From Star Trek: Theurgy Wiki
Starfleet Security was also the armed special forces of the fleet. Duties ranged from putting yourself between a phaser and the Commanding Officer of the ship, patrolling the ship for endless hours, and even engaging hostile threats upon uncharted planetoids.
To be a member of Starfleet Security, one needed the ability to foresee a problem and avert it, and think on one's feet to figure out a decisive, effective solution to the situation at hand. A Security Officer had to have an understanding of the scenario and the people involved, knowing the problem s/he was dealing with inside and out. S/he needed to be prepared to use force to neutralize any and every threat, but only use it as a last resort. S/he was protective of the ship and crew, and was required to defend both to their last breath.
- 1 Standing Orders
- 2 Brief Duty Protocols
- 3 Security Exosuit
- 4 Security Access Levels
- 5 Restricted Access
- 6 Controlled Access
- 7 Sealed Compartments
- 8 Disclaimer Notice
All Security Officers were at all times responsible for carrying out standing orders. Standing orders were permanent, unless cancelled by the CSec.
Aims & Directives
- To preserve the integrity of the ship against intrusion and insurrection.
- To provide protection for landing parties entering unexplored or hazardous territory.
- To act in concert with Damage Control and Medical personnel in seeking out and rescuing personnel trapped in hazardous areas or missing in action.
- To ensure the safety of visiting dignitaries.
- To provide armed escort for Flag and Senior Officers venturing into hazardous territory.
- To serve as an honour guard as designated.
- To ensure the integrity of restricted areas of the ship against entry by unauthorized personnel.
- To provide a first-line strike force for boarding hostile vessels.
- To oversee transfer and/or confinement of persons under legal arrest or in custody.
- To act as bailiffs for onboard legal proceedings.
- To oversee the safe and orderly proceedings of any partial evacuation of the ship, or to aid in the full abandonment of the ship.
- To serve as a rescue force for any crewmember or citizen of the United Federation of Planets who was incarcerated or held hostage illegally by any hostile power and/or government.
- To effectively intervene in intra-crew disputes, or in disputes between crew members and civilians.
- To ensure the observance of applicable Starfleet Directives by civilian personnel on Starfleet vessels or facilities.
- To ensure peaceful contact by all parties in Starfleet and Federation supervised negotiations
- To maintain alertness at post or duties until such time as relieved by qualified personnel.
Duties & Responsibilities
- To obey all directions and orders given by the Ship's Commanding Officer, Executive Officer, Second Officer, the Chief of Security, the Deputy Chief of Security, and other line officers of higher than Ensign rank, in that descending order.
- To work smoothly and efficiently with assigned officers on your duty shift.
- To avoid the consumption of any substance of a mood-altering nature during a period of 8 hours before scheduled to go on-duty.
- Weapons shall be worn at all times while on duty.
- Weapons shall be set on Medium Stun unless otherwise ordered by an officer in the line of command, or unless the ship is on Condition 4, or unless special circumstances pertain making Medium Stun ineffectual or undesirable.
- In hazardous territory or under perilous circumstances, weapons shall be drawn or be ready to be drawn at all times.
- Under normal circumstances, weapons shall not be drawn unless danger to life or limb is apparent an imminent.
- If a weapon is damaged or lost, the fact must be passed to the Master-at-Arms at once.
During Sentry & Patrol Duties
- To take charge of the assigned post and all areas in view.
- To guard the post in a military manner, keeping always on the alert and observant of everything.
- To report all violations of Special or Standing Orders.
- To maintain communication with the aide in the Security Office.
- To receive, obey, and pass on to other relieving personnel any Special Orders received by the CSec or Deputy.
- To talk to no one except in the line of duty.
- To sound the alert in case of danger or disorder.
- To call the Csec or Deputy in any case not covered by instructions.
Brief Duty Protocols
There were three types of duties a Security Officer undertook - General Duties, Special Duties, and Ceremonial Duties.
Patrol: A Security Officer or team of two patrolled throughout the ship. They received their routes from the CSec or Deputy at the beginning of their shift, in the Security Office. This route was computer generated, striving for both random pattern and minimum redundancy. There were two basic reasons for this; it reduced the element of boredom inherent in the nature of patrolling (and thus minimized errors caused by fatigue), and it eliminated the possibility of a spy or saboteur scheduling his activities safely according to an observed pattern. A regular check-in with the Aide in the Security Office was required every 15 minutes.
If a suspicious circumstance was observed, one was required to contact the Csec or Deputy first before taking action. Phaser was then drawn, setting checked, and one approached quietly and cautiously. If there were two Security Officers, one would move in, and one would cover him. On final approach to the suspicious area, the unofficial rule of patrols: "Shoot first and apologize later" was remembered. A phaser set on Medium Stun couldn't cause permanent injury, and it was better to be safe than sorry. It was preferable that an innocent officer or crewman take an unscheduled nap than the safety of the entire vessel be endangered. Otherwise, the "Sentry & Patrol Duties" above should be reviewed.
Armoury: The Armoury was the Master-at-Arms' domain. Here was where the Master-at-Arms trained and supervised Security personnel in departmental operations, repairs, and protocols. S/he supervised weapons locker access and phaser pistol and rifle deployment, along with noting and tagging those in need of repair. S/he was also qualified to temporarily act as Chief of Security if so ordered. The Master-at-Arms otherwise reported to the Chief of Security and Deputy Chief of Security.
If you had a duty shift in the Armoury, then you were responsible for repairing any weapons which had been damaged and administering records. You could also assist the Master-at-Arms in the training of other Security personnel.
Investigation: Fulfilled the role of a special investigator or detective when dealing with Starfleet matters aboard ship or on a planet. Coordinated with the Chief of Security on all investigations as needed. During an investigation, the Security Officer reported to the Chief of Security.
Away Team: One or more Security Officers usually accompanied any parties into unknown territory.
Scouting Party: An entire squad of Security Officers was usually deployed to scout dangerous or hazardous territory.
Boarding Party: An entire squad of Security Officers was usually the first to beam aboard captured or uncommunicative vessels. Upon establishing that there was no danger or that the situation was under control, they signaled the all clear to the ship, so other personnel could follow.
Brig/Prisoner: If a prisoner was to be interned, the CSec or Deputy would assign a guard. This could be in the Brig, in Sickbay, or in the prisoner's own cabin. The guard would remain with the prisoner until relieved by his replacement, the CSec, Deputy, Executive Officer, or the Commanding Officer.
Locking: On orders of the CSec, Deputy, Xo or CO, a Security Officer would be dispatched to a given compartment to apply Seal Monitors to all doors. Seals could be obtained in the Armoury. See "Sealed Compartments" below.
Arrest: On orders of the CSec or Deputy, a security detail would be dispatched to a given location to physically arrest an individual and conduct him to the Brig, Sickbay, or his quarters as deemed by the officer giving the order.
Sentry: On the orders of the CSec, a security detail would be posted to a particular station or doorway and there advised of further duties. Otherwise, review "Sentry & Patrol Duties" above.
Search: There were two types; Missing Personnel were searched for by a full deck-by-deck search of the ship by a squad of Security Officers. Security personnel in space suits examined the exterior of ship and the surrounding space. Sickbay would standby to receive the injured person. During Intruder Alert, the possible intruders were searched for by a full deck-by-deck security sweep, with isolation forcefields activated, and all Security Officers aboard brought into active duty.
Abandon Ship: On the order of the commanding officer, all Security personnel assumed their pre-arranged Evacuation duties.
Bodyguard: A Security Officer could be assigned to act as guide for a VIP while the latter visited aboard the ship. The Security Officer escorted the VIP wherever they wished to go, except for restricted or controlled areas. When the VIP returned to his quarters, the Security Officer reported to the Security Office and requested to be relieved.
Escort: A Security Officer could be assigned to act as guide for a visiting Flag Officer aboard the ship, or as escort to one of his own ship's officers on another ship, or on a planet. Number and armament depended on the situation, or as assessed by the CSec or Deputy.
Honour Guard: When a VIP came aboard, an honour guard was deployed to the Airlock, Transporter Room, or Flight Deck to greet him as a measure of respect. If the VIP was the representative of a planetary government, he would be accorded 'Presidential Honours' and the anthem of his planet played. If the VIP was a Flag Officer, he was piped aboard.
Security Officer Host: During a banquet or celebration aboard ship, with Non-Starfleet persons attending, Security personnel were sometimes assigned to attend the function. They wore concealed Type-I hand phasers.
Over the course of the Dominion War, Starfleet found that the standard-issue EVA suits were particularly ill-suited to operations in a non-permissive threat environment in conditions where such equipment was required, and several options were presented but none were adopted. That is until the early days of of the TacCONN exosuit program, and one of the developers started to theorize about other applications of the technology in the suit and its basic concept, and so was the Security exosuit was born.
A Security exosuit was a low-profile EVA suit designed for use by Security and Starfleet Marines personnel engaged in operations in a high-threat environment, particularly under toxic, radiological or hard vacuum conditions. It's basic frame is similar to the Tactical CONN exosuit, with adjustable-length exoskeleton limbs and frames that used small overlapping sectioned sliding plates, which dynamically expanded and contracted the overlap distance of its many outer plates, both to adapt to the wearer's limb length and girth, and as the plates move in coordination with the wearer's body during general use.
It consisted of three layers: closest to the skin was a liquid heat insulation layer, then a pressure-restraint layer, and finally the thermal micrometeoroid layer, reinforced with sheets of lightweight ablative ceramic. The role of the liquid heat insulation layer was, obviously, to keep the body at the occupant's preferred temperature. The pressure-restraint layer maintained appropriate internal air pressure, and prevented air from leaking out of the suit; however, unlike the TacCONN exosuit, it provides only a fraction of the constriction required to serve as a G-suit as personnel wearing it are not expected to suffer the same acceleration stresses as pilots and the additional mass and volume were deemed extraneous for this application. The outside layer protected the wearer from the extreme temperatures of outer space, lunar dust, and to a certain extent, weapon fire.
The exosuit also had a synthetic muscle technology with servomechanisms and a spinal stabiliser. The back of the suit also had two low-energy thrusters with extended capacity, added with thrusters in the magnetized hard-shell boots. The PM-1 locator beacon on the helmet was fitted with a xenon strobe, generating 9,600 lumens for sake of visibility during rescue operations. The stand-alone life support generator would generate oxygen for twelve hours instead of the standard six, but the exosuit also had an auxiliary oxygen system if the generator was damaged. An emergency battery powered a O2 analyzer and a carbon dioxide scrubber, with a total capacity of four hours oxygen supply.
The slim utility compartments by the hips, across the chest and the sides of the legs contained the following:
- Holster for the pilot's Type II pulse phaser [+ 4 extra power cells])
- Pouches for rifle power cells, grenades, flexible restraints and other essential gear
- Standard combat medical kit
- Knife with retractable parsteel blade
- 1 field communicator
- 8 half-liter pouches of drinking water
- Respirator/filter mask
- Provision for a tricorder for qualified personnel
- Provision for specialized or mission-specific tools (EOD, demolitions, surveillance gear, etc) for qualified personnel or if operationally required.
This item was essentially a simplified of the standard PADD issued by Starfleet, with bigger buttons for use with gloves. It was strapped to the inside of the non-dominant forearm, where it could easily be seen even while operating a weapon. It was used to record critical navigation instructions, mission updates, communication code frequencies, and other pieces of important information. During operations, a dedicated circuit would recorded the pilot's biological data and serve to provide a rapid diagnosis in case of injury. And most importantly, in case the wearer is incapacitated the PADD's core would be flashed to erase all information, sparing only the biomedical subsystem; alternatively, the operator could initiate this security measure with a simple voice command within his helmet.
The visor of the Security Exosuit was vastly different from that of the TacCONN exosuit. For one thing, there was no need for a Through-Visor Display, and the mass and volume that would otherwise be used for that purpose had instead been replaced with a number of sensor and short-range navigation systems. The standard package granted low-light vision, as well as thermographic, electromagnetic, weapons fire and life sign tracking. Other features included range-finding, room-mapping and IFF information as well as a camera, the feed of which could be sent to any other suit or to the command post if within communications range, and/or recorded for review or intelligence-gathering purposes.
Security Access Levels
Every person in Starfleet had Security Access Level. This level was required to obtain certain information along with a code. If an NCO was in a Department Head position, then their rank equivalent to an Officer would have that access level [ie. Petty Officer First Class in a DH position had Level 4 Access. If not in a DH position, then all NCOs had Level 3 Access. There was open access to some material, thus it was not guarded by security lock-outs, and was below level one. The levels are provided below.
Level 10 - Commanding Officer and Above
Level 9 - Executive Officer
Level 8 - Commander
Level 7 - Lieutenant Commander
Level 6 - Lieutenant
Level 5 - Lieutenant Junior Grade
Level 4 - Ensign
Level 3 - Senior Non-Commissioned Crew, Chief Petty Officer to Master Chief Petty Officer (Non-Department Heads)
Level 2 - Junior Non-Commissioned Crew, Crewman to Petty Officer First Class (Non-Department Heads)
Level 1 - Civilian Starfleet Personnel
Aboard the USS Theurgy, there were areas to which access was restricted to authorized personnel. Civilians or NCO-ranking personnel without duties in the area were not allowed to enter. The reason could have been the presence of classified materials, or vital equipment, so that special care needed to be taken to guard against espionage and sabotage. These areas would be closed off, their doors clearly marked with a special emblem. Depending on the Alert Status [Red/Yellow/Etc.], sentries could've been posted to prevent forced access. Regardless, a computer monitored voice recognition scan was automatically carried out. Examples of Restricted Areas included:
- Main Computer Core
- Phaser Fire-Control
- Security Office
- Pho-Torp Fire-Control
- Transporter Rooms
- Main Engineering
In every ship were areas to which access, while not restricted to authorized personnel, was nonetheless closely monitored. These were areas which were relatively open to the entire ship's complement, but which needed to be watched for the safety of the entire ship. These areas were not marked. Examples of Controlled Areas included:
- Main Bridge
- Main & Battle Sickbays
- Cargo Bay
- Shuttle Bays
- Fighter Assault Bay
On the order of the CSec, Deputy, Executive Officer or Commanding Officer, any doorway in the ship could be sealed to prevent access to a room by all personnel. Reasons could vary; a VIP might not have wished to be disturbed, a crime scene needed to remain undisturbed, etc. The doorway would be taped shut, across from doorframe to doorframe. To one of the doorframes a Seal Monitor would be attached over a tape end. This would engage the Monitor. The tape acted as a warning to personnel not to enter, as well as an antennae for the Seal Monitor. Should the door be forced open, the breaking of the tapes would alert the Monitor. The red light would flash and all intercoms in the area would sound a klaxon. The Security Office and the Tactical duty console in the Bridge would be notified of a seal breach immediately.
While attached to the doorframe and activated, the Seal Monitor would negate the door's sensor, preventing the door mechanism from opening the door if a crewman stood before it. Depending upon the reason for sealing the doorway, a sentry might have been posted.