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Welcome to the GSN Gorn Talon-A. We are glad that you could make it to this ship. We do special Missions that help protect the Gorn Confederation and to make sure that the government is safe and secure. We on the Gorn Talon try to bring you a good sim based on a race that appeared only in one episode (Star Trek: TOS "Arena")
The Rules below are the standard rules followed by the Gorn Talon crew. We would appreciate you studying them if you want to join.
Ranks
The following is the rank level from highest to lowest onboard this ship and their initials and Federation Equivilent.
Senior Commander (Sen. Cmd.)- Captain
Commander (Cmd.) - Commander
Senior Lieutenant (Sen. Lt.) � Lieutenant Commander
Lieutenant (Lt.) - Lieutenant
Senior Ensign (Sen. Ens.) � Lieutenant JG
Ensign (Ens.) � Ensign
Speical Symbols
If you have used the story method before you will understand how we run. We have some different symbols though.
Location �
((Location))
Sending a post in
Posting is rather simple. All you need to do is put your location and sign off. In the subject box though has a special pattern.
Post Name/Stardate/Persons Involved
(e.x. Enemy Within/238009.14/Tk'Lnn : Bk'Tar)To sign of you put your rank, name, position, and the ship�s name.
Sen.Cmd. Tk�Lnn
Captain, GSN Gorn Talon-A
Posting Length
All posts have to be three paragraphs or more for them to count for points for a new rank (if you are at the rank of Lieutenant. The point system does not start till you reach lieutenant) It is a good habit of getting used to doing good detailed posts and having them spell checked for any errors in posting.
Star Date Format
To figure out the stardate is quite simple. It's YYYYMM.DD. Our Present Year (2003) + 377 (2380) - Month in numerical form - and Date. Example would be September 17, 2003 would be 238009.17.
POSITION
Your position onboard this ship. This is a subject that has to be dealt with immediately (since that is where you�ll be on the ship.)
Please look under the proper heading for you position to see what entails.
Medical
As a medical doctor you have the job of overseeing the well fare of the crew since the missions the ship does are somewhat tense. Without a medical doctor we would have trouble with nervous breakdowns and so forth of non-gorn ship crewmembers. The Gorn on the other hand must have a doctor to make sure they do not reach the insanity marker of to much stress. There are different positions in medical and here is a short list.
Normal Doctor
Plastic Sugeon
Endocrinologist
LOCATION: Medic Bay, Deck 4
Security
The protection of the ship is the main job of security. The rules are same as in the Federation. A security officer must acompany a landing party. Other jobs include:
Ship to ship boarding
Fighter Pilots
Shore Party
Honor Guard
LOCATION: Security office, Brig, Deck 8
Tactical
The Defensive weapons of the ship and the coordinater of planetary bombardment. Tactical is the main firepower of the ship and controls all the weapons aboard the vessel. They are on the bridge watching behind the captain. Other jobs include:
Weapon Dispensing Officer
Fighter Pilots
LOCATION: Bridge, behind captain.
Science
Science�s job is to collect information of their surroundings and on this vessel also have the job of cryptography, and locating enemy bases by anaylzing information supplied by the Helm/Com/Ops. Other Jobs are:
Encryption/Decryption Officer
Frequency Analyzer
Stellar mapping
LOCATION: Bridge and Deck 3
Engineering
The engineering keep the engines going and have the responsibility of powering the weapons and giving emergency power when ever it is asked for instantly. Any hesitation in this area could be disastrious for the ship. Engineering cover all jobs to do with repairing.
LOCATION: Deck 17
Helm/Com/Ops
Since it is usually boring playing one of the three names this ship has melded it all into one persons. If enough people are on the ship the positions will be broken up.
LOCATION: On the Bridge
Marine
Unlike Federation vessels the Gorn Confederation bases on Marines for both enemy boarding action, boarding enemy vessels, and planetary assault. While not needed for that they are considered part of security, helping the security officer patrol the ship for any mishaps or treason.
LOCATION: Deck 10
Intelligence
The Intelligence officer is usually an agent of the Gorn Intelligence Network (GIN). They help with letting the captain know the state of affairs in the galaxy and who is our ally and not. They are to help keep an eye and stay informed on all the enemies of the Confederation. Works with science also.
LOCATION: On the bridge and Deck 13
Miscilanious
This section is for the miscilanious subjects that don�t go under any heading. Here is as follows.
We use a different alert method for the ship then the Federation. Each has a different sound to be discribed. The following list is the alert status, sound, and equivilent to Star Fleet.
Defense Condition 1
� (A gratting thrum) � Red AlertDefense Condition 2
� (a high bell followed by a low bell) � Yellow AlertDefense Condition 3
�(Ringing like an alarm clock) � NO STAR FLEET EQUIVILENTDefense Condition 3 is a little bit above green alert on a Star ship. (I.E. Shields up, weapons off-line.)
The hand weapons used aboard a Gorn ship are Disruptors which the Gorn Confederation had bought a stock of them from the Klingon Empire. The ship�s main weapon is the Plasma Torpedo, which has been designed like the ones of the Romulan Empire.
The difference of the weapons are the Gorn torpedo have a lesser range the Romulans, but carry more hit power then the latter.*
DECK LAYOUT
There are a total of 20 decks onboard this ship and they are as follows.
