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=/\= UCIP International =/\=
Security and Tactical Studies Guide
Version 4.2 – July 2009
Contents
1. Introduction
2. Description of Duties
◦ Non Combat Duties
3. Tactical Systems
◦ Standard Starfleet Ship Systems
▪ Deflector Shields
▪ Weapons Systems
Phasers
Torpedoes
▪ Communications and Sensor Arrays
▪ Probes
▪ Tractor Beams
◦ Reporting
◦ Advanced Weapons
◦ The Cloaking Device
4. Tactical Manoeuvres
5. Security Functions
◦ Armoury
◦ Away Teams
◦ Security Protocols
◦ Computer Security
▪ Security Access Codes
6. Clear and Present Danger
7. Encounters with other Ships
◦ Boarding Actions
▪ Boarding a hostile ship/starbase
▪ Being boarded by a hostile force
8. The Borg
9. Changelings
10. The Vanguard

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1.Introduction
Whether you serve at the tactical station on a bridge or as the lead security officer on an away
mission, a security officer of the UCIP must always act with Honour, Pride and Discipline.
The safety of the ship 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.
This guide is provided to give you a basic understanding of the duties that you will be require to
execute. However, it will not tell you everything and is only a supplement to the knowledge you
will gain from experience.
2.Description of Duties
a) Tactical Officer (TAC)
Responsible for defensive systems including shields, phasers and the torpedoes, also operates the
cloaking device if the ship is fitted with one. Manages communications, controls hailing frequencies
and informs the Commanding Officer(CO) or Executive Officer(XO) of all incoming hails and
messages.
Only the Tactical Officer may detect ships in the vicinity, tactical controls the ship-to-ship sensors,
not the ship-to-shore, they are the responsibility of the Operations Officer (OPS).
Tactical coordinates with Operations on the use of the tachyon beam to scan for Cloaked Ships.
The Tactical Officer is a very intelligent officer. He is self-aware, clear minded and flexible, he
should have knowledge about star systems, alien cultures, other spaceships and all kinds of
weapons. If the ship is so equipped, the Tactical Officer can also be responsible for managing and
directing fighters, once launched.
As a Tactical Officer you have to think and react quickly against strange situations. You have to
expect and be prepared for everything.
b) Security Officer (SEC)
Responsible for internal security of the ship. This includes the armoury inventory, ship's brig,
security team assignments and the security of ambassadors and other visiting dignitaries.
Responsible for maintaining the ship's armoury, brig and alert status of security teams. Responsible
for maintenance schedules of ship's security systems. Responsible for security checks on all new
personnel, dignitaries and other guests aboard the ship. Responsible for the selection of security
team members on the away missions. Advises the command officers on all security and tactical
situations.
The Security Chief is like a team captain for the security department, he is also the officer most
responsible for the CO's protection.

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What a security officer needs is the ability to foresee a problem and avoid it. He needs to be able to
think of his feet if a problem does arise, to figure out a peaceful and 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 dealing with inside and out. If you don't have vital knowledge, you
must as questions till you find it.
Cooperation between Tactical and Security Departments is vital for a starship and therefore an
officer called 'Strategic Operations' can be responsible for both departments on larger ships.
On most ships, the two positions of Tactical and Security are combined into one, but there are ships
that have split them into two 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.
None Combat Duties
A Tactical officer should always work side by side with Engineering to maintain the defensive and
offensive tactical systems, their expertise with the engineering side works well together with your
knowledge of how they work. They should work with the Chief of Security to run combat drills,
(with the CO's permission) and keep the command staff updated as to the progress of said drills.
A Security Officer should be patrolling the ship, doing routine checks on empty cabins, checking
the Cargo bays, holodecks and other areas of the ship, Security based drills and training are always
being run, whether it be practising for when a diplomat is being carried onboard to a small fight in
the crew mess, everything should be part of the drills to keep the officers on their toes.
3.Tactical Systems
Standard Starfleet Ship Systems
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.
Weapons 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

