GURPS Prime
Directive


From the Starfleet Games site:
Prime Directive allows characters to be anything, from the bridge crew to the Marines, from diplomats to archaeologists, from a bunch of reserve officers looking to recapture the adventures of their long-lost youth, to a squadron of fighter pilots whose parties are as wild as their dogfights. Or you could be a Prime Team, Star Fleet's elite problem-solving teams that combine the skills of scientists, diplomats, and commandoes. The GURPS version of the core rules is 200 pages long and includes a complete rules set for GURPS (including character creation), so you need no other books to play.
U.S.S. Two Moons -- Centered on the fast destroyer Two Moons.
Border War -- With the Federation's entry into the Second Four Powers War in support of the Kzinti, an undeclared border war was fought between the Federation and the Klingons. This campaign focuses on one small sector in that war.
Campaign Notes -- Some notes and rationalizations that I use in the campaign.
Landing Parties -- Who to send down to the planet.
The Second Four Powers War -- The backdrop to the Two Moons and Border War campaigns. The unresolved issues of the First Four Powers War comes to a head in a war that threatens to involve the Federation.
Star Fleet Enlisted Personnel -- The backbone of Star Fleet.
Star Fleet Enlisted Special Warfare Operator -- The Marines aren't the only ones that have special forces operators. This template is for Star Fleet's unconventional warriots.