Deck 1
Bridge, Captain�s ready Room
Deck 2
Captain�s Private Dining room, Senior Officer�s Dining room, Lounges 1-3, Escape pods
Deck 3
Science Deck, Stellar Mapping, Cryptography room, Lounge 4, 1 frontal Phaser array, Escape pods, Data Archives Center
Deck 4
Medical Deck, Observation Deck 1, Escape pods
Deck 5
Quarintine Deck, Escape pods
Deck 6
Main Planetary Scanners deck, Transporter room 1, Escape pods.
Deck 7
Ambassador�s Quarters, Holodeck 1, 2 Frontal Phaser Arrays, 1 rear Phaser array, Type G Plasma Torpedo Launcher. Escape pods
Deck 8
Chief Security Officer�s Office, Brig, Weapon�s Arsenal 1, Storage, Type F Plasma Torpedo launcher, 2 frontal Phaser Arrays, Escape pods
Deck 9
Commander and Senior Commander Quarters, Lounge 5, Holodeck 2, Guest Quarters, Escape pods
Deck 10
Marine Barracks, Weapon�s Arsonal 2, Escape pods
Deck 11
Junior Officer�s dining room, Escape pods
Deck 12
Laura�s Diner, Escape pods
Deck 13
Chief of Intelligence's Office, Intelligence Rooms, Transporter room 2, Storage, Escape pods
Deck 14
Lieutenant and Senior Lieutenant Quarters, Lounge 6, Holodeck 3, Escape pods
Deck 15
Main Enviromental Duct, Transporter room 3, Escape pods
Deck 16
Ensign and Senior Ensign�s Quarters, Lounge 7, Holodeck 5,, Escape pods
Deck 17
Engineering Deck, Chief Engineer�s Officer, Deuterium Tankage, Storage, 3 Frontal Phaser Arrays, 2 rear phaser arrays, Escape pods
Deck 18
Reserve Warp core, four Reserve Plasma Torpedo Launchers, Escape pods
Deck 19
Shuttle bay 1-3, Cargo storage, Ambassador and Captain�s Yacht, Escape pods
Deck 20
Star Fighter hanger bay
About the Gorn Confederation
Weapons of the Gorn Vessels
The Gorn do not use Photon torpedoes like the Federation, but base off of the Plasma torpedo which is similar to the Romulan Star Empire. There are four types of Plasma Torpedoes ranging in color, strength, and size.
Plasma R
The strongest of the Plasma Torpedoes and they have a massive hit power, but take longer to charge and more energy then other torpedoes. In close combat they can completely take down the shield of a Galaxy Class Starship and give it medium damage, A very nasty weapon. They are usually only armed on large Dreadnoughts and larger heavy Cruisers.
Color: Red
Gorn Talon has 1 Plasma R
Plasma S
This Plasma torpedo is only a little stronger then a Plasma G (Below). It's main advantage is that it has the ability to be fired out and will break up in to smaller torpedoes and attack different targets simultaniously. When a vessel is out numbered the Plasma S comes in handy.
Color: Light Red
Gorn Talon has 2 Plasma S
Plasma G
The most versatile and mostly seen Torpedo in the Gorn Fleet. It is powerful for it's small energy consumption so it is armed on most Gorn Star ships. They are backed up by Plasma F so they can combine short range and medium range strikes.
Color: Yellow
Gorn Talon has 0 Plasma G
Plasma F
The smallest of the Plasma torpedo and the weakest. It still makes a good weapon when combined in large numbers. They are also easier to charge and use. You could charge four Plasma F in the time it takes to get one Plasma R ready to go. These weapons also are the only ones that are frozen in Stasis so they can be immediately loaded and have no charging time at all. Almost instant ready.
Color: Green
Gorn Talon has 2 Plasma F
Miscillanious terms for Plasma Torpedoes
Some tactical historians keep debating which weapons was better the Plasma Torpedo and the Photon Torpedo. By the writer's opinion the Photon torpedo is more powerful in striking and a quick loading time, but Plasma torpedoes are more versatile in uses. Here are the following terms and ueses for Plasma Torpedoes.
Shotgun
This is when the torpedo is made to break up and attack simultanious targets at once. Only Plasma S can be shotgunned. (Hence the S designation)
Bolted
A bolted Plasma torpedo is when the Plasma does not have a Magnetic field holding it together. When the Torp is fired normally it is a seeking weapon which has the possibilities of being mis-lead(by ECM or Sensor Decoys). A bolted torpedo is when it fired out in a stream at the enemy hitting the shield directly. It is not as powerful, but is good when you can't afford to miss.
Enveloping
Enveloping is more expensive in energy, but their effect could help in certain situations. Enveloping is an overcharged torpedo made to spread across the enemies shields and damage them all equally. All torpedoes(Except Plasma F) can be enveloped, but each takes twice as long to charge.
Pseudo-Torpedo
A Pseudo torpedo is a Plasma Torpedo that looks just like the real thing and acts like the real thing, but does not have any damage in it. It wouldn't even phase the shields. The use is to fool the enemy in to thinking that the whole load has been fired at them so they use there tricks to get away. It takes super long to charge them and it usually never is re-charged in one battle.
Trident
The trident is a weapon developed by the Gorn in the Second Romulan/Gorn war for the defense against there cloaking device. The generates a particle (which it's name and type is Classified) that when fired out will cause a spark on the Cloaking field. Highly tuned computers will locate that and will plot a cloaking course. Then phasers will hit the ship and cause it to be seen from the flaring shields and then the Plasma Torpedoes will do the rest. There are different levels of Tridents One the strongest and four the weakest.
The Gorn Talon has a Type 3 Trident