Planetary
Conquest Profile: The United Federation of Planets
Author’s
note: The style of this profile is a mix of my own and a heavy dose of
inspiration from Madman with a Keyboard. He’s fucking awesome, check him out
and you’ll see why he inspired this somewhat more humorous profile.
Bio: For more than three hundred years, the United
Federation of Planets weathered assaults external as well as internal; fighting
back hostile alien empires and undermining political opportunists who would
turn it into a totalitarian empire.
For the PC tournament, the Federation brings to
battle the resources and assets of more than 155 moons, planets, colonies and
allied governments. Many alien species join together, putting aside differences
to march lock to fight the darkness without while resisting the temptation of
the darkness within.
Recon: The Federation is highly scientifically
advanced and wields a variety of long and short range scanners that can easily
cover the surface of a planet and deliver advanced details on the topography
biosphere and habitation. The Federation is also highly adept at hacking enemy
communications and resting being hacked; something they gained practice at
during recent conflicts.
Atmospheric shuttles can move quickly and provide real
time viewing of enemy armies and fortifications.
As a last effort, highly trained Special Forces
teams can teleport behind enemy lines for either recon or harassment.
==INFANTRY==
Name: Military Assault Command Operative
Weapon Type: Phaser Weapon
Armour Type: Hazard suit
Training: 4
Mobility: 4-5
Maximum range: mortar range
Preferred range: assault rifle range
Classification: marines
Known colloquially as the MACOs, these
fine men, women and tertiary gender soldiers operate as the primary infantry
force of the UFC. Normally these soldiers operate as ship security or planetary
defence.
During the Dominion war the MACOs gained
fame for enduring horrifying casualties in both defensive and offensive
operations against the numerically superior and fanatical Jem’Hadar. While they
are few in number, the MACOs are highly trained and are backed up by an
advanced arsenal and a solid logistical machine.
--LOADOUT—
Long range: Compression Phaser Rifle—One
of the most powerful hand held weapons available to the Federation, these
weapons serve as the primary weapon for onboard or planet side action. Able to
fire accurate bolts of phased direct energy with zero recoil, the compression
rifle was also very low maintenance and had a long lasting battery pack.
The rifle had a variable charge setting,
from a stun setting that could knock out a target for a few seconds to maximum
power which could vaporize a human sized armoured target.
When linked with a tricorder and a MACOs
Hazard suit, the weapon could achieve sniper rifle ranges up to a kilometer and
a half; though this use of the weapon would drain the power pack much faster.
Medium range: Federation Assault Rifle—Functionally
it works more like a shotgun than an assault rifle, though it has a much longer
range than any real world ballistic shotguns. The weapon fires an energy bolt
that expands, making for devastating damage at close range and next to none at
longer ranges.
Come at me, bro!
Slung below the main gun of the weapon
is a plasma bolt launcher with a four shot magazine; each shot able to blow
apart multiple light targets or rip through a single well armoured one.
Like the Compression rifle, there is a
variable power setting on the weapon for either stun, kill or everything in between.
Photon Burst Launcher—A heavy weapon
designed by the crew of Voyager during
their years in the Delta quadrant, this heavy weapon can either kill mass
infantry in heavy splash damage or else rip through armour and energy shields
of well protected targets and vehicles. The launcher is a single shot weapon
and has a targeting and homing function ideal for shooting down enemy aircraft.
Short range: Type 2 Phaser—A handheld
version of the Federation’s line of phaser weapons, the type 2 is a short
ranged but highly accurate holdout weapon. The weapon’s settings are precise
enough to vaporize a parasitic slug without scorching the carpet it’s crawling
on or to vaporize a full grown man.
This thing will give you fierce carpel tunnel
The stun setting on the type 2 is useful
against most organic lifeforms of comparable mass to an adult human; only
creatures with very specialized or very resilient nervous systems can shrug off
the stun settings at their highest.
Special Weapons:
Photon grenade mortar—A high powered,
computer guided mortar tube able to fire a photon grenade up to ten kilometers.
These fire a larger and more powerful version of the handheld versions of the
photon grenade.
Don't worry, they still have a bigger budget than Dr. Who
Explosive weapons:
Photon grenade—A type of electromagnetic
pulse grenade usually designed to short out computer systems and electronics.
At higher settings, the EMP pulse is fatal to organic lifeforms; scrambling
their DNA irreparably in the blast radius.
Defence:
Thank god for expanded universe, it was this or breathable cotton uniforms
Hazard suit—The original hazard suits
were built not for military action but for exploration in the most dangerous environments
of the final frontier. Under the auspices of Lt. Commander Tuvok, the Hazard
suits were adapted for combat as well as dangerous alien worlds.
The suit’s outer layer protects the
wearer from ballistic weapons as well as direct energy attacks; millions of
nanites in the suit repair cosmetic and structural damage. An energy absorption
matrix allowed the suit to redirect extreme amounts of energy; blasts that
could vaporize a human being would instead leave the wearer severely injured. For
whatever the absorption matrix couldn’t handle, anabolic protoplasmers and dermal
regenerators acted to stabilize life threatening injuries until a field medic
could be accessed or else repair more minor wounds. A limited shock absorber
shielded helped to greatly reduce risk of injury from falls but great enough
heights would still injure the soldier.
The foot pads of the suit are equipped
with magnetic strips to operate in zero-g environments and a sealed helmet
allows the wearer to survive in a vacuum for hours as well as resist nearly all
chemical and radiological attacks. The suit provides a heads up display for the
wearer, projecting crosshairs for their weapon. Furthermore, the suit’s
targeting computer is able to link up with a soldier’s tricorder in order to
read scans of local environments, enemies, vehicles and weapons. Furthermore
with help from crewmembers of the Starship Enterprise, the current line of
Hazard suits can provide excellent night vision.
One of the hazard suit’s most ingenious
features was of a personal transporter buffer; a literal hammer space that
could be used to store up to one hundred kilograms of wear in the form of pure
energy patterns. Soldiers in the suit would carry all their gear and have it
literally weigh nothing.
