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  2. Summary: the Crew of the Uss Dumfries find a ship from the 22nd century. Name the chimera. Lost during the earth-romulan wars. While investigating. Weird thing start to happen.

Sci-fi and horror go together like chocolate and peanut butter. Which is why franchises like Alien and Predator thrive to this day. The Star Trek universe may be known for its heady, philosophical take on science-fiction, and its utopian future, but it has occassionally dipped into the horror genre.

You can find chest-bursting aliens, haunted spaceships, psychological torment, split personalities and nightmares come to life across all of the Star Trek TV series.

In space, no one can hear you scream. But aboard a Federation craft? They are more screams than you might expect. Those who love the darker side of genre television should seek out these episodes.

Star Trek 2009 Reboot Enterprise NCC-1701 1/500 Scale Photoetch Detail Set by Green Strawberry: Photo etch detail set for U.S.S Enterprise NCC-1701. The Sarcophagus, or Ship of the Dead, was a Klingon starship that originally served as the command vessel of the House of T'Kuvma. 1 History 2 Technical data 3 Appendices 3.1 Background information 3.2 Apocrypha 3.3 External link The ship, which was considered holy, belonged to T'Kuvma's father. Upon his death, when T'Kuvma was a child, it lay abandoned for children to play in until T'Kuvma.

'The Enemy Within'

The Original Series

Teleporting through a transporter may seem like a magnificent dream for the future, but the things do seem to regularly malfunction. At least when a good horror story is needed. Just five episodes into the series, we get a taste of the dark side, as an 'Evil Kirk' struts through the corridors of the Enterprise. Most unsettling of all is the scene in which our hero, who bear in mind had only been with audiences for a month at this point, attempts to assault Yeoman Janice Rand.

'Catspaw'

The Original Series

When it comes to good ol' fashioned Halloween scenery in Star Trek, no other episode tops Catspaw, with its witches, spooky castle, black cats, skeletons and cobwebs. Robert Bloch, writer of Psycho, penned the tale.

'Wolf in the Fold'

The Original Series

A serial killer is on the loose on otherwise peaceful worlds, and all fingers point to… Scotty?! Turns out, it's actually an entity once known as Jack the Ripper. The Ripper spirit eventually takes over the Enterprise computer.

'Beyond the Farthest Star'

The Animated Series

With their bright colors, cartoons have a difficult time being 'scary,' but we did not want to overlook the underrated Animated Series, which featured most the same talented cast and creators as the live-action original. Here, in its very first episode, TAS has a plot eerily similar to Alien — predating it by six years. The Enterprise comes across a derelict, insectoid ghost ship in the far reaches of space. Naturally, an evil entity is attempted to lure in our heroes to escape and infect the rest of the universe.

'Conspiracy'

The Next Generation

Easily the goriest of any Star Trek episode, thanks to the wonderful work of effects artist Michael Westmore, 'Conspiracy' climaxes with this gruesome parasite ripping through the charred ribcage of an unlucky Lt. Commander. I know you're likely screaming, 'Kill it! Kill it with phasers!' Thankfully, a surprisingly calm Picard and Riker do just that.

'Night Terrors'

The Next Generation

Trapped in a rift in space, the crew of the Enterprise is plagued by unexplained paranoia and hallucinations. The episode, frankly, is widely disliked by fans, but it does feature some eerie imagery, like these corpses rising under shrounds in the morgue.

'The Next Phase'

The Next Generation

Geordi La Forge and Ensign Ro Laren are presumed dead after — you guessed it — a transporter accident. Turn out, however, that they have instead turned into some kind of ghosts who wander the Enterprise, unable to interact with the living crew.

'Schisms'

The Next Generation

Some crew members complain of a lack of sleep, and suddenly find themselves terrified of ordinary objects. After some psychological probing, it is discovered the all have the shared experience of having been abducted. Creepier yet, Rikers arm seems to have been removed and re-attached without his knowledge. Yep, it's good ol' alien abduction! Only, these aren't little gray men.

'Frame of Mind'

The Next Generation

Speaking Riker, the guy looks like a bass player for the Cure in this gothic tale. The Commander keeps jumping between two realities — once of which has him as a mentally deranged man in an insane asylum.

