Members | Sign In
Modiphius > STAR TREK: ADVENTURES
avatar

Intrepid ships compliment

posted Apr 27, 2018 17:54:50 by SteveHanson
I came up with this list for my campaign. Opinions are solicited and appreciated..

Crew Compliment
Total Crew: 141
Crew per shift: 47

Bridge Crew:
Command: 3 including Captain and XO and second Mate
Operations Controller: 3
Flight Controller: 3
Tactical: 3
Science: 3
Security 3

Sciences
Not including Chiefs
Astrometrics: 6
Xeno Archeologists / Anthropologists:6
Biologists:6
Linguistics:6
Steller Cartography:6

Medical
Doctors: 3
Nurses: 3
Counselor: 1

Engineering
Chief Engineers: 3
Engineers: 33
Officers: 8
Enlisted: 25
Warp Specialists:3
Impulse Specialists: 3
Small Craft Specialists: 3
Bio-Neuro Gel System Specialists:3
Transporter Operators: 6 (Enlisted NCOs)

Security Force
Officers:12
Crewmen:20
[Last edited Apr 27, 2018 17:55:30]
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
page   1 2 3 next last
37 replies
avatar
Shran said Apr 27, 2018 20:40:49
Vary nice, its interesting to see what all those 150-something crew members are supposed to do :)

3 Doctors seems high though. I think the Enterprise-D had 3 doctors plus a bunch of nurses - and that was for 1000+ people. I think one Doctor (the CMO) is enough for 150 people. Three nurses seems reasonable though. Maybe some medical technicians or medics instead of so many doctors?

What does the second mate do? I know this term from contemporary navies but not related to Star Trek.
avatar
briandavion1982 said Apr 27, 2018 21:13:29
3 doctors is indeed a bit high considering that when the voyager lost it's doctor they needed to activate the EMH.
avatar
SteveHanson said Apr 27, 2018 22:15:09
The second mate sits in the big chair during third shift. My thing behind 3 doctors was to have one available for all shifts. It us true though that canon indicates Voyager had one doctor...and the Maquis ship had none.
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
avatar
PatricHenson said Apr 27, 2018 23:13:09
If you use the Crisis Response mission profile (or whatever it's called - the medical one), then I could see having more medical personnel, but in general, I'd agree that a ship that size probably wouldn't have but one, especially since it comes equipped with an EMH (who could cover the time that the CMO is off-duty).
Is 12/33 officers in the security department a little bit high? Maybe not, I just think of most of them as crewman.

I really like what you're doing here! I was hoping for something like this in the books, so it's nice you're taking it upon yourself! 😅
[Last edited Apr 27, 2018 23:17:14]
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
avatar
SteveHanson said Apr 28, 2018 00:34:24
I'm thinking I may drop one of the doctors. I have some nice interplay going on with a pc and npc. The pc is an ensign. I have great difficulty with posting an ensign as a department head. The npc CMO is an old Denobulan who feels not quite up to the running and jumping and what all of an away mission...unless its to Risa.

12/33 officers/em is 1 to approx 3. I think you may be right. How about a 1 to 10ish ratio? 5 officers and 40 ems.
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
avatar
PatricHenson said Apr 28, 2018 13:19:18
I like that. Kind of an apprenticeship going on.

That seems about right to me.
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
avatar
TonyPi said Apr 28, 2018 13:25:13
The Treaty of Armens requires a rep from the Cultural Contact Office aboard Galaxy-class ships , but it strikes me as an interesting addition to any ship.


http://memory-alpha.wikia.com/wiki/Cultural_Contact_Office
Contributor to Continuing Mission at continuingmissionsta.wordpress.com. F&SF author.
avatar
Nathan.Dowdell said Apr 28, 2018 15:45:09
Okay...

Crew Compliment
Total Crew: 141
Crew per shift: 47

To start with, there's no inherent need to have every job duplicated perfectly across all three shifts, especially as emergencies will typically call senior staff to their stations regardless of what shift it is. If the Romulans attack, I don't care if the Captain is in bed and the Chief Engineer is kayaking on holodeck two - they report to their duty stations immediately.

Voyager's crew when it left drydock was 153; the common 141 number for its crew is during its journey in the Delta Quadrant, though it went up a little in later seasons.

Bridge Crew:
Command: 3 including Captain and XO and second Mate
Operations Controller: 3
Flight Controller: 3
Tactical: 3
Science: 3
Security 3

Using Voyager - as the second ever Intrepid-class ship - as a template, we can see a few things. A lot of them we can also see in TNG. Let's also pop up an image of the Voyager bridge.



The stations which are always in use are Tactical, Operations, and Conn, plus whomever is the Officer on Watch (i.e., sat in the Captain's Chair). Whenever someone leaves one of those positions, someone else steps in... but as far as I can tell, those relief bridge officers draw from a single pool, rather than being specific to each station. A relief bridge officer will staff Tactical as easily as they do Operations (indeed, relief bridge officer is basically Worf's job in TNG season 1).

