BASIC SECURITY COURSE
Index
1. Introduction
2. Description of Duties
3. Tactical Systems
A) The Cloaking Device
B) Communications
C) Deflector Shields
D) Probes
E) Reporting
F) Sensor Arrays
G) Tractor Beams
H) Weapon Systems
I) Advanced Weapons
4. Security Functions
A) Armoury
B) Away Teams
5 . Clear and Present Danger
1. Introduction
No
matter what capacity you are serving in, a federation security officer
must always have Honor, Pride and Discipline. The safety of the ship/station
and the lives of her crew are in your hands. You must judge every situation
before you act, without regard for your own safety. Competence and self-sacrifice
are your watchwords.
2. Description of Duty
Tactical Officer
The Tactical Officer is responsible for defensive systems including shields,
phasers, and torpedoes and operates the cloaking device if there is one,
controls hailing frequencies, and informs the CO or XO of all incoming
hails and messages.
Tactical is responsible for detecting ships in the area, controlling ship-to-ship
sensors but not ship-to-shore, which is the responsibility of the Ops
Manager. Tactical and Ops coordinate with each other on the use of tachyon
beams to scan for cloaked vesssels.
The Tactical Officer is usually the Chief of Security for the purpose
of SIMS. The Tactical officer must be ready to react quickly to any number
of strange situations.
Security Officer
The Security Officer is responsible for everyone aboard the starship/station,
internal security of the ship/station, and in an away team mission the
security officer is charged with the safety of the away team. Internal
ship/station security includes armoury inventory, ship’s brig, security
team assignments, and the security of ambassadors or other visiting dignitaries.
The Chief of security is responsible for alert status of security teams,
maintenance schedules of ship’s security systems, security checks
on all new personnel, dignitaries, and other guests aboard the vessel,
responsible for the selection of security team members on away missions,
and advises the command group on all security and tactical situations.
The Security Chief is the officer most responsible for the Captain’s
protection.
A security officer
needs the ability to foresee a problem and avoid it. He needs to be able
to think on his feet if a problem does arise, to figure out a peaceful,
effective solution to the situation at hand. These demands on a security
officer require a good knowledge of the scenario and the people involved,
knowing the problem you’re dealing with inside and out. If you don’t
have vital knowledge, you must ask questions until you find it. Cooperation
between Tactical and the rest of the security department is vital for
a star ship.
On most ships, the two positions of TAC and CSEC are combined into one,
but there are ships that have split the two into separate positions. When
this is the case, be careful not to step too much and too often, into
the area of responsibility of the opposite officer.
When you are Chief of Security on a ship with a separate Tactical Officer,
beware of encroaching into the Tactical Officer’s area and vice
versa.
3. Tactical Systems
The Cloaking
Device
The cloaking device is a modification of the deflector
shield. The deflector shield is a zone of highly focussed spatial distortion
within which an energetic graviton field is maintained. The cloaking device
makes a ship nearly invisible to other ships in the area. The cloaking
device drains a lot of power and makes the weapons useless when it is
used. Due to the lack of EM radiation that penetrates the cloak, sensors
are extremely limited.
The cloaking device
A) In large ships like the Romulan D'Deridex class War bird or the Klingon
K'Vort class battle cruiser the power drain of the cloaking device is
too great to allow any other large energy drain.
B) The cloaking device, like shields, interferes with the warp drive due
to the space-time distortion it creates. Note that the D'Deridex class
War bird, though having a drive comparable to the Galaxy class star ship,
is far slower when cloaked.
C) The cloaking device cannot block incoming FTL particles, i.e. tachyons.
Tachyons have imaginary mass (their mass is a multiple of û-1) and
thus are not affected by either gravitons or anti-gravitons. Therefore
use of a Tachyon Beam can detect a cloaked ship, if it strikes said vessel.
Communications.
The tactical station
controls all hailing frequencies, therefore all external communications
go through it first, i.e. subspace communications and Starfleet messages.
1. Code 47- Term designating a Starfleet subspace communiqué of
extremely high sensitivity or secrecy. Code 47 messages are intended only
for the eyes of a star ship captain, and voice print ID required. Furthermore,
no computer records are maintained of code 47 transmissions.
2. Code 1-ALPHA-0- Signal indicating the discovery of a spaceship in distress.
3. Subspace Radio- Communications system using transmission of electromagnetic
signals through a subspace medium rather than through normal relativistic
space. The use of subspace radio permits communication across interstellar
distances at speeds greater than that of light; thereby significantly
reducing the time lag associated with sending messages over such distances.
