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Other Species / Enemies
As everyone knows who Sims we have to have bad guys to fight.  Throughout Trek history alot of species that were once the Enemy have now become allied with the Federation. If you are in doubt of who Klingons, Rolulans, Borg and many more.

The Daystrum Institute Technical Library has all the species listed and has very accurate details thanks to the hard work of Graham Kennedy.
Please visit his site if you have any questions or just want to learn more about the Star Trek World.

One of our own SFEF members,
Lt. Commander Frank Parker,  has taken the time to introduce a new Enemy to us called the:
The Interstellar Concordium


The Interstellar Concordium (ISC) is an organization, similar to the Federation, of several races. As is typical of the eastern regions of the known area of the galaxy, all of these races are native to different planets, but these star systems are within a relatively small area at the center of the ISC Trusteeship Territory. (There is speculation that this represents a "seeding" of that area by a prior galactic civilization.) As with the Gorns and Romulans, there are no other significant sentient races in their territory. The various races are assumed to have discovered eacn other, fought several minor wars, and formed the ISC before the advent of warp-powered starships. Their expansion from their home worlds was systematic, rather than imperialistic. Their territory is settled in an almost linear fashion, with the planets near the border housing only a few hundred colonists while those planets nearest the ISC core area having populations approaching a billion. The ISC became aware of the Gorns and Romulans in Y160 when the energy flashes of a battle were detected by a far-ranging survey mission. As the ISC are singularly pacifistic anyway (having found wars very unprofitable), their first encounter with the two war-ring races left a scar on the ISC psyche. They had assumed that the development of warp power would lead all races to a higher understanding based on the realization that there were enough worlds for everyone. The "outworlders" were considered to be dangerously violent and not entirely sane. The ISC withdrew before they were detected and concentrated on building a defensive fleet. This was a psycnological burden on the ISC, but they felt that their neighbors could not be talked to. The ISC developed their tactics in battle simulators before the fleets were built, resulting in an integral tactical doctrine and the lack of anachronistic ships, such as the Romulan Warbird. The ISC made their presence known to the Romulans in Y169 when asouadron defeated a Romulan exploratory mission crossing he unmarked border of the Trusteeship Territory. Contact with the Gorns soon followed. Diplomatic relations followed, and ambassadors were eventually sent to the other races. By this time, the ISC had already deployed their border stations and had a secure border. They made it ouite clear that they intended to keep their border secure. The ISC treated both neighbors with the same disdain and con-sidered both races to be dangerous lunatics who could never be trusted. There was never any thought of allying with one against the other; both were considered (metaphorically speaking) to be wild animals that should be kept outside of the civilized area of the ISC itself. The Romulans and Gorns, however, constantly tried to enlist the ISC on their side. The two andent enemies never had enough com-bat power to spare to make any serious move against the ISC (beyond responding to their incursions). As the General War went on, the ISC developed their tactic of moving aggressively to incorporate new territory into their domain, but never actually using aggression. The first ISC movement into Romulan.tenitory occurred in Y176; the first incursion into Gom terri-tory was only a week later. These incidents were only the first of a series of battles as the ISC, taking advantage of a perceived weak- ness, began its expansion policy in earnest. Any unoccupied system near the border was likely to be occu-pied and tenaciou sly defended by an ISC souadron, although such a squadron would never try to capture the system from even a single Romulan or Gorn ship. During this period ISC diplomats met with both races, and ambassadors were sent to the Federation and other capitals. What the ISC found shocked them even more deeply. The galaxy had not lust two dangerous lunatic races on the loose but, in fact, had at least eight, and they apparently became more and more barbanc the farther they were from the ISC. During the next 10 years, the ISC became aware of the Orion pirates. Relations were complicated as at least three cartels and several independent operators were involved. Although the ISC did not have any form of alliance with the pirates, and found their activities intolerable in a polite society, they did obtain from them a great deal of information about the rest of the galaxy.