The science station - the console on the port-side of the bridge, near the viewscreen and Conn station - is rarely used (we see Ensign Wildman use it a few times in early seasons); the similar one on the starboard side of the bridge is the Engineering station (used when B'elanna is on the bridge), again, only used occasionally. They're like the stations on the back wall of the Enterprise-D bridge: they're used intermittently and only when necessary.

So... you don't really need quite as many bridge crew overall, and they don't all have to be divided into hard categories like that. You might have a larger pool of bridge crew, but they don't spend every one of their duty shifts on the Bridge - we see Worf and Geordi doing other jobs in season 1 of TNG, for example - and we know that some other senior staff may take occasional gamma shifts, with the CO and XO covering alpha and beta shifts (again, TNG shows this: Data seems to take a lot of the gamma shifts, mainly as he doesn't actually need sleep and he's Second Officer as well as Ops Manager, but Dr. Crusher says she takes the night shift occasionally).

Sciences
Not including Chiefs
Astrometrics: 6
Xeno Archeologists / Anthropologists:6
Biologists:6
Linguistics:6
Steller Cartography:6

Firstly, the Astrometrics facility on Voyager was a unique construction designed in part by Seven of Nine, and its role seems to be a more advanced form of Stellar Cartography, so you've got some redundancy there.

I tend to imagine that few Starfleet science vessels have a fixed permanent science staff. Rather, scientists will be assigned and transferred according to the work they're doing and the mission a given ship is on; we have hints of this in TNG, though that's at least partly because the Enterprise-D is a huge ship with a vast crew, which can support a lot of missions simultaneously.

Scientist duties don't really need to be tied so heavily to duty shifts - you don't always need a duty Exobiologist - and could probably be thought of as a separate roster. They arrange themselves around lab time/resource access (you can't have experiment X and experiment Y active at once because they both use too much power) and the schedules of their research and experiments.

Overall, I'd probably drop the number of scientists with specific jobs, and then fill the space with research assistants, lab technicians, and similar support personnel (this is also where I feel that NCOs in the Sciences go)

Medical
Doctors: 3
Nurses: 3
Counselor: 1

Voyager has a notably small sickbay, and only had a single Doctor when launched. It lost its entire medical staff in the Caretaker incident, and was not initially assigned a counselor (the initial mission was only expected to be a short one), so I'd say that the extent of the medical department should depend mainly on how long the ship's mission is likely to take: you'll always need a minimum staff in Sickbay for emergencies (a doctor, a couple of nurses), but long-term missions require more personnel for routine medical needs.

Engineering
Chief Engineers: 3
Engineers: 33
Officers: 8
Enlisted: 25
Warp Specialists:3
Impulse Specialists: 3
Small Craft Specialists: 3
Bio-Neuro Gel System Specialists:3
Transporter Operators: 6 (Enlisted NCOs)

You have one Chief Engineer. You might have a couple of assistant chiefs who run Engineering when the Chief of Engineering is off-duty or off the ship. And, again, I think you're leaning too much on "every watch must duplicate all responsibilities equally": a degree of redundancy is fine, but if there's not an emergency, you don't necessarily need ultra-specialists all the time, and if there is an emergency, those specialists come and do their jobs regardless of what shift they're on.

Security Force
Officers:12
Crewmen:20

Simple, to the point, no problems here.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
avatar
briandavion1982 said Apr 28, 2018 16:31:56
One thing worth considering re Voyager and Intrepid crewing is the nature of Voyager's mission at launch. it was expected to be a short jaunt into the abd land to chase a maquis raider, chances are it had a smaller science crew as voyager would have likely been equipped and staffed for a pathfinding/tactical mission.
avatar
Megilered said Apr 28, 2018 17:04:29
I've been looking to do similar for the Bellerophon, so this is a useful starting point. There are some things I would do differently, but these are based on personal experience, rather than Star Trek canon, so YMMV.

Firstly, agree with Nathan that not all positions need to be duplicated across each shift, particularly the science department.

I would also keep the CO and XO out of the watch rotation (in opposition to what is in TNG), as they've got too much to do to spend eight hours a day sitting in a chair, and they are permanently 'on-call'. If the bridge contacts the captain multiple times in the middle of the night, he needs to be rested enough to make decent decisions. Instead, I'd have 'watch leaders' being in charge for each shift, supplemented by officers like Crusher who have passed the relevant course. Obviously as soon as the Captain or First Officer shows up on the bridge, they're in charge.