The final feature of the suit was a
universal power adapter, which allowed the wearer to recharge their suit’s
internal power supply with nearly any power source; even totally foreign alien
power sources were able to be tapped. Direct plug in with a power source not
only replenished the suit’s power but could fully heal crewmen near death in
the absence of a medic; though this would require a much higher power drain on
nearby sources. The power adaptor could also serve to feed energy, recharging
downed vehicles (small ones) and also recharging a soldier’s weapons when they
began to run low.
==SPECIAL FORCES==
The crazy Vietnam vets of the Star Trek universe
Name: Bajoran Militia
Weapon Type: Phaser Weapon
Armour Type: light armour
Training: 5
Mobility: 4
Maximum range: mortar range
Preferred range: sniper range
Classification: skirmishing
sharpshooters
While the Federation has virtually no
standing army, a number of their allies and client states do maintain standing militaries
and ground forces to handle local security and such matters.
The Bajorans are a recent member in the
Federation, having recently suffered almost eighty years of brutal occupation
by the now defunct Cardassian Union. Bajor volunteers its militia in service of
the federation as a thanks for not only helping to rebuild their planet after
the Cardassians essentially raped their world but also for helping to beat back
a combined Cardassian-Dominion invasion.
==LOADOUT==
Long Range:
Bajoran Phaser Rifle—The Bajoran militia
were once a hard-core terrorist organization dedicated to battling the
Cardassians and later the Dominion. As such their main weapon is built with scarcity
in mind. While not as powerful as a federation compression rifle, the Bajoran
phaser rifle is much easier to manufacture and faster as well.
Now that's a man's weapon
Besides being ruggedized compared to
most energy weapons, the Bajoran phaser includes a scanner on the barrel that
acts as an infrared scope as well as a simple but accurate scanner. In past
times, these scanners allowed Bajoran sharpshooters to blow away Cardassian
patrols in poor visibility as well as cut down on friendly fire in raids and
ambushes gone wrong. The Bajorans themselves are excellent snipers with years
of experience of marksmanship.
The most recent line of Bajoran phasers
are built with sarium krellide power cells in order to be compatible with
Federation chargers. Like Federation phasers they possess a number of stun and
kill settings.
Quantum Launcher—See Hazard Team
Photon Mortar—See MACO
Short range:
Bajoran Phaser Pistol—Functionally
similar to the Federation’s side arms, this weapon possesses similar power and accuracy
to a standard Federation sidearm. Like the Bajoran Phaser rifle, it is easier
to manufacture and quicker than its federation counterpart.
Explosive weapons:
Bilitrium grenade—A grenade that
functioned similarly to a Star Wars thermal detonator, a radioactive metal in
the grenade was triggered in a mini nuclear explosion. A timer on the grenade
could allow it to double as a time bomb and it included adhesive strips to
attack to enemy vehicles or buildings.
One of the weaknesses of the grenade was
the way they leaked anti-protons; giving them away to enemies who knew what to
scan for.
Special weapons:
IED’s—Given the militia’s origins,
Bajoran soldiers have training and skills that go beyond those of an ordinary
soldier. Bajoran soldiers in the field have a phenomenal talent for making
improvised explosives and booby traps; talents and skills that normally the
Federation wouldn’t condone but would probably permit under extreme
circumstances.
There is no standard set of improvised
explosives and bombs, and as the battle progresses Bajoran soldiers will adapt
enemy technology towards lethal ends.
Defence: The Uniform of Bajoran soldiers
is equipped with a phase absorption matrix like the hazard suit. This will
allow them to survive the worst of even hits that can vaporize an adult human,
but it is not as effective against ballistic or melee attacks.
Like the hazard suit, there is a teleporter
buffer that allows them to carry their gear in a hammer space. The suit by
itself is not vacuum rated though soldiers can carry anti-vacuum or
anti-chemical/biological survival gear.
Name: Klingon Warrior
Weapon Type: Disruptor Weapon
Armour Type: Heavy armour
Training: 6
Mobility: 5
Maximum range: sniper Rifle Range
Preferred range: assault rifle range
Classification: heavy raiders
After the Dominion War the Klingon
Empire was in shambles. While the Romulans and the Federation were all but
taking over the Alpha Quadrant, the empire had suffered staggering losses in
terms of men and ships; their large standing army and fleet a serious economic
drain that further impeded their recovery.
This music gives me the chills
Upon hearing of the strange case of the
Portal Master’s PC tournament, innumerable Klingon warriors volunteered to
fight under the Federation; for in their eyes the Federation had proven its
honour and prowess in battle time and time again.
The Klingons are proud, ruthless and
have trained their entire lives to fight and to kill. Like Frank Miller
protagonists they seek to die in a way to give their enemies the biggest
possible middle finger.
==LOADOUT==
Long range:
Klingon Disruptor rifle—Superficially
similar in appearance and power output to a Federation compression rifle, a
Klingon disruptor used direct energy to rip apart a target’s molecular makeup.
This was a quick but agonizingly painful way to die. The rifle had two
settings, kill and disintegrate; the kill setting being for if the Klingon
warrior was in the mood to take trophies from the dead.
Tetryon Gatling gun—After the Dominion
War, the Klingon Empire began mass producing these multi-barrelled weapons of
mass destruction. While it drains its battery very quickly compared to other
Federation and Federation allied energy weapons the gun’s fast recharging
barrels can put down a tremendous amount of lethal energy at high accuracy,
zero recoil and at least rifle range.
A secondary trigger on the gun fires a
tetryon grenade from a magazine of five; this deadly anti-personnel grenade
releases an energy pulse that bounces off of hard surfaces, ripping through a
squad of enemy soldiers a dozen times over before shortly dissipating. The damage
is greatest in confined spaces.
Short range:
Disruptor pistol—Similar in power and
accuracy to a Federation phaser pistol, the Disruptor has only kill and stun
settings and kills agonizingly.
Mr. Smithers: That's a nice model, sir
Mr. Burns: Model?!
Melee weapons:
Bat’Leth—Some people on the internet
have pointed out that the design of a bat’leth is as liable to kill the user as
the enemy. For the Klingon’s that’s not a bug it’s a feature; because they’re
so damn jaded by bloodlust and life that having a useful weapon is considered
an unfair advantage.