'Sub Rosa'

The Next Generation

Star

Deep Space Nine is certainly the darkest of the Star Trek series, literally in its lighting and in its overall tone. But Next Gen absolutely served up the most horror episodes, as you can see. In this late episode, we get a classic haunted house tale. When Beverly Crusher visits the house of her recently deceased grandmother, a ghost called Ronin bewitches her into falling in love with him.

'Whispers'

Deep Space Nine

With its overriding theme of war, DS9 typically dealt with realistic horror. But it did dip into traditional spooks here and there. Actually, this episode is quite similar to a classic 1953 Philip K. Dick short story, 'Imposter,' which was adapted into a Gary Sinise flick decades later. O'Brien returns from a mission and everything feels… off. Is something wrong with everyone? Is something wrong with him?

'Distant Voices'

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Deep Space Nine

Dr. Bashir is rapidly aging. Quark is cowering with fear behind the bar, muttering about how someone is going to kill them all. Bashir continues to deteriorate. For some, aging is the greatest fear.

'Empok Nor'

Deep Space Nine

O'Brien and a small team journey to an abandoned station to scavenge rare Cardassian parts needed for repairs. There, bodies of crew members are discovered hanging from the walls — bringing to mind Aliens — and a booby trap endangers them all.

'The Thaw'

Voyager

As It has proven, audiences eat up a creepy clown. Here, Michael McKean plays a truly sinister clown who torments poor Harry Kim. The episode also has echoes of A Nightmare on Elm Street — not to mention serious parallels with The Matrix — as we discover that the Voyager crew are experiencing their greatest fears while stuck unconscious in stasis.

'Darkling'

Voyager

The tried-and-true Dr. Jekyll and Mr. Hyde trope inspires this episode, which sees the Doctor breaking bad, a la 'The Enemy Within.'

'The Haunting of Deck Twelve'

Voyager

How do you frighten a bunch of Borg kids? Neelix tells a spooky campfire story. And what better ghost story is there in the Star Trek universe than a malicious entity taking over a ship?

'Dead Stop'

Enterprise

Enterprise proved that you don't need a shadowy, dim spaceship to elicit chills. Sometimes, bright, white and antiseptic can be equally unsettling, as we see when Archer, T'Pol and Tucker board a strange, desolate station. Things always seem to go wrong when the crew needs to make repairs, no?

'Impulse'

Ghost

Enterprise

At last, the Star Trek universe logically arrived at… Vulcan zombies?! A toxin called Trellium-D turns the typically stoic race into violent monsters. Right off the bat, we see the effects as T'Pol is strapped onto a bed, screaming and thrashing. It makes for a strange introductory transition, as we cut from a screaming T'Pol into that corny cheesy Enterprise theme song. Otherwise, this is about as straight-up horror as Star Trek gets.

Feb 2, 2018

A complete guide on starships and tips on how to improve them in combat n stuff for newbs & returning players.

Basic Starship Stuff: Flying and Organising Your First Starship


So, your new in star trek online, and you have your ship, but dont know how to use it nor some controlls for them. Well im going to tell you some secrets and stuff that pro starship players use.
New Starship Guide:

Rule 1:Always have Auto Fire on during combat. A verry easy way to enable Auto fire is simply by RIGHT clicking on your weapons in the weapon tray. This will easily enable you just to spam spacebar to attack with all abilities.
Rule 2:Organise your Hud and toolbar.Organising your hud and toolbar for your starship will GREATLY increase your combat effectiveness because you dont have to look for your abilites, they are just close to your ship. Organising your Hud can be done by press esc, or simply pressing F12 (warning, this will take a screenshot if used in steam) Here is an example of my layout:
As you can see, its far more organised, and I can easily access abilities and etc.
Rule 3:Dont use different weapons.Never use mixed weapons, It is a horrible idea, and WILL stop your ship from being at its best ability. This is how your ship should look.
As you can see, my loadout is organised with only one type of weapon, Diffusive Tetryon. (New players you will either have Phaser, Disruptor, or Plasma.)
Rule 4:Boost your ship's weapons with amplifiers.Take a look at the tactical slot on my ship. Those two blue chamber looking things, are resonators to boost my damage output on enemy ships. Use them along with the SAME type of weapon to get the best out of your ship.