Deflector Shields
The shields are the most important part of the Tactical
systems. They create a localized zone of highly focussed spatial distortion
within which an energetic graviton field is maintained. The shields itself
is emitted and shaped by a series transmission grids on the ships exterior,
resulting in a field that closely follows the form of the ship itself.
The shields are highly resistive to impact. Shield system utilizes one
or more graviton polarity source generators whose output is phase-synchronized
through a series of subspace field distortion amplifiers. Cruise mode
operating rules allow for the shields to operate at 5% rated output. At
alert mode the shields run at 85% output. Shields modulation frequencies
and bandwidth are randomly varied to prevent a threat force from adjusting
the frequency of a direct energy weapon i.e. phasers.
Probes
Nine classes of probes are used aboard GFC star ships to obtain information
outside of the star ships range or to send information out. The nine classes
are arranged according to sensor types, power and performance rating.
CLASS I Sensor probe: Full EM/subspace and interstellar chemistry pallet
for in-space applications.
CLASS II Sensor probe: Modified CLASS I; same instrumentation as CLASS
I with addition of enhanced long-range particle and field detectors and
imaging system.
CLASS III Planetary probe: Terrestrial and gas giant sensor pallet with
material support and return capability; on board chemical analysis sub-module.
CLASS IV Stellar Encounter probe: Modified CLASS III; Triple redundant
stellar field and particle detectors, stellar atmosphere analysis suite.
CLASS V Medium-Range Reconnaissance probe: Extended passive data-gathering
and recording system; full autonomous mission execution and return system.
CLASS VI Comm Relay/Emergency Beacon: Standard sensor pallet. 360 degree
omni antenna coverage, 0.0001 arc-second high-gain antenna pointing resolution.
CLASS VII Remote Culture Study probe: Modified CLASS V; passive data gathering
system plus subspace transceiver.
CLASS VIII Medium-Range Multi mission Warp probe: Modified photon torpedo
casing; contains standard sensor pallet plus mission-specific modules.
CLASS IX Long-Range Multi mission Warp probe: Modified photon torpedo
casing; contains standard sensor pallet plus mission-specific modules.
Reporting
The CO must be made aware of everything that occurs during a battle. This
includes, (but is not limited to), when antagonists are putting weapons
online, shields up; when they are firing; when they change course and
to what heading; what speed they are moving at; their damage, your damage;
and deck status damage reports. It also helps to make sure the entire
crew is aware of what is going on during a battle Based on your information,
other departments can react, i.e. engineering staff will assess and repair
damage.
Sensor
Arrays
There are three primary sensor arrays and several secondary.
1. Long-Range Sensor- Located at the front of the star drive section.
This package of high-powered devices is designed to sweep far ahead of
the ship's flight path to gather navigational and scientific data.
2. Lateral Arrays- These include the fore, port, and starboard arrays
on the rim of the primary hull, as well as the port, starboard, and aft
arrays on the secondary hull. Additionally there are upper and lower sensor
arrays to cover the lateral arrays blind spots.
3. Navigational Sensors- These sensors are dedicated to determining the
ship's location and velocity. They are located on the forward upper port,
upper starboard, aft and upper and lower arrays. These are monitored by
Ops.
4. Secondary Sensors. There are several packages of special-purpose and
engineering sensors such as the subspace flow sensors located at various
points on the ship's skin.
a. Astronomical Observation. This includes optical and wideband EM scanning
capabilities for the study of stellar objects and other phenomena across
light year range.
b. Planetary Surface Analysis. A broad range of short-range sensors provide
extensive mapping and survey capabilities from planetary orbit.
c. Remote Life-form Analysis. A sophisticated array of charged cluster
quark resonance scanners provide detailed biological data across orbital
distances.
Tractor Beams
A focussed linear graviton force beam used to physically manipulate objects
across short distances. Federation star ships and other space vessels
use tractor beams as a means of towing. Tractor beams can also be used
to provide short-range guidance for approaching or departing shuttlecraft.
Weapon Systems
1. Phasers.
The lead defensive system maintained by Starfleet command for sub-light
use is the phaser - the common term for a complicated energy release process
developed to replace pure EM devices such as the laser and particle beam
accelerators. The standard GFC phasers are rated type X, the largest emitters
available for star ship use. Individual emitter segments are capable of
projecting 5.1 megawatts. The tactical value of phaser energy at warp
velocities and indeed high relativistic velocities are close to none,
thus, photon torpedoes are used. The maximum effective range of the ship's
phasers is 300,000 kilometres.