I've got the skyrim mod that lets me use these
The crescent shaped, three handled
bat’leth is an ancient Klingon ceremonial and practical weapon forged from nearly
indestructible composite baakonite and honed down to a monomolecular edge.
Klingon’s use these double ended
scimitar blades to great effect, cutting up well armoured Jem’Hadar like they
were wearing nothing but the steam of a morning shower. These weapons have even
been shown to cut through the heavy armour plating of borg drones.
Mak’leth—About half the length of the
bat’leth, the mak’leth is a long dagger used for backstabbing, throat cutting
and disemboweling. Like the bat’leth, this dastardly dagger was monomolecular;
able to slice through armoured space suits and borg armour.
Defence:
In prior wars the Klingons believed that
both combat medicine and armour would coddle a soldier and make armies weaker
in the long run. Devastating casualties at the physically superior and better
trained Jem’Hadar have made the Klingon High command rethink their stance.
The standard Klingon Warrior now wears a
suit with a heavy phase absorption matrix which could tank more damage overall
than that of the Hazard suit. Models of the current suit do not possess any of
the healing ability of the Hazard suit though they do possess rudimentary ways
to stabilize a critically injured warrior and allow him one last chance to make
a kill before croaking.
Like the Hazard suit the armour’s
targeting system integrates with the Klingon weapons to give both crosshairs
and a sniper function on the disruptor rifle. Finally it too possesses a
transporter buffer to act as a personal hammer space.
Natural resilience—Klingon anatomy is
very hardy. Their bodies possesses two livers (they drink like the Demoman) an
eight chambered heart, three lungs and even a redundant nervous system. They
were able to take damage that could kill a human and keep fighting; in addition
their stamina and pain tolerance were far beyond human limits.
Name: Andorian Imperial Guard
Weapon Type: Phaser weapon
Armour Type: Medium armour
Training: 6
Mobility: 5
Maximum range: sniper Rifle Range
Preferred range: assault rifle range
Classification: professional line
infantry
Many years ago the Andorian species
broke away from the Federation despite being one of its founding members. Yet
through all the years, the Andorian Imperium and the Federation have been
nothing but close allies; held together by strong economic, political and
military bonds. The Andorians ally with the Federation, going forth to fight
under their banner
The Andorian Imperial guard are the
toughest that Andor has to offer; men and women raised from birth to do nothing
but fight with just about anything they can get their hands on. They hail from
a warrior society but unlike the Klingons despise pointless grabs at glory and
value strategy as much as strength.
==LOADOUT==
Long range:
Andorian Plasma rifle—Like the Klingons
the Andorians don’t believe in their weapons having a stun function. These
weapons are very high powered compared to Federation phasers though they go
through the battery much faster. Like compression rifles they sync up with the
warrior’s suit to provide a sniper function.
Short range:
Andorian plasma pistol
Melee:
Ushan-Tor—A large crescent shaped knife,
the Ushan-tor was as ubiquitous as IPhones anywhere here on earth. Andorians
used them for mining and carving through the kilometers thick ice that covered
their home world as well as ritual duels to the death that happen more often
than in Andrew Jackson’s neck of the woods.
And somewhere on Andor, Billy Mays is selling an improved version of this
Given that they kill one another all the
time with these weapons, the Andorians are experts with them; the Imperial
Guard more so.
Chaka—Functionally alike to an Indian
Katar, the chaka was a large dagger like weapon with two folding collapsible
side blades good for either attack or defence. The blades are monomolecular and
crafted from strong Idisha steel.
Explosive weapons:
Photon grenade—See MACO, though theirs
are always set to kill.
Defence:
All that's missing is a gimp mask
Guard Uniform—The Imperial guard uniform
is nearly identical in protection to the Hazard suit. It offers most of the
same protections and utilities; being also vacuum rated.
Natural resilience—While they may not
have the Klingon’s multiple organs; Andorians are extremophiles who can thrive
in very severe conditions. On their home world they routinely walked in sub-zero
temperatures with very little clothing or need to keep warm and were even able
to survive happily for days in environments hot enough to make water boil. The
species also possessed very tough skins, providing some protection against
knives and melee attacks as well as making hypodermic needles worthless.
Name: Hazard Team
Weapon Type: Phaser weapon
Armour Type: Advanced Hazard suit
Training: 5-6
Mobility: 5
Maximum range: sniper Rifle Range
Preferred range: any
Classification: Deep space paramilitary
organization
Lost in deep space for Seven Years, the
Hazard team would prove critical to the survival of the Starship Voyager
several times. Though initially disbanded upon return to the Federation,
hardened and adaptable enemies called for a flexible and highly trained force
who could handle such threats; thus the Hazard team became a Federation wide
task force.
Recruited from every species with the
physical and mental abilities to get the job done, only the best are accepted
for the Hazard team. With them comes the Federation’s cutting edge weapons and
utility technology; soon the enemies of the Federation will learn to fear the
sound of a transporter.
==LOADOUT==
Long range:
Compound Grenade Launcher—A high
accuracy, high powered explosive weapon that fired energy grenades at targets;
able to take out multiple grouped enemies in the splash. The weapon like nearly
all federation weapons could either be set to stun or kill.
The gun had a secondary setting where a
sticky version of the grenades could be launched that would only trigger when a
hostile steps on or near the grenade.
Quantum Burst—An upgrade over the photon
launcher, the Quantum burst fires
miniature Quantum torpedoes to blast apart groups of enemies or tear through
hardened targets. These easy to manufacture warheads use a zero point energy
reaction to rip through both shields and hardened armour.
Designed originally as an anti-borg
weapon they are superior to photon torpedoes and will gradually replace photon
bursts through the Federation ground forces.
Enhanced Compression Rifle—Similar to
the regular compression rifle but possesses a higher rate of fire by a factor
of two as well as a nose mounted grenade launcher which can be equipped with
nearly any type of grenade.