Pirates looked upon ISC territory as a sort of "happy hunting ground" where there was no open warfare and riches were available for the taking. The ISC did not appreciate this attitude and exerted considerable efforts to keep its borders closed and its trade routes safe. Several pirates had operated in the territory before the ISC occupied it in Y160. While pirates were never ones to explore for the sake of pure science, they were on the lookout for planets with easily obtainable riches. Several "colonies" (to mine for or otherwise extract these materials) and bases were established: the ISC never suc-ceeded in finding and removing all of them. This ISC attitude toward open warfare reached fulfillment in Y185-186 when the Generai War reached a final end. Since nothing had really been settled by the 18 years of warfare, the ISC knew that left to their own devices the forces of the galaxy would be back at each others throats within a decade. Eventually, the fighting was bound to overflow into ISC territory. Considering that the ISC had more major ships than any three of the races combined, they recognized a once in a lifetime opportunity to save the galaxy from itself. The "ISC Conquest" (known in the ISC as "the Pacification Program") between Y186 and Y188 (during which ISC fleets roamed more or less at will within the entire known area of the galaxy as far as Lyran space) was not a conquest as such, but a self-appointed peacekeeping mission to end all warfare forever. The ISC never actually conquered any major race (and quickly learned to leave the Tholians alone), but they did manage to force the races to withdraw from the border areas. The ISC reasoned that, if they kept the races apart and had enough force to crush anyone who tried to challenge their control, they could keep wars from happening. The Organians, who had some contact with the ISC, appear to have provided some limited support to this program. Some analysts are convinced that there was an informal "arrangemenr with the Organians under which the ISC assumed peacekeeping duties. What both the Organians and ISC had overestimated, however, was the willingness of the various races to be saved from themselves (or to appreciate the service). In the end, the two years of peace enforced by the ISC (during which warship construction reached a peak) may have given the Galaxy the edge to survive the Andromedans. The arrival of main elements of the Andromedan Invasion in the penod Y188-Y192 caught the ISC forces dispersed across the entire known area of the galaxy; more than 213's of their forces were destroyed before they could concentrate. During the Andromedan War, the ISC gradually gave up its previous idealistic philosophy and adopted a galactic outlook similar to that of other races. The ISC was created by Josh Spencei; who also created the PPD and the concepts for the basic ISC ships

ISC Member Races:


The Veltressai are an odd and powerful race. Once in twenty births, their young are born from a single fertilized egg that undergoes fission in two successive stages, yielding four identical children. These quadruplicates are empathically and telepathically linked and, for all intentes and purposes, are four extensions of a single group mind. Any information or experience known or felt by one of the four is relayed telepathically to the others and is part of their common experience within minutes. This telepathic/empathic ability. while slightly variable within the race, may never exceed a range of 25km. They have a memory buffer which allows them to function as one of four separate entities, while still mantaining peripheral contact with the other three. The Veltressai are often called the Captain's Race. This is because while one is on the bridge, the others can be sleeping, conducting inspections, etc. It is like having the same officer constantly on duty!


Pronhoulites are distanly related to both the Gorns and the Hilidarians (Klingon subject race). They are reptilian humaniods who come from the same stock that is believed to have become extinct on Earth with the passing of the dinosaurs. Pronhoulites are a land-based bipedally erect race. They are notas physically powerful as the Gorns, but are much faster. Pronhoulites are not technically advanced or numerous enough to becomae a major power in known space in the near future. They are agressive, adaptable, and very adept at military matters.


The Q'Nabbbians are an enigmatic race, having joined the ISC more out of a sense of curiositiy than from a desire to improve or protect the galaxy. It is rumored that they are the historians of the ISC, responsible for the recording the exploits of the ships they serve on. They tend to keep to themselves, giving the other ISC member races the impression that they consider themselves superior. In fact, they simply prefer the company of their own race in their environmentally controlled, oxygen/chlorine atmosphere cabins.


The Rovillians are a psionically active aquatic race that look like a cross between a turtle and a dolphin. They have vestigial exo-chitin on their backs and heads and possess crudely articulated digits on their flippers.


The Korlivilar are a feline race similar in general appearance to the Kzintis and the Lyrans.


Echelon formations were most effective against (or when defending) a fixed point. Attacking an echelon formation is difficult. Enemy ships face two unsavory choices: being torn apart in front of the gunline or hacked to death trying to penetrate it as a head-on attack went against the strongest part of the fleet. Success is possible but expensive. Tight formations, to gain local firepower superiority, simply led to individual ships being picked out and destroyed. The formation could not be outflanked as it would roll away from the enemy. The forest of rear-firing plasma torpedoes protected the formation from fighters or PFs.

