On the Subject of Lightspeed

“Mr La Forge, set phasers to explode…”

  • The module contains a Starfleet LCARS display with five pages, a home screen and a main display. Navigate the five pages using the buttons in the left column. Click the button of the active screen to return to the home screen.
  • To defuse the module, determine the warp speed, destination planet and ranking Starfleet officer before encrypting the data and engaging engines.
  • The three bar graphs represent your levels of antimatter and dilithium as well as your shields status. The stardate takes the form NNNNN.N. The number after the decimal point is referred to as the sub-stardate.

Determining Quadrant

  • First, calculate which quadrant of the galaxy you are in; Alpha, Beta, Gamma or Delta. This is determined by the four-point star on the home screen.
  • One of the four star points will be green. This is the correct quadrant. Read clockwise from the NW point.
  • Using the table below, calculate the reading order of the quadrants:
Symbol
Colour C L P
Yellow GDBA DGBA BDAG
Orange ADBG BADG DBAG
Purple ABGD BGDA DAGB

Determining Warp Speed

  • If you are in the Alpha quadrant, travel at the third highest available warp speed.
  • Otherwise, travel at the highest available warp speed.
  • The highest potential warp speed is calculated by the amount of antimatter you have on board. Every 10% of antimatter equates to one warp speed.
  • Additionally, if you are NOT in the Delta quadrant, reduce your warp speed by one for every 25% your shields are below 100%.
  • Otherwise, if you ARE in the Delta quadrant, reduce your warp speed by one for every 15% your shields are below 100%.
  • If the highest available warp speed falls below 1, travel at warp 1.

Determining Target Destination

  • Three planets from each quadrant will appear on your galactic map.
  • Using the table below, travel to the furthest planet away in your quadrant that you have enough dilithium to reach:
Planet Quadrant Dilithium Required Class Planet Quadrant Dilithium Required Class
Andor Beta 58 Y Ilidaria Delta 62 L
Avery III Delta 34 H Kyana Prime Delta 19 H
Ba’ku Beta 83 H Ledos Delta 70 K
Bajor XI Alpha 74 Y Malcor III Alpha 39 L
Batrus Gamma 56 L Merakord II Gamma 81 Y
Bolarus IX Alpha 47 H Ocampa Delta 27 K
Brax Gamma 64 H Qo’noS Beta 42 M
Callinon VII Gamma 13 H Rakosa V Delta 93 M
Cardassia Prime Alpha 26 K Rigel VIII Beta 50 K
Ceti Alpha V Beta 75 L Risa Alpha 88 M
Dosa II Gamma 24 K Romulus Beta 67 K
Dryan II Delta 84 L Skovar VI Gamma 73 M
Eridon Prime Beta 34 H Sol III Alpha 15 M
Ferasa Prime Alpha 31 K T-Rogoran Prime Gamma 92 M
Gaia IV Gamma 31 L Talax Delta 46 M
Galor IV Alpha 58 L Talos IV Alpha 66 H
Hemikek IV Delta 53 Y Vandros IV Gamma 40 K
Iconia Beta 21 L Vulcan Beta 13 M

Determining Ranking Officer

  • Upon arrival at the destination planet, an away team will explore the surface. You must assign a ranking officer to oversee this mission.
  • You will have a choice of 8 officers, listed here in rank order: 2 Crewmen, 2 Ensigns, 1 Lieutenant, 1 Lieutenant Commander, 1 Commander and 1 Captain.
  • The correct ranking officer is the lowest rank of officer who is available on the given sub-stardate.
  • Some officers are not authorised to lead missions to certain class planets.
Name Rank Forbidden Class Planets Sub-stardates available Name Rank Forbidden Class Planets Sub-stardates available
Barclay, R Lt. Y 2, 3, 5, 6 McKenzie, W Cr. L, H, Y 7
Brownfield, D Lt Cm. None 1, 2, 5, 6, 9 Nesterowicz, J Lt. Y 2, 4, 6, 8
Cavit Lt Cm. None 2, 4, 6, 8, 0 Paris, T Lt. Y 1, 7, 9, 0
Chakotay Cm. None 2, 4, 6, 8, 9, 0 Picard, J Cpt. None Any
Darwin, F Cr. L, H, Y 9 Riker, W Cm. None 1, 2, 3, 6, 7, 0
Data Lt Cm. None 1, 2, 3, 4, 5 Sisko, B Cm. None 1, 3, 5, 7, 8, 9
Howard, M Lt Cm. None 1, 3, 5, 7, 9 Suder, L Cr. L, H, Y 2
Janeway, K Cpt. None Any Telfer, W Cr. L, H, Y 1
Jetal, A En. H, Y 4, 6 Torres, B Lt. Y 3, 5, 6, 9
Kaplan, M En. H, Y 5, 8 Tuvok Lt. Y 1, 4, 5, 7
Kim, H En. H, Y 1, 3 Wildman, S En. H, Y 2, 9
La Forge, G Lt Cm. None 6, 7, 8, 9, 0 Young, C En. H, Y 7, 0
Lang, T Cr. L, H, Y 4

Determining Encryption Code

  • Your data must be encrypted using a four digit code before engaging the warp drive. Attempting to do so without encrypting the data will cause the warp drive to stall and result in a strike.
  • Entering an incorrect encryption code will result in a strike.
  • Once data has been encrypted, it cannot then be changed without first being decrypted. Attempting to do so will result in a strike. The decryption and encryption codes are the same.
  • If you mistype your encryption code, the computer will automatically reset your entry once you exceed four digits. No penalty will be incurred.
  • The encryption code is calculated as follows:
    • The first digit is the first digit of the stardate.
    • The second digit is the sum of digits 2-5 of the stardate, modulo 10.
    • The third digit is the sum of the sub-stardate, lit indicators and port plates, modulo 10.
    • The fourth digit is calculated using the table below:
Number of batteries: 0-3 4-7 8+
Ranking Officer: Lt Cm. or lower Cm. or higher En. or lower Lt. or higher Lt. or lower Lt Cm. or higher
Quadrant: A/B D/G G/B D/A A/G D/B B/D G/A A/D B/G G/D B/A
4th digit: 7 1 5 3 0 Same as 1st digit 8 6 2 Same as 2nd digit 4 9

Engaging Engines

  • Once the correct data has been encrypted, press the engage button to activate the warp core.
  • The warp core takes a few seconds to engage - you may disengage at any time before it fully engages at no penalty.
  • If the encrypted data is correct, the ship will go to warp and disarm the module.
  • If any data is incorrect or it is not encrypted, the warp core will stall and cause a strike.

Activating Auto Destruct Sequence

  • If all hope is lost, you may activate the computer's auto destruct sequence to overload the warp core and destroy the ship.
  • This action is a measure of last resort.