I-MOD (Infinity Modulator)—A weapon
developed very specifically as an anti-borg weapon; this gun built by the
talented seven of nine has also proven useful against rapidly evolving and
mutating biological foes. The weapon essentially fires its energy on infinite,
random frequencies; preventing Borg and other adaptive foes from hard
countering the weapon with personal shields or other adaptive measures.
Unlike other Federation weapons the
I-MOD is strictly lethal and unfortunately uses up the battery pack much faster
than most phaser weapons; so use is sparring.
Worf wasn't really using an I-mod in that scene but he captured the spirit of it
Medium range:
Etherian Stasis weapon—A gift from a
peaceful but well-armed race that Voyager encountered in the Delta quadrant;
the Stasis weapon is a biomechanical weapon which disables a target by
neutrally charging its matter to encase it in a stasis field. A few shots from
the weapon will stun a target while more than five shots will disintegrate the target by ripping apart
the weak and strong atomic forces holding it together.
The weapon has a secondary fire button
which launches a fire burst shotgun blast which will instantly kill at the cost
of increased battery drain.
Special weapons:
Quantum Grenade Mortar—Similar to Photon
Mortar. More powerful and useful against heavily armoured targets.
Short range:
Federation Assault Rifle—See MACO
Phaser pistol—See MACO
Defence:
Hazard Suit MK2—This version of the
Hazard suit boasts superior medial technology which can heal near fatal
injuries without a combat medic and at considerably less energy drain to the
suit. More sophisticated tricorder interface allows Hazard team members to possess
a radar field with an Identify Friend Foe system; much like a Spartan II’s
radar display.
The transporter buffer can also hold
fifty kilograms more capacity as well as hold objects for longer.
==HERO UNITS==
Name: The Doctor
Height: 1.2 meters
Age: 9 years
Classification: Medical expert
Hero Bonus: Medical and biological
research
Bio: Though he looks human, the Doctor
is in fact a sentient hologram who began life as a simple emergency program.
Originally designed to be used for only a few short weeks during medical
emergencies, the Doctor remained in active service for seven whole years and is
the reason that I always call the guy on the BBC “Dr. Who.” There’s already a
“Doctor” in the house.
Through his distinguished service in
Starfleet the Doctor has worked not only to push the boundaries of the UFP’s
already advanced medical technology but has worked to study a myriad of alien biology
and develop cures to a number of natural and artificial pathogens.
Most recently the Doctor was able to
concoct a cure for a disease that could literally bend time and space.
To the PC tournament he brings his
formidable talents as a field medic, researcher and rude asshole.
==LOADOUT==
Phaser Pistol: See MACO, though the
Doctor only uses weapons set on stun
Defence: The Doctor is a hologram. When
not near a computer terminal and Federation style holographic projectors he
exists on a few portable emitters not much bigger than a blue tooth. Even if
his portable emitters are destroyed he can still reboot himself on a Federation
starship or databank.
As a last defence, the Doctor is highly
resistant to hacking; similar to the Geth of Mass Effect he is aware of every
single one of his subroutines and adapts accordingly to the slightest external
change.
Special:
Custom sedatives and mixtures—The Doctor
is a brilliant medical researcher and in the Federation’s post scarcity society
his research budget is functionally limitless. He’s show himself time and time
again to come up with pharmaceutical ways to subdue enemies without actually
causing them lasting harm.
Additional factors: The Doctor is bound
by the Hippocratic Oath to do no harm, however at several times he has nearly
been driven to murder by the sight of medical professionals causing harm either
deliberately or through negligence.
Name: Seven of Nine
Height: 1.2 meters
Age: 9 years
Classification: Top scientist
Hero Bonus: Physics and weapons research
Shake it baby, shake it!
Once known as Annaka Hanson, a young
human girl was assimilated by the borg and transformed into the adjutant borg
drone known today as Seven of Nine. Like her companion and close friend the
Doctor, Seven is a brilliant researcher and field operative. Unlike the Doctor,
she is not bound by the Hippocratic Oath and frequently turns her talents
towards weapons research and code cracking; a bit like a more badass, female
Alan Turing.
Back when she was kind of nuts
As a former Borg drone, Seven is a
genius who possesses vast expertise in scientific fields that the Federation’s
top scientists haven’t even dreamed of yet. Due to her limited borg implants,
she can push herself beyond the physical limits of human scientists; going for
days without food or sleep and hardly having her performance suffer.
As the years have passed, Seven has
become a more whole individual, becoming more than a drone and rising farther
than she could have ever imagined. Her unique experiences thus have given her a
Batman like mission against hive minded enemies.
She is the night!
==LOADOUT==
Long range:
Enhanced Compression Rifle—See Hazard
Team
Short range—See MACO
Melee:
Hand to hand—Strength augmented beyond
human baseline by Borg implants.
Defence:
Hazard Suit MK2—See Hazard Team
Mind resistance—Seven of Nine has
resisted mind control and hacking attempts on her borg implants over the years
not only by the Borg collective but also several species, including a few
telepaths. Over the years she has continued to hone that resistance as well as
turn it into a systematic field of study.
Name: Benjamin Sisko
Height: 1.5 meters
Age: 45 years
Classification: Field Commander, Avatar
of the Gods
Hero Bonus: Tactical, strategic, temporal,
spiritual
The tale of Benjamin Sisko has is one
that is totally shithouse crazy. He lost his wife and was one of the few
survivors of a Borg attack that wiped out an entire fleet of ships. Later he
got assigned to an ex-Cardassian space station that happened to stand guard
over an interdimensional portal to the other side of the galaxy and had to
defend that shit Cardassian space station from fanatical legions of throat
punch loving Jem’Hadar. Furthermore, Sisko was forcibly taken on as a prophet
to godlike beings who lived over the Bajoran Wormhole before stopping an army
of literal demons and their puppet Ghul Dukhat from killing all life in the
galaxy.
When did Star Trek get so fucking metal?
Sisko may have a few screws loose from withstanding
demon possessing and about two hundred too many blows to the head from his
years taking care of business on Deep Space Nine; but he’s a brilliant
commander of men and ships who while favouring high risk high reward strategies
and will not throw away the lives of his troops needlessly.