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as the laser and particle beam accelerators.
The standard UCIP phasers are rated type XII, the largest emitters available for starship use.
Individual emitter segments are capable of projecting 7.2 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.
As the M/AM annihilation produces a shower of photons in the extremely high energy gamma ray
portion of the spectrum, these missiles were dubbed photon mines.
Although their highly developed fusion thrusters could accelerate them at hundreds of G's, they
were still so slow compared to even the sublight capabilities of impulse driven starships, that one
had to use them in the manner of depth charges, simply deploying them in the expected path of the
enemy ship and hoping for the best.
Attempts to replace the fusion thruster with a warp engine enjoyed some success against vehicles
moving at sublight speeds, but against vessels travelling at warp speeds what was needed was a
weapon that could travel substantially faster than any ship.
The answer was ultimately inspired by the ancient submarine torpedo, which used steam power
pumped into the torpedo by the submarine rather generated onboard the weapon itself. The modern
analog of the torpedo tube emerged as an inside out warp engine coil which generated its field
within its own interior and imparted an enormous skewing effect on any object placed inside. The
specially designed warhead pod would zip out of the tube at extremely high warp speeds, having an
unprecedented degree of skew, but free of the mass of any onboard warp field generating
equipment. Though the warhead pod is designed to retain its imparted skew as long as possible, it
does begin to decay immediately after leaving the tube. As this takes at least several minutes, the
effective range is quite adequate for the tactical role these weapons play. Note that these devices
have almost no steering, only a slight course correction capability, and so must be carefully aimed.
The parallel to ancient submarine weapons was so close that the term "photon torpedo" became
permanently attached to these deadly implements of celestial combat, which in our time are capable
of as much as 15 to 20 minutes travel at speeds approaching warp 9.9.
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. This involves rapid energy
extraction from the space-time domain known a the zero-point vacuum. Zero-point energy
generation begins with a negative energy balance, requiring a greater input of high-temperature EPS
plasma. This involves the formation of an eleven-dimensional space-time membrane, a cousin of
the superstring. This membrane is twisted into a string with the topology of Genus 1 and pinched
off from the background vacuum and calls into existence a new particle. The process of creating
large numbers of new subatomic particles liberates correspondingly large amounts of energy. A
small volume of ultraclean vacuum carried aboard a torpedo warhead places the highly explosive

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energy on a target.
Both Photon and Quantum Torpedoes are available in Micro form where a ship is equipped with
launchers that can handle the smaller torpedoes.
Communications and SensorArrays
The tactical station controls all hailing frequencies, therefore all external communications go
through it first, i.e. subspace communications and Starfleet messages.
a) 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 starship captain, and voice print ID
required. Furthermore, no computer records are maintained of code 47 transmissions.
b) Code 1-ALPHA-0- Signal indicating the discovery of a spaceship in distress.
c) 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.
There are three primary sensor arrays and several secondary.
a) Long-Range Sensor- Located at the front of the stardrive 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.
b) 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.
c) 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.
d) 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.
Probes
Nine classes of probes are used aboard UCIP starships to obtain information outside of the starships
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.

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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.
Tractor Beams
A focussed linear graviton force beam used to physically manipulate objects across short distances.
Confederation starships 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.
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.
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

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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.
c) Plasma Torpedoes. 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. The generator would then establish a small but very powerful
force field around itself and a much larger concentric field with a radius of about one
hundred metres.
The parent vessel established a field bridge through this outer layer and vented its plasma
conduit system into the empty shell between the two fields. The breach was then sealed,
and the vessel would break away and let the torpedo continue on its way.
A high power sensor on the central body was capable of locking onto the target, and by
venting part of the plasma in a specific direction some degree of control could be
established over the course of the plasma torpedo.
This was a very complex and cumbersome weapons system with many disadvantages -
venting the main plasma system of the starship causes an almost total loss of power
while firing, which means that the ship must both decloak and drop to sublight speeds
while firing. The guidance system is extremely limited by the difficulties inherent in
operating any sensor system through a high energy plasma field, and any degree of
manoeuvring causes a significant drop in eventual yield.
Because of these difficulties the plasma torpedo has therefore not been very successful when
used against mobile targets such as Starships.
Fixed installations, on the other hand, are a different matter. The plasma torpedo essentially
focuses the entire energy output of a starship into one colossal discharge; when used
against a Federation asteroid based outpost a single plasma torpedo collapsed the shields
and caused near total destruction of the installation even through several kilometres of
solid rock. This level of destructiveness was not available with any other weapons
system of the time.
Today the plasma torpedo is still in service with the Romulan Warbird as a heavy weapon
for use against fixed installations.
d) Teryon Beam Arrays. These are similar to phaser arrays, but generate Teryon particles in
a purple white beam of energy. Teryons belong to the same particle class as Nadions, and
will pass through shields not containing proper EM orientation. Essentially more
‘barbaric’ than phasers, they cannot be detected powering up and there is no associated
hull structure.
e) 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