The ships of the ISC fleet were specifically designed to operate in what came to be known as an echelon formation. The tactics were developed in simulators, the ships built to take maximum advantage of them, and the tactics were further refined in combat. The deploy-ment of the echelon varied according to the situation (and more than once broke down into what was called the "armed mob formation), but almost always followed the basic pattern.
Ideally, an echelon formation (with the full 10 or 11 ships) con-sisted of three ranks or echelons. The first would consist of five or six destroyers and frigates, armed with fast firing phasers and plasma torpedoes. These ships would be posted 10-30,000km apart in a for-mation covering a frontage up to 150,000km wide. Their primary pur-pose was to engage any approaching enemy ship, forcing it to halt and fight before penetrating their line. Any ship which did penetrate the first echelon would be hit not only by the heavy weapons of the second echelon but also by the rear-firing weapons of the first. The first echelon was often referred to as the gunline," a description harkening back three centuries to wet navy combat in the 19th and 20th centuries of Earth.

The forward line also served as an all-too-easily expendable rear guard should the heavier and more valuable ships in the second and third echelon be forced to retreat. This doctrine, however, meant that the ISC suffered proportionately fewer heavy ship casualties, and the smaller ships were more easily replaced. Promotion for ISC crewmen was not only to higher ranks but sometimes to larger ships. While the life expectancy on one of the gunline ships could be brief, the ISC had entire planetary populations to recruit from and was always able to fill their crews with enthusiastic, adventure-seeking, youth.

The second echelon would consist of three or four heavier ships, typically the ubiquitous light cruiser variants and usually at least one heavy cruiser. These ships were armed with longer-ranged weapons, such as the type-S torpedo or the PPD. Their first priority was to destroy any ship that actually penetrated the gunline; their second priority was to fire at the enemy ships forward of that line.

This was typically the position of the carrier, PF tender, or sometimes the scout. In the second echelon these ships would be protected from direct attack, but could send their special assets forward to support the gunline.

The third echelon normally consisted of only a single ship, either a DN/CVA, flagship cruiser, base, or other powerful unit. Armed with the heaviest weapons, this ship would selectively destroy individual enemy ships with massed salvoes. Typically, it would lockon to a target and fire all its PPDs in sequence, stripping the target of its weapons.
There was sometimes a fourth echelon, which might contain a carrier, a scout, and/or a crippled unit being protected. If there were fewer ships, there might be only two echelons. ISC ships always tried to form an echelon even if there were only two frigates and a destroyer. Carrier groups were integrated into eche-Ions, with their escorts used on the gunline. (A OVA might be the core ship, with its escort cruiser in the second echelon.) Fighters and PFs were sometimes used in (or as) the gunline. Even when traveling toward a distant enemy, ISC fleets will remain in the echelon formations, perhaps with the gunline expanded to cover the flanks as well.

ISC fleets sometimes divided into two separate echelon forma-tions to surround an inferior enemy. (Doing so in the presence of an equal enemy fleet would allow him to defeat either section before the other could come into action.) Sometimes a second echelon formation was created well to the rear to protect crippled ships or a supply convoy.
Echelons were difficult to maneuver and usually concentrated on running over the enemy or fighting defensively to force him to attack.

No single tactic proved consistently effective, although various combinations produced occasional success. The Federation and Hydrans found that massed fighter attacks could disrupt the formation as the individual units were so small that the huge PPD and plasma-S weapons wasted much of their power on each one. Those races equipped with PFs found such units to be just large enough to absorb the full force of a PPD and just small enough to be destroyed by it.

Several races employed the Kaufman Retrograde with success, although the tactic could not be used to defend a fixed point. Much of the success was due to the tact that the small plasma torpedoes fired by the gunline, and the larger ones from the second and third echelon, could not reach their targets before being exhausted. The Federation found that mass proximity-fuzed photons could cripple key second (and rarely third) echelon ships; the Klingons found the same possibility with their DERFACS-assisted disruptors (albeit only in post-war fleets in which all ships had long-range disruptors). The ret-rograde was also an excellent way to lead an ISC formation across a minefield, something that their formation had great difficulty dealing with.

