological race
from an alternate universe called Fluidic Space, the Undine were highly
advanced and fueled by a blind psychotic hatred of anything that wasn’t them.
Years ahead of the Federation or the Borg, the only thing stopping a total
invasion of the Federation was that captain Janeway years ago had shut off all
contact with fluidic space.
As a result, the Undine sent forth a
legion of Shapeshifting members of their kin to sabotage the Federation from
within and they very nearly succeeded. However as a result, The Federation was
able to devise an advanced form of nanotechnology which could kill the Undine
when deployed as a WMD. Though the rapidly biologically evolving undine are
currently working out ways to adapt to said nanotechnology.
Additional Factors:
The Prime Directive—This is the Cardinal
rule of Starfleet. Essentially it boils down to the idea that intervention in a
species below a certain tech level is forbidden. Some captains have adhered to
this more strictly than others but for the most part even Kirk followed the
Prime directive most of the time.
While the Prime directive will be nearly
impossible to adhere to under PC circumstances, for the most part Starfleet
will try to leave alone primitive species if possible. Only under dire
circumstances like a Tyranid fleet or a Deathstar approaching will they arm
primitives with modern weapons to fight against invaders. Such actions will not
be taken lightly.
Mixed Species Strategy: During ship to
ship combat, members of the Federation are equally able to fight in mixed race
crews as well as monolithic units. During the war with the Klingons, ship units
would fight in either standard Federation battle formations or in strategies
and formations unique to certain member worlds. The result was that the
Klingons could never quite guess what battle formations or strategy the
Federation would adopt.
This practice has been resurrected as of
the time of the Dominion war.
Fun fact: Riddle me this, what’s the
difference between the Federation council and the Citadel Council?
When Captain Picard ran into a singular,
planet sized machine that was poised to literally wipe out the galaxy, the
Council told him to get his ass in gear.
When Commander Shepard told the council
of a fleet of giant death machines out to wipe out all life in the
galaxy, they told him to get fucked.
I rest my case.