==LOADOUT==
Long range:
The USS Defiant—When he goes into
battle, Sisko rides aboard the bridge of the USS Defiant, the Federation’s
first true warship. See air force for further details.
Compression rifle—See MACO
Medium range:
Phaser
pistol—See MACO
Defence:
Hazard Suit—See
MACO
Divine
Blessing—Benjamin is the emissary of the Prophets; a race of godlike beings who
experience all of time and every single possibility of it as a single moment.
He’s spent a year living in their “world” and he knows better than anyone how
to put himself in the shoes of a godlike or supernatural entity.
As a result of
his time with the prophets and their continued support, he has shown immunity
against several ghostly and demon like lifeforms that possessed living beings
of varying degrees of power and knows better than anyone to not ignore the
ancient myths.
Name: Tom Paris
Height: 1.5
meters
Age: 20 years
Classification: Elite
Pilot
Hero Bonus:
combat, research
What the?
Better
Tom Paris came from a distinguished family that had served Starfleet for generations; thus when he grew up he became a drunk who wasted his time wallowing in Twentieth century paraphernalia and playing the hero in holodeck adventure novels (basically a 24th century basement dweller). When he finally decided to move out of his mom’s basement, he got a job with the Maquis, kicking Cardassian ass and also battling the forces of the Federation at any opportunity.
During this time
he became an Ace pilot and master tinkerer; able to make starships work on
shoestring budgets and always strived to make engines and weapons work better
and better on limited knowledge and resources.
Through all
these years, Tom has cleaned up his act and become a semi-responsible member of
society. Any pilot who faces him in battle better have superhuman reflexes and
balls of steel; because he’s seen it all.
==LOADOUT==
Long range:
Delta Flyer—See
Armour profile
Compression
rifle—MACO
Medium range:
Federation
Assault rifle—See MACO
Short range:
Phaser
Pistol—See MACO
Defence: See
MACO
Name: Data
Height: 1.5 meters
Age: 20 years
Classification: Strategic operative,
Hero Bonus: combat, scientific,
diplomatic
Bio: Easily the most sophisticated piece
of engineering in the Federation, Lieutenant Commander Data through his actions
and morals has proven himself worthy of being a full sentient with all the
rights and privileges that entails under Federation Law. While he still hasn’t
mastered the ability to whistle he makes up for it with his social awkwardness
and his ability to kick ass and take names.
Data for years has proven himself to be
invaluable on away missions not only for his inhuman strength and reflexes but
also his shocking talent for diplomacy; at times by himself getting through to
the thickest of potential allies and getting mutual enemies to sit down for a
minute and STFU.
==LOADOUT==
Long range:
IMOD—See Hazard Team
Enhanced Compression rifle—See Hazard
team
Medium range:
Federation Assault rifle—See MACO
Short range:
Phaser pistol—See MACO
Melee: As a Soong Type android, Data
possesses phenomenal strength and reflexes; bending thick tritanium bars
easily, reacting one hundred times faster than human reaction times and having
a processing speed of sixty trillion operations per second.
Thus in hand to combat there has been
virtually no challenges to Data beyond the extraordinarily powerful Borg.
Defence:
Hazard MK2—See Hazard team
Android built—Designed from lightweight
polymers and heavy duty polyalloys including duranium; Data can withstand
incredible stresses. He’s been shown to fall from immense heights, shrug off
gunfire from late twenty-first century firearms and even tank phaser shots set
to kill.
To date, a phaser would have to be set
to vaporize to kill Data or else strike his head.
And finally, as an Android Data is able
to spend limited time in the void of space and is rated for high pressure water
environments for long periods.
Anti-hacking—Data’s positronic brain is
exquisitely complex, something akin in order to Legion of Mass Effect. Even the
technologically advanced and highly adaptive borg were unable to hack his
neural networks.
Name: Odo
Height: 1.5 meters
Age: 15 years
Classification: Infiltrator
Hero Bonus: Tactical, espionage
Odo Ital has dedicated his life to the
law; and he has done so without adopting Judge Dredd’s stupidly large chin. A
shapeshifting acellular lifeform from the same species as the Founders of the
Dominion, Odo’s powers and abilities served him greatly in enforcing laws under
both the Cardassian occupation of Bajor and under the Federation.
Odo returns from the Gamma quadrant to
aid his old friends the Federation. He comes to help his former friends but
even more, he comes to bring justice to worlds ravaged by the PC tournament.
For the laws change with whoever makes them, Cardassian, Federation or other;
but no matter what, justice is justice.
==LOADOUT==
Long range:
Compression rifle—See MACO
Short range:
Bajoran Phaser Pistol—See Bajoran
Special:
Shapeshifting powers—As one of the
founders, Odo’s shapeshifting powers make for impressive offensive and
defensive abilities. He could extend his arms and legs inspector gadget style
for some long range strikes; the longest recorded being stretching an arm
fifteen meters.
In close combat, Odo could easily form
his hands into clubbing or stabbing weapons. Finally, Odo is easily able to
take a page out of KA Applegate’s book and transform into dangerous animals to
either fatally or non-fatally take down suspects. The degree of his accuracy
was to the extent that he can actually change his mass and weight with
transformations. However he cannot simply acquire an animal by touch; to use an
animal form most effectively he needs to observe them in the wild for prolonged
periods in order to perfectly copy their locomotion and attack methods.
Hence the first time Odo transformed
into a Bajoran pterodactyl he could imitate the animal’s weight and body
perfectly but didn’t actually know how to fly. Luckily he has a sizeable repertoire
of animals to come at his enemies with.
Defence: As a changeling, Odo requires
neither food nor water nor oxygen. He’s like a perpetual motion machine that
only needs to turn into a liquid state every sixteen hours to regenerate and
recharge. Since he has no organs or blood, Odo is immune to most melee and
projectile attacks.
During his time in the gamma quadrant,
Odo has honed his shapeshifting skills enough to be able to fool tricorders and
the scanners of most species; turning into objects and animals to avoid
detection.
