Position
Salary
Work Hours
Skills_____________
1. Plebe
250
8 -
2
Train your body and your mind, learn huge amounts of information, pass
physical, mental, and psychological tests. Only the very best
make it through the first year of Starfleet Academy!
2. Cadet
275
8 -
2
1 M, 2
B, 1 L
Continue to train your body and your mind. Learn all you can,
because you never know what obscure fact or skill might save your life
out there in the black.
3. Redshirt
425 9 -
3
2 M, 4
B, 2 L
You've graduated from the Academy and are now serving on a
starship! Now that you're actually working, you get a jump in
pay, as well as a lot more risk.
Protect your captain on landing parties, guard dangerous prisoners on
the ship, and generally get between trouble and the ... more important
... members of the crew.
Show a talent for survival – and for machinery
– if you want to be promoted.
4. Transporter Operator
475 9 -
3 4 M, 4
B, 3 L
You're still wearing a red shirt, but you're not working in security
anymore, so your life expectancy just went up!
Beaming people up and down is a vital ship's function, but
it's rather dull. Study up if you want a more interesting job.
5. Navigator
575
9 - 3
6 M, 6 B, 5 L
Implementing the captain's orders about which course to follow is your
responsibility. You don't want to end up on the wrong side of
the Neutral Zone or in the heart of a star, so plot those courses
carefully. Get good at plooting evasive maneuvers if you want
to live long enough to be promoted.
6. Helmsman
625
9 - 3
8 M, 6 B, 6 L
Piloting something as a big as a starship takes a good eye, steady
nerves, and a thorough grasp of the laws of
physics. Work on your ability to communicate if
you'd like to be promoted.
7. Communications Officer
675
9 - 3
8 M, 4 Ch, 6 B, 6 L, 1 Cr
Incoming orders from Starfleet, outgoing reports from the captain,
negotiations with alien ships, greetings to new planets, calls for help
from landing parties ... it all goes through you. Open those
hailing frequencies and listen hard!
8. Science Officer
775
9 - 4
8 M, 4 Ch, 6 B, 10 L, 2 Cr
You have information on every possible subject at your fingertips, the
better to inform and advise the captain. You also manage all
of the specialist scientists under your command, since as a generalist,
only you have the knowledge to see how all those specialties fit
together. It's an intellectually satisfying job, but a tiring one.
9. First Officer
875
9 - 5
8 M, 7 Ch, 7 B, 10 L, 3 Cr
It's the captain's job to focus on the mission and your job to keep the
ship running smoothly so that everything the captain needs is ready
whenever they need it. That means you get to handle
everything from crew schedules to discipline to the procurement of
resources. Plus, you get to go on landing parties to back up
the captain whenever necessary.
Hope you don't need much sleep, because this is a BIG job!
10. Captain
975 9 -
3 8 M, 10
Ch, 7 B, 10 L, 6 Cr
You're an explorer, a diplomat, a cop, and a rescuer. You're
the highest authority and the only recourse for hundreds of light
years. That means you get to respond to emergencies on
Federation planets, engage in high-level diplomacy with planets both
allied and unallied, protect and defend Federation ships, planets, and
personnel ... and squeeze in some exploration whenever you can.
This can be a lonely job — the captain's on a bit of a
pedestal, and you need to stay there with all but your most senior
officers — but it's also an astonishingly satisfying one.
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