Hello I must appologize for this issue of SSN not meeting your expectations. Ihave been very busy of late, and not had the necessary time to work on SSN Experiencing a recent disk crash didn't help either. I lost an article written ny K.S. Chang on the rank hierarchy aboard trhe Enterprise. I hope the next issue will be better. I have included a data base of all TNG episodes in the Windows Card file format. If you don't like Windows. There are utilities on BBSs that will convert these card files to ascii. W.H. Lambdin "Bill's Bogus Star Trek Journey" or "What's Wrong in American Business and How to Fix It" by William Stone, III Copyright (C) 1991 by William Stone, III Star Trek(TM) and Star Trek(TM): The Next Generation(R) are registered trademarks of Paramount Pictures Corporation and are used without permission. No infringement is intended. Permission to download, upload, reprint, or otherwise freely distribute this article is hereby granted and encouraged, provided the author's name and all copyright notices are retained. _________________________________________________________________________ A couple of years ago, I had an idea. I talked it over with a lot of people, and they agreed that it was a good idea. It seemed that it was potentially very lucrative Let's see what you think. My idea was a Star Trek database not unlike THE STAR TREK CONCORDANCE by Bjo Trimble. Ms. Trimble's book is an excellent work, the definitive Star Trek reference of its time. Since it was written, five (shortly six) Star Trek movies have premiered and we're about to enter the fifth season of Star Trek: The Next Generation. The book can't help but be woefully out of date. Additionally, there is a whole new generation of younger Star Trek fans who've never heard of it. It has been fifteen years since it last saw print. I first imagined simply an updated printed Concordance, but quickly dismissed the idea. Such a book could easily weigh five or ten pounds, and I simply wasn't up to the task of producing something that large. ( Much later, while reading FidoNet's TREK echo, I discovered that moderator Marshall Presnell had been thinking along similar lines. Where I had turned away from a book in abject terror, he had embraced it. In fact, his version of the project - different from mine in many important respects - might be more inclusive of certain items. The sheer size and enormous work he took on in writing a printed work astounds me to this day. ) A computer database seemed far more workable. I have a lot of experence with problem-solving, though little with languages beyond BASIC - which I judged to be inappropriate for the task. I taught myself C - at least as much as I could. I started getting FidoNet's C_ECHO as a source for tutors. I wrote a lot of code. Just when it began to look like an impossible task, I stumbled over a copy of Matrix Layout, a desktop programming environment and code generator. Layout reduced my coding problems to simple logic errors. If you can find a copy, I heartily recommend grabbing it as fast as you can - if for no other reason than its impressive DOS shell. My father-in-law (a Mac GUI die-hard who works for Motorola) actually had something nice to say about my computer when he saw the Layout shell. But I digress. Suffice to say that using Layout, the interface for an object-oriented, fully relational database was up and running flawlessly in less than two months of spare time work. I call it "Memory Alpha - The Star Trek Encyclopedia on Disk". Here's how it works: from the DOS command prompt, simply type "MA". An opening screen (which can be cirumvented if the user so desires) pops up showing the Federation seal from NextGen. The program name appears, followed by the PC speaker whistling a couple of bars from the original Star Trek fanfare (I intended to add SoundBlaster and/or Adlib support in future versions). Using the pull-down menus, you can select browse or search options from a variety of database files. For example, the "Episode" file contains a complete episode listing (original, movies, and NextGen) current to the release date of the program. It shows stardates, original air dates, running times, etc. Accessable from the "Episode" file (either by using the pull-down menus, hotkeys, or clicking an icon) are the "Credits", "Synopsis", and "Encyclopedia" files. "Credits" opens a window showing the prodoction credits for the episode, "Synopsis" gives a 60-lines-or-less description of what happened in the episode, and "Encyclopedia" displays any new or interesting props, hardware, software, people, places, or things used or mentioned in the episode. Attached to the "Encyclopedia" file (by menu, hotkey, or icon) is the "Illustrations" file. By simply clicking on an icon, you could get a VGA-resolution picture of whatever the encyclopedia was describing (if applicable). For example, there are nine different VGA-level resolution pictures attached to the Encyclopedia entry on "Phaser": the phaser used in "Where No Man Has Gone Before", the phaser rifle from the same episode, hand phasers type one and two from Classic Trek, the phaser from ST-TMP, the phaser used in ST2-4, and the three types of phaser seen to date in NextGen. You can access any of the different datafiles at any time for search or browse. You can search by any number of criteria: episode name, air date, stardate, item name, illustration name, a name in the credits of an episode or movie. "Memory Alpha" will come up with the closest match and display it. Memory Alpha will run on any MS-, PC-, DR-DOS computer with 256k of memory, Hercules, CGA, EGA, or VGA graphics and a hard drive. You'll not appreciate the full quality of the graphics without VGA. My father (realizing that I was serious about the project after I spent last Thanksgiving scanning over 200 images with his handscanner) bought me a Logitech ScanMan Plus for Christmas. I now have several hundred graphics files in the database. They've all been meticulously "cleaned up" and colored using PC-Paintbrush IV+. Early this year, I was at a point where I had a working Beta-test copy of Memory Alpha. I decided it was time to contact Paramount about a merchandising license. After all, none of this work would do me any good if I was unable to market the program. I originally concieved of Memory Alpha as being marketed as Shareware. For anyone who may be new to computing, Shareware involves the author uploading a copy of their program to a computer bulletin board service or mainframe (such as CompuServe). The potential user downloads it, uses it for some period of time, and if they find it useful or enjoyable, registers it with the author. Registration is usually a minimal fee. In Memory Alpha's case, I intended to set the registration fee at $20-$30. Shareware has been responsible for such unqualified success stories as PKWare (authors of the PKZIP compression programs), Buttonware (PCFILE, PCWRITE, PCCALC), and Datastorm (PROCOMM). When I contacted Paramount, I learned that a Chicago-based company - Konami, Inc. - already held exclusive license to all Star Trek software. However, the Paramount merchandising attorney with whom I spoke told me that when he spoke with Konami, they were enthusiastic about the possibility of making a deal with me to publish Memory Alpha. I spoke with Konami representatives several times, culminating in a meeting in which I gave them my beta-test copy of Memory Alpha for evaluation. I also signed a legal document which said that they wouldn't steal my idea. About three weeks of silence followed. By talking with Paramount and a couple of people at Konami, I discovered that until my program Konami's sole focus had been game software. I had recognized their name as one of the largest producers of Nintendo games. When Paramount gave them the software contact, they assumed Konami would only be selling games. Konami assumed they could sell whatever they wanted to. Paramount (and I) didn't think Memory Alpha could really fall under the heading of "game", though it is clearly recreational. Paramount, therefore, wanted to negotiate a whole new contact with Konami - which would involve another licensing fee. Konami wasn't too keen on this idea. They eventually compromised. It was a compromise I didn't like. Konami claimed that their market research showed little interest in a Star Trek database. I claimed that if this was true, their market research was flawed. After all, Konami has a lot of expertise in selling Nintendo games, but no experience at all in selling databases. The two markets are decidedly separate. Nintendo games are played mostly by young kids and teenagers, and Memory Alpha would be targeted at teens and above. In any case, Konami's compromise with Paramount was that they would continue under the current contract, but Paramount would recieve a new licensing fee. Konami was unwilling to pay that fee, ostensibly on the basis of their market research. They were willing to market Memory Alpha if I paid the licensing fee. The fee was $10,000. That's slightly more than half of my total income for 1990. When I told Konami this, I was politely told they were no longer interested, but I should see them again when I have a project that doesn't require such overhead. I didn't give up at this point. What I needed was some kind of angle to get around Konami's contract to market Star Trek software. Since my minimal legal experience tells me that 90% of the contract is in the wording, what I needed to do was come up with a way to call Memory Alpha something other than software. I called it a hypertext document. In fact, the line between straight database and hypertext document was already somewhat blurred, considering Memory Alpha's interface. With a little modification, I could make that line extremely hazy. Hazy enough to get me my own merchandising contract. When I thought about it, I realized that there was no reason to limit myself to publishing just this one hypertext document. Theoretically, there was no reason I couldn't ask for a license to sell ANY Star Trek hypertext (or for that matter, straight-ASCII text) document, as long as it remained in electronic form. As far as I knew, it wouldn't interfere with Pocket Books' contract to publish printed Star Trek material. I pitched the idea to Paramount: I would start an electronic publishing house, S3 Enterprises. I would sell original Star Trek books, short-stories, electronic artwork, etc. I'd pay my authors. Memory Alpha would be the flagship of the line. I worked up a couple of new story concepts which would be indiginous to this line. All this would be marketed as Shareware, thus allowing Paramount an inroad to fan fiction. Paramount was ecstatic about the idea. The Paramount attorney had expressed his dismay with Star Trek fans from producing fiction, artwork, models, etc. all these years and not paying a licensing fee. On one memorable occasion, he was rather vulgar in his choice of adjectives about Star Trek fans. This seemed a somewhat short-sighted attitude, but as I was in a business negotiation, I kept my mouth shut. ( Aside: At this point, some people are going to wonder whether or not this attorney was Richard Arnold. He was emphatically NOT. I never met with Richard Arnold and never spoke with him. His name was never specifically mentioned. When we briefly spoke about how much creative control Paramount would have over the projects, I assumed that Arnold might be one of the reviewers that would be assigned to me. It was never specifically stated, and I didn't feel it was important to ask. It is my understanding, confirmed by my negotiations with Paramount, that Richard Arnold's duties do not include the granting or denying of merchandising rights. ) The Paramount attorney suggested I do a bit of test-marketing. With that in mind, I announced the project's intentions on America Online and sent out a few flyers. The response was immediate and very positive. I started getting story and article submissions immediately. The idea was pitched to a larger body consisting of Paramount's subsidiaries and sister companies. This included Simon and Shuster, the publishing firm that is the parent company of Pocket Books. Simon and Shuster thought the idea of electronic publishing was good. They thought the idea of anyone other than a Simon and Shuster firm publishing them was bad. Paramount's attorney reported to me that S&S showed "HUGE" resistence to the idea. That was that. Maybe. I contacted a Chicago copyright attorney and asked him if there was a way I could publish Memory Alpha without violating Paramount's copyright. He felt that I'd definitely have to dump all the copyrighted graphics files. That wasn't an insurmountable problem, because I could add a function to Memory Alpha that would allow the user to add graphics files themselves. If they happened to add copyrighted images to their own personalized database for their own use, it wasn't my fault. A Library of Congress search revealed a list of items as long as my arm that are either trademarks of or copyrighted by Paramount. These include such esoteric things as the words "Captain James T. Kirk", "Starship USS Enterprise", "Dr. Leonard 'Bones' McCoy", "Mr. Spock", "Star Trek", "Star Trek: The Next Generation", etc. The list of items I'd be forced to leave out of Memory Alpha or face possible legal action was tremendous. You should understand the implications of some of the copyrights Paramount holds. For example, any U.S. citizen named James T. Kirk (an unlikely event, I grant you, but possible) who attains the military rank of "Captain" would be in violation of Paramount's copyright. Whether such a suit could be won is doubtful. Nevertheless, Captain James T. Kirk, USMC would theoretically be in violation of Federal copyright statutes. Similarly, if Dr. Benjamin Spock's son wishes to be addressed as "Mr. Spock", he would theoretically be in violation of Federal law. While wading through the complicated morass of copyright entanglements, it occurred to me that this was a serious problem. Copyrights were originally intended to protect inventors from people or companies who might steal their inventions. They were intended to keep people from getting hurt, and thereby encourage invention and innovation. What happened is that large corporations such as Paramount (or Microsoft or Apple) convinced the Federal government that corporations were the same as people. Since they were people, they should be allowed to hold copyrights. Hence Paramount's list of copyrighted/trademarked words and the Apple/Microsoft "Look-and-feel" suit. A corporation is NOT a person. Allowing a coporation to hold copyrights DIScourages innovation rather than ENcourages it. I'd never risk writing a GUI that "looks-and-feels" like the Mac for fear of being sued by Apple. They'd slaughter me. They're a billion-dollar-a-year company, and I'm a $20,000-a-year employee. The same is true of Memory Alpha. Paramount can't be hurt if I published it. I'm not even using the characters in an innovative way. I'm simply reporting things that have already been seen on public airwaves. I'll never risk publishing Memory Alpha because I don't have the resources to fight a copyright suit from Paramount. I'd be slaughtered. If the Federal government wants to make copyrights work properly, they should only allow the originators of an idea to hold the patent/copyright/trademark. This includes employees of large corporations. Who came up with the underlying code behind Mircosoft Windows? Bill Gates? No. But he's the guy who makes the most money from the product. Why? Because Microsoft - not the inventors of Windows - hold the copyright. All they have to pay the people working on Windows is fifty to a hundred k a year. It's wrong. It discourages innovation, invention, and imagination. In my particular case, it means that I'm going to do one of two things with Memory Alpha. I'm not happy about either option. 