<BGSOUND SRC="security.mid">
Security Department
The security department is responsible for maintaining crew discipline and enforcing Star Fleet Regulations, investigating any crimes which occur while the ship is under weigh and recommending incidents for internal discipline or for remanding to JAG, and for small weapons including type I hand phasers, type II heavy hand phasers, type III phaser rifles, and type IV semi-portable phaser cannon and for maintaining the ship's armory. 
                                                          Security

The overall responsibility for protecting equipment, information and personnel onboard or assigned to the ship from adversaries intent on exploiting a ship�s weaknesses rests with Security.  To do this Security implements a system of checks to ensure all Federation resources to include personnel are accounted for and secure at the end of each shift.   There are 12 primary duties of the security section.

Advise the CO and XO on matters of Security
Provide security for dignitaries aboard ship
Maintain security codes and provide access to personnel on a need to know basis
Monitor access to the ship and respond to unauthorized entries
Deny access to sensitive or classified information and/or equipment by unauthorized personnel
Conduct investigations and report finding to the CO and/or the JAG
Detain and interrogate suspects
Secure sensitive areas of the ship and restrict access to the same during alert conditions
Maintain and restrict access to weapons storage areas
Act as the point-of-contact between damage control response teams at the damage site and the Operations Officer on the bridge
In the role of an Away Team member Security acts as a deterrent against hostile acts from aggressors
Perform other duties as assigned by the CO


                                                                               
Weapons

Performing the duties assigned a member of security often requires the officer to defend Federation data, equipment and/or personnel with hand to hand, blade, and energy weapons.  Security officers are masters of at least one form of martial arts and their weapon of choice.

The standard issue weapons of security consist of a sidearm, a rifle, an isometric disrupter, and a boot concealed dagger.  All sidearms, rifles and disrupters are point and squeeze while the boot dagger is a handheld 12-inch cutting instrument for close-quarter fighting.

Hand to Hand Combat

There are several principle martial arts taught at the Academy.  They are Klingon, Vulcan, Human, Bajoran and Romulan self defense. Although each style is very different all have the fundamental purpose of eliminating the threat posed by adversarial attacks, up to and including administration a blow, which results in the death of the opponent.  It is the last option available to a Security Officer; however, there are times when it is the only option appropriate for the situation. 

A word of caution about Martial Arts.   Hand to hand combat is conducted at distances equal to or less than the height of the opponent.   When comparing the average reaction time between a physical attack and that of the beam release of an energy weapon, the energy weapon wins hands down.   As an example, physical attack is like striking a flint to produce a spark while beam release on an energy weapon is like selecting the on button to a light.  The distance an officer must travel to engage the enemy compounds the delay while the phaser burst traveling at the speed of light and is unaffected by relative distance of opponents up to several hundred meters. Simply put physical attacks are slower than firing a phaser.  Be prudent, let them fall to the floor stunned or bleeding if at all possible.

Blade Weapon

The K bar or Combat dagger of the Marines is standard issue for the Security Officer.  The D�K Tahg dagger of the Klingon or the Kelah dagger of the Romulan is permitted.  The combat knife is a solid piece of tempered duranium sharpened to a blade width of one micron.  It can slice through nearly any matter.  The handle is wrapped in replicated leather to ensure a firm grip. The Klingon D�Ktahg is a three-bladed dagger within a narrow sheath. Most are equipped with a spiked grip end for a downward or backward crushing movement.  The Kelah is a naturally malleable alloy that converts into a single inelastic metal crystalline blade of .5 micron in diameter on the cutting edges. It is a double edged weapon with a nasty backward hook on one edge tip for creating a much larger tear as it is twisted and withdrawn.  The handle has a serpentine like twist allowing the user a better swivel rotation as the blade is withdrawn.

Personal Phasers and Disrupters

Side arms and rifles of star fleet are lightweight, energy efficient, long lasting and have a high level of target accuracy.  Hand held phasers and disrupters are classified as type 1 (affectionately called palm bombs) and type 2 (holster weapons). Fire rate: 1-2 shot bursts. Effective Range: 95 meters
  Assault rifles are the upgraded type 3B, which incorporated the first true transitional-phase pulse accelerator. Fire rate: 3-6 bursts. Automatic rate 450 pulses .4 seconds with .6 second recharge delay.  Effective range 600 meters (hand held) 1800 meters (tripod). The Isomagnetic Disrupter is a shoulder mounted anti-assault, anti-shuttle, anti-cannon energy accelerator which boast a new seeker/tracker lock on with both passive and active EM and subspace detectors.  Effective Range: 2000 meters area and 300 meters individual target. Grenades are �pull pin and 3 count then throw� types, which can be flash bang, antimatter, or disrupter release. Effective range 30 meters. Anti-personnel mines are also 3 types P47s, butterfly and claymore all can be either antimatter or disrupter release and all have some very devastating affects within 500 meters.

The difference between phasers and disrupters are significant.  Phasers release a controlled burst of superheated rarefied plasma while Disrupters release an unstable particle field that unwinds in the beam as it makes contact with the target. Phasers go in like a pea and come out like a baseball while Disrupters slam into the target covering the center of mass and spreading outward in shockwaves from the point of contact.  It is the difference between a laser scalpel and a hand axe.

Power Setting

In terms of setting all energy weapons have the same power settings lumped into 4 major groups which are Stun, Thermal Effects, Disruption Effects and
Explosive/Disruption.  Palm bombs or type 1 hand held weapons have a limited range of phaser power up to range setting 8.  Rifles have the full range of power settings as do the holstered weapons however, rifles have a 50% greater power reserve than hand held or holster weapons due to the size of the stock where the power cell is housed allowing for a larger power storage cell.  Isomagnetic Disrupters have a range setting which begins at 11 as do grenades and mines except the flash bang grenade which has one power range setting of 5.


Stun

There are three ranges of stun, light, medium and heavy.  Light stun (1) causes temporary central nervous system (CNS) impairment.  Targets remain unconscious for up to five minutes. Medium stun (2) renders target unconscious for up to fifteen minutes. Heavy stun (3) results in a sleep state for approximately one hour.  If aimed at equipment there is a significant increase in thermal radiation boils liquids and melts copper and aluminum. 

Thermal Effects

There are two ranges for thermal effect, setting 4 and 5.  Setting 4 causes extensive CNS damage and epidermal trauma.  If aimed at equipment it produces deep heat storage affects on metal alloys.  Setting 5 causes severe burns to the first two layers of the epidermal. Personnel force fields are penetrated. 
Disruption Effects

There are five Disruption Effect, setting 6 thru 10. Setting 6 causes organic tissues and light metal alloy structures damage-causing matter to dissociate rapidly. Settings 7 cause immediate death. Equipment melts. Setting 8 causes vaporization with the wide spread dissociation at the molecular level.  Setting 9 causes medium alloy or ceramic material over 100-cm thickness to vaporize. Setting 10 causes heavy alloy materials to begin vaporizing after .55 seconds.

Explosive/Disruption Effect

There are six Explosive/Disruption Effects, setting 11 thru 16. Setting 11 causes ultra dense material to vaporizes while light geological displacement explodes after a .20 second delay. Setting 12 causes ultra dense material to vaporize while medium geological displacement explodes after 0.1-second delay.  Setting 13 causes shield matter to exhibit minor vibrational heating effects.  Setting 14 causes shield matter to exhibit medium vibrational heating effects while Heavy geological displacement explodes after .19 seconds delay. Setting 15 causes shield matter to exhibit major vibrational effect while Heavy geological displacement explodes after .13 seconds delay. Setting 16 causes shields to experience light mechanical fracturing damage and total melt down of most geological displacement with the exception of dillithium raw or crystalline forms or other multi-faceted geo-structures.

                                                              
Personnel Training

Security is responsible for all defense training of assigned shipboard personnel. They are also responsible for training Away Team members in the fundamental of Away team formation and ground maneuvers while under attack, while reacting to the attack and while breaking out of the attack.

                                                                     
Away Team Formation

The Away Team (AT) consists of but is not limited to a senior bridge officer, usually the XO and the CSEC and any additional people assigned.  Security has the responsibility for reconnaissance and maintaining a secure perimeter while moving about on the ground.  The senior officer in charge of the AT will assign personnel ground security duties or defer to the CSEC to assign duties.

When securing a perimeter at a bedding location Security will initiate the level of alert condition appropriate to the highest level of known threat.  As a minimum the Senior Officer will have an escort at all times.  Security can include but is not limited to posting perimeter guards, reconnaissance and the use of area force fields.  

While maneuvering under possible combat conditions Security will post a forward and rearguard with COM contact.  The mass of the AT will be staggered within sight of each other. The distance and the exact configuration of the formation will depend on the terrain.  Single file where the path narrows or is too dense and it would be time consuming to fight thru individually, or more spread out as the terrain opens up to prevent automatic fire from injuring or killing all members of the formation.     
Ground Maneuvers While Under Attack

Once the first incident of weapons discharge has occurred. Members receiving fire take up nearest positions that afford protection from enemy fire (cover) and observation (concealment). The members in contact immediately return heavy fire at the enemy positions.

The members not in contact take covered and concealed positions and observe the flanks and rear of the AT. The team leader directs fires using standard fire commands.

                                             
Ground Maneuvers While Reacting to the Attack

The members in contact begin to place well-aimed fire on suspected enemy positions.   Security scans the field of fire to identify and verify enemy movement and call out firing adjustments as required.

The AT leader determines if the members in contact can gain suppressive fire based on the volume and accuracy of the enemy fire. If the answer is YES, the AT leader allows the members in contact to suppress the enemy. If the answer is NO, the AT leader then deploys several members not in contact to establish a support-by-fire position and engage the enemy at either flank or their rear echelon.  Normally, the AT Leader reports the situation to the CO.

                                           
Ground Maneuvers While Breaking out of the Attack

Once the assaulting fire team has seized the enemy position, the AT leader establishes local security. Security must quickly prepare to defeat any enemy counterattack.  At the conclusion of the assault, the AT is most vulnerable.
The AT leader signals for the supporting fire team to move up into a designated position while Security assigns sectors of fire for all members of the AT teams.

Manual Written by:
Fleet Captain Jaccob Adder
Ref: Star Trek The Next Generation Technical Manual
         Star Trek Deep Space Nine Technical Manual
          Star Trek Encyclopedia
           Squad Infantry Manual
BACK TO ACADEMY PAGE
Hosted by www.Geocities.ws

1