2. Torpedoes.
a. Photon: Ultra high velocity missiles carrying powerful matter/anti-matter
warheads were the first form used.
Note that these devices have almost no steering, only a slight course
correction capability, and so must be carefully aimed.
b. Quantum. The quantum torpedo is the first follow-on weapon designed
to replace the standard photon torpedo first introduced in 2268. The basic
mechanism of the quantum torpedo is the zero-point warhead.
c. Plasma. Weapon first employed by the Romulan bird of prey in 2266 against
a string of Federation outposts along the Romulan Neutral Zone. The plasma
torpedo consisted of a small but powerful force field generator which
fired from a standard torpedo tube.
Advanced Weapons
There are several reasons for exploring alternatives to Starfleet’s
traditional weapon technologies. Phasers are rapidly proving ineffective
against some foes, and photon torpedoes are now becoming outclassed by
new designs. New weapon designs are taking advantage of advanced technologies
designed to enhance damage to enemy ship systems.
It is also often an advantage to be carrying much more fire power than
your enemy suspects.
a) Anaphasic Pulse Weaponry. A cannon style weapon that fires greenish
plasma at a target. This requires accurate control of a swivel mount on
the ship’s hull. This weapon relies on anaphasic energy in a plasma
base that disrupts an enemy’s EPS system. It, therefore, will not
affect a ship that doesn’t use EPS grids.
b) Thaser Banks. Particle beam technology using Thoron. A Thorium source
emits Thoron particles which are ionised, magnetically collected and accelerated.
Thoron radiation adversely effects shields and computer equipment, and
can also harm living matter. This style of technology is best deployed
using a bank-type application.
Essentially more ‘barbaric’ than phasers, they cannot be detected
powering up and there is no associated hull structure.
d) Disruptors. These are common weapons that essentially shake the target
apart by the use of harmonic nadion interference (HNI). They are much
cruder than phasers and cannot be put in arrays, but allow for more power
in the same space. Klingon versions have stun; Romulan versions do not
and can leave a nadion trace.
e) Heavy Ram Cannon. This utilizes the deflector dish to channel massive
amounts of power. Several versions exist depending on the type of energy
added – Thoron, Nadion, Graviton etc. Normal dishes burn out after
3 shots, while specially designed dishes can last for 16-22 shots.
f) Graviton Torpedoes. This is a non-lethal shield killing torpedo that
has the same external configuration as a Quantum torpedo. Will not damage
anything except shields.
g) Verteron Torpedoes. This is a massive torpedo, twice the size in all
respects as a Quantum torpedo, and requires a special launcher. On detonation,
it emits a huge burst of verterons, disabling any warp drive within 500,000
kilometres by temporarily wrecking warp coils.
h) Gravity-based Torpedo Launcher. This replaces magnetic-based torpedo
launchers. Strung with sequential solid state gravity field induction
coils, and launch-assist MHD generators to provide initial power to the
sustainers and propel the casing away from the star ship. The use of gravity
field coils instead of magnetic field coils eliminates the problems of
overheating and slow the rate of fire.
i) Nadion Cannon. This is a Starship/Starbase class weapon only. It fires
a beam of pure nadions; at full strength it would sever castrodinium at
a molecular level, and slice neutronium. It requires four thermal-neutron
decay reactors to provide nadions, and an additional 40TW of power. The
use of this weapon drains ship systems significantly and cannot be mounted
on ships less than 600 metres long without some external modification.
j) Muon/Antineutrino Torpedo. This involves a high speed tuned muon/antineutrino
particle burst directed at a ship’s warp engine. Muons have a catastrophic
effect on warp cores when they build up, and antineutrino’s interfere
with the properties of both dilithium and keltrinium. Both particle emission
generators are stored in a standard graviton torpedo shell – operating
after the graviton pulse has opened a hole in the shield wall (shields
block both forms of radiation). Unfortunately, packing in the extra power
generators and such reduces the range of the torpedo by 23%.
4. Security Duties
Armoury
Security is responsible for storage, maintenance and safeguard
of all personal weapons systems. Authorization from CO, XO, or SEC must
be giving before the issue of weapons.
Personal Phasers- The primary defensive arms carried by Starfleet personnel.
There are four types.
Type I - Sarium- Krellide power cells holds 7,200,000 megajoules and has
only one prefire chamber. It is capable of power setting 1 to 8. Type
I phasers are small handheld weapons; that are easily concealed.
Type II - Sarium- Krellide power cell holds 45,000,000 megajoules and
has four prefire chambers. Able to achieve power settings 1 to 16. Settings
9 through 16 employ higher proportions of nuclear disruption energy. They
are pistol type weapons that are standard issue for Starfleet personnel.
Type III - Sarium- Handheld rifle weapon (p-rifle). Extremely powerful,
seldom necessary on Starfleet missions due to the power of Type I and
II phasers. The p-rifle increases the power output of and maximum distance
of Type I and II phasers. The p-rifle is able to attain power settings
1 to 16 but has a 50% greater power reserve than Type II phasers.
Type IV - Sarium Medium. A medium-sized phaser emitter device , mountable
on small vehicles such as shuttle craft, although not part of most shuttles'
standard equipment.
Phasers have 16 different power settings. In most non-hostile situations
phaser setting 3 (heavy stun) is all that will be needed. In more dangerous
situations phaser setting 8 (" kill ") is the maximum setting
recommended by Starfleet.
Setting 1: Light stun; subjects remain unconscious for up to 5 minutes.
Setting 2: Medium stun; base-type humanoids are rendered unconscious for
up to 15 minutes. Resistant humanoids up to 5 minutes.
Setting 3: Heavy stun; base humanoids remain in a sleep state for approximately
one hour. Resistant bioforms for 15 minutes.
Setting 4: Thermal effects; base humanoids experience extensive central
nervous system (CNS) damage and epidermal EM trauma. Structural materials
exhibit visible thermal shock.
Setting 5: Thermal effects; Humanoid tissue experiences severe burns,
but due to water content, deep layers do not char. Simple personal forcefields
are penetrated after seconds. Large away-team forcefields will not be
affected.
Setting 6: Disruption effects; organic tissue and structural materials
exhibit comparable penetration and molecular damage as higher energies
cause matter to disassociate rapidly. Familiar thermal effects begin decreasing
at this level.
Setting 7: Disruption effects; organic tissue damage causes immediate
cessation of life processes, as disruption effects become widespread.
Setting 8: Disruption effects; Cascading disruption effects cause humanoid
organisms to vaporize. As 50% of affected matter transitions out of the
continuum.
Setting 9: Disruption effects; medium alloy or ceramic structural materials
over 100cm thickness begin exhibiting energy rebound prior to vaporization.
Setting 10: Disruption effects; heavy alloy structural materials absorb
rebound energy 0.5 seconds before material vaporizes.
Setting 11: Explosive/Disruption effects; ultradense alloy structural
materials absorb/rebound energy. 0.20 second delayed reaction before material
vaporizes. Light geologic displacement.
Setting 12: Explosive/Disruption effects; ultradense alloy materials absorb/rebound
energy.0.1 second delayed reaction before material vaporizes. Medium geologic
displacement.
Setting 13: Explosive/Disruption effects; shielded matter exhibits minor
vibrational heating effects and medium geologic displacement.
Setting 14: Explosive/Disruption effects; shielded matter exhibits medium
vibrational heating effects. Heavy geologic displacement.
Setting 15: Explosive/Disruption effects; shielded matter exhibits major
vibrational heating effects. Heavy geologic displacement.
Setting 16: Explosive/Disruption effects; shielded matter exhibits light
mechanical fracturing damage. Heavy geologic displacement.
Photon Grenade
Short-range, variable-yield energy weapon that creates a powerful electromagnetic
pulse. At lower settings capable of stunning humanoid life forms in an
enclosed area.
Stun Grenade
Essentially causes a burst of energy at the same level a normal phaser
stun would be at. Affects a wide area, useful for crowd control.
Away Teams
The Starfleet term for a specialised squad of personnel
sent on an away mission. Assembling the team is the responsibility of
the ship's XO, however security is responsible for the safety of the team.
SEC can make recommendation based on mission as to the number of security
personnel, or special equipment needed. The final decision ultimately
rests with the XO.
5. Clear and Present Danger
No action is to be taken against potentially
hostile targets without the direct orders of the CO, XO or officer in
charge, unless a situation of ‘clear and present danger’ is
identified.
Clear and Present Danger is defined as:
“Your post is under attack and will be destroyed without rapid and
legally defendable action.”
Or
“Other Starfleet vessels, stations or holdings, (colonies, protectorates)
are under attack and will perish without definite and legally defendable
action.”
Use extreme caution when considering action under this protocol. Launching
an attack without the CO’s express permission can have far reaching
consequences, and you may need to defend your decision legally. (see the
first part of the definition.) All IC actions have IC consequences. As
always, have fun.
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