1.) Release it into the public domain with a request for donations. 2.) Forget about it. As this point, I'm tired of the fight. I'm inclined to forget about the whole thing and move on to something easier. The idea of making it freeware galls me, because two years worth of hard work went into it, not the least of which was learning a new computer language. Additionally, I look like an idiot on America Online. On the basis of Paramount's suggestion, I asked for suggestions and submissions for an idea I'll no longer be able to follow through on. My next project is a nice integrated package designed for use in a psychology practice. My father (a clinical psychologist with his won practice) is paying me to use it himself, and he seems to feel that I might be able to cut into the integrated medical package market with it. Most medical packages are overkill and overspending for psychology practices. Most importantly, I don't have to deal with any legal restrictions. The idea and implementation is mine alone. William Stone, III 137 Golfview Drive Glendale Heights, IL 60139 FidoNet: 1:115/439.4 America Online: WRStone Data compiled by Scott Hollifield What follows is a TNG reference compendium I've compiled which lists all the planets, star systems, and other locations in the TNG universe which have been named on the show. I've tried to be as comprehensive as possible, but if you notice any I've missed, please notify me. This file is only updated through stardate 45208 ("The Game"). I haven't had the time to compile similiar information from the newer episodes. Later this season, I'll update this reference list. Also, the spelling of some of the locations is not Paramount-approved beginning with the fourth season episodes, for which I had only the shows to go by; I did try to be as phonetically sensible as I could. Each listing is referenced by episode name; the notation "passim" means that the listing can be found in a number of episodes. Finally, this file is QUITE long; I expect it to stretch over five 100-line messages. If you have no interest in reading or capturing this list, please skip this message and the next four after it. ===PLANETS======= 'aucdet Nine ("The Child") Acamar Three ("The Vengeance Factor") Achrady Seven ("Captain's Holiday") Actos Four ("Manhunt") Adelphus Four ("Data's Day") Alcyone ("Haven") Aldea ("When The Bough Breaks") Aldron Four ("Coming of Age") Alpha Centauri ("Elementary, Dear Data") Alpha Cygnus Nine ("Sarek") Alpha Leonis ("The Vengeance Factor") Alpha Onias Three ("Future Imperfect") Altair Three ("Encounter At Farpoint") Andor ("The Child") Angel One ("Angel One") Angosia ("The Hunted") Antede Three ("Manhunt") Antica ("Lonely Among Us") Archer Four ("Yesterday's Enterprise") Arloph Nine ("The Neutral Zone") Armus Nine ("Angel One") Asphia ("Angel One") Atlek ("The Outragous Okona") Aveda Three ("The Arsenal Of Freedom") Barzan Two ("The Price") Beltane Nine ("Coming of Age") Benzar ("A Matter of Honor") Beta Agni Two ("The Most Toys") Beta Delta One ("Evolution") Beta Lankel ("Redemption II") Beta Thoridar ("Redemption I") Betazed (passim) Betz Kupsik ("The Icarus Factor") Bre'el Four ("Deja Q") Brekka ("Symbiosis") Bringloid ("Up The Long Ladder") Browder Four ("Allegiance") Bynaus ("11001001") Canus Two ("Legacy") Cardelia ("Night Terrors") Cerberus Three ("Too Short A Season") Chalna ("Allegiance") Chandra Five ("Tin Man") Chaya Seven ("Booby Trap") Coltair Four ("We'll Always Have Paris") Cor Caroli Five ("Allegiance") Coridan ("Sarek") Daled Four ("The Dauphin") Delb Two ("The Drumhead") Delos Two ("Remember Me") Delphi Ardu ("The Last Outpost") Deneb Four ("Encounter At Farpoint") Deneus Three ("Contagion") Drema Four ("Pen Pals", "Family") Dulula Two ("The Best of Both Worlds Part 2") Durenia Four ("Remember Me") Dytalix-B ("Conspiracy") Earth (passim) Elidrel Four ("Darmok") Emila Two ("A Matter of Perspective") Ennan Six ("Time Squared") Evadne Four ("Clues") Farlet Three ("Silicon Avatar") Gagarin Four ("Unnatural Selection") Galen Four ("Suddenly Human") Galon Two ("Ensign Ro") Galor Four ("The Offspring") Galorndon Core ("The Enemy", "The Defector") Galos Two ("Darmok") Galvan Five ("Data's Day") Gamelan Five ("Final Mission") Gamma Eridon ("Redemption II") Gamma Hromi Two ("The Vengeance Factor") Gamma Tauri Four ("The Last Outpost") Gault ("Heart of Glory") Gemaris Five ("Captain's Holiday") Ghorusda ("Tin Man") Gonel Four ("Disaster") Gravesworld ("The Schizoid Man") Hali ("Heart of Glory") Harakis Five ("Clues") Haven ("Haven") Iconia ("Contagion") Icor Nine ("Captain's Holiday") Illicon ("We'll Always Have Paris") Iraatan Five ("The Most Toys") Isis Three ("Too Short A Season") Jarada ("The Big Goodbye") Jaros Two ("Ensign Ro") Jouret Four ("The Best of Both Worlds Part 1") Jupiter ("The Best of Both Worlds Part 2") Kabatris ("Angel One") Kaelon Two ("Half A Life") Kastel One ("Suddenly Human") Kavis Alpha Four ("Evolution") Kenda Two ("Remember Me") Khitomer (passim) Klavdia Three ("The Dauphin") Kling ("Heart of Glory") Klingon homeworld ("Sins of the Father") Koinoinia ("The Bonding") Konda Four ("Darmok") Laliah Four ("Galaxy's Child") Lappa Four ("Menage A Troi") Legara Four ("Sarek") Ligon Two ("Code of Honor") Lunar Five ("The Hunted") Lya Four ("The Most Toys") Lya Three ("The Defector", "The Hunted") M-Zed Five ("Heart of Glory") Magus Three ("Night Terrors") Malcor Three ("First Contact") Malkis Nine ("Loud As A Whisper") Manu Three ("Legacy") Marajeritus Six ("Manhunt") Mariposa ("Up The Long Ladder") Marishi Four ("Darmok") Mars (passim) Mazreldine ("The Icarus Factor") Melindi Seven ("Darmok") Melona Four ("Silicon Avatar") Micromius ("11001001") Minos ("The Arsenal of Freedom") Mintaka Three ("Who Watches The Watchers", "Allegiance") Miridian Six ("Future Imperfect") Mizar Two ("Allegiance") Mordan Four ("Too Short A Season") Mrinkus Five ("The Loss") Mudo Five ("Disaster") Nahmi Four ("Hollow Pursuits") Narendra Three ("Yesterday's Enterprise", "Redemption II") Nelvana Three ("The Defector") Novachron ("The Child") Oceania Four ("The Game") Ogus Two ("Brothers") Omicron Pascal ("11001001") Omicron Theta Four ("Datalore", "Brothers", "Silicon Avatar") Opraline ("Symbiosis") Orelious Nine ("Booby Trap") Ornara ("Symbiosis") Otar Two ("The Offspring") Pacifica ("Conspiracy", "Manhunt") Parliament ("Lonely Among Us") Peliar Zel ("The Host") Pelus Five ("11001001") Pentarus Five ("Final Mission") Pentarus Three ("Final Mission") Pentarus Two ("Final Mission") Persephone Five ("Too Short A Season") Practel Two ("In Theory") Quadra Sigma Three ("Hide and Q") Quazulu Eight ("Angel One") Ramatis Three ("Loud As A Whisper") Rana Four ("The Survivors") Rayna Six ("Q Who") Relva Seven ("Coming of Age") Ridal Four ("Half A Life") Risa ("Captain's Holiday", "Qpid", "In The Mind's Eye", "The Game") Romulus ("The Defector", "Redemption II") Rousseau Five ("The Dauphin") Rubicam Three ("Justice") Rutia Four ("The High Ground") Sarona Eight ("We'll Always Have Paris") Sarthon Five ("Qpid") Sarthong Five ("Captain's Holiday") Selay ("Lonely Among Us") Sentinel Minor Four ("The Best of Both Worlds Part 1") Septimis Minor ("The Ensigns of Command") Setlik Three ("The Wounded") Shantil Three ("Darmok") Shelius ("The Ensigns of Command") Sirrie Four ("The Most Toys") Solarian Four ("Ensign Ro") Soleis Five ("Loud As A Whisper") Streleb ("The Outragous Okona") Strnad ("Justice") Styris Four ("Code of Honor") Surata Four ("Shades of Gray") Tagus Three ("Qpid") Tanuga Four ("A Matter of Perspective") Tarella ("Haven") Tarod Nine ("The Neutral Zone") Tarsus Three ("11001001") Tarchannen Three ("Identity Crisis") Tau Alpha C ("Where No One Has Gone Before", "Remember Me") Tau Ceti Three ("Conspiracy") Tau Cygna Five ("The Ensigns of Command") Telaria ("Heart of Glory") Telenarius Four ("In Theory") Tethis Three ("Clues") Thalos Seven ("The Dauphin") Thandaus Five ("Loud As A Whisper") Theta Eight ("The Royale") T'llli Beta ("The Loss") Torona Four ("The Big Goobye") Tosma Five ("Darmok") Tra'nusah ("A Matter of Honor") Turkana Four ("Legacy") Vagra Two ("Skin of Evil", "Legacy") Valo One ("Ensign Ro") Valo Three ("Ensign Ro") Valo Two ("Ensign Ro") Vandor Four ("We'll Always Have Paris") Velara Three ("Home Soil") Ventax Two ("Devil's Due") Vulcan ("Sarek") Vulcana Regar ("Coming of Age") Xerxes Seven ("When The Bough Breaks") Zaldan ("Coming of Age") Zalkon ("Tranfigurations") Zedak Four ("When The Bough Breaks") Zeta Alpha Two ("The Best of Both Worlds Part 1") Zibalia ("The Most Toys") Zytchin Three ("Captain's Holiday") ===STAR SYSTEMS======= Alpha Omicron system ("Galaxy's Child") Argo system ("Silicon Avatar") Beta Cassius system ("Haven") Beta Magellan system ("11001001") Beta Renner system ("Lonely Among Us") Beta Stromgren ("Tin Man") Boratis system ("The Emissary") Braslota system ("Peak Performance") Calrabi system ("The Wounded") Cornelian system ("Where Silence Has Lease") Crucis system ("The Drumhead") Delos system ("Symbiosis") Delta Rana system ("The Survivors") Diamidian system ("Clues") Endicor system ("Time Squared") Epsilon Mynos system ("When The Bough Breaks") Gamma Origulon system ("Reunion") Garth system ("First Contact") Guernica system ("Galaxy's Child") Hayashi system ("Tin Man") Kazis system ("The Neutral Zone") K'Lon system ("The Nth Degree") Kleone system ("The Game") Kriosian system ("In The Mind's Eye") Lima Sierra system ("Loud As A Whisper") Maxia Zeta system ("The Battle") Memfa system ("Redemption II") Mira system ("Conspiracy") Nel Bato system ("The Most Toys") Obie system ("The Child") Omega Sagitta 12 system ("The Outrageous Okona") Omicron system ("Manhunt") Pegos Minor system ("We'll Always Have Paris") Pheban system ("A Matter of Honor") Praxillus system ("Half A Life") Quaayar system ("The Wounded") Rachelis system ("The Child") Rhemuvan system ("Night Terrors") Sigma Erani system ("The Most Toys") System J-25 ("Q Who", "The Best of Both Worlds Part 1") Theta 116 system ("The Royale") Triangulum system ("The Survivors") T-tauri system ("Clues") Xanthras system ("Menage A Troi") Zendi Sabu system ("The Battle") ===STARBASES======= Starbase 6 (The Schizoid Man) Starbase 12 (Conspiracy, Captain's Holiday) Starbase 14 (Code of Honor) Starbase 24 (Sins of the Father, Redemption) Starbase 36 (In The Mind's Eye) Starbase 45 (Too Short A Season) Starbase 67 (Disaster, The Game) Starbase 73 (Time Squared, Up The Long Ladder, Reunion) Starbase 74 (11001001) Starbase 82 (The Game) Starbase 83 (Q Who) Starbase 84 (Heart of Glory) Starbase 103 (Arsenal of Freedom) Starbase 105 (Yesterday's Enterprise) Starbase 112 (Identity Crisis) Starbase 121 (Hollow Pursuits) Starbase 123 (Tin Man) Starbase 133 (The Survivors, Remember Me) Starbase 152 (Tin Man) Starbase 153 (The Emissary) Starbase 157 (Best of Both Worlds) Starbase 173 (Measure of a Man, Q Who) Starbase 179 (A Matter of Honor) Starbase 185 (Q Who) Starbase 211 (The Wounded) Starbase 220 (Night Terrors) Starbase 234 (Redemption II) Starbase 268 (In Theory) Starbase 313 (Galaxy's Child) Starbase 324 (Best of Both Worlds) Starbase 336 (The Emissary) Starbase 343 (The Vengeance Factor) Starbase 410 (Clues) Starbase 416 (Brothers) Starbase 718 (The Neutral Zone) Starbase Zendi 9 (The Battle) Starbase 39 Sierre (The Neutral Zone) Starbase Scylla 515 (The Samaritan Snare, The Final Mission) Starbase G6 (Hide & Q) Starbase Montgomery (The Icarus Factor) ===STATIONS========== Argus Array ("The Nth Degree") Astral-Five Annex ("Booby Trap") Delta-05 science station ("The Neutral Zone") Darwin Genetic Research Station ("Unnatural Selection") Lya Station Alpha ("Ensign Ro") Nigala-IV Station ("Deja Q") Science Station 402 ("The Nth Degree") Star Station India ("Unnatural Selection") Station McKinley ("The Drumhead") Station Salem One ("The Enemy") Tango Sierra ("The Child") Tanuga Research Station ("A Matter of Perspective") ===OUTPOSTS========== Jupiter Outpost 92 ("The Best of Both Worlds Part 2") Krassner Outpost ("Suddenly Human") Norkan Outposts ("The Defector") Outpost Seran-T-1 ("Booby Trap") Sierra Six Outpost ("The Defector") ===STAR CLUSTERS===== Berusian cluster ("Devil's Due") Brectian cluster ("Silicon Avatar") Hromi cluster ("The Vengeance Factor") Idini cluster ("Too Short A Season") Lorenze cluster ("The Arsenal Of Freedom", "The Child") Zeta Gelis cluster ("Transfigurations") Pheonix cluster ("The Game") Pleiades cluster ("Home Soil") ===SECTORS & QUADRANTS========== Cardassian Sector ("The Wounded") Delta Quadrant ("The Price") Ficus Sector ("Up The Long Ladder") Gamma Quandrant ("The Price") Gamma Seven Sector ("Unnatural