Name: Deanna Troi
Height: 1.5 meters
Age: 40 years
Classification: Infiltrator, Negotiator
Hero Bonus: diplomatic, espionage
Bio:
When I was a kid, I thought that Dianna
Troi was the prettiest lady in the whole world. She, not Jessica Rabbit, was my
awakening woman; so to speak. And now she gets her pretty hands dirty in the PC
tournament.
Don’t let the good looks fool you, Troi
is both a master diplomat as well as an experienced spy who’s watched over both
primitive civilizations as well as the Federation’s most bitter enemies;
participating in black ops missions against both the Cardassians, the Romulans
and even the Klingons. She is intelligent, resourceful and knows when to back
off. Sort of like Ellie from The Last of
Us.
==LOADOUT==
Compression rifle—See MACO
Phaser Pistol—See MACO
Defence:
Hazard Suit MK2—See Hazard Team
Betazoid Empathy—As a half Betazoid,
Diana is a highly tuned empath; able to accurately and easily sense the
emotions of organic lifeforms even from several hundred kilometers apart. This
power has enabled her to know when seemingly peaceful aliens are about to go
apeshit and to know when otherwise violent aliens are considering a peaceful
option.
While she cannot read thoughts or minds,
Troi can read the emotional state of nearly any living thing and make use of
that; whether it’s making sure that negotiations work well or making sure that
a battle goes her way.
Name: Worf
Height: 1.8 meters
Age: 40 years
Classification: Warrior
Hero Bonus: combat, special forces
Worf is a bit of a joke online. Worf
Syndrome is a term for any guy who’s supposed to be a badass but gets his ass
kicked a lot. Now tell him that to his face and you’ll have about two seconds
before Worf rips your cock in two and feeds it to you.
Worf, son of Mogh is a hard-core veteran
of both the Starship Enterprise and Deep Space Nine. He’s gone over twenty
rounds with Jem’Hadar three times his strength, won in hand to hand combat with
Borg tactical drones. He’s commanded men both as an officer of the United
Federation of Planets and as a general of the Klingon empire. He’s equally
comfortable fighting on the ground or fighting aboard a starship. He will never
bow, he will never surrender and he will always fight for what he believes in.
Worf is looking for the perfect day to
die. You could be the lucky duck that dies with or against him. Think about it.
==LOADOUT==
Enhanced Compression Rifle—See Hazard
Team
Klingon Disruptor—See Klingon Warrior
Tetryon Gatling gun—See Klingon Warrior
Quantum burst Launcher—See MACO
Klingon Disruptor Pistol—See Klingon
Warrior
Melee:
Bat’leth—See Klingon Warrior
Mak’Leth—See Klingon Warrior
Defence:
Enhanced Klingon Armour—Warf possesses a
custom tooled suit of Klingon armour that possesses the tanking ability of
Klingon armour but also the medical and life saving powers of a Hazard suit. In
addition, his suit of armour is vacuum rated and possesses a helmet like a
Hazard suit.
Name: Tuvok
Height: 1.7 meters
Age: 109 years
Classification: special forces commander
Hero Bonus: combat, special forces
A studious young man from Vulcan, Tuvok
has served under Starfleet for more than a century; working as a scientist, an
explorer and eventually as head of security on a number of starships. Tuvok is
a survivor through and through; as a child he survived four months in the worst
part of the Vulcan desert with nothing but a ceremonial blade and his own wits.
During Voyager’s unplanned stay in the
Delta quadrant, he was constantly at work refining and improving the crew’s
technology and tactics against a universe of horrors while avoiding beating the
living fuck out of Neelix.
Tuvok has experience with a number of
special operations rescuing hostages, conducting sabotage against the Romulan
Star Empire and the Breen Confederacy. He goes into battle far behind enemy
lines to undermine the enemy before the lines of battle truly clash
==LOADOUT==
Long range:
Enhanced Compression Rifle—See Hazard
Team
Quantum Burst launcher—See Hazard Team
Medium range:
Federation Assault Rifle—See MACO
Short range:
Phaser pistol—See MACO
Explosive weapons:
Photon Grenade—See MACO
Name: Beverly Crusher
Height: 1.5 meters
Age: 49 years
Classification: Medic
Hero Bonus: combat medicine, research
Not Dr. Crusher's finest hour
While her son Wesley annoyed most of us,
Beverly Crusher was not only an accomplished Doctor but also an able and level
headed spy who worked in number of missions on behalf of Starfleet
intelligence. More than once she’s stopped wars either by curing engineered
diseases or pointing out that what was believed to be a bioweapon was a natural
occurrence.
In the past she’s cured bioweapons that
could wipe out an entire species to engineered diseases that were designed to
kill a specific family.
==LOADOUT==
Short range:
Phaser pistol—See MACO
Defence:
Hazard suit—See MACO
Name: Kira Nerys
Height: 1.5 meters
Age: 30 years
Classification: spy, skirmisher,
insurgent
Hero Bonus: Tactical, espionage,
guerilla warfare
By the time that Kira Nerys was born,
the planet Bajor had already seen forty years of Cardassian occupation. Her
people had become second class citizens on their own home world and her mother
was having an affair with the deranged, date rapist Cardassian overlord Gul
Dukat.
Her life has been a lifetime of war, she
not only fought the Cardassians and served for years as a Federation officer
aboard deep space nine but also helped the Cardassians build an effective
guerilla/terrorist organization that hounded and undermined Dominion
operations. Later on she would use similar training from her time in the
Bajoran Militia to deal defeats against the hostile powers of the Typhon pact.
Prior to the PC tournament, she has
become a cleric of the Bajoran religion. But she is no faithless preacher; she
is a mean motherfucking servant of the Prophets.
==LOADOUT==
Long Range:
Bajoran Phaser Rifle—See Bajoran Militia
Quantum Launcher—See Hazard Team
Photon Mortar—See MACO
Short range:
Bajoran Phaser Pistol—See Bajoran
Militia.
Explosive weapons:
Bilitrium grenade—See Bajoran Militia.
One of the weaknesses of the grenade was
the way they leaked anti-protons; giving them away to enemies who knew what to
scan for.
Special weapons:
IED’s—See Bajoran Militia.
Defence: See Bajoran Militia.
