Revolution Fleet: Starfleet Department Guides


Science officers work in a ship’s science department and spend their time experimenting and are responsible for scanning anomalies and other space oddities. Science relies on a fair amount of technobabble much like engineering plus a general idea of how science works in the real world.

Science officers are a key component in ‘Boldly Going Where No Man Has Gone Before’. As a scientist, you’ll always be on hand with some sort of scanner and have the opportunity to discover and investigate new life forms and phenomenon.

There are several subdivisions within the science department, such as stellar cartography, xenobiology and temporal mechanics.


While engineers maintain the ship, doctors and medical officers maintain the crew. The job of a Starfleet medical officer includes routine physicals, blood work and curing life threatening alien diseases - no pressure!

While roleplaying a medical officer, you have the opportunity to cure diseases, diagnose ailments, perform surgeries and above all - save lives. Medical officers come in various varieties, you can chose to play a nurse, medic or doctor. Your character might also have a specialisation such as paediatrics or neuroscience.

Many common illnesses and diseases are curable, thanks to The Future™. That said, there is a certain way to do things and not everything can be treated successfully. Here are your basic tools of the trade as a medical officer.

Hypospray: A handheld device that injects liquids, usually into the neck.
Biobed: A hospital bed fitted with diagnostic and restraint capabilities.
Dermal Regenerator: A device that regenerates skin, often used for cuts, burns and surface wounds.
Medical Tricorder: A portable, handheld scanner used for diagnostics.

There are a variety of medical drugs in the Star Trek universe. Here’s a quick rundown of the most commonly used treatments. Medicines like this are usually loaded into a hypospray.

Terakine: A painkiller, 10cc’s can be used to ease the pain of broken bones.
Anesthezine: An anaesthetic/sedative.
Cordrazine: A stimulant that awakens unconscious patients.

A basic knowledge of real world first aid is also handy, sometimes a tourniquet can do just as well.


To roleplay a good engineer, you don’t necessarily need a degree in engineering - you just need to know how to use good technobabble. This guide will explain the basics of an engineer’s role on a ship and what to do when you get stuck.

Engineers are the backbone of a starship. They are on hand to solve all manner of technical problems. When playing an engineer, you should have at least a general understanding of what a warp drive is, a ship’s defenses and observational equipment. These things are the most likely to be mentioned during a campaign.

Engineers tend to work in teams overseen by the Chief Engineer. An engineer's day-to-day activities (when the ship isn’t suffering any major crippling malfunctions) consist of routine checks on the warp core, running various diagnostics, tests and occasionally working on new technology or modifying existing components. They are also responsible for monitoring all ship functions.


The Security department is responsible for maintaining the peace aboard a starship or starbase. They act like a police force and investigate incidents within a crew or will be on hand to subdue an unruly guest. Security officers can also act as tactical officers and manage a ship's weaponry and shields from the bridge.

When not throwing people in the brig or patrolling, a security officer would be expected to maintain a good level of fitness as well as undergo routine training drills. Security officers are generally armed with a type-2 phaser pistol - or a phaser rifle depending on the mission or alert status. Security characters can be played in various ways, Klingon and Vulcan backgrounds fit well into this role due to their cultural disciplines and martial arts for example.

During a campaign, security offers might undertake several different roles. You might be required on the bridge, manning tactical stations and potentially firing off photon torpedos. Alternatively, your character might be part of an away team. Pay attention to your ship’s alert status, red and yellow alert often mean that security presence is increased. Some campaigns or even medical issues can require a security officer to be posted outside one's quarters and guests such as ambassadors might warrant bodyguards for their duration on a ship.

Whether you are a security officer, marine or otherwise - its important to follow standard roleplaying etiquette even during combat. This means do not assume the actions of other characters or the environment around you. For example, another character is acting unruly - it would be poor form to immediately put them into a chokehold and throw them in the brig all within one post. This type of action does not allow for the roleplay to flow or the other character to respond appropriately.

Be considerate of each character’s strengths and weaknesses. A Gorn for example is going to be able to squash a human child like a grape, but they might have at least some struggle with a larger, stronger human that has military discipline. Nobody’s character is an impenetrable god (unless the GM has something up their sleeve) so roleplay fairly.

Keep in mind your faction when roleplaying security characters. A Starfleet officer is probably not going to go in on somebody guns blazing when they have not shown to be a threat.