Selection") Kavis Alpha Sector ("Evolution") Menfa sector ("Redemption") Morgana Quadrant ("The Child", "Where Silence Has Lease") Oneamisu Sector ("Peak Performance") Onias Sector ("Future Imperfect") Romboi Dronegar Sector 006 ("Samaritan Snare") Sector 001 ("The Best of Both Worlds Part 2") Sector 30 ("The Neutral Zone") Sector 31 ("The Neutral Zone") Sector 63 ("Conspiracy") Sector 396 ("The Offspring") Sector 9569 ("Transfigurations") Sector 21503 ("The Wounded") Sector 21505 ("The Wounded") Sector 21947 ("Suddenly Human") Selcundi Drema Sector ("Pen Pals") Vega Omicron Sector ("The Icarus Factor") ===NEBULAE & SIMILIAR PHENOMENA===== Crab Nebula ("Manhunt") Gamma Erandi Nebula ("Menage A Troi") Ordek Nebula ("Allegiance") Outer Cometary Cloud ("Sins of the Father") Paulson Nebula ("The Best of Both Worlds Part 1") Proto-Star Cloud ("A Matter of Perspective") Mar Obscura nebula ("In Theory") Ngame nebula ("Clues") ===PULSARS & QUASARS======= Lonka pulsar ("Allegiance") Murasaki quasar ("Data's Day") ===ASTEROID BELTS & OTHER AREAS OF CHARTED SPACE========= de Laure Belt ("The Ensigns of Command") Deltived asteroid belt ("Deja Q") Denkiri Arm ("The Price") Galaxy M-33 ("Where No One Has Gone Before") Giles Belt ("The Most Toys") Neutral Zone (passim) Selimi asteroid belt ("The Offspring") Wolf 359 ("The Best of Both Worlds Parts 1-2") Icanian asteroid belt ("In The Mind's Eye") Ken Aitchison's Acronym list Please Note: * denotes a very frequently used acronym or term. UNIVERSAL ACRONYMS: SF - Science Fiction * ST - Star Trek * YA - Yet Another * - I am Grinning * :-) - Smiley face (Many variations) BTW - By The Way LOL - Laughing Out Loud FYI - For Your Information IMO - In My Opinion POV - Point of View FWIW - For What It's Worth GMTA - Great Minds Think Alike IMHO - In My Humble Opinion OTOH - On The Other Hand TTFN - Ta Ta For Now TTYL - Talk (or Type) To You Later TTYS - Talk To Ya Soon * ROTFL - Rolling On The Floor Laughing YADAF - YA Douglas Adams Fan * - Grinning, Ducking & Running COMMON TERMS (not acronyms) we use here: * CANON - what Roddenberry/Paramount decides is "official" Trek. TEASER - The part of then episode before the opening credits. R'NOLD - (Derogatory) Richard Arnold, Paramount's "Research Consultant" SPOILER - Discussions of shows/movies that would "ruin the plot" for some. TRAILER - A preview or commercial for an upcoming episode. SERIES and MOVIES: TAS - The Animated Series TFF - ST V: The Final Frontier TFS - The Film Series TMP - ST: The Motion Picture * TNG - The Next Generation * TOS - The Original Series TVH - ST IV: The Voyage Home TUC - ST VI: The Undiscovered Country TWOK - ST II: The Wrath of Khan TSFS - ST III: The Search for Spock EPISODES: RI - Redemption RII - Redemption II UI - Unification I UII - Unification II EAF - Encounter At Farpoint BOBW - Best of Both Worlds WNMHGB - Where No Man Has Gone Before (TOS) WNOHGB - Where No One Has Gone Before (TNG) OTHER TREKRONYMS: * E - Enterprise (EA = 1701-A, etc.) EX - Excelsior GR - Gene Roddenberry PT - Photon Torpedo SD - StarDate WF - Warp Factor BOP - Bird Of Prey ILM - Industrial Light and Magic NCC - Naval Construction Contract RPG - Role Playing Game SFX - Special Effect(s) SSN - (Something wonderful) TNZ - The Neutral Zone UFP - United Federation of Planets USS - United Space Ship IDIC - ì Diversity in ì Combinations LLAP - Live Long And Prosper TPTB - The Powers That Be (Paramount) * YATI - YA Trek Inconsistency IMOGR - In memory of Gene Roddenberry ROTBA - Reality On the Blink Again TNGTM - TNG Technical Manual TGBOTG - The Great Bird Of The Galaxy (Roddenberry, RIP) TREKNOLOGY: c - Speed of light (3 x 10^8 m/s) TS - Time Stream FTL - Faster Than Light O&S - (Mike) Okuda & (Rick) Sternbach IDF - Inertial Dampening Field SIF - Structural Integrity Field W10 - Warp 10 (Infinite speed) FASA - FAntaSimulations Associates F**A - (Derogatory) Same as FASA (they put out Tech manuals) VISOR - Visual Instrument and Sensory Organ Replacement S T A R T R E K T E C H N O L O G Y by Leon Myerson COPYRIGHT 1988 by Leon Myerson - permission to download and reprint this essay for free distribution within the ranks of Star Trek fandom is hereby granted provided the author's name and this copyright notice are retained. This essay may be periodically superceded by revised versions uploaded to Data Library 2 of CompuServe's Science Fiction Forum. DISCLAIMER SECTION: None of the ideas expressed in this essay are "official". All concepts put forth are solely my own opinions and speculations, and as such, might be completely contradicted by "official" Star Trek material issued in the future. I have drawn as much as possible upon the filmed Star Trek episodes and features, and refer to such "references" as the Franz Joseph blueprints and Technical Manual, and to the "Spaceflight Chronology" book, when I have found it useful to do so. At other times, I made it up. This material and any companion essays I may upload, are for the sole purpose of having fan-fun with the Star Trek universe. I have no connection whatsoever with ST:TNG or with Paramount, I just like to speculate regarding futuristic science. -Leon. Warp numbers do not directly refer to speed, but to power. Warp 1 is the power level required to enter the warp continuum, and is known as Threshold power. Warp 2 is twice that power level, etc. Fractional warp is simply less than Threshold power while the ship, though traveling via warp field effect, is still "in" the Einstein space-time continuum at sub-light speed. The unit of power between whole warp factors for a given vessel is one "Impulse", as in the ST:TNG episode "Conspiracy" when Geordi answers Riker's command to increase from Warp 5 to Warp 6 by acknowledging the addition of yet another full impulse to the power already coursing thru the warp nacelles. The formula relating the Warp number W to velocity in terms of C is not the hopelessly inadequate V = W^3. In Trek Classic's very first episode the Enterprise was seen at the edge of our galaxy. Even assuming this to be the near edge reached by going perpendicular to the galactic plane, it is still at least 1500 light years from Earth. At a cruising speed of Warp 6 = 216 C, the ship would have spent at least 7 years getting out there, then 7 more back. Nor would that formula fit the size of the United Federation of Planets' Treaty Exploration Zone mapped in the "StarFleet Technical Manual". This zone was pictured as being approximately 12,000 light years in radius, with both the Klingon and Romulan empires located at the rim some 60 degrees apart. Clearly, Enterprise did not require an excess of 50 years to reach the neutral zone. In the ST:TNG episode "Conspiracy", Picard and Riker confront the parasite mother creature in the guise of Lt. Cmdr. Remmick as he/it sends a beacon to the parasite beings' homeworld via StarFleet's own CommNet. The 3-D map of that network on the wall behind him fits almost perfectly the Treaty Exploration Zone of the Trek Classic Era. Instead of V = W^3, velocity is defined by the sum of an infinite series known as the 3rd-order Cochrane function, which is applicable to Tertiary warp effect fields such as are utilized by major Federation vessels from the Tritium class onward. The first term of this series is the familiar W^3, the second term is the integral of the first term, W^4/4, the third is the integral of the second, W^5/20, and so on, ad infinitum. Each term is the integral of the preceding term. Thus the common mistake so often made is to quote only the first term of the series as if it were the entire function. The behavior of this series is such that the terms rise in value at first, then become increasingly smaller so as to converge on a definite value. This may be calculated by the equivalent formula: V = 6 * { e^W - [ (W^2)/2 + W + 1] } where V = velocity, W = Warp factor, and e = base for natural logs 2.71828.. When calculated in this manner, this function gives the following values: Generated Uncorrected Power Warp Speed x C 1 1.31 2 14.33 3 69.51 4 249.59 5 779.48 6 2270.57 7 6384.80 8 17639.75 9 48315.50 10 131792.79 11 358809.85 12 976018.75 13 2653889.35 14 7214947.68 15 19613332.78 For starship designers, these numbers seemed too good to be true, and indeed they were. From the earliest days of starship operations, warp engines had always registered a small power loss as they were fed more than Warp 1 power. Defined as the difference between Generated Power and Delivered Power, this drain was ascribed to the faintly conceived notion of "continuum drag". It was Delivered Power that determined actual velocity according to the 3rd-order Cochrane function. As the phenomena was still too poorly understood for mathematical description, progressive increases in power generation capability had to be matched empirically with increases in Delivered Power via actual flight testing, and the term Warp Factor continued to refer to Generated Power. The Dilithium breakthru made it possible to generate unprecedented multiples of threshold power, and led to the Federation's investment in the Constitution class vessels. Able to safely generate and sustain Warp 8 power, these ships found the drag/drain worsening rapidly at the higher levels. It was the USS Enterprise, under Christopher Pike, that first challenged the "Warp Barrier". After three month's total overhaul at the Terran Orbital Shipyards personally supervised at every stage by Montgomery Scott, the ship went on speed runs pushing her anti-matter reactors as high as Warp 13 for a few seconds at a time. The resulting measurements at last permitted Scott to define the continuum drag equation: tan(A) CDF = G - ------------------------------------ + 10 (G-S) + (tan^2(A)+((G-S)^2)-1)^(1/2) and thus D = G - CDF where D = Delivered Power; G = Generated Power; CDF = Continuum Drag Factor; A = 5.1050881 radians; and S = 9.8658770244 (Scott's constant). The corrected table of Warp speeds is therefore: Generated Delivered Warp Speed Power Power x C 1 1T A 000 1.31 2 1.98354 13.91 3 2.96260 65.98 4 3.93509 230.94 5 4.89755 696.42 6 5.84370 1926.80 7 6.76140 4999.38 8 7.62571 12075.26 9 8.38615 26048.20 10 8.96633 46707.91 11 9.33067 67348.90 12 9.53548 82717.85 13 9.65322 93087.64 14 9.72615 100151.85 15 9.77477 105155.01 Old Warp New Warp A graph of Scott's equation plotting Generated Power as X against Delivered Power as Y, shows that at threshold power (Scott's equation and the 3rd-order Cochrane's function are not applicable below this point) X = Y = 1, and the graph line proceeds at an almost 45 degree angle assuming equal scales. (This graph is available as WARP10.RLE in DL2 for those with IBM PCs or compatibles.) But as Generated Power exceeds 8 times threshold level, Delivered Power deviates ever more significantly and the graph curves sharply to the right. The curve is half of a hyperbola, rotated by angle A, with the significant asymptote line represented by the equation Y = 10, so that while the Generated Power may go arbitrarily high, the Delivered Power will only approach ever more closely but never equal 10. The speed value for Warp 10 from the uncorrected chart, 131792.39 times the speed of light, is the theoretical limit of the Tertiary warp effect, and can only be approached, never equaled or exceeded. This is also the velocity of such warp continuum energy transmission phenomena as sub-space radio and the standard phaser effect. (The complete hyperbola is graphed in WARP_X.RLE, also in DL2.) By the time of ST:TNG, it had become standard practice to quote Warp factors in terms of Delivered, rather than Generated, power. This explains the apparent discrepancy between the eras. Overall Generated Power capabilities are still crucial to military vessels, as even a few dozen extra C's may mean the difference between success and failure when outrunning or persuing an opponent. Here then is the standard warp factor scale used in the 24th century: Delivered Generated Tertiary Power Power Warp 1 1.0000000000 1.31 2 2.0167653720 14.33 3 3.0383208502 69.51 4 4.0670614879 249.59 5 5.1072983806 779.48 6 6.1676537197 2270.57 7 7.2682459514 6384.80 7.5 7.8487197368 10628.50 8 8.4694304149 17639.75 8.2 8.7364919027 21588.78 8.4 9.0203187626 26414.32 8.6 9.3280961537 32310.48 8.8 9.6717993420 39514.34 9 10.0729838055 48315.50 9.1 10.3071067812 53422.73 9.2 10.5747605008 59067.65 9.3 10.8903152831 65306.85 9.4 11.2777216596 72202.80 9.5 11.7800905867 79824.61 9.6 12.4836439773 88248.61 9.7 13.5895662949 97559.17 9.8 15.7014109302 107849.55 9.9 21.8369448362 119222.79 10 INFINITE 131792.79 New Warp Old Warp Velocity x C To calculate the Generated Power corresponding to a given Delivered Power level, use the formula: ((D-10)^2*(tan(A)^2-1)-tan(A)^2 G = S - --------------------------------- 2*(D-10)*tan(A)) An interesting aspect of the 3rd-order Cochrane function is that Warp 1 is not C but 1.31 x C. Taking the reciprocal of this number, 0.763, gives what is known as threshold velocity. Under fractional warp power, a starship "accelerates" as the power is steadily increased. At Warp .99999 etc., the ship is traveling at 0.763 x C. Transition occurs, an explosive event accompanied by the hauntingly beautiful phenomena known as the Chromatic Detonation, the optical analog of a sonic boom. In the next micro-instant, the ship is on "the other side", traveling through the warp continuum at 1.31 x C. The ship is never observed at speeds 0.763 < V < 1.31 under normal conditions. It should be noted however, that the boundary layer of the warp field effect creates an envelope of 4 dimensional Einsteinian space-time within which the ship travels. Therefore, all the familiar physical laws of the "ordinary" continuum still apply within the envelope. From the outside, it appears as though a space-time anomaly were manifested sequentially along a linear path. Fleeting, multiple images of the vessel in the center of the anomaly are created at widely spaced intervals which grow more distant at higher warp factors. Light coming from within the envelope gathers at the boundary layer until it reaches optical crossover threshold, at which point it "pulses" through, thus re-entering normal space-time to project the image of the ship. This effect was nicely filmed for the climactic scene in ST:TSFS when we see the Enterprise fleeing the detonation of the Genesis Device. External light enters the envelope via complex optical interaction with the warp field boundary layer. The micro-instant lost for photons in front of the ship's path to cross the boundary layer causes them to appear to originate from directions shifted away from the line of motion in favor of apparent origins perpendicular to the direction of travel. While an optical blind spot exists directly behind the ship along the direction of motion, due to the superluminal velocity involved, the tear-drop shape of the overall warp field minimizes the area so blanked out to a vanishingly small region. The overall effect is curiously symmetrical to that observed by vessels approaching light speed in normal space-time. Such a vessel would see its 3-dimensional field of view collapsed into twin circles of light in front of and behind the ship, with a band of darkness around its mid-section. A vessel in the warp field traveling at superluminal velocities experiences a tunnel-like effect in which the dark region consists of circles in front of and behind the vessel, and its view of the universe is projected onto a cylindrical tube which the ship appears to travel through. Of course, the ship's computers correct for this effect to present an intuitively "normal" view upon the bridge and other viewscreens. Windows facing port or starboard reveal a relatively normal view without sophisticated correction, others have internal holographic layers which serve as the functional equivalents of corrective lenses to keep the view at least intelligible, if not exactly accurate. Sometimes a foreign body, such as small pieces of asteroidal rock or chunks of cometary ice are pulled into the forming continuum envelope as a starship achieves transition. Usually this is a harmless occurence, unless the "dragger" is massive enough to damage the hull if it should collide with the vessel. If so, the ship will usually power down below threshold to release the object, otherwise it can remain within the influence of the warp field effect and go along for the5.84o the starship's scheduled destination. An unusually extreme instance of this effect occurs in ST:TMP when the old Enterprise, bucking wildly from her imbalanced engines, pulled a whole asteroid into the warp envelope formed around herself, and was forced to pulverize it with a photon torpedo. Old space junk from various inhabited systems often gets distributed about the galaxy in this fashion, centuries in orbit about their star of origin affording plenty of time for a chance encounter with a transitioning starship. Some of places identifiable objects ultimately turn up can be downright humorous. Items too small to possibly damage a vessel thru its deflector shield are usually ignored, especially when they have no possible salvage value. An example would be the cryonics satellite found just prior to the NCC-1701-D's recent visit to the Neutral Zone which originally WAS orbiting Sol, minding its own business for centuries. People in the future tend to leave space junk that old alone, the objects most popular as tourist sights actually being protected with "landmark" status. A sleeper ship such as Khan's would certainly have been detected, but the cryonauts registered NO life signs at all, so no one ever knew what was in this craft. Eventually, a starship pulled it into its envelope and carried it thousands of light years out to the vicinity of the starbase Enterprise was visiting for Captain Picard's conference with StarFleet authorities regarding the apparent loss of stations near the Neutral Zone. This is also now considered the most probable explanation for the early 1990's Voyager 6 probe having reached a black hole capable of sending it to the "machine" planet, as various research ships have made many voyages directly from the Sol system to known black holes since warp drive was first employed. Its return to the Sol system as "V'ger" prompted some talk off a system wide clean up of old hardware, but nothing ever came of it. The relativistic time dilation experienced at Tertiary threshold velocity is such that time passes at 64.6% per cent, or roughly 2/3's, the "normal" rate of objects "at rest". This time dilation factor goes along with the ship as the warp effect envelope separates from normal space/time in crossing over the threshold, and remains stable thereafter, so that all the time spent under way at superluminal velocities is discounted by 1/3 for those on the vessel vs. those staying behind. The effect is rather conveinient for starship crews, as it effectively cuts by 1/3 the travel time between stop-overs, and since all Tertiary warp vessels experience it, there is no disadvantage in reaction time against opponents. There are social aspects to the cumulative effect of a lifetime career devoted to star travel, in that one's age starts falling behind that of friends, family, and above all spouse's left behind. In the 2nd, 3rd, and 4th feature films, we see James Kirk wearing four bars and three dots on his sleeve, indicating 23 years service in StarFleet. Yet his birthday depression in ST:TWOK and the presence of the fully grown David Marcus all point towards a 50th birthday. Assuming Kirk graduated the Academy at the normal age of 22, adding 23 years leaves a 5 year gap. The gap is simply the cumulative effect of the time he's spent cruising at warp speed. For married personnel, this "age gaping" becomes a serious problem over a lifetime, and was a major factor in StarFleet's decision to allow families to go along on its latest vessels of the ST:TNG era. A very important aspect of this effect derives from the behavior of the threshold cross-over phenomena in the presence of intense gravitational fields, such as would be found near stellar bodies. The intense warping of space/time already imposed upon the region of the continuum nearest the star causes it to become more tolerant of extreme profile skewing than normal space. As a nearby ship accelerates, the threshold velocity is reached, but cross-over does not occur, one has to increase the degree of skew with still more power. This means going nearer to lightspeed while still in the normal continuum, thus the time dilation factor increases. Since the time dilation at cross-over remains in effect throughout the period spent in the warp continuum's sub-space, it is possible to retard one's own rate of time passage to an arbitrarily high degree to assist in making extremely long voyages. Some of the early Federation exploration ships, such as the famous USS Horizon, used this sort of maneuver on occasion, but more often avoided it due to the detrimental effect upon shipboard reaction time it causes. Merchant vessels sometimes tried it, but the extreme danger of maneuvering so close to a star led first to uninsurability and finally to outright regulatory prohibitions against the practice. Ships full of colonists almost always housed them in sleeper chambers, an old and proven technology dating as far back as the late 20th century, leaving only the crew awake. One of the greatest scientific discoveries made by the original NCC-1701 Enterprise was that if a ship went EXTREMELY close to an object of stellar mass while in the normal continuum, then poured on maximum power to force its way to threshold before putting significant distance between itself and the gravity field of the celestial body in question, then the effective threshold velocity could actually be slightly above lightspeed, and the associated time dilation not only extremely large but NEGATIVE. This is the essence of time travel under what has become known as the breakaway maneuver. The class of phenomena known as "time travel" are extremely complex and remain poorly understood. Most recorded incidents have involved multiple effects which, in the absence of a fully developed theory of time, are often difficult to untangle for separate description and analysis. The Enterprise's unintentional journey to the Terra of the late 1960's began with an accidental encounter with an uncharted black hole. The unusual properties of this particular hole had attracted their attention, resulting in the Enterprise making a low warp speed sensor pass. The anomalous readings prevented them from realizing the nature of this object until it was too late. The hole's intense distortion of the continuum pulled the Enterprise out of warp, where the ship was in iminent danger of being sucked into the hole itself. On Kirk's orders, Sulu applied full emergency power in a desperate attempt to fight their way back to threshold so as to to re-enter the warp continuum, but even as the mighty starship trembled under the effort, the threshold power level was moving higher and higher as they neared the event horizon. With seconds left before the end, Mr. Scott in engineering surmised the nature of their situation. Knowing the ship could never make the rising tertiary warp threshold in time, he engaged the emergency circuit breakers to take the tertiary booster coils offline, and diverted 100% of the reactor output into what was now a lower threshold secondary warp field system. The collapse of the tertiary field into a secondary one "collided" with the rapidly growing overall power level, kicking the ship into the warp continuum with such explosive force that she briefly left sub-space itself on a kind of "ballistic arc" OVER rather than thru the warp-space she would normally traverse. It would take Spock many weeks of theoretical study and analysis before he would devise a tentative explanation for their seemingly miraculous appearance within the Terran atmosphere. Ultimately, his explanation for their movement thru space as well as time rested upon two major points. First, time travel does not permit violation of the conservation of mass law. One cannot simply send 200,000 metric tons of starship back in time to coexist with an "earlier" copy of the same 200,000 tons of matter without in some way compensating for the effect such functional duplication of mass will have on the overall gravitational process of the cosmos. Second, in this particular incident the mode of compensation took the form of an exchange or displacement of the 20th century matter that would one day be the Enterprise and her crew, this material swapping out of the normal plane of existance to reside in the hyper-continuum the ship had traversed to reach its destination. Therefore, in a manner related to the phenomena of "symmetry breaking", the cosmos "selected" as the ship's re-entry point a location determined by the whereabouts at that time of the raw materials which would one day be the Enterprise and her crew. As most of this material would be found on Terra in the 1960's, that is where the ship materialized. Fortunately, not quite all of the material constituting the Enterprise was of Terrestrial origin, or the ship would appeared at the center of the Earth instead of 5 miles above its surface. That it wasn't 5 miles below the surface instead was simply good luck as to the total net effect of the mass-origin location factors. When the Enterprise returned to its proper place in time, the older version of her material constituents resumed their proper place in the continuum as well. Later studies of the "breakaway maneuver" and its associated parameters revealed that had this early incident not involved such extreme conditions, the time traveling starship would have remained "linked" to the net gravitational influence of the star used as the initiator mass. This would have caused the celestial body itself to assume the role of adjusting its own impact on the expansion of the universe to compensate for sending a vessel back in time, and would permit such voyages thru time while retaining the ability to target spatial destinations as well. This type of controled temporal translation was successfully demonstrated by the Enterprise via Sol during the mission Kirk's log describes as "Assignment: Earth", and was later employed from a captured Klingon cruiser to solve the "Whalesinger" crisis. Given the operational parameters of starship reactor systems, the time it takes to build up power applied to generating the warp field effect normally requires an initiator mass the size of a star or greater to perform the breakaway maneuver. A planetary mass is just too small under most circumstances as the vessel will have already moved too far from the center of its gravitational field before attaining threshold power where the time dilation effects are manifested. This does not mean it isn't possible to use a planetary mass as the initiator, only that the ship in question would have to bring up its power output in an incredibly rapid surge to do so. The only known means of doing this is the all but suicidal technique of deliberate implosion to "cold-start" completely shut down power systems. Only one ship, NCC-1701, is known to have ever survived this procedure. Historians remained baffled as to why the crew dubbed the gambit an "Irishman's Chance". Were you to travel back in time without triggering some form of gravitational impact compensation for your mass, the continuum would soon destroy you via an effect strikingly similar to the manner in which a living creature's immune system destroys that which does not belong. The unfortunate time traveler would experience progressive disintegration as the particles of his/her body are randomly pushed back to their own correct time. An advanced form of such compensation was an integral part of the Atavachron, which functioned by actually forcing open "portals" between times. As Kirk, Spock, and McCoy went through the portal but bypassed the compensation stage, they were in grave danger and had but little time to return. Sarabeth could not return with them unless they could have learned to use the machine to compensate for her entry into their era, but alas there was no time for that before the star in that system went nova. Just as the 3rd-order Cochrane function is known as Tertiary Warp, the 1st and 2nd orders represent Primary, and Secondary Warp. Primary Warp is the function consisting of the sum of the infinite series begining with X plus (X^2)/2 plus (X^3)/6 etc. As with the 3rd-order series, it may be calculated with the equivalent formula (e^W)-1. This was the first type of warp field effect propulsion system developed, and it is still in use on later vessels as the Impulse Drive sub-system. When Secondary Warp drive systems were developed, governed by the 2nd-order Cochrane function consisting of the sum of the infinite series begining with X^2 + (X^3)/3 +(X^4)/12 etc., equivalent formula: 2*((e^W)-(W+1)), it was learned that they, and all higher order warp fields, were dangerously unstable at low fractions of threshold power. This forced the retention of some form of Primary warp drive, though it need not handle enough power to go superluminal. All warp field effects are created via the use of superconducting Cochrane coils, which are wound according to the complex topological patterns defined by Impulsor Calculus, the branch of mathematics developed by Zephram Cochrane to express the new kinematics and mechanics resulting from his successful unification of gravity with the electro-strong-weak force of quantum physics. As this essay is intended for a 20th century audience, ethical constraints place severe limits on the range of comments that can be made on this subject, but the inference should be obvious that if theoretical physics has mastered the unification of the primal forces of nature, it becomes possible to use a force easily generated and controled, such as electromagnetism, to manipulate phenomena normally governed by another force, such as gravity. Cochrane's mechanics superceded Einstein's, as his in its time supplanted Newton's. Each is "true" or at least acceptably valid, within its range, and may be thought of as a special case approximation of its successor, which is itself regarded as a superset of its predecessor. The following clues to Cochrane's accomplishment, paraphrased from the preface to his own textbook, are deemed safe for 20th century humans. The first is that while current attempts to build ever larger particle accelerators will lead to the unification of the strong nuclear force with the electro-weak force, this approach will not be successful with gravity. The reason is that while accelerators of sufficient power approximate the fantastic extremes of temperature and pressure found during the era immediately following the Big Bang, it was not these aspects of the early universe but rather the extreme curvature of space-time then in force which wedded gravity to the other forces. As space-time expanded, or flattened, gravity was the first force to de-couple from the others. The second clue is that while Newton's mechanics were based upon the Euclidean model of geometry, and Einstein's was grounded in 19th century alternatives such as that of Riemann, Cochrane found the mathematical tools he needed to join the probability functions of quantum physics to the structures defined by distortions of space-time in the "strange attractors" of Fractal Geometry's framework for the study of "chaos". The warp effect itself derives from Cochrane's advanced concepts of gravitation under which the interaction between the mass of a physical body and the surrounding space/time matrix defines a complex mathematical field known as a continuum profile. On a purely theoretical level, Cochrane was able to establish a new understanding of the term velocity by demonstrating an intriguing difference in the continuum profiles of moving objects versus those stationary relative to the observer. All objects having mass distort the space/time continuum around them, but when an object is in motion relative to the observer, the pattern of the this distortion, known as the continuum profile, becomes skewed along the direction of travel. Space/time is not infinitely malleable, it takes a minute but finite interval for gravitational distortions to be fully manifested upon newly encountered regions. Because of this propagation-time factor, the region of space/time in front of a moving object at a given instant is not as distorted as it would be had the object in question been excerting its gravitational influence on it for an arbitrarily long period, and the region behind the traveling body shows excess distortion because of the time it takes to flatten back to its undisturbed state. The concept of relative motion remains in force, for the skewing of the continuum profiles of all objects in the universe is measured from the vantage point of the observer's own comparably skewed line of travel. In measuring the velocity relative to himself, the observer is actually noting the degree of continuum profile skewing relative to his own, and an inertial frame of reference becomes one with a constant degree of skew. In astrophysics, this effect is largely muted by the ability of space/time to "remember" repeated transits, so that all cyclic motions, such as the orbits of planets, literally "groove" their paths into the very fabric of the continuum, diminishing the skewing effect to almost vanishing levels. Also, such circular motions involve the interaction of mutually influencing bodies, so that each experiences far more change in the direction of its skewing factor than in its absolute magnitude. But for non-cyclic motions, such as that of spacecraft executing huge linear translations thru the continuum, the effect is sufficiently pronounced to impact observations made from onboard instruments. Generations after Cochrane, the ability of the space/time continuum to store such information-laden "memories" would be used by Dr. Carol Marcus to establish the theoretical basis for the long suspected existence of morphogenetic fields, and would lead her to attempt the exploitation of this phenomena via the "Genesis" technology. In creating his unified field theory, Cochrane opened the door to full-scale interaction/exchange between the primal forces of nature. Using the analytic tools of his carefully derived Impulsor Calculus, he has able to map out complex yet stable forms of interwoven electro-magnetic fields which would cross "the line" by manifesting part of their effect in the form of gravitational phenomena. He was then able to follow the conceptual trail back to the actual design and contruction of field generating coils that could transform his theories into useful technology. In his first great practicle success, he proved that if his coil systems were used to reconfigure the continuum profile of a "stationary" object so that it acquired the relative "skew" of a moving one, it moved accordingly. This led first to the developement of the long wished-for "jetless" space drive, ultimately called "Impulse drive", in which designers no longer needed to bother about reaction mass carried onboard only to serve as kinetic exhaust. Later studies revealed that the application of sufficient power to the skewing field would produce a degree of skew effect so highly pronounced as to be insupportable by the familiar Einsteinian continuum. Attaining this "threshold" level would so stress the ordinary continuum that a vessel and its surrounding field envelope would literally be ejected into a higher order continuum in which the speed of light was no longer relevant as a limiting factor. Cochrane himself visualized our familiar continuum as "floating" above the larger realm, and so described the transition process as "dropping into sub-space" rather than apply an upward linguistic bias and the overused "hyperspace". A gentle, private, and in some respects almost old-fashioned man, Cochrane lived far enough into his twilight years to see his work send humanity to the stars, before he mysteriously vanished. Some say that the warp-driven space yacht presented to him by the greatful governments of several worlds disappeared at the same time, fueling speculation that he headed into unknown space on some final adventure. While historians argue over his ultimate fate, none dispute the enormity of his contributions, without which the very founding of the Federation could never have occurred. Just as the 20th century's mastery of undreamed of natural forces such as electricity produces technological wonders inconceivable to 17th century minds, so did Cochrane's breakthru set the stage for a vast family of related discoveries and devices that seem almost magical to residents of our time. In the decades following the construction of the first "impulsor drives", further experimentation and theoretical studies led to totally different, often unexpected, applications of the basic Cochrane coil system. The coil itself would become as basic a concept to an entire branch of technology as the "circuit" is to the field of electrical engineering. Physicist Alicia Chalmbers interwove two coils, one wound clockwise, the other anti-clockwise, and sent twin currents thru them in opposite directions. The "Chalmbers" coil did not move, as its external effect upon the continuum was balanced between opposite and equal influences, but within the dual-coil itself a profound disruption of space/time took place. Wave like patterns of variation in the "topological gradient" or distortability of space/time, went out equally in all directions. A second Chalmbers coil, though unenergized, reacted to the distortion pattern by converting part of its energy content back into electricity. Of course, modulations in the current flow to the first Chalmbers coil were echoed analog fashion in the current output of the second "receiving" coil, giving birth to sub-space radio. The effect propagates at the theoretical limit of the warp effect, Warp 10, the actual speed depending on whether the Chalmbers coils are of the Primary, Secondary, or Tertiary variety. All StarFleet, and virtually all modern civilian vessels, use Tertiary Chalmbers systems, allowing communications at 131792.79 x C. Passive listening for natural occurences of this phenomena, and the active use of a form of sub-space radio in "radar" mode, constitute much of the sensor technology of Starships. Another variation of the basic Cochrane device bends the coil away from its "barber-pole" configuration, to double back on itself full circle, in effect coiling the coil in a single loop. The result is an artificial gravity field projected perpendicular to the plane of the loop, in either pull or push mode depending on the orientation of the windings and/or the direction of current flow. Within its housing, the loop coil is physically anchored or it would simply spin in a warp driven circle rather than impart its effect to the gravity field. Such units are always paired so that the torque from each cancels the other rather than be imparted to the vessel via the structural elements holding them in place. Other variants of the Cochrane coil take the form of conical shaped pairs of coils nested within each other facing in opposite directions. The conical shape causes the warp field's skewing effect to be projected away from the coil system rather than centered upon it. By using the two coils in tandem, one can induce any desired combination of push or pull force up to the system's operational limits on a distant object, moving it arbitrarily close to the starship's hull and holding it there. Known as a tractor beam, this piece of equipment is indispensable for modern spacecraft operations, without it sleek warp-driven starships would be reduced to reliance upon primitive manipulator arms such as the one found on the 1980's space shuttle. When holding a derelict vessel via tractor beam, it is possible to apply the the repulsive force against selected portions of the outer hull, concentrating the attractive force thru the vehicles' center, so as to not only retrieve and stabilize it, but provide artificial gravity as well for the comfort of boarding parties. In man's first experience with interstellar combat, the technological level of the participants had the vessels of both sides drop into sub-light speeds to maneuver against each other in a tight volume of laser crossfired space. These primitive battles were analogous to the way in which late 20th century fighter planes would reach a combat zone via supersonic travel, then go subsonic for the actual dogfight. The advantages of a weapon that could unleash its effect at warp speed were so obvious that an all out technology race to build such a device began even before the first Romulan War was over. Ultra high velocity missiles carrying powerful matter/anti-matter warheads were already in use. As the M/A anhilation produces a shower of photons in the extremely high energy gamma ray portion of the spectrum, these missiles were dubbed photon mines. Though their highly developed fusion thrusters could accelerate them at hundreds of G's, they were still so slow compared to even the sublight capabilties of impulse driven starships that one had to use them in the manner of depth charges, simply deploying them in the expected path of the enemy ship and hoping for the best. Attempts to replace the fusion thruster with a warp engine enjoyed some success against vehicles moving at sublight speeds, but against vessels traveling at warp speeds what was needed was a weapon that could travel substantially faster than any ship. The answer was ultimately inspired by the ancient submarine torpedo, which used steam power pumped into the torpedo by the submarine rather generated onboard the weapon itself. The modern analog of the torpedo tube emerged as an inside out warp engine coil which generated its field within its own interior and imparted an enormous skewing effect on any object placed inside. The specially designed warhead pod would zip out of the tube at extremely high warp speeds, having an unprecendented degree of skew, but free of the mass of any onboard warp field generating equipment. Though the warhead pod is designed to retain its imparted skew as long as possible, it does begin to decay immediately after leaving the tube. As this takes at least several minutes, the effective range is quite adequate for the tactical role these weapons play. Note that these devices have almost no steering, only a slight course correction capability, and so must be carefully aimed. The parallel to ancient submarine weapons was so close that the term "photon torpedo" became permanently attached to these deadly implements of celestial combat, which in the ST:TNG era