Technological Marvels of The Star Trek Universe
The major empires of the Star Trek Universe, even during the 23rd century (the era of Starfleet’s “Five-Year Missions”) displayed a Tech Level around 15. In the 24th and early 25th centuries that mean Tech Level does not change all that much. In Traveller, or at least in the Dezzy Traveller Universe, Tech Level is presumed to lie on a logrithmic scale, with each higher tech level representing exponentially more development than the previous. The scaling is mostly abstract, blending the existing scale of benchmarks with arbitrary assumptions. Traveller and Star Trek both are realms of imagination, and the rules sometimes don’t count.
This causes a bit of a challenge when modelling Star Trek technology into Traveller terms. As mentioned, most of the Star Trek Universe is around TL 15. That gives a good “feel” to the far future technology. Impulse Drives, Computer Systems, Sensors, and such. Still, there are well established Star Trek technologies that are far beyond Traveller’s definition of TL 15. Antimatter, for example is TL 20 in Traveller, but it’s a fundamental power source in Star Trek. The common (though finicky) Transporter is TL 19. But the societies remain relatable to our 20th century experiences. I tend to equate most technologies in Star Trek to feel like the 3rd Imperium around 1105. Powerful personal computers, communicators, orbital and deep-space habitats. Gravity manipulation, all are pretty common for everyone wandering around the core systems of the various empires in Star Trek.
We’ll Save Starships for Next Week
There is an entire article that can be written about building the starships in Star Trek. Modelling Shields, Naval Weaponry, Warp Speeds and the like. We’ll address those next week. For this essay, I’m going to try to stick to more personal technology. The type that player-characters would be using on adventures.
Tricorder Readings, Communicators, and the Universal Translator
Let’s start with computers. The Tricorder is, in effect a portable computer with some high-end sensors, regardless of the Tricorder’s configuration (there are differences between the various specialty Tricorders, but overall, the function and hardware of a Tricorder remains constant). In Traveller, I’d call the Tricorder a TL 15 portable computer, that ranges in size between the pouch-portable box from the 23rd century all the way to a hand held carton in the 24th century that can fit in a convenient pocket. The Tricorder would have Computer/6 processing (which would allow it to support 6 Bandwith worth of software packages) and will be issued pre loaded with the Expert processes that reinforce the Tricorder’s purpose. It masses between roughly 1.5 kg (for the old box on a strap) to maybe .1 kg. It has incorporated in it’s hardware, a variety of sensors. Densinometers, Geiger Counters, Bioscanners, Neural Activity Scanners, EM Probes and even more specialized sensors. Tricorders are furthermore capable of analyzing data they have gathered through their sensors and data from a seperate computer (like a ships’ computer, or a mainframe) and using their Expert processes, draw conclusions and even limited speculation.
Communicators also vary in size. From the hand held devices with a flip screen antenna of the 23rd Century to the badge communicators of the 24th and 25th. They are uniformly small, and their mass, even as the hand-held communicator, is negligible. Communicators have an orbital range and are powerful and sophisticated enough to transmit and receive through all but the most intense interference. Of course, most people who use Fleet issued communicators (whether Starfleet, the Imperial Klingon Navy, the Cardassian Navy and so on..) often are trying to use their communicator within the most intense interference. Apart from the communicator’s form, the only real difference between 23rd Century and 24th Century communicators is the integrated Universal Translator. A communicator also has an integrated Computer/1 (23rd century) or Computer/3 (24/25th century). 23rd century communicators commonly have the Intelligent Interface Software Package installed, so the user can flip it open and open communications with a spoken phrase. 24th century communicators add Intellect/1 and Translator/1
The Universal Translator in the 23rd century is a self contained device around .5kg and is portable. By the 24th century communicators have Universal Translators (as already mentioned). The Universal Translator is a Computer/3 with Translator/1, Intellect/1 and Intelligent Interface software packages. Most ship’s computers in the Star Trek universe have the software packages for Universal Translators loaded as part of their general software. Which allows for verbal and written communication on board ship without the need for a separate device
Phasers, Disruptors, and Other Things That Go “Pew-Pew”
Energy weapons in the Star Trek Universe are very effective and deadly. Energy weapons configured as pistols, carbines or rifles have effectively unlimited ammunition for any given engagement. Exhausting a weapon’s charge is a complication the GM introduces in a given scenario.
Disruptor style weapons (the type used primarily by the Klingon and Romulan Empires, the Cardassian Union, and pirate syndicates) simply incapacitate on a successful hit. If such a target isn’t given immediate first aid, the target will die. Assuming the weapon doesn’t disintegrate the target outright. Whether or not a target is vaporized by a disruptor blast is a matter of the intensity the weapon’s output is set at. Sometimes, you need a body after shooting it.