Also, I don't envision specific bridge officers for each station, nor that officers would spend an entire eight hours on the bridge. Rather, I would expect each station to be shared between three or four officers or crew from a relevant department (with Engineering and Science sharing the Ops station) per watch. In the event of an alert, the most experienced member of the crew for that station (the ops manager, chief of tactical and senior flight controller) will head to the bridge and take over, allowing the person already there to go to whatever their post would otherwise be. I presume the science and engineering stations are only manned when at alert, so as to take some of the load off the Ops Manager, who will otherwise be extremely busy.

As I said, just my view on how the ship should run, not necessarily entirely supported by the show.
avatar
SteveHanson said Apr 28, 2018 18:04:36
Nathan, my basic premise behind round the clock staffing is the concept of day shift/ night shift in space is arbitrary. Just because you've declared a certain part of a 24 hour block of time doesn't mean that anything outside the ship has to act accordingly. You're just as likely to be attacked or discover an anomaly at 0300 as you are at 1500.
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
avatar
StephenHumphreys said Apr 28, 2018 19:36:47
When I deployed as an aircraft maintainer my unit ran a day and a night shift (12-12). Each shift had a senior NCO in charge. However, the highest enlisted individual and the officer (me) split the shifts by working a 0600-1800 shift together. There are a lot of practical advantages to that in real life. It helps to avoid the 'shift wars' that are always a concern when 2-3 groups are sharing responsibility for the same stuff. The leaders get to interact with everyone rather than essentially forming factions. Also the time when things get goofed up tends to be shift change, so you want your leaders walking around during that time and making sure the hand-off is smooth. Being 'on call' all the time doesn't work well...it'll eventually wear anyone out, plus it's bad for morale ('I never see the Captain, do they just always hang out on the other shift? What, you guys don't see them either? What does he/she do all day while I'm working my tail off?). Now we absolutely did come in and take a look around in the middle of the night just to see what was happening outside of our regular hours...but not often. Remember that if the captain constantly wanders onto the bridge during someone else's watch it quickly starts to look like that more junior leader isn't trusted.

Now I know ST isn't real life...but remember that the leadership's 'real' function would be to ensure the people are doing their jobs and the ship is accomplishing its mission, not respond to interstellar weirdness every single day.
avatar
Aldaron said Apr 28, 2018 21:59:01
If it's of any help, I've attached a PDF of the complete crew roster of the Intrepid from my old campaign back in the days of LUG's "ICON" Trek. So yeah, it includes Centauran crewmembers, though these are easily swapped out. I built it with a random generator spreadsheet I probably still have somewhere - I'll hunt it down and post it if I can find it.

Hope it's of some use!

https://db.tt/S5ajSBgB57
[Last edited Apr 28, 2018 21:59:56]
avatar
Megilered said Apr 28, 2018 23:11:42
SteveHanson Yes, some positions have to be manned continuously for ships safety, but the specialist science positions probably don't, which will allow those personnel to sleep better. While day and night shifts may seem arbitrary without a sun, they are still important to the crew's own rhythms. In my experience, 0300 still feels like 0300 after months without daylight. Even in Star Trek, senior officers take the 'daytime' watches and more junior ones get gamma shift; unless you're lucky enough to have an android or member of a nocturnal species in your watchbill, I guess.

StephenHumphreys By 'on call' I don't mean for just crises situations, that's the same for the entire ships company. I mean that as the captain is ultimately responsible for the whole ship, he needs to be maintain a reasonable grasp on the state of the vessel and its surroundings at all times of the day, for months on end. I hear my captain being contacted by the officer of the watch for permission to change course, reporting new contacts etc (Starfleet doctrine may differ in how much initiative it allows bridge officers of course), and there'll be much more I don't hear. Even my head of department gets shook at odd hours for permission to carry out repairs, or for updates on machinery availability (and he'll immediately report that to the Captain). Months of that probably is wearing, but there's a tough selection process to weed out those that can't hack it.

None of the captains I've had really stick around in the control room during the course of the day; they're usually in their cabin (though if they had a ready room, I'm sure they'd be there) or they inform the OOW that they will be somewhere else on the boat so that he can contact them (not necessary with 24th century internal comms); they just turn up at the control room whenever anything important is about to happen. Doing routine rounds of compartments and managing on watch personnel is a job for watch leaders, and they're responsible to department heads for that. I see the captain maybe a handful of times over the course of several months at sea; I can't say I ever really question what he's doing day to day.

Again, Starfleet may well differ from a modern military, but at least some of that I put down to being a TV show.

Aldaron, that's cool. Logistics officers is a cool bit of detail I like, I had wondered whereabouts they fit in Starfleet.
avatar
StephenHumphreys said Apr 29, 2018 14:44:14
Thanks for that Megilered...your experiences in the Navy would definitely be closer to ST than what I was doing. Good for me to know. Is it like that on vessels of every size? I'm asking because I've been thinking about running a campaign on a Miranda-class with around 35 crew members...I'd expect the Captain to be more involved/more visible but you'll know better than me. How's that work?
Login below to reply: