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.