Basic Starship Control: Movement and Basic Flanking and Manuevering


Now, I will teach you basic starship movement and how to evade enemy fire and etc.
Basic movement:

Basic movement is acctually different from most games. Insted of W being the forward, it is acctually to look upwards.
Here is a list of movements:
  • W = Move starship upward(face up, not move forward).
  • S = Move starship downward(face down, not reverse speed).
  • A = Move left.
  • D = Move right.
  • E = E is the basic command to move your starship FORWARD.
  • Q = Q is the basic command to move your starship BACKWARDS.
  • R (full stop / full impulse) = This sets your speed level to max, or sets it to 0.

Your Speed Meter is represented by a meter that increases or decreases as you fly forward / backwars.
Useing Evasive manuevers: you can use Evasive manuevers to quickly evade enemies firepower and torpedoes. Once activated, I reccomend flying in a Zig-Zag pattern for the best results.
Once you hit Level 50 you will unlock patturns like Rock and Roll, which allows for temporary immunity to damage. (check advanced starship control for details)
Flanking Flanking is a pretty common tactic for raiders (Klingons) and proves extreamly usefull during combat. Best results happen when using evasive manevers to get behind enemys.

Advanced: Reading Ship Stats


So when you eventually buy a new ship, your faced with this.

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Now lets talk about those stats you probebly dont care about, but WILL come in usefull during combat. But before we can do that, lets review what you learned back then about this.
Inertia:
According to Newton's first law of motion, INERTIA is the tendancy of and object to resist a change in motion.Star
Basic Stats:

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  • Hull: The amount of health your ship has
  • Shield HP: The amount of shield your ship has to defend it
  • Defense Rating: This provides a bonus to your ship's defense aginst all types of damage
  • Hull and Shield repair rate: Rate at which your hull and shields regenerate
  • Resists aginst dmg: This tells you how much your ship will deduct of that type of damage

  • Accuracy Rating: % in which your ship will acctually hit small and fast moving targets
  • Crit chance/severity: chance and bonus damage your ship will inflict upon enemys when crit hits occur.

INERTIA This determains how much your ship will REMAIN moving once stoped. One effective manuever that Pro starship players will use is to SIDESTRAFE enemys, using inertia to their advantage.
Flight speed/turn rate: rate in which starship will turn and fly.

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Advanced: Piloting and Starship Roles


So as I said earlier in the guide, the Rock and Roll manuever comes in usefull when taking tons of dmg, such as when an enemy starship explodes.
Other things to do is use builds such as DPS, Tanking, and support such as draining expert and etc.
DPS Roles
These roles are usually good at DPS, but not so good at surviving. DPS Roles usually include rapid damaging and fast attacks such as Dual beam banks, or Dual heavy cannons.
Tank Roles
These roles including alot of damage reduction such as tzenkethi ships (what im using as of now) and as a tank main, your main goal is to drain energy, absorb shields, take all firepower and convert it into health and stuff, and have high threat. Tzenkethi ships are expertly made for tanking (rhas'bej on the most part).
Support Roles
These roles focus on Extreamly high healing outputs, or things even to draining ships completely, to where they cannot fire. This role is the hardest because combat is usually not an option.
Now lets go over some starship types:
  • Cruisers: Main backbone ship, good hull, but less shields than usual. Cruisers usually have a moderate weapons count.
  • Escorts: Weak hull, and shields, but extreamly fast and manueverable. heavy hitting. I sugest using a main dual heavy cannon build on these ships, because they can easily turn their front to enemys.
  • Science Vessels: Moderate hull, extreamly powerful shields, and a ton of healing and support abilities.
  • Battleships: Heavy hull, moderate shields, slow but powerfull, and used for tanking.
  • Battlecruisers: Moderate hull, moderate-heavy shields, fast, and somewhat manueverable, but pack a punch.
  • Dreadnaught: Extreamly Heavy hull, moderate-heavy shields, verry slow and UNmanueverable, less damage output than a battlecruiser in some situations, and verry tanky.
  • Carriers: Moderate hull, heavy shields, and usually two hanger bays to aid them in combat. not the most heavy hitting ships tho...
  • Escort carriers: Escorts, but with a hanger bay
  • Dreadnaught Carriers: Jack of all trades. heavy, durable, slow, and 2 hanger bays to aid in combat. Some are more tanky while others dish out more damage.

Star Trek Ship Chart


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