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be put in arrays, but allow for more power in the same space. Klingon versions have
stun, Romulan versions do not and can leave an antiproton trace.
f) Heavy Ram Cannon. This utilises the deflector dish to channel massive amounts of
power. Several versions exist depending on the type of energy added – Thoron,
Antiproton, Graviton etc. Normal dishes burn out after 3 shots, while specially designed
dishes can last for 16-22 shots.
g) 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.
h) 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.
i) 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 sustainer and propel the casing away from the
starship. The use of gravity field coils instead of magnetic field coils eliminates the
problems of overheating and slow refire rate.
j) Antiproton Cannon. This is a Starship/Starbase class weapon only. It fires a beam of pure
antiprotons; at full strength it would sever castrodinium at a molecular level, and slice
neutronium. It requires four thermal-neutron decay reactors to provide antiprotons, 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.
k) 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%.
l) TriCobalt Devices. The tri-cobalt warhead is a high yield device used for destruction of
large scale stationary targets such as space stations. Several species have deployed this
technology at some time; one notable example is the planets Eminiar VII and Vendikar,
who used computer simulations of tri-cobalt devices as part of their simulated war. The
USS Enterprise was declared a casualty of one of these devices when it failed to raise its
shields during a simulated attack by Vendikar, a situation which brought a rather
determined response from the commanding officer.
While TriCobalt Devices can be used to cause subspace effects, Starfleet vessels do carry
them occasionally. In 2371 the USS Voyager used two of them to destroy the Caretaker's
array in order to prevent it from falling into the hands of the Kazon.1 The Starfleet
weapon has a programmable yield which can reach 20,000 Teracochranes, more than
enough to destroy even a large station like the Caretaker's array.
Detonating tri-cobalt devices within high gravity fields such as those found near to dead

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stars can create pockets of interphase space. These can form gateways between parallel
dimensions5, though such gateways can be highly unstable and are easily disrupted by
energy releases
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. This field
is highly resistive to impact due to mechanical incursions ranging from relativistic subatomic
particles (like electrons) to more massive objects at lesser velocities.
When such an intrusion occurs, field energy is concentrated at the point of impact, creating an
intense, localized spatial distortion. In effect, the field "bends" space around the object, like a
natural gravity well. The object continues to follow a straight path, but in a curved space-time,
which takes it away from the field.
A good analogy is the change of a photon's path by a strong gravitational source, like a star or a
black hole. Although photon travels, by definition, in a perfectly straight line, it appears to change
direction because it is travelling in a distorted space-time. Similarly, the deflector shield also blocks
EM radiation, redirecting it back into space. The cloaking device must block all EM radiation from
the object it envelops, and redirect all incoming EM radiation to go around the object and emerge
on the other side as if it were completely unaffected.
Additionally, the cloaking device must nullify spatial distortion created by the object due to its
mass. To accomplish the first, a double sided shield is required. The cloaking device reflects back
any radiation emitted by the cloaked object. Any incoming energy (such as visible light) is
conducted through the graviton field around to be re-emitted at the other side without any
measurable effect on the energy itself. To do this, the cloaking device usually takes the form of a
large sphere surrounding the ship, instead of closely following the hull shape like most shields do. A
photon which impacts on the cloaking device's outer surface is redirected to follow a path in the
graviton field taking it to the opposite side in the same plane, to then be re-emitted. To nullify the
spatial distortion created by the object the cloaking device must contain an additional anti-graviton
field. This field is just within the double sided shield.
All of this takes up a tremendous amount of energy. The amount is equivalent to twice the amount
required to maintain full shielding through the entire EM spectrum without frequency rotation and
EM windows plus an additional layer of shielding to block gravitational distortion.
The cloaking device has also many disadvantages:
(1) It is very difficult to maintain conventional shields. The power drain of the device doesn't permit
any other significant energy expenditure, especially on a large ship. The shields must be maintained
within the cloaking device otherwise they would be detectable. This means that anything that
approaches must first go through the cloaking device. Since the first layer will attempt to redirect it
180 degrees about, it will probably be shorted out by full phasers. The rest of the energy will pass
through the anti-graviton shield layers, and finally impact on the shields. Hence, for the shields to
be of any help, the cloaking device must first be destroyed or turned off.
(2) No weapons can be fired from the cloaked object, because it is a double sided shield. It blocks
all energy (i.e. phasers) from the object by redirecting it back at the object. Although it could be

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useful in certain situations, most starship commanders tend to avoid this effect. Similarly, it is
resistant to mechanical intrusions from the inside, like photon torpedoes.
(3) Sensors become extremely limited as no EM radiation enters the cloak and no active sensors
may be used.
(4) In large ships like the Romulan D'Deridex class Warbird 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.
(5) The cloaking device, like shields, interferes with the warp drive due to the space-time distortion
it creates. Note that the D'Deridex class Warbird, though having a drive comparable to the Galaxy
class starship, is far slower when cloaked.
6) 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.
History of the Cloaking Device.
Star Fleet, which used the cloaking device on its vessels in the late 2200's and early 2300's, has
decided that the peaceful (mostly) mission definition of the Explorer type of starships precludes its
use. Furthermore, the overall shape of, and hull materials used in the Galaxy, Ambassador, and
Oberth class starships would interfere with the cloaking device. Although it is still possible to cloak
them, the energy necessary increases beyond reasonable limit. Today, only specialized scouting,
stealth, and battle ships use cloaking devices.
The Klingon Empire has used cloaking technology ever since their technology exchange with the
Romulans in 2263, and continues to do so.
Nearly all of its Bird of Prey type ships are equipped with it as are the D- 6, D-7, D-8 (K'T'Inga),
and the new K'Vort class battle cruisers.
The Romulan Empire naturally still uses the cloaking device. Although much about them is now
unknown due to the fifty-year contact breach after the Tomed incident, it is certain that their newest
vessels, the D'Deridex class Warbird, are equipped with a new generation of cloaking devices which
have so far defied all Federation attempts at detection without the use of tachyons.
The events surrounding the Khitomer conference, classified until recently, have brought to attention
the fact that one of the main disadvantages of the cloaking device, the inability to fire a photon
torpedo, has been nullified by the renegade Klingon vessel Dakronh. Although it was destroyed, and
it's schematics have not survived, it appears that the cloaking device would be useless today due to
the vast improvement of sensor devices used by Star Fleet. The vessel was designed to reduce the
cloaking power shortly before firing, just enough to fire a specially designed high-velocity photon
torpedo thorough it. However, this resulted in a momentary emission of radiation from the ship and
the leak of impulse engine products (plasma) through the cloak. The vessel was destroyed by
homing a photon torpedo on those plasma traces. The momentary radiation burst from the ship as
the cloaking power was reduced was too small to be detectable by the instruments of that era, but
would be sufficient to pinpoint the ship's location today.
4.Tactical Manoeuvres
A. Picard Manoeuvre: Used in situations where the threat craft does not have sensors capable of

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FTL (Faster Than Light) detection. The attacker accelerates to Warp 9, and then stops again. If done
fast enough, the ship can outrun it's own image, thus causing two ships to appear. An attack can then
be mounted.
B. Riker Manoeuvre: Used when inside unstable nebulae or other gaseous anomalies. By using a
ship's ramscoop to draw in the unstable gas, and then placing it in front of an enemy, the enemy's
fire will detonate the gas, and the threat will destroy itself.
C. LaForge Manoeuvre: Used to defeat cloaked vessels. Drawing the enemy down into the
atmosphere of a planet, allowing detection by the turbulence and heat created by re-entry. The craft
may then be engaged by weapons.
D.
Shield Penetration: Many shields may be penetrated by setting a weapon's modulation to
that of the shield to be broken through. This technique is not as effective as it once was, because
shields may be reset much faster than before. However, a well-placed shot can be all a ship needs.
5.Security Functions
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.
1. Personal Phasers- The primary defensive arms carried by Starfleet personnel.
There are four types.
a. 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 hand-held weapons; that are
easily concealed.
b. 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.
c. Type III Sarium- Hand-held 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.
d.
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.
2. Power Settings.
Below is a listing of phaser power settings.
Note that 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.

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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.
3. 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.
4. 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.

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Away Teams
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.
The following guidelines have been established by Starfleet but are subject to change at the
discretion of the CO and XO depending on the situation.
1.Peace Meeting
a. No weapon
b. XO, OPS, TAC, SEC
2.Repair Situation
a. Sec can wear weapon
b. XO, OPS, Sec, Eng
3.Any *unknown* situation.
a. All away-team members wear weapons.
b. XO, TAC, Sec team, Med, Eng
*NOTE: 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.
Away Team Formations- Away-team formations describe the relationship of the personnel in the
team to each other.
a. Wedge- This is the basic away-team formation. It has the following characteristics:
Easy to control and flexible. Allows immediate fires in all directions. Provides all-around local
security
b. File- When the terrain precludes using the wedge, away-teams use the file formation. The
characteristics are:
Provides maximum control. Provides minimum frontage and is easy to use in close terrain or
vegetation. Facilitates speed of movement. Provides immediate fires to flanks but is less flexible
than wedge. Provides minimum security to team
*Note: Formation minimum four-man team. Away-teams should never split into less than two-man
teams.
Security Protocols
1.
Alert Status;
Blue Alert- Alert Status for landing and/or dry-docking operations. Station heads report to
their departments, Medical Team is alerted and ready, Engineering works with full
personnel. CO and XO on the bridge.
Green Alert- Cruise Mode. Normal operations, two-man security teams makes checks of
ship areas. Personnel works shift to shift.
Yellow Alert- State of significant increased readiness aboard Confederation starships. All
security teams on standby, armoury issues weapons. Chief Security Officer routes Security
Teams from his office. Senior Bridge Personnel report to duty.
Red Alert- State of maximum crew and systems readiness. Armed security teams guard
Engineering and Bridge. Two men security teams sweep the decks. The Security Chief

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reports to Chief Tactical Officer on the bridge. All Security Personnel is ready for boarding
parties.
2.
Security-Only Alert status- Used to specifically command the Security department of a ship.
There are 4 levels of Security alert:
Level 4: Standard Cruise mode operations (Green Alert). Periodic sweeps of high-security
areas. Guards posted at the Brig, Armoury, Battle Bridge, and other areas as ordered by the
Captain. Three patrols make sweeps, one in each hull, with the third moving through the
whole ship. All on-duty SEC personnel are armed with phasers on STUN only.
Level 3: Used when dignitaries are aboard. Same as Level 4 except additional personnel are
posted to assigned quarters, and are present at all diplomatic functions. Upgrade phaser
levels to HEAVY STUN.
Level 2: In effect when the ship goes to Red Alert. Each patrol gets an extra officer, and the
total number of patrols is doubled. Sentries now posted to all Engineering areas, Bridge,
Hangar, Main Cargo deck, Air Locks, and all SEC/TAC compartments. Phasers set to their
highest NON-LETHAL level. Deadly force MAY be authorised by the senior officer on the
scene.
Level 1: Also called Intruder Alert. May ONLY be implemented by the XO, CO, or by
automatic Computer alarm. Security interlocks and force fields are activated, preventing all
movement through the ship. SEC personnel take command in all isolated spaces over any
crew they find. Efforts are to be taken to identify all persons by palm, voice, retinal, and
blood scans. Phasers are to be set to highest NON-LETHAL unless overridden by the officer
activating the alert.
Computer Security
Auto-destruct- A command program in the main computer system of all UCIP starships
enabling the destruction of the vessel should the ship fall into enemy hands. Initiation of
this program requires the verbal order (with dermal handprint ID verification of the two
most senior surviving command officers on the ship.)
Emergency Procedure ALPHA 2- Emergency protocol used aboard UCIP starships. ALPHA
2 will disengage all shipboard computer control and place the ships systems on manual
override.
Emergency Fleet Access- When in a combat situation, any officer with sufficient security
clearance may take command, ONLY when the ship's CO is incapacitated. Access is
allowed, while a message is dispatched to Starfleet, asking for approval of the change in
command.
Security Access Codes
Command Codes
Alpha: Command Grade Officers
Access to all areas of the ship
Ability to lockout all stations or entire areas of the ship
Beta: Department Heads
Access to non-command sealed areas of the ship
Ability to lockout specific stations
Gamma: Assistant Department Heads/Junior Officers/Warrant Officers/Senior NCO's
No special access privileges
Able to lockout specific stations

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Delta: NCO's
No special access privileges
Able to lockout own workstation
Epsilon: Cadet/Civilian
No special access privileges
Not able to lockout any stations
Special Codes
Omega: Engineering Override
Access to all areas of the ship where key access point to systems are located
Not able to lockout any stations
Theta: Security Override
Access to all areas of the ship
Not able to lockout any station
Sigma: Medical Override
Access to all areas of the ship where injured personnel are present (internal scan
verification)
Not able to lockout any stations
Kappa: Special Intelligence Override
Access to all intelligence material, used only by intellectual officers
Not able to lockout any stations
Security Access Levels
Level 10 (Omega Directive - Command Access Only):
Full access to classified material on the Omega Directive
Restricted to CO's, Fleet Commanders, Subdivision Commanders
No other special access
Not able to restrict the security clearance of any officer
Level 9 (Chief of Starfleet Operations and Deputy):
Full access to classified material
Full access to Starfleet mission information
Full access to personnel information
Able to restrict the security clearance of any officer level 10, 8 and below
Level 8 (Starfleet Intelligence Admiralty):
Full access to classified material
Full access to Starfleet mission information as determined by Starfleet Head of Operations
Full access to personnel information Starfleet Head of Operations
Able to restrict the security clearance of any officer level 7 and below
Level 7 Alpha(Subdivision Commander and Deputy[i.e. - SFMC, First Force, Starfleet Corps of
Engineers, etc.]):
Access to classified material as relates to Subdivision or as determined by Starfleet
Intelligence or Starfleet Commander
Full access to Subdivision mission information

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Full access to Subdivision personnel information
Able to restrict the security clearance of any officer level 6 and below
Level 7 (Fleet Commander and Deputy):
Access to classified material as relates to fleet
Full access to fleet mission information
Full access to fleet personnel information
Able to restrict the security clearance of any officer level 6 Alpha and below
Level 6 Alpha(Fleet Head Staff):
Limited access to classified material, as determined by the Fleet Command
Full access to mission information as relates to departments overseen in Fleet
Full access to personnel information as relates to department in Fleet
Not able to restrict the security clearance of any officer
Level 6 Beta(Formation Commander and Executive [i.e. FLO, STRGRU, BATGRU, TF and TG]):
Access to classified material as relates to the formation, as determined by the Fleet
Command or Starfleet Intelligence
Full access to formation mission information
Full access to formation personnel information
Able to restrict the security clearance of any officer level 6 and below
Level 6 (CO):
Limited access to classified material, as determined by Fleet Command or Starfleet
Intelligence
Full access to mission information
Full access to personnel information
Able to restrict the security clearance of any officer level 5 and below
Level 5 (XO):
Limited access to classified material, as determined by Starfleet Intelligence
Full access to mission information
Full access to personnel information
Able to restrict the security clearance of any officer level 4 and below
Level 4 (Department Heads):
No access to classified material
Full access to mission information
Full access to personnel information
Able to restrict the security clearance of any officer level 3 and below
Level 3 (Assistant Department Heads):
No access to classified material
Full access to mission information
Limited access to personnel information
Able to restrict the security clearance of any officer level 2 and below
Level 2 (Junior Officers, Warrant Officers & Senior NCO's [CPO/GSgt and up]):
No access to classified material
Full access to mission information
No access to personnel information

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Not able to restrict the security clearance of any officer
Level 1 (NCO's [Crmn/PVT to PO1/SSgt]):
No access to classified material
Limited access to mission information
No access to personnel information
Not able to restrict the security clearance of any officer
Level 0 (Cadet or Civilian):
No access to classified material
No access to mission information
No access to personnel information
Not able to restrict the security clearance of any officer
Code Usage Examples.
Chief Of Security:
Vokar-Beta-4-Theta
Assistant Chief of Security
Jameson-Gamma-3-Theta
Security Officer
Kyotsu-Gamma-2-Theta
6.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.)
7.Encounters with other ships
Below is the standard procedure for encounters with other ships in space.
1) After the sensors show a new ship, the Tactical Officer on duty scans the new ship and receives
his automated ID Sign. Tactical Officer logs the ship's entry to the system.
2) After the ship is identified, Tactical Officer on duty searches the ship’s history from the

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Federation Database. If the ship is cleared, the Tactical Officer returns to his work.
3) In cases where there is no ID-signal, the Tactical Officer hails the ship and scans the ship for any
threat. If there is no answer, he logs the ship as an unidentified entry and reports the incident to the
XO. If this ship is war-capable, the matter should be reported directly to the CO.
4) In cases where it's clear that the incoming ship has hostile behaviour, or is from a hostile origin,
the Tactical Officer logs the situation as encounter with an enemy, scans the ship and reports the
ship directly to his ship’s Captain, stating combat ability and tactical status.
*First Contact* requires cultural and technological assessment, even during combat situations.
UCIP starships and personnel are rarely permitted to fire first against any threat.
All UCIP Ships are equipped with a standard war equipment, which contains phaser arrays, photon
torpedoes (for some classes quantum’s) and a tractor beam.
As a Tactical Officer it's important to use this equipment efficiently.
Here is the procedure for it:
1) Small hostiles like shuttlecrafts or/and small warships can be caught with a tractor beam
instead of destroying them. For this the Tactical Officer has to scan for the output power of
the ships generator. If this is a smaller amount than the power of the tractor beam, it can be
of use. But if the generator is capable of producing more power than the tractor beam, the
ship can reroute all power to drive system and escape free from the beam.
In this case the reaction of the beam can harm your ship, so always scan for the generator power
before using the beam.
2) Torpedoes are effective against ships hulls, phaser are effective against shields. So always
use phasers to weaken the hostile’s shields before using the torpedoes.
3) Starfleet ships are not fully war capable against small ships because our ships are more
concentrated on the firepower than the fire amount. So make sure to use your shuttles
against small ships.
4) Always try to make the other ship defenceless instead of destroying it. Target vital systems
like shields, warpdrive, etc.
When the hostile ship is damaged, always use phasers. The ship would probably be destroyed by a
torpedo. Force the other ship to surrender.
Boarding Actions
Quite often, the Security officers of a Starfleet ship will be called on to undertake one of these
extremely dangerous and hard to plan missions, whether it be retaking a friendly ship, boarding a
hostile space station or capturing an enemy vessel, it is the job of the Chief of Security and his
senior staff to come up with a plan of action for these eventualities.
However, more common is the opposite side of a boarding action, when the ship you serve on is
being boarded, what do you do? How do you defend the ship? What are the attackers objectives?
These are all valid questions and are ones that I shall cover in the next few paragraphs, I hope you
will find them useful if your ship happens to be boarded by the Jem'Hadar or Vanguard.
Boarding a hostile ship/starbase.

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These are highly dangerous and difficult to plan missions, the enemy has the home field advantage,
knowing all of the corridors, rooms and access points, they know exactly how to defend their
positions and will normally do so to the death.
As the Chief of Security, you have to identify key points on the enemy ship or starbase, equip your
men with the equipment and supplies needed to capture and hold it while the other teams get to
work, but what should we target, I hear you ask, well, I'm going to tell you.
1)Bridge/Main Operations, should always be a priority target, the enemies commanders will most
likely be here as well as important command junctions, control of the bridge while the command
pathways are open will allow you to take control of the rest of the ship/station.
2)Engineering(Ship Only), Again, a priority target when taking a ship, the propulsion systems,
defensive systems, offensive systems, environmental systems, infact every system on the ship is
normally routed through Main Engineering, control of this area will give you complete access to
every system unless it is locked out by Command officers on the bridge, taking both positions
simultaneously is a very effective tactic and one that can win the day.
3)Armoury, Not one of the two priority targets, but a worthy one none the less, the enemy forces
will muster here first to counter attack if you do manage to take other positions on the ship,
normally one of the hardest stations to take on a ship or starbase due to the high number of weapons
and occasionally, automated defence systems in place.
4)Sickbay, Another position that the enemy forces will defend, their medical staff will be able to
patch up minor wounds and keep people fighting, taking this area of the ship, as well as stopping
that, is also a big morale drain to the enemy forces.
5)Computer Cores, A very good target, allows similar control to Main Engineering, however they
do require a specialist knowledge of the ships computer systems.
If you should fail to take those positions, backup targets should be shield generators, weapons
systems and environmental controls, from those positions you can cause great damage to the ship
and lower its defences.
Being boarded by a hostile force.
Now, you know how to board a hostile ship, but what about if your being boarded, will.... you do
the opposite, you seal off all non essential areas of the ship, force fields are bought to maximum,
any automated defences are bought online and security patrols keep order in isolated sections of the
ship.
The positions remain the same, however this time, you defend them, only withdrawing if you find a
position is impossible to defend, the bridge and main engineering are the two most important
positions to defend, you need to protect the command officers and the command controls.
If the shields are offline, tactical should work with engineering over the comm to try and bring them
back online, without shields, only the areas of the ship with all round force fields will be safe from
people beaming into them, normally these areas are the Bridge, Engineering and Sickbay, however
it depends on the particular ship, some have containing forcefields, others do not, so always ask
your command officers before you make any assumptions.

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8.The Borg
The Borg are a highly advanced technological power that thrives on conquest. Though there is
evidence of Borg reproduction, their population and technological growth appears to come from
“assimilating” humanoids and their knowledge.
The Borg expand their population, knowledge and territory by conquest of all races with which they
have contact. This expansion is accomplished by massive, cube-shaped ships carrying populations
estimated to be in at least the tens of thousands, which travel outwards from Borg territory to
assimilate everything in their path.
Though often represented by a “Queen”, the Borg share a single consciousness, with no single
leader, acting as a single entity, this single consciousness allows them to adapt and remodulate their
weapons and shielding systems extremely fast, normally faster than most starships can remodulate
their weapons and shields, this makes even a single Borg Cube a deadly opponent as shown at the
battle of Wolf 359 where a single Cube on a direct course with Earth decimated the fleet sent to
intercept it.
The Borg seem to be driven by only one other goal than conquest, they seek the Omega Molecule, a
short lived, very complex and highly unstable particle with the potential to provide vast amounts of
power.
The Borg are known to have been in existence in 2063, when a Borg incursion from the 24
th
century
tried to contact the Borg of that time. This attempt was stopped by the USS Enterprise-E. Two
centuries later, the Borg attacked the El'Aurians and nearly exterminated their race, scattering the
survivors throughout the galaxy.
First Official contact with the Borg was made in 2365 by the USS Enterprise-D when a being
known as Q transported the ship into the Delta Quadrant. They then made their first appearance in
the Alpha Quadrant a year later when a Borg Cube achieved Earth Orbit after the battle of Wolf 359,
the Borg Cube was destroyed by the USS Enterprise D.
In 2369, the android Lore (Brother of Lieutenant Commander Data, a Soong-Type Android) led a
group of Borg, separated from the Collective after an introduction to the concept of individuality
(inadvertently by the crew of the USS Enterprise-D through the captured Borg Drone Hugh). This
group attacked Federation space before being stopped by the USS Enterprise-D, which removed
Lore and his influence. The fate of these Borg is as of now unknown.
USS Voyager, while lost in the Delta Quadrant, encountered the Borg and their territory repeatedly.
Borg conquest in the Delta Quadrant appears to cover thousands of systems, linked by Transwarp
Conduits.
The Borg have only encountered one species that consider to be a serious threat, Species 8472.
Borg Drones still resemble the race they were at the time of assimilation, their skin is drained and
lifeless, they always have a multitude of cybernetic implants that enhance their strength.
Upon assimilation, a drone would cease to grow body hair and develop an ashen, greyish skin
colouration. Cybernetic implants would be either surgically attached to the body or grown internally
by nano probes injected into the bloodstream. The nature of these implants varied from drone to
drone, depending on its intended function. In certain cases, parts of the body such as an eye or an

