From the SFB Ship list Docs ....
STAR FLEET BATTLES - RACE DESCRIPTIONS
Star Fleet Battles is a mod for VGA Planets 3.X that uses modified ship lists and new graphics. It supports both VGA Planets for DOS and Windows.
In a nutshell, the Star Fleet Battles (SFB) universe is the Star Trek Universe as it might have been in the Original Series, or "James Kirk" era. It is a board game universe developed by the Amarillo Design Bureau (ADB) and Task Force Group (TFG). Many of the races in SFB are familiar to fans of the Original Series, but some may not be.
Player 1 - The United Federation of Planets. The Federation is a representative government of several spacefaring races, including Humans, Vulcans, Andorians, Tellarite and many other sentient races. But make no mistake, this is the "Jim Kirk - I'm here to kick butt" Federation, not the "Jean-Luc Picard - touchy feely" Federation. The Federation's major strengths are its versatile, robust economy - and a well balanced Star Fleet.
Player 2 - The Gorn Confederation. The Gorn Confederation consists of three sentient reptilian races descended from a common stock who have formed a single political unit. Large stature, high intelligence, and green scales are traits of the Gorn. Non-aggressive by nature, they posses a temperment that runs to an icey exactness when angered. Being the focus of this anger has been described as "unpleasant." Their starships are built like the Gorn themselves, big and strong and built to last.
Player 3 - The Romulan Star Empire. Physically, Romulans are distant relatives to Vulcans. In every other way, they are drastically different. Aggressive and passionate by nature, their culture places a high value on discipline and cunning. Romulan leaders are long-rang strategic thinkers, planning several moves ahead (and behind, to the right,....). While held back in the past by a technologically inferior fleet, The Romulans have modernized by technology transfers, starting with trade arrangements with the Klingons and more recently through development of their own modern starships. This, coupled with their excellent intelligence gathering capability and their wide use of cloaking technology, make them a serious threat. "We are destined to rule the galaxy. It is our birthright - and the natural order of the universe."
Player 4 - The Klingon Empire. This is the Klingon Empire the way it was MEANT to be!! Treachery and deceit are the name of the game - those ridge-headed honor-bound fools from "Jean-Luc's" Star Trek wouldn't last a second against these guys. Gold skinned humaniods in appearance, Klingons are aggressive and militaristic. Their economy is continually run on a wartime footing because of the firmly held belief that without a strong fleet, they are open to invasion. The Klingon Fleet is a capable, balanced fleet armed with an eye towards swift, decisive actions.
Player 5 - The Orion Pirates. Sworn to fun, loyal to none.... except their crews and their credit balance - the Orions make a great ally, and a VERY nasty enemy. The Orion Pirates are a loose cartel of adventurers, theives, plunderers and cut-throats. Each of their ships tends to be uniquely armed, but are generally weaker than warships from any other race. While they normally cannot stand toe-to-toe with any other race in a stand-up fight, this is more than made up for by their unique expertise in boarding and capturing ships. So if they can't build have a ship that can hurt you, they'll steal one that CAN !!
Player 6 - The Seltorian Tribunal. The Seltorians are an insectiod race that were once the most trusted subject race in the Tholian's empire. The Seltorians led the revolt that brought to an end the Tholians rule - and existance - in their home galazy. They have located the last remnants of their former masters, are now engaged in a holy quest to finish the job. Their entire culture and military is dedicated to one goal - to exterminate their former masters - and anyone who gets in their way!
Player 7 - The Tholian Holdfast. The Tholians are an enigmatic crystalline creatures existing on very high temperature worlds. Refugees from their home galaxy, they are the survivors of a once large empire that was destroyed by a galaxy-wide revolt. The Tholians have very isolationist philosopy, and they ferociously defend their territory. Their fleet, while generally inferior to other races, makes wide use of electromagnetic "web" fields that can disable opposing ships. "Don't mess with the Holdfast, and the Holdfast won't mess with you. Trespassers will be violated."
Player 8 - The Lyran Star Empire. Human-sized intelligent felines, the Lyrans are thought to be distantly related to the larger Kzinti neighbors. DO NOT EVER mention to either a Lyran or a Kzin that they resemble one another - they have deep-rooted hatred of each other - and failure to remember this rule has cost more than one diplomat an arm or leg ... or life!!
Player 9 - The Interstellar Concordium. The ISC is a neutral republic of several powerful races bound by similar beliefs. Individually, the races could be considered minor galactic powers - together they are a significant power. The ISC Fleet is one of the finest in this part of the galaxy, built specifically to counter threats posed by it's neighbors. The way the ISC see it, the galaxy contains numerous beligerent races needing discipline, policing, and re-educating on the responsibilities inherent to civilized culture. The ISC has the knowledge and power to enforce such policies, plus the fanatical belief that it is their duty as a mature culture to enlighten those beneath them.
Player 10 - The Hydran Kingdom. Hydrans are short, barrel shaped, trilaterally symetrical beings with three flexible tentacles for arms. They evolved on a cold, heavy gravity world with a methane atmosphere, they are blue-grey in color. Their eyes, mouths, and ears sprout from a fleshy mound atop the body. A large Monarchy rules the kingdom with trade cartels controlling day to day interests.
Player 11 - The Kzinti Hegemony. Averaging over seven feet tall, the Kzinti are muscular felines that value military prowess, professionalism and personal agressiveness above all else. Always eager to prove these traits, they often jump into combat without thinking - and often find themselves in hopeless situations. Kzinti culture is chocked-full of very young (and very dead) heroes. With a vague similarity to the Lyrans, one sometimes wonders why they are not comrades in arms...? Simple: Only one tiger to the hill.
"Any ship can be a minesweeper ... once!"