From the ancient humanoids of four billion B.C. to the Kelvan Invasion of the 123rd century, all time stands open for you. All Our Yesterdays is the complete guide to time travel in the world of Star Trek roleplaying. It covers everything from instrumentalities like the Guardian of Forever and the atavachron to techniques such as the slingshot effect and Borg temporal vortices to the rifts in spacetime which snare unwary travelers. Overlays and organizational details make members of the Department of Temporal Investigations, the 29th century Federation Timefleet, and other transtemporal characters ready to play.
Of all the Star Trek Last Unicorn did other than the base book... this is the one I feel is the most essential. Not only does it introduce new rule mechanics, but it one that no matter what Star Trek era is your jam, you are VERY likely to use. Star Trek: The Original Series- you'll eventually do a time travel episode. If you're doing a TNG era game- you're gonna do a time travel episode. DS9 era- while DS9 didn't do as MANY time travel episodes, they are there. Voyager... well... all the good episodes are time travel one.
Hell, if you're one of those people who used the fan produced Enterprise Sourcebook rather than spending money on the Decipher game, you'll really want this book.