Phaser weapons are far more versatile than disruptors. In combat, a phaser can be set to “stun” which will, upon a successful hit, incapacitate most targets (some especially large, robust, or strong targets can resist a phaser set to stun). A target incapacitated by a phaser’s stun setting is rendered unconscious for ten to fifteen minutes before recovering with a really nasty headache. A hypospray injection of a stimulant will wake a stunned target immediately (with the same nasty headache).
When set to kill or disintegrate, a phaser functions in the same manner as a disruptor weapon. Unlike disruptors, a phaser can also be used to cut or burn through hardened materials or heat objects until they glow and provide heat similar to a campfire (useful in a survival situation). There is a smaller phaser configuration, the Phaser I, which is a palm-sized weapon, easily concealable and non threatening. These small phasers are limited in effective accuracy and charge. Phaser I can support roughly 20 discharges on stun setting, 10 on kill setting, 5 on disintigrate setting. It can maintain a heated object for one hour per remaining charge, and can cut through up to 5 meters of reinforced bulkhead over the course of 10 minutes.
In Traveller terms, the disruptor weapons are TL 16 (like a Disintegrator), and phaser weapons are TL 17.
Armor
Personal armor is uncommon, but not unheard of. Starfleet Security often wears reinforced uniforms with close-fitting helmets. Klingon warriors wear heavy mesh armor as a part of their uniform. Cardassians have distinctive breastplates. Romulan junior officers often wear close fitting helmets.
In an environment of energy weapons that kill or disintegrate when they hit, this seems like a needless extravagance. However, a great deal of personal combat is done hand to hand with clubs, knives or unarmed strikes. In these instances, having a solid helmet or a reinforced tunic might turn a blade or cushion a blow. Most armor would fall into the categories of Jack or Mesh. Maybe in extreme cases like the Breen, Combat Armor.
Vacc Suits, or Hostile Environment Suits are also very common. They usually impose negligible encumbrance on the wearer and can be outfitted with a wide variety of sensors, computers and communications devices. Powered armor, like Battle Dress is not a common sight, even the Jem’Hadar, the Dominion’s endless ranks of ground troops do not use powered armor.
Medical Technology
In addition to the Medical Tricorder, most medical officers carry a first aid kit with a hypospray and a pharmacy of medications used in the field. With Transporters being common, first aid is intended to stabilize a patient long enough to be transported to a medical bed in sick bay. This colors the medkit.
Medkits in the Star Trek Universe are TL 15, and provide a +3 DM to any check to perform first aid. This means that even an unskilled person can use a medkit to attempt first aid with their non-proficiency penalty fully balanced by the supplies and the instruments in the medkit. When attending to a dying patient (all physical characteristics reduced to zero) a successful first aid attempt using a medkit will stabilize the patient, returning one of their physical characteristics to 1 immediately.
Medkits in the 24th century have mico-replicators that when used with a Medical Tricorder can replicate dosage for any medical drug needed at the time. In the 23rd century, medkits contain doses of the following drugs for the hypospray
- Anti-Rad
- Medical Fast Drug (slows patient metabolism by a factor of 60:1 Placing them in a state of suspended animation for prolonging life support) 60 days pass while the patient subjectively experiences a single day.
- Universal Vaccines, Antibiotics and Antivirals
- Panaceas
- Medical Slow Drug (increases patient metabolism by a factor of 30.) A medical bed or sickbay is necessary to make use of this drug. The patient will experience 30 days of accelerated healing in a single day. However unless treated with the resources of a medical bed (normally inducing a coma) the increased metabolism will cook the patient’s internal organs and brain.
- Stims
- Non-Federation medkits also have a supply of Combat Drugs.
Resistance is Futile
The Borg break a lot of these assumptions. They are cybernetically enhanced, networked into a communal matrix, and in general use higher Tech than the other empires in the galaxy. While the empires in Alpha and Beta Quadrants are around TL 15 by the 24th Century, the Borg are closer to TL 19 or 20. Borg technology is a bit beyond the scope of this short article, but GMs can feel free to use whatever unfair advantage their devious little hearts can dream up when sending The Borg after their player characters.
A Glance Into the 32nd Century
In the post-burn galaxy of the 32nd Century, the Star Trek Universe has advanced to at least TL 20. Teleporters are commonly used for inter-ship and inter-facility instantaneous travel. Programmable Matter can generate any needed device with just a command. Artificially designed sentience is self-replicating and have become species’ unto themselves.
Until next time, Go Boldly, Live Long, and Prosper!


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