are capable of as much as 10 to 15 minutes travel at speeds approaching warp 9.9. Early experiments with Dilithium crystals found that two such crystals, a mirror, a semi-reflector, and a light source made a marvelously efficient laser, as Spock once demonstrated in escaping from Gestapo headquarters on the planet Ekos. When Science Officer Bruno Wilhelm placed a dilithium laser setup inside a Chalmbers coil, the crystals synchronized so as to overlap the coinciding lightwaves exactly out of "phase" making the light energy effectively vanish from our continuum, only to reimerge as a uni-directional highly intense disruption of the space/time continuum now known as the "phaser effect". Such synchronization of the crystals required a super-luminal transfer of coordinating influences, and so was only possible in the context of a coil-induced sub-space environment. Within the coil, one can reasonably construe the laser as being "in" sub-space. When fully powered, the phaser effect travels at the Warp 10 limit for the type of Chalmbers coil used, be it Primary, Secondary, or Tertiary. Naturally, StarFleet vessels are armed only with Tertiary phasers, anything less would produce a "beam" literally too slow to catch a Tertiary warp starship with Dilithium focused anti-matter reactors. However, hand phasers don't have access to quite enough power to energize the coil component to its equivalent threshold power level. The result is that the phaser beam produced travels at a speed dependent upon the power level applied to the coil. Whereas a beam emitted from a coil at threshold power would always move at Warp 10, with additional coil power just boosting the intensity or striking power of the beam, at just below threshold power the beam's speed is the reciprocal of Warp 10. This is a mere 7.58766 x 10^(-6) x C, or approximately 7300 feet per second from a Tertiary coil, therefore hand phasers use Primary coils so that the phaser effect propagatation velocity is proportional to the reciprocal of the Primary warp field's Warp 10 limit of 22025.47 x C. The reciprocal value is therefore approxiamately 8.45 miles per second. At still less coil power, the speed diminishes in direct proportion to the fraction of threshold power applied to the coil. Operational maximums for ST:TNG hand phasers take their coils to about 1/3 of threshold velocity, so that the weapons full power effect moves at roughly 2.82 miles per second. One can vary the proportion of coil vs. initiating light energy levels only so far without overloading the hand phaser, causing burnout or even detonation. Thus to moderate the phaser effect down to stun levels, the beam in some models of hand phaser may travel as slowly as 200 or 300 feet per second. We've seen this effect quite clearly when Kirk once fired his phaser set for stun at the metabolically accelerated Deela of Scalos, who simply stepped out of the way. Hand phaser on stun is definitely a close quarters only weapon, where speed is not significant. Unlike sub-space "radio", which simply attenuates under an inverse square law, phaser beams have a much shorter range due their propensity to "decay" by losing their energy to the creation of visible spectrum photons all along their path of travel. This is what the observer sees, not the phaser beam itself. The actual phaser effect is one of micro-range random space/time fluctuations in the topological gradient of the space encountered, imparting warp impulses to the atoms encountered. The effect tends to spread and propagate thru solid matter, so that material objects are likely to distribute the effect throughout their particularly shaped volumes. At high power, the effect is so severe that all molecular bonds are snapped, and all of the particles are "impulsed" in random directions. What had been a solid object becomes an expanding cloud of particles moving fast enough to penetrate other solid matter to an enormous extent. A body so "disintegrated" on a ship would pass right thru the hull like a burst of gamma rays, but because the particles are traveling via impulse rather than momentum, their behavior apes that of neutrinos in that they do almost no damage to the matter they pass thru. Lower power simply streches the molecular bonds without breaking them, their rebounding motions translating into simple heat. In this manner, a hand phaser may be used to heat rocks for warmth, cook food, or even act as a very precise cutting torch. At the lowest useful power, the jolting of molecules is too slight to really impact inanimate matter, but does tend to produce neurological shock as large numbers of synapses have their firing threshold randomly raised or lowered. The vast number of additional versus inhibited synaptic firings causes a biological equivalent of "systems crash" leading to unconsciousness, as the nervous system becomes hopelessly confused and overloaded by spurious signals. As no actual tissue damage is sustained, the nervous system "reboots" itself eventually. Somewhat higher power can do permanent, even lethal damage to the nervous system however, and can cause a seizure-like muscular convulsion. This minimally lethal effect is not unlike electric shock. To residents of the 20th century, the transporter is perhaps a more incredible application of Cochrane's Unified Field Theory than superluminal travel, since the later affords no real Terrestrial gauge for appreciating the effect, whereas the wonder of instantaneously materializing elsewhere has been part and parcel of Earth's mythology/magic belief systems for millenia. Building on the ability of the "looped coil" to project gravitational fields, experimenters eventually learned to handle gravity d sues in ways that parallel optical technology's capabilities with light waves. Ultimately, command of these techniques was sufficient to produce a gravitational wave "hologram" in which the system literally captured the continuum profile of an object down to the minutest detail of atomic constituents and molecular bondings in the intersection between its stationary "reference beam" and the rotating "scanning beam". Sophisticated split beam techiniques permitted the "projection" of a second "continuum profile image", which, depending on the operational limits of the equipment, could be located at an arbitrarily large distance and direction from the source. These experiments were originally conceived in pursuit of improved medical technology following the progression of X-rays, ultrasound, nuclear magnetic resonance, and positron emmision tomography, with the result enabling Dr. Crusher to obtain a clear view of the parasite creature embedded in Admiral Quinn during the "Conspiracy" period. The transporter breakthru grew out of experiments attempting to manipulate matter via alterations of the continuum profile associated with an object. If a continuum profile projection were maintained long enough, it began to fill itself in with atoms picked up from the environment. Eventually, it would recreate the original, though in the meantime, if sufficient power was used to intensify the projection, this profile construct could behave like the original, even appearing to be solid matter, as long it remained within range of the projection radius. At the same time, it was shown that changes in the profile of the original were reflected in the original object as well in the projection, establishing the real-time linkage between the two. Early attempts at matter manipulation were usually destructive, not until the early 24th century would the raw computer power be available for such things as the holodeck, where the projection could be based on computer simulations rather than real life / real time models, but in these pioneering efforts, the ability to project a profile back on its own source object, while maintaining an independent second projection elsewhere, was developed. Dr. Janet Hester of the Deneva Research Station first conceived the idea that if one reversed the "topological polarity" of the image projected back upon the source, in effect FLATTENING the impression it made in space/time, while simultaneously boosting the gravitational intensity, and thus the DEPTH of the spatially projected image, one could create a situation in which the probability of finding any given constituent of the source object at the original location could be reduced to zero, even as the probability of finding it at the projection's location went up to unity. Every component of an object, its atoms, the chemical bonds between them, even the ongoing molecular processes, would cascade back and forth between the twin loci of probable locations, finally coming to rest at the one brought to unity. Of all the marvels that have sprung from Zephram Cochrane's insights, none more clearly demonstrate his success at unifying gravitational space/time continuum phenomena with quantum mechanical probability functions. It would take another four decades of dedicated experiment and study before Science Officer Winston of the USS Moscow became the first human to transport across to the USS Tehran. Still more work was required before the ability of the tranporter to project a "virtual" yet functional copy of the active components of the scanning and projection processes to envelope the retrieval site would eliminate the need for physical hardware at both ends of the transport linkage, and theb to learn to bend the projection around the surfaces of planets using the natural gravitational field so that transport could be free of line-of-sight restraints. The depth of dense planetary matter the transporter can penetrate is still limited, but the often life-saving speed and conveinience of transport in general has proved well worth the time, cost, and often sacrifice it took to perfect. The Secondary Warp field effect was originally achieved by winding a second-stage "booster" coil around a specially designed Primary coil. The early versions of this system would energize the Primary coil first to navigate at low percentages of threshold power. Once clear of stellar and planetary gravitational fields, they would engage the booster coil reconfiguring their warp field into the 2nd order type. When this was accomplished, power would be steadily increased until the threshold level was attained and transition to the warp continuum occured. The Primary and the booster together constitute the Secondary coil. Should the booster fail under operational stress, a fairly common occurence in the early days, the Primary alone could be used and could operate above its threshold level to take the ship to superluminal velocities. While later vessels retained the above system layout, experience proved it far more efficient to energize the whole Secondary coil system as a single circuit, and to navigate at very low power and speeds with an independent miniature Primary system. This became known as the Impulse Drive. As it was intended only for low speed operations, this system would not normally be capable of handling the power load it would require to bring the vessel past the threshold point. However, engineers took advantage of this dual propulsion system to split the vessel itself, letting each major sub-division of the hull house one of the systems. It became customary to place the major living quarters in the hull with the smaller Impulse Drive, both to better shield the crew from the higher radiation levels the more powerful Secondary system created, and also with the idea of better accomodating the entire crew should "coil burnout" force the abandonment of the other hull. The terminology of vessel design adopted the convention of referring to the hull housing the Secondary coil system as the Secondary Hull, and the other housing the Primary coil only Impulse Drive as the Primary Hull. Tertiary drive systems simply wound yet another type of booster coil around the Primary and Secondary stages nested inside it, but as there were still only two drive systems and two main hull sections, the one with the large engine system continued to be called the Secondary Hull. In the event of separation, the Primary Hull's Impulse Drive, freed of the weight of the entire Secondary Hull and the even more massive main drive engine nacelles, is usually large enough for superluminal propulsion. This has been shown quite clearly in ST:TNG during the initial encounter with Q, when the Primary Hull found its way to Farpoint after the entire ship spent some 10 minutes pushing itself to its operational limits while going in exactly the opposite direction. It is equally well implied by Geordi's instructions to Engineer Logan to take the Primary Hull to a Starbase if unable to re-establish contact with him after performing the saucer-sep manuevar in the "Arsenal of Freedom" incident. The first three orders of warp field phenomena correspond to the first three "generations" of warp drive technology in the "Spaceflight Chronology". Logically, a "Fourth generation" designation should have waited for the developement of Quarternary warp, the sum of X^4 + (X^5)/5 + (X^6)/30 etc., equivalent formula 24*((e^W)-((W^3)/6 + (W^2)/12 + W + 1)), but the impact of Dilithium on power generation, and thus overall performance, was so great that the "Fourth generation" label took hold for the Constitution class. All orders of warp field phenomena remain subject to the Warp 10 limit on Delivered Power, but higher order warps produce greater velocity for the same Delivered Power than lower orders. (See Appendix for tables of Primary, Secondary, and Quartenary Warp Factor Equivalent Velocities). The term "Fifth generation" is usually applied to the abortive attempt to harness "Trans-Warp", a misbegotten application of the Interphase phenomena first observed by the Enterprise NCC-1inguchurg the "Tholian Web" incident. The abandonment of this dangerous system was made doubly disappointing by the continued failure of Federation science to perfect a workable Quartenary warp drive. The seemingly insurmountable difficulties encountered in the early attempts at Quarternary drive design were the prime reason for the costly "Trans-Warp" interlude. However, in the intervening decades advanced theoretical studies have led to vastly simpler, more reliable Tertiary drives which can be pushed, and