Two races, however, enjoyed repeated success against the ISC. The Tholians, who had become reclusive again after the General War, could block its weapons and disrupt the formation with web casters. They had so few such weapons, however, that they refused to share them with their erstwhile allies. The Holdfast found that the neutral system created by the ISC suited their purposes quite well. The ISC noted the considerable combat potential of the Tholian fleet and attempted to force it to partially demobilize so that the Tholians would not be tempted to mount a campaign of aggression. The attempt failed when an entire fleet was smashed by web-caster equipped ships, and the ISC eventually decided that the Tholians, however strong their fleet was, could be trusted to stay home. Eventually, the Tholians sold supplies to the ISC forces in exchange for protection from erstwhile enemies.
The Andromedans were able to displace individual elements of the formation or to displace themselves through it. The sudden appearance of a Dominator at a range of 20,000km was the last thing many ISC captains ever saw.


Most ISC ships include a number of type-F plasma torpedoes aimed toward the rear. These are designed to protect the ship from flank attacks or during retreats; they are not designed as the second volley of an overrun attack. These rear-firing torpedoes do not have PPTs. They are tied to a defensive fire controI system, which allows any or all of them to be fired at size class 5 (i.e. PFs) or smaller targets on the same turn (but not at the same target on the same impulse). This defensive control system is not linked to any other weapons and cannot identify drones. Each ship can fire only one of its rear-firing torpedoes at a size class 4 (or larger) ship each turn. The 1/4-turn firing limit applies when firing at ships and does not apply to or restrict firing at size 5 or smaller units (except for planetary bases, which are always under the size 4+ restrictions regardless of their size). There is no refit to allow more than one of these plasma torp~ does to fire at size 4 and larger ships on a single turn. There is no way to add PPTs to these weapons. These weapons are fixed, firing in direction 3 or 5 with the track-mg arcs shown on the SSDs and in rule (D2.35). These torpedoes cannot be equipped with swivels due to the mounting. They do NOT use the firing arcs of the Gorn battle pods.


The ships of the ISC are generally superior in the CL class and larger vessels. The destroyers and lesser ships are considered attrition units and so are not much better the those of the other races.


Fast Patrol Ships - (PF) are designed to protect the flanks or to counter-attack gunline penetrations.
PF Tenders are capable of direct combat which is a useful difference from the PFT's of the other races.

Frigates - (FF) are the oddballs of the fleet. They are a match for some frigates but inadequate against others. But since it is an attrition unit designed for mass production, it was never meant for independent duels anyway.

Destroyers - (DD) were not meant for duels either, but were meant for the gunline. They can evenly duel the Romulan K5Rs and Sky Hawks, but are slightly weaker against the Gorn BDD. It is variable against other destroyers.

Light Cruisers - (CL) is where the ISC superiority in ship design takes over. The CL is one of the best CL/CW classes. It has more armament than some of the Heavy Cruisers and outguns all War Cruisers. The similar Strike Cruiser with its PPD armament is a deadly duelist and valuable second rank ship.

Carriers - are generally adequate. Their fighters can reinforce the gunline or guard the flanks. The ships are combat capable. The smaller escorts are used in the gunline while the larger ones are in the second rank.

Heavy Cruisers - (CA) outgun any other CA and is equal to many Heavy Battlecruisers (BCH). No other CA can afford to get in close combat with it. The PPD will pound shields on the way in; then the plasma torpedoes and massive phaser array will open the the target like a canned ham. The larger Command Cruiser (CC) outguns all BCHs and is not a ship to duel against without help.

Dreadnoughts - (DN) are monsters that outgun every other DN in existance. They are equals to most X-ships and even gives the Klingon B10 Battleship a reason to worry.

ISC member races clockwise from the top left: Veltressai, Prohoulites, Q'Naabian, Rovillian, and Korlivilar.
The launching of the new Enemies will take place in October on the USS Constitution  to further your Simming pleasures. If you have any questions please contact me.
Vice Admiral TexMist Adder- President
The following should be recognized as contributers of the Interstelllar Concordium.

Amarillo Design Bureau - CAPTAIN'S MODULE C2
Amarillo Design Bureau - CAPTAIN'S MODULE R4 and PRIME DIRECTIVE
Amarillo Design Bureau - CAPTAIN'S TACTICS MANUAL
Star Trek Starfleet Command Volume II: Empires At War
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