Name: Quark
Height: 1.2 meters
Age: 49 years
Classification: Businessman
Hero Bonus: diplomacy, economic
Diplomat by night, scummy Bartender by dinner, sleazy car salesman by lunch
I love what Deep Space 9 did for the Ferengi. They were still assholes but they
were allowed character complexity and even have a heart at times; like the
Goblins from WoW. Quark was a humble
Ferengi looking to screw everyone he met in life for some extra pocket change,
but his life was changed forever when the Federation took over an old Cardassian
mining station.
As the official Ambassador between the
Ferengi Alliance and the Federation, Quark has not only his personal business
acumen at hand but the resources of the Ferengi government at his disposal.
Through him, the Federation will be able
to buy the services of mercenaries and private military contractors that
otherwise their post scarcity society could not pay for.
Also through his work, Quark will be
able to establish trade and commerce between the Federation and nominally
neutral third party factions; boosting the Federation’s logistics
==LOADOUT==
Klingon Disruptor pistol—See Klingon
warrior
Defence: None
Name: General Martok
Height: 1.9 meters
Age: 65 years
Classification: General
Hero Bonus: combat, leadership
Every Klingon who fights on the
Federation’s behalf does so under the commission of General Martok; a highly
decorated general who comes from fifteen generations of soldiers. Martok is the
one who sees to it that his soldiers don’t get out of line; unlike his
Federation counterparts he doesn’t shy away from beheading as a response to war
crimes or even just bad manners.
Hailing from fifteen generations of
warriors and the first of his family to become an officer, Martok balances a
personal hunger for glory with a dedication to the wellbeing and defense of the
Klingon Empire
==LOADOUT==
Long range:
IKS B’Moth—A Klingon Bird of Prey and
General Martok’s flagship. See Bird of Prey for details
Klingon Disruptor rifle—See Klingon
Warrior
Tetryon Gatling gun—See Klingon Warrior
Short range:
Disruptor pistol—See Klingon Warrior.
Melee weapons:
Bat’Leth—See Klingon warrior
Mak’leth—See Klingon Warrior.
Defence: See Klingon Warrior
Name: Jean Luc Picard
Height: 1.7 meters
Age: 65 years
Classification: Captain
Hero Bonus: leadership, diplomacy, air
combat
The phrase, “Make it so,” is to me what
“Scotty, Beam me up,” was to my dad and what “Purge the Xeno,” is to my
brother.
I stand with Picard on the Kirk vs
Picard debate; the bald man has been around the galaxy and outside of the truly
idiotic Star Trek movies he’s a brilliant diplomat and a skilled hand to hand
fighter despite his advanced years. Picard has withstood brainwashing and
torture by hostile governments and negotiated his way out of truly unwinnable
situations.
He rides now into battle aboard his
beloved enterprise E, no longer the flagship of the fleet but still truly a
powerful and versatile starship.
What’s that? How many lights are there?
Really, how many?
It’s still four lights.
==LOADOUT==
Long range: Enterprise E—See Air section
Enhanced compression rifle—See Hazard
team
Short range:
Phaser Pistol—See MACO
Defence: See MACO
Name: Admiral Kathryn Janeway
Height: 1.6 meters
Age: 42 years
Classification: Supreme Commander
Hero Bonus: leadership, strategic
you heard her
Bio: Admiral Kathryn Janeway is the only
bitch bad enough to lead this army of would be peaceniks and explorers to
victory. She spent seven years in the Delta quadrant beyond reach or aid from
the Federation; she led her people to safety time and time again in the face of
the Borg and a thousand other threats and horrors.
Upon returning to the Alpha Quadrant,
Janeway rose to the rank of admiral and became the mastermind behind the Full
Circle project; a project to build a trans warp capable fleet that could truly
explore and connect the remotest corners of the galaxy.
Over the years she’s made hard
decisions, compromised with the worst sort of people; and like John Constantine
made a deal with the devil only to turn around and pull one over on old
scratch.
She commands the United Federation of
Planet’s forces from her personal starship, Voyager; now the most advanced ship
in the fleet.
==LOADOUT==
Voyager—See Air section for details
Name: Ezri Dax
Height: 1.5 meters
Age: 30 years
Classification: Counselor
Hero Bonus: morale, research
They took her symbiote, she took their lives
The woman known as Ezri Dax comes in two
parts; one is a young, brilliant woman named Ezri while the other is a sentient
symbiont who contains the knowledge and memories of eight lifetimes. Thus
despite her youth, Ezri was old by the time she was young. Among her past lives
were warriors, scholars, scientists and doctors; to say nothing of the memories
and knowledge she gained from her time in the dominion war. Thus she does in
fact hold expert level knowledge in several unrelated fields such as subspace
engineering, medicine and hand to hand combat as well as psychology.
Ezri has assisted combat engineers in
solving complicated mechanical problems while effectively treating war veterans
with PTSD in and out of the field. She has worked as a combat medic in the
worst war zones and has come out of intense physical and mental torture
unbroken at the hands of the Breen Confederacy.
Rest assured, in a war the scale of the
PC tournament, there is going to be a lot of shell shocked soldiers who will
need Dax’s help.
==LOADOUT==
Long range:
Compression rifle—See MACO
Short range:
Phaser pistol—See MACO
Defence:
Hazard suit—See MACO
Name: B’Ellana Torres
Height: 1.7 meters
Age: 37 years
Classification: Engineer
Hero Bonus: combat, research,
construction
I am here to kick ass and drink blood wine, and I'm all out of blood wine.
As a half human, half Klingon; B’Ellana
Torres never lead an easy life. Klingons mocked her for her mixed heritage
while the Federation betrayed her by handing over her home world to the
Cardassians as part of a misguided détente move.
Fiery tempered and very skilled; the
young half Klingon cut her teeth in the Marquis; a guerilla organization hell-bent
on fighting off the Cardassian occupiers in their space with any and all means
at their disposal.
During her time with the Marquis and
with the Starship voyager, Torres frequently made due as an engineer with only
a fraction of the resources and power output available to most Starfleet
engineers. During her time before and after voyager she assisted in weapons
research as well as formulating creative ways to get more power out of a warp
core; methods which are being circulated among Starfleet engineers to this day.