above all held, far closer to the Warp 10 limit of Delivered Power than the original design multi-stage units. These single stage "integrated" units were first used in ship's of the NCC-1701-C's Ambassador class, and marked the arrival of warp technology's "Sixth generation". A highly refined and advanced version of this type of drive serves as the main propulsion for "Galaxy" class starships such as Enterprise NCC-1701-D. Gone are the inefficientcies of the nested, three coil approach, advances in Impulsor Calculus theory and supercomputer simulation techniques having found a single coil equivalent. As the early efforts at Quarternary warp floundered on the complexities of a four level multi-stage approach, the success of the single stage "integrated" approach for Tertiary warp has scientists of SF:TNG's era once more confident of eventual success, and aggressively paced research programs are again under way in the race for the Quartenary drive. It should be noted that the extra heavy warp nacelle mountings and overall structural strength rating of the Galaxy class design should easily permit retrofitting of Quarternary Warp engines when they become available. Montgomery Scott correctly predicted the crippling deficientcies of the Trans-Warp system, but was unable to dissuade StarFleet from investing in it. Rightly convinced that Quartenary warp would have to await improvements in warp theory permitting "integrated" designs, he attempted to convince StarFleet to allow him to challenge the Warp 10 Barrier itself. Alas, Scott was never able to secure StarFleet backing for his proposal, and only a handful of ST:TNG era technical persons who've studied his original notes even know what he had in mind. Realizing that the "SuperWarp" scheme was far too radical for his era, Scott dedicated his leisure time engineering studies to the design of the ship he felt StarFleet should build in place of more "Excelsior" class vessels. Yet this project also offered too many radical advances, as Scotleet s vessels. Yet this project also offered too many radical advances, as Scott was allowing for upgrades to integrated Tertiary or even Quartenary main drives in his huge dreamship. But while the Galaxy class would ultimately be larger and incorporate advances beyond his wildest imaginings, even a cursory glance at Scott's old plans and drawings reveals the striking similarities that mark the true lineage of these greatest of all StarShips. NCC-1701-D's operational status is the way Scott would most have wanted StarFleet Engineering to acknowledge its continuing debt to its greatest practitioner. As for the mechanics of SuperWarp, the mathematically inclined are invited to contemplate the significance of the other half of the hyperbola relating Generated to Delivered power, which most Federation scientists dismiss as a mere geometric curiousity. Of course, scientists once thought that C itself represented an impassable barrier, yet as Spock would say, "There are always possibilities". Without giving too much away, I can offer the following clue, that the Constitution class USS Enterprise NCC-1701 under James Kirk, once broke through the Warp Barrier by accident, the result of her Captain's famous propensity for taking desperate gambles in otherwise hopeless situations. Students of warp physics correctly identifying the occassion are eligible to win a scholarship to StarFleet academy, which, alas, may not be used until the 23rd century. -Leon Myerson; 72157,3432; 6/23/88 COMMONLY USED ACRONYMS IN STAR TREK CONFERENCES c - The speed of light (186,000 miles/sec (300,000 km/sec)) G - Grin LA - Laughing Aloud RA - Richard Arnold SD - Star Date ST - Star Trek WF - Warp Factor ;-) - Smiley face. There are many variations BJO - Bjo "Bee-joe" Trimble, author of Concordance BOP - Bird Of Prey BTW - By The Way FTL - Faster Than Light IDF - interial dampening field ILM - Industrial Light and Magic IMO - In My Opinion KHP - Klingon Home Planet (since TPTB refuse to give it a name) LOL - Laughing Out Loud MIE - main impulse engine NCC - Naval Construction Contract O&S - Okuda and Sternbach (authors of TNG Technical Manual POV - Point of View RPG - Role Playing Game SFA - Star Fleet Academy SFX - Special Effect TAS - The Animated Series TFF - The Final Frontier (Star Trek 5) TNG - The Next Generation TMP - The Motion Picture (Star Trek 1) TOS - The Original Series TUC - The Undiscovered Country (Star Trek 6) TVH - The Voyage Home (Star Trek 4) UFP - United Federation of Planets USS - United Space Ship W10 - Warp 10 infinite speed YAR - Yet Another Rumor FASA - FAntaSimulations Associates GMTA - Great Minds Think Alike IDIC - Infinite diversity in infinite combinations IMHO - In my humble opinion LLAP - Live Long And Prosper OTOH - On The Other Hand TPTB - The Powers That Be (usually referring to GR or Paramount) TSFS - The Search for Spock (Star Trek 3) TTFN - Ta Ta For Now TTYL - Talk To Ya Later TWOK - The Wrath of Kahn (Star Trek 2) YATI - Yet Another Trek Inconsistancy BOBW1 - Best of Both Worlds part 1 (Season Finale for third season) BOBW2 - Conclusion to Best of Both Worlds CANON - what Roddenberry/Paramount decides is "real" Trek. Gene has already declared every novel (including the one(s) he wrote) to be non-canon. IMOGR - In Memory of Gene Roddenberry ROTBA - Reality On the Blink Again ROTFL - Rolling On The Floor Laughing TNGTM - The Next Generation Technical Manual VISOR - Visual Instrument and Sensory Organ Replacement VISOR - VIsual Sensory Optical Reflector TEASER - the short scene that comes before the opening credits. TGBOTG - The Great Bird Of The Galaxy (Roddenberry) TRAILER - previews (commercials) for the next EXCITING episode. IMPORTANT ADDRESSES Star Trek episodes Columbia House Video Library Dept. LK3 P.O. Box 1112 Terre Haute, IN 47811 800 544-4431 Star Trek Chess set The Franklin Mint 2496 Franklin enter, Pa. 19092-2496 -- $29.50 for each peice Star Trek uniforms Johnson Smith Co. 4514 19th Court East P. O. Box 25500 Bradenton FL 34206-5500. (813) 747-2356 for credit card orders Star Trek uniforms, books, posters, etc Intergalactic Trading Company P.O. Box 1516 Longwood, Fl. 32752 (407) 831-8344 (407) 332-0142 FAX -- Send $2 for catalog. Star Trek books and other merchandise. Write for a catalog. Intergalactic Trading Company PO BOX 1516 Longwood FL 32752-1516 Paramount Pictures 5555 Melrose Avenue Hollywood, CA 90038-3197 (213) 956-5000 Writing to cast members Cast Member's name C/O Star Trek office Paramount Pictures 5555 Melrose Avenue Hollywood, CA 90038-3197 Creation Conventions 145 Jericho Turnpike Mineola, NY 11501 Books on diskette S3 Enterprises 137 Golfview Drive Glendale Heights, IL 60139. Klingon Recipes 1231 Garfield Havertown, Pa, 19083 Book $6 Tom's Sci-Fi Shop P.O. Box 56116 DPI, H. Hts, Il. 60656-0116 -- $3 for 75 page catalog. refundable on first order. Star Trek 25th aniversary game INTERPLAY 3701 S. Susan, Suite 100 Santa Ana, CA 92704 (714)549-2411 Star Trek Calander $5.98. The Science Fiction Book Club 6550 E. 30th Street P.O. Box 6325 Indianapolis, IN 46206-6325 TOS, TNG, and all film scripts Hollywood Book and Poster Company 6349 Hollywood Boulevard Hollywood, CA 90028 (213) 465-8764 [voice] (213) 465-0413 [fax] Books, Scripts, etc Script City 8033 Sunset Blvd. Suite 1500 Hollywood, CA 90046 (213) 871-0707 for phone orders Collectibles Catch A Star Collectibles, Inc. 1951 Old Cuthbert Road Cherry Hill, NJ 08034 Star Trek: The Next Generation magazine Starlog Press c/o Star Trek: The Next Generation magazine 475 Park Ave. South New York, NY 10016 -- $25 per year (4 issues) Pocket Books Press Pocket Books 1230 Avenue of the Americas New York, Ny. 10020 General Trek related items. Starland PO Box 24590 Denver, CO 80224 (303) 671-8735 Comics, Games, Fandom, etc Dan Keene c/o I'M GAME 102 W. Pine St. Warrensburg, MO 64093 T-Shirts, and general merchandise OVER THE EDGE 1504 Country Ridge Lane Baltimore, MD. 21221 410-687-0876 -- Write for a catalog. Assorted Trek items. Send SASE for catalog Greg Stone P.O. Box 508 Lakewood, CA. 90714 SHIPS OF THE FLEET Enterprise America Suite 271 12439 Magnolia Boulevard North Hollywood, CA 91607 $12 payable to Jim Lyon Star Trek Fan Club of California P. O. BOX 7094 COTATI, CALIF 94931 -- $8.00 YEARLY, 12 Newsletters, Attends 3 or 4 Star Trek Convensions yearly, and has tables at More than 2 con's a year.. Dues Payable to Chris Kren. Star Trek The Official Fan Club P.O. Box 111000 Aurora. Co. 80011 1 yr $ 11.95/USA, $14.00/CANADA, $23.95/FOREIGN STARFLEET P.O. Box 430 Burnsville, NC 28714 STARFLEET ACADEMY/STARBASE XII Starfleet Academy P.O. Box 2312 Evansville, IN 47728 Data Entries: A Brent Spiner Newsletter 1853 Fallbrook Ave, San Jose, CA 95130 -- Quarterly zine focusing on Brent Spiner and TNG. $5/year, single issues $1.50. Edited by Jim and Melody Rondeau. This was the first regular TNG publication. IAAPS: The International Audience Alliance For Patrick Stewart 1411 Colonial Ave #B-5, Norfolk, VA 23517 -- Patrick Stewart fan organization. $18/year domestic, $20/year Canadian, $22/year foreign. Publishes "Stargazer", bimonthly, a zine dedicated to the career of Patrick Stewart, zine reviews, articles and other information. Very member-oriented. Edited by Kate Maynard and the IAAPS Committee. Checks payable to IAAPS. Imzadi: The Marina Sirtis Newsletter 3084 Chastain Park, Atlanta, GA, 30342 -- Marina Sirtis and STAR TREK fan organization. $6/year. Publishes "Imzadi," three times/year, dedicated to fan input, talks with Marina, current news and more. Edited by William S. McCullars. Very chatty, newsy fanzine. The Electronic Male 7914 Creek Trail, San Antonio, TX 78250 -- Brent Spiner / TNG review/update zine. SASE for current prices. Pub- lished quarterly; zine features updates on Brent's career plus reviews and TNG nostalgia. Edited by K. Joyce McDonald. Beverlyophiles 2116 W. Garfield Blvd, Chicago, IL 60609 -- Beverly Crusher / TNG correspondence zine. $10/six months, $20/thirteen months. Published monthly, featuring correspondence primarily oriented toward Gates McFadden/Beverly Crusher, as well as current TNG conversa- tion. Edited by Kimberley Junius. Klingon Assault Group NasToj Squadron REC.DEPT. 245 Citation Dr. Henrietta, NY 14467 -- I don't have any information on this one. Send SASE The Michael Dorn Appreciation Organization P.O. Box 185, Ellicott City, MD 21043 -- Michael Dorn fan newsletter. $18/year. Publishes "Dorn" bimonthly; zine focuses primarily on Mr. Dorn and the Klingons. Edited by Marc B. Lee. Slick publication. Barbara Walker 17 Gateway Dr. Batavia, NY. 14020 -- Leonard Nimoy's only officially, personaly authorised fan club. Send SASE to address above for flyer. The Picardian Contact Marilyn Wilkerson on Compuserve 72371.2517 If you know the address for this fan club, please post it so I may update my list. -- Patrick Stewart/Picard-oriented newsletter. $6/year. Published monthly, focusing on the character of Picard and the actor, inclined toward the more fannish aspects. The Star Trek Welcommittee P.O. Drawer 12 Saranac, MI 48881. -- I don't have any information about this fan club. Send SASE. 24th Century News RR #3 Box 4-B Port au Port, Nf. A0N 1T0 Canada -- Atlantic Canadian NEXT GENERATION Fanzine. For info. send SASE. I.D.I.C. 15 Letter Dail Cairbbaa, Lochgilphead, Argyl PA31 8SX, Scotland -- IDIC ST CLUB: covers all TREK, bi-monthly 60-84 page n/ls. SAE + $1 to Janet Quarton. UTOPE P.O. Box 1031 Carthage, Tx 75633 -- The United Trekkers Of Planet Earth is a fan communication/news exchange group, dedicated to the original crew. newsletter published monthly. Tribbles Fan Club P.O. Box 543 Mendocino, Ca. 95460 -- Send SASE. Inside Trekkers Fan Club Edgar B Schodde 5215 Powhattan St. Pittsburgh, Pa. 15224 -- Dues $7. Make checks payable to Edgar B. Schodde. Membership includes Starship diagrams,StarFleet Officers regulations, Club roster and membership card. Quarterly fanzine ASTAF c/o Gabriele M. Wrubel P.O. Box 365 A-1211 Vienna Austria -- Dues Austria AS 250, Europe AS 300, Ask for U.S. Membership rates. Monthly Fanzine. Everything is published in German. Trek Guide P.O. Box 2522 Renton. Wa. 98056-0522. -- Send SASE. East Coast Trekkers c/o Richard Brown 2 Rowan Road Martham, Norfolk NR29 4RY England -- Send SASE Star Trek Toronto Inc. Suite 0116, Box 208 65 Front Street West Toronto, Ontario CANADA M5J 1E6 -- Holds monthly meetings for members and mail out newsletters each month as well. Send SASE for more info. Continuum 2753 Fourth Street Wyandotte, Mi. 48192 -- Here is a Fanzine for all loyal Q fans. It is authorixed and recognized ny John "Q" Delancoie. Write for info. Please send SASE. 3RD FLT HQ P.O. Box 710219 Santee, Ca. 92072-0219 -- Starships of the Third Fleet $11 for 6 months. LASTASAM STELAL ROM'LNZ 177th SINDARI R.R. 3 Box 107, Egg Harbor, NJ. 08215 in care of Admiral Tomianus or Commander S'Letya. -- Romulan Fan club $12.50 per year. $25 to include Tshirt. Make checks payable to Neil T. White. CONVENTIONS If yot want information about the following conventions. call (516) SHOWMAN. Los Angeles: May 16-17. Fango Weekend of Horrors. Hyatt Hotel with guest Dario Argenta. Minneapolis: May 16-17. Convention Center. (Tentative). Cincinnati: May 23-24. Convention Center with Gates McFadden. Valley Forge: June 20-21. Convention Center. Buffalo: June 20-21. Radisson (Formerly the Ramada Renaissance) with Gates McFadden. Manhattan: June 27-28. Ramada Hotel. Manchester, NH: July 11-12. Holiday Inn. Portland, Oregon: July 11-12. Holliday Inn Airport with Jonathan Frakes. Dearborn: July 25-26. Civic Center. Reno: Aug 8-9. Pioneer Center. Manhattan: Aug 29-30. Ramada Hotel. Annual Show. IMPORTANT DATES FOR STAR TREK Birthdates Jan 20 Deforest Kelley Leonard (Bones) McCoy Feb 2 Brent Spiner Data, Lore, Dr. Noonian Soong Mar 3 James Doohan Montgomery (Scotty) Scott Mar 22 William Shatner Captain James T. Kirk Mar 26 Leonard Nimory Mr. Spock Apr 1 Grace Lee Whitney Janice Rand Apr 20 George Takei Mr. Sulu Jul 13 Patrick Stewart Jean-Luc Picard Jul 29 Wil Wheaton Wesley Crusher Aug 12 Jane Wyatt Amanda Aug 17 Harve Bennett Star Fleet Chief of Staff Aug 19 Diana Muldaur dr. Katherine Pulaski Aug 19 Gene Roddenberry Aug 19 Jonathan Frakes William Riker Aug 28 Gates McFadden Dr Beverly Crusher Sep 8 Star Trek anniversary Sep 14 Bruce Hyde Kevin Riley Sep 14 Walter Koenig Chekov Oct 15 Mark Lenard Sarek Oct 24 John Winston Transporter Chief Kyle Oct 24 Gene Roddenberry's death 1991 Nov 24 Denise Crosby Natasha Yar, Sela Dec 9 Michael Dorn Worf Dec 29 Nichelle Nichols Lt, Uhura TOS EPISODE LIST No. Date Episode Brief desc --- ------ --------------------------------- ------------------------------- 0 The Cage (Pilot) Enterprise to Talos IV 1 1513.1 The Man Trap Salt vampire 2 1533.6 Charlie X Teenage boy raised by aliens 3 1312.4 Where No Man Has Gone Before crew menbers become god like 4 1704.2 The Naked Time water molecules acts on the brain 5 1672.1 The Enemy Within Transporter Malfunction. 