Oh, and she can kill full blooded
Klingon warriors with her bare hands; how does that grab you?
==LOADOUT==
Long range:
Compression rifle—See MACO
Short range:
Phaser pistol—See MACO
Melee:
Bat’leth—See Klingon Warrior
Mak’Leth—See Klingon Warrior
Defence:
Hazard suit—See MACO
Name: Alex Munro
Height: 1.8 meters
Age: 37 years
Classification: Special Forces Leader
Hero Bonus: combat, black ops
Alex Munro was one of the original
members of the Hazard team aboard voyager. Initially a reckless young man, he
learned the hard way that cowboy antics and gut feelings are a good way to get
your whole squad killed. Now after battling numerous foes, including a rogue
Romulan intelligence group; Munro is a highly patient and skilled commander who
knows when to go balls out and when to take the stealth approach.
==LOADOUT==
Long range:
Compound Grenade Launcher—See Hazard
Team.
Quantum Burst—See Hazard Team.
Enhanced Compression Rifle—See Hazard
Team
I-MOD (Infinity Modulator)—See Hazard
Team
Medium range:
Etherian Stasis weapon—See Hazard Team.
Special weapons:
Quantum Grenade Mortar—Similar to Photon
Mortar. More powerful and useful against heavily armoured targets.
Short range:
Federation Assault Rifle—See MACO
Phaser pistol—See MACO
Name: Miles O’Brien
Height: 1.7 meters
Age: 45 years
Classification: Engineer
Hero Bonus: research
More on this later
Hailing from a line of Irish kings and
Deep Space Nine’s resident drunk, Miles Edward O’Brien has served on a dozen
Starships and participated in over two hundred combat engagements. A veteran of
both the Cardassian War and the Dominion war, he served with distinction on
both Deep Space 9 and the Starship enterprise.
O’Brien has training both in hard
science and tactical training. During the Klingon civil war, he designed and
maintained the tachyon detection net which decided the outcome of the war. Several
times he’s used his immense knowledge of transporters to beam through shields
and scramblers.
While on in his years, O’Brien none the
less held his own against Klingon boarding teams as well as Jem’Hadar
extermination squads in shipboard battles.
Long range:
Compression rifle—See MACO
Short range:
Phaser pistol—See MACO
Defence:
Hazard suit—See MACO
Name: Geordie La Forge
Height: 1.7 meters
Age: 45 years
Classification: Field Commander
Hero Bonus: research, tactical
Laugh all you want, Geordi got me reading.
When he wasn’t teaching us the joys of
reading Geordie La Forge was on the cutting edge of technology aboard the
enterprise E and D. As Picard’s third din command, La Forge was a competent
commander with more to worry about than just the engineering section. During an
incident on planet Minos, the enterprise sustained damage and La Forge was put
in charge of a skeleton crew while the bulk of the ship’s personnel evacuated;
during this time he not only repaired the ship and rescued crew stuck on the
planet’s surface but also outmaneuvered a cloaked Romulan war drone.
La Forge is also a computer expert who
several times saved the Enterprise’s main computer from hostile alien computer
viruses and Trojan horses.
La Forge’s specialty though was in
making starships of various makes and species perform above and beyond their
expected limitations; breaking through a seemingly impenetrable cloaking
device, devised countermeasures to Borg technology and reverse engineering
various samples of alien tech.
Truth to power, Geordi
==LOADOUT==
Compression rifle—See MACO
Short range:
Phaser pistol—See MACO
Defence:
Hazard suit—See MACO
Name: Elim Garak
Height: 1.7 meters
Age: 53 years
Classification: Spymaster
Hero Bonus: espionage, sabotage
Before the rise of Jack Harkness, Elim
Garak was the gayest man on television. And just like good Captain Jack, Garak
is the last man you want to cross. Despite presenting himself as a simple
tailor, Garak is a former member of the Cardassian spy service; the Obsidian
Order.
Garak speaks over a dozen languages and
is an expert computer hacker, forger, grand champion liar and assassin. With
the aid of cosmetics and plastic surgery, he can pass for a wide variety of
humanoid creatures. He has been trained to resist torture, interrogation as
well as basic forms of telepathy and mind reading.
Yet despite coming across as an amoral
liar and killer, Garak is a man motivated by ideals. Though he laughs at the
Federation as naive and sickeningly optimistic, he agrees with their mission of
building a better tomorrow. Thus, what he fights for is worth more than his own
miserable skin.
==LOADOUT==
Long range:
Bajoran Phaser rifle—See Bajoran Militia
Medium range:
Klingon disruptor pistol—See Klingon
warrior
Misc weapons: Garak is able to either
improvise a variety of weapons or steal enemy weapons and repurpose them.
Melee: Hand to hand—Despite not being
much stronger or faster than a human, Garak when given a shoot shot can kill a
Klingon warrior by striking one of their few biological weak spots. Extensive
anatomical knowledge of a variety of species as well as years of combat
experience in the field make Garak a highly unpredictable and dangerous, if not
resilient foe.
Name: Julian Bashir
Height: 1.7 meters
Age: 38 years
Classification: Doctor
Hero Bonus: espionage, research
Garak’s unofficial gay partner, Bashir is
a rare example of a genetically modified human in the relatively non-GMO
society of the federation. Due to extensive modification of his genome as a
child, Bashir has strength and intelligence far beyond what a human being would
be capable of. Thus when tending the wounded he can work long past the limits
of an unaugmented doctor and multi-task like nobody else.
While a brilliant surgeon and doctor who
cured several artificial plagues on Deep Space 9, Bashir also has some unwanted
spy experience. Thanks to his run-ins with the shadowy Section 31, Bashir knows
how to handle intrigue, espionage and assassination attempts on himself and
others.
In addition to medicine, the doctor is
also vastly knowledgeable about cybernetics, computers and several branches of
physics.
==LOADOUT==
Compression rifle—See MACO
Short range:
Phaser pistol—See MACO
Defence:
Hazard suit—See MACO
TUNE IN NEXT TIME!!!!!
TUNE IN NEXT TIME!!!!!