6 1329.1 Mudd's Women Harry Mudd and three women 7 2712.4 What are Little Girls Made Of? Roger Korby and clone exp's 8 2713.5 Miri Enterprise helps children 9 2715.1 Dagger of the Mind Kirk inspects penal colony 10 1512.2 The Corbomite Maneuver Kirk bluffs aliens 11 3012.4 The Menagerie (Part One) Spock faces court Martial for 12 3012.4 The Menagerie (Part Two) hijacking the Enterprise 13 2817.6 The Conscience of the King Kirk investigates an actors past 14 1709.1 Balance of Terror Enterprise chases Romulan ship 15 3025.3 Shore Leave McCoy killed by black knight 16 2821.5 The Galileo Seven Spock commands shuttle & crashes 17 2124.5 The Squire of Gothos Kirk & crew held by Trelaine 18 3045.6 Arena Kirk must fight the Gorn 19 3113.2 Tomorrow is Yesterday Enterprise thrown back to 1967 20 2947.3 Court Martial Kirk faces court martial(Finney) 21 3156.2 The Return of the Archons Kirk and crew confront Landru 22 3141.9 Space Seed Crew find Botany bay with Kahn 23 3192.1 A Taste of Armageddon Planets that war with computer 24 3417.3 This Side of Paradise Kirk Fights Spock to cure Spock 25 3196.1 The Devil in the Dark Crew fight the Horta on Janus 6 26 3198.4 Errand of Mercy Organians stops Klingon Fed. war 27 3087.6 The Alternative Factor Lazrus fights his anti-mater twin 28 3134.0 The City on the Edge of Forever McCoy Kirk Spock go back to 1930 29 3287.2 Operation - Annihilate Kirk kills one celled aliens 30 3372.7 Amok Time Spock to marry T'Pring 31 3468.1 Who Morns for Adonais Kirk meets alien Adonais 32 3451.9 The Changeling Kirk destroys the probe NOMAD 33 Mirror, Mirror Crew visit visit paralell universe 34 3715.0 The Apple Crew find and destroy Vaal 35 4202.9 The Doomsday Machine Kirk fights planet killer 36 3018.2 Catspaw Kirk & crew meets shape shifters 37 4513.3 I, Mudd Harry Mudd on planet of androids. 38 3219.4 Metamorphosis Zephram Cochrane and companion 39 3842.3 Journey to Babel Sarek & Amanda aboard Enterprise 40 3497.2 Friday's Child Kirk provides weapons to planet 41 3478.2 The Deadly Years crew experience rapid aging 42 3619.2 Obsession Crew fights a gaseous creature 43 3614.9 Wolf in the Fold Scotty accused of brutal murder 44 4523.3 The Trouble with Tribbles tribbles on Station K-7 & ship 45 3211.7 The Gamesters of Triskellion Race of aliens bet on fights 46 4598.0 A Piece of the Action a planet modeled after a book 47 4307.1 The Immunity Syndrome Space amoeba that eats ships 48 4211.4 A Private Little War Klingons supply weapons to a planet 49 4768.3 Return to Tomorrow Three aliens take host bodies 50 2534.0 Patterns of Force John Gill brings Naziism to planet 51 4657.5 By Any Other Name Kelvans take over the Enterprise 52 The Omega Glory Paralell of Earth with United states 53 4729.4 The Ultimate Computer Richard Daystrom invents M5 computer 54 4040.7 Bread and Circuses Captain Merik of the USS Beagle 55 Assignment: Earth Gary Seven and Roberta Lincoln 56 5431.4 Spock's Brain Spock's brain is removed 57 5031.3 The Enterprise Incident Kirk & Spock get Cloaking device 58 4842.6 The Paradise Syndrome Kirk looses his memory and marriage 59 5027.3 And The Children Shall Lead Children take over the Enterprise 60 5630.7 Is There In Truth No Beauty? Blind doctor with Medusan 61 4385.3 Spectre of the Gun crew have a gunfight at OK Corral 62 Day of the Dove An alien that feeds on emotions 63 5476.3 For The World Is Hollow, Star ship run by computer Oracle And I Have Touched the Sky 64 5693.4 The Tholian Web Thoians weave a web around ship 65 5784.0 Plato's Stepchildren Aliens with kinetic powers 66 5710.5 Wink of an Eye Scalosians to kidnap men 67 5121.0 The Empath An alien Empath named GEM 68 4372.5 Elaan of Troyius Crew educate Elaan for her marriage 69 5718.3 Whom Gods Destroy Donald Cory tries to take ship 70 5730.2 Let That Be Your Last Battlefield Race of half white half black aliens 71 5423.4 The Mark Of Gideon planet of disease free aliens 72 That Which Survives Alien image that kills people 73 5725.3 The Lights of Zetar Mora Romaine and energy storm 74 5843.7 Requiem for Methuselah Flint an imortal being 75 5832.3 The Way to Eden 23rd century hippoes and Eden 76 5818.4 The Cloudminders Troglites mine Zienite 77 5906.4 The Savage Curtain Kirk meets Abraham Lincoln 78 5943.7 All Our Yesterdays planet that is nearing supernova 79 5298.5 Turnabout Intruder Janice Lester takes Kirk's body TAS EPISODE LIST Order Air Date PCode Stardate Title ===== ========= ===== ======== =========================================== 1. Sep 15 73 3A 5373.4 Yesteryear 2. Sep 22 73 7A 5371.3 One Of Our Planets Is Missing 3. Sep 29 73 6A 5483.7 The Lorelei Signal 4. Oct 6 73 1A 5392.4 More Tribbles, More Troubles 5. Oct 13 73 5A 5143.3 The Survivor 6. Oct 20 73 2A 5554.4 The Infinite Vulcan 7. Oct 27 73 9A 1254.4 The Magicks Of Megas-Tu 8. Nov 3 73 14A 5591.2 Once Upon A Planet 9. Nov 10 73 8A 4978.5 Mudd's Passion 10. Nov 17 73 15A 5577.3 The Terratin Incident 11. Nov 24 73 10A 5267.2 Time Trap 12. Dec 1 73 13A 5499.9 The Ambergris Element 13. Dec 15 73 11A 4187.3 Slaver Weapon 14. Dec 22 73 4A 5521.3 Beyond The Farthest Star 15. Jan 5 74 16A 5501.2 The Eye Of The Beholder 16. Jan 13 74 12A 5683.1 Jihad 17. Sep 7 74 19A 6334.1 The Pirates Of Orion 18. Sep 14 74 17A 7403.6 Bem 19. Sep 21 74 20A 3183.3 Practical Joker 20. Sep 28 74 18A 5285.6 Albatross 21. Oct 5 74 21A 6063.4 How Sharper Than A Serpent's Tooth 22. Oct 12 74 22A 6770.3 The Counter-Clock Incident TNG EPISODE LIST No. T Date Episode Brief desc --- -- ------- ------------------------------ --------------------------------- 1 1 41153.7 Encounter at Farpoint Q puts the crew on trial 2 1 41153.7 Encounter at Farpoint Q puts the crew on trial 3 1 41209.2 The Naked Now Narcotic. 4 1 41235.25 Code of Honor Lutan abducts Tasha 5 1 41386.4 The Last Outpost Away team meet Portal 6 1 41263.1 Where No One Has Gone Before The Traveller 7 1 41249.3 Lonely Among Us Picard and energy beings 8 1 41255.6 Justice Wesley held by the Edo 9 2 41723.9 The Battle Picard and Star Gazer 10 2 41590.5 Hide and Q Q gives Riker power of Q 11 2 41294.5 Haven Wyatt Miller to wed Deanna 12 2 41997.7 The Big Goodbye First Dixon Hill appearance 13 2 41242.4 Datalore Data meets his evil brother 14 2 41636.9 Aangel one Crew to find survivors. 15 3 41365.9 11001001 Bynars hijack Enterprise 16 3 41309.5 Too Short a Season Jamison and youth drug 17 3 41509.1 When the Bough Break's Children kidnaped 18 3 41463.9 Home Soil Silicon Life form 19 3 41416.2 Coming of Age Wesley tests for academy 20 3 41503.7 Heart of Glory Worf and fugitive klingons 21 4 41798.2 The Arsenal of Freedom All life on Mynos dead 22 4 Symbiosis Drug addicts 23 4 41601.3 Skin of Evil Armus kills Tasha 24 4 41697.9 We'll Always Have Paris Picard meets old flame 25 4 41775.5 Conspiracy Little parasites (sick) 26 4 41986.0 The Neutral Zone People from the 20th century 27 5 42073.1 The Child Deanna and Ian (Her son) 28 5 42193.6 Where Silence Has Lease Enterprise in void 29 5 42286.3 Elementary Dear Data Data portrays Sherlock Holmes 30 5 42402.7 The Outrageous Okona The life of a rogue 31 5 42477.2 Loud as a Whisper Riva the mediator 32 5 42437.5 The Schizoid Man Data meets Ira Graves 33 6 42494.8 Unnatural Selection Pulaski (Rapid aging) 34 6 42506.5 A Matter Of Honor Riker serves aboard the Pagh 35 6 42523.7 The Measure of a Man Data on trial 36 6 42568.8 The Dauphin Wesley meets Salia 37 6 42609.1 Contagion Crew discover Iaconia 38 6 42625.4 The Royale Trapped in a cheap Novel 39 6 42679.2 Time Squared Picard meets Picard 40 6 42686.4 The Icarus Factor Riker meets his father 41 7 42695.3 Pen Pals Wesley and team save a planet 42 7 42761.3 Q Who Enterprise and Borg (J25) 43 7 42779.1 Samaritan Snare Geordi held by Pakleds 44 7 42823.2 Up the Long Ladder Send in the clones 45 7 42859.2 Man Hunt Lwaxanna looks for husband 46 7 42901.3 The Emissary Worf meets K'Ehleyr 47 7 42923.4 Peak Performance Battle simulation 48 7 42976.1 Shades Of Gray Riker relives his past 49 8 43125.8 Evolution Wesley frees Nanites 50 8 The Ensigns of Command Sheliak 51 8 43152.4 The Survivors Old people on destroyed Planet 52 8 43173.5 Who Watches the Watchers Primitive Vulcans 53 8 43198.7 The Bonding Worf and Jeremy Aster 54 8 43205.6 Booby Trap Geordi creates Leah Brahms 55 8 43349.2 The Enemy Geordi and Romulan 56 8 43385.6 The Price Wormhole for sale 57 9 43421.9 The Vengeance Factor The Gatherers 58 9 43462.5 The Defector Admiral Jarok defects 59 9 43489.2 The Hunted Crew hunts for war criminal 60 9 43510.7 The High Ground Picard and Beverly held hostage 61 9 43539.1 Deja Q Q reduced to a mortal 62 9 43610.4 A Matter of Perspective Riker accused for murder 63 9 43625.2 Yesterday's Enterprise NCC 1701-C meets NCC 1701-D 64 9 43657.0 The Offspring Data creates Lall 65 10 43685.2 Sins of the Father Worf before High council 66 10 43714.1 Allegiance Picard held prisoner with 3 67 10 43745.2 Captains Holiday Picard finds the Tox Uthat 68 10 43779.3 Tin Man Tam Elbrun rescues Tin Man 69 10 43807.4 Hollow Pursuits Barclay's Holodiction 70 10 43872.2 The Most Toys Data Kidnaped by Fagio 71 10 43917.4 Sarek Sarek unstable 72 10 43930.7 Menage a Troi Troi, and Riker kidnaped 73 11 43958.8 Transfigurations Beverly and John Doe 74 11 43989.1 The Best of Both Worlds The Borg return 75 11 44001.4 The Best of Both Worlds 2 Picard altered by the Borg 76 11 44012.3 Family Picard visits his home 77 11 44085.7 Brothers Data, Lore, and Soong 78 11 44143.7 Suddenly Human Picard stabbed by Jono 79 11 44161.2 Remember Me Beverly trapped (Warp Bubble) 80 11 44215.2 Legacy Tasha's sister Ishara. 81 12 44246.3 Reunion Worf, K'Ehleyr, and Alexander 82 12 44286.5 Future Imperfect Barash captures Riker 83 12 44307.3 Final Mission Picard. Wes, and Dergo crash 84 12 44356.9 The Loss Deanna looses her powers 85 12 44390.1 Data's Day 24 hours of Data's life 86 12 44429.6 The Wounded Ben Maxwell starts a war 87 12 44474.5 Devil's Due Picard faces the devil 88 12 44502.7 Clues The crew looses their memory 89 13 First Contact Riker hurt in mob 90 13 44614.6 Galaxy's Child Geordi and the real Leah Brahms 91 13 44631.2 Night Terrors Crew has mass hysteria 92 13 44664.5 Identity Crisis Geordi Metamorphosizes 93 13 44704.2 The Nth Degree Barclay turned into computer 94 13 44741.9 Q-pid Picard, Q, & Vash love triangle 95 13 44769.2 The Drumhead Admiral Seti conducts a trial 96 13 44805.3 Half a life Picard's risk to save scientist 97 14 44821.3 The Host Riker lends his body to parasite 98 14 44885.5 The Mind's Eye Geordi captured by Romulans 99 14 44932.3 In Theory Data falls in love 100 14 44995.3 Redemption Worf regains honor 101 14 45020.4 Redemption 2 Sela helps Duras family in war 102 14 45047.2 Darmok Picard with alien captain 103 14 45076.3 Ensign Ro Enterprise to save Bjoran people 104 14 45122.3 Silicon Avatar Dr. Mara destroys Silicon entity 105 15 45156.1 Disaster Deanna controls the Enterprise 106 15 45208.2 The Game Wesley stops addictive game 107 15 45233.1 The Unification, Part 1 Picard & Data search for Spock 108 15 45245.8 The Unification, Part 2 Unify Vulcan and Romulus 109 15 45349.1 A Matter of Time Historian from the future 110 15 45376.3 New Ground Alexander to stay with Worf 111 16 45397.3 Hero Worship Data bonds with an orphan 112 16 45429.3 Violations Crew members put into Coma's 113 16 45470.1 The Masterpeice Society Enterprise to save Utopia 114 16 45494.2 Conundrum Crew looses their memories 115 16 45571.2 Power Play Mutiny on the Enterprise. 116 16 45587.3 Ethics Worf injured, and wants to die 117 17 45614.6 The Outcast Enterprise to save Jeni shuttle 118 17 45652.1 Cause and Effect Enterprise trapped in tome loop 119 17 45703.9 The First Duty Training accident at the academy 120 17 45733.6 The Cost of Living Worf & Alexander have problems 121 17 45761.3 The Perfect Mate A strange and unusual gift. WARP SCALES TOS WARP SPEEDS Warp 1 the speed of light Warp 2 8 times the speed of light Warp 3 27 times the speed of light Warp 4 64 times the speed of light Warp 5 125 times the speed of light Warp 6 216 times the speed of light Warp 7 343 times the speed of light Warp 8 512 times the speed of light Warp 9 729 times the speed of light TNG WARP SPEEDS Warp 1 the speed of light Warp 2 10 Times the speed of light Warp 3 39 times the speed of light Warp 4 101 times the speed of light Warp 5 213 times the speed of light Warp 6 390 times the speed of light Warp 7 652 times the speed of light Warp 8 1017 times the speed of light Warp 9 1506 times the speed of light TRANSWARP SPEEDS Warp 1 the speed of light Warp 2 16 times the speed of light Warp 3 81 times the speed of light Warp 4 256 times the speed of light Warp 5 625 times the speed of light Warp 6 1296 times the speed of light Warp 7 2401 times the speed of light Warp 8 4096 times the speed of light Warp 9 6561 times the speed of light ABOUT SSN Sub Space News is not affiliated with Paramount, nor any of the actors within Star Trek, and Paramount retains the copyrights to any registered logo I may use. I am dedicating this publication in memory of Gene Roddenberry, and to his ideals for the future. SSN can be found on the following BBSs, and America Online. Granite Cities Best Higher Powered BBS (612) 654-8372 (408) 737-9447 St. Cloud, Mn. Sunnyvale, Ca. SysOp Christine Blount SysOp Bob Jacobson Intelec Online The Rat Trap (516) 867-4447 (801) 561-5025 Baldwin, NY. West Jordan, Utah SysOp Cliff Watkins SysOp Marty Greenlief Strawberry Patch America Online (606) 432-0879 Pikeville, Ky. SysOp Terry West Cyber Space (206) 248-7647 Seattle, Wa. SysOp Michael Brunk Live long and prosper. HAILING FREQUENCIES CLOSED