Page 21
arm would be amputated altogether to make room for the cybernetics. The implants of a fully
assimilated drone allowed it to function for extended periods without shelter, food, water, or even
air. A drone's only requirement would be a supply of energy to maintain the implants that in turn
maintained its biological functions. This energy would be supplied during regeneration cycles
within a Borg alcove.
Borg drones were equipped with a myriad of technologies integrated into their bodies which
enabled them to perform their duties within the Collective, several of which were universal to all
drones. A neural transceiver kept them connected to the Collective. A personal force field protected
each drone from most energy-based attacks. As of 2373, each drone possessed a pair of assimilation
tubules embedded in one hand for the purpose of instantly injecting individuals with Borg nano
probes. A cortical processor allowed a drone to rapidly assimilate visual information. Borg drones
were also equipped with a neural processor, which kept a record of every instruction that particular
Borg receives from the collective hive mind. Captain Picard used this processor to discover the
Borg were attempting to use the Enterprise-E deflector dish as an Interplexing Beacon to contact the
Borg in 2063.
Drones also contained failsafes designed to deactivate and even vaporize their own bodies, thereby
allowing the Collective to eliminate damaged or dead drones without leaving remains to be
exploited by outsiders. The captured drone Third of Five also made comments indicating that this
vaporization may have been a form of resource reabsorption. One of these failsafes was intended to
automatically deactivate drones experiencing strong emotional states, which the Borg interpreted as
a sign of disconnection from the hive mind.
When dealing with the Borg it is advised that when discovered on long range sensors, Starfleet
Command is alerted as soon as possible and the ship that discovers them should monitor at long
range or perform hit and run attacks if there is a safe place for them to hide, Do Not under any
circumstances attempt to go one on one with a Borg ship. Monitor or hit and run until a fleet can be
organised to destroy the Borg ship.
9.Changelings
Most Changelings that will be encountered in Federation space will be renegade founders or those
trapped within Federation space after the peace treaty was signed, they can take on the outward
physical appearance of anyone or anything and are very hard to keep track of, however there are
ways of determining if an individual is a shape shifter, when part of them is detached from the main
body it reverts to its original state, this alone allows security and medical officers to screen anyone
and everyone on the ship for a possible infiltrator by drawing a sample of blood from each member
of the crew.
While the Federation and the Dominion do have a peace treaty signed, there may be elements of the
Dominion who do not agree with the treaty, as demonstrated by the 'Second Dominion' which
plagued Federation space until the second peace treaty was signed.
10.The Vanguard
The Vanguard Terrorist Organisation is a secretive underground group who believe that the
Federation has become weak through too much diplomacy, they seek to strengthen the Federation
by forcing them to adopt aggressive or military positions to fight off enemies that the Vanguard
have provoked or the Vanguard themselves, while they are terrorists in the eyes of the Federation,
they consider themselves Vigilantes and this makes them extremely dangerous.

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Known to use any and every piece of technology that they can get their hands on, the Vanguard is
an unpredictable and difficult foe, as evidenced by the USS Vindicator in 240712 when they found
themselves investigating the Argos Array which had been modified to tap into the fleet
communications network. A small device was found and taken back to the Vindicator, which then
suffered a series of malfunctions which ended up in the Vindicator losing most of her systems and
being towed back into starbase.
The Device, which turned out to be a high-tech hacking node was suspected as the culprit by way of
placing a disruption algorithm in the Vindicator's computer system. The crew only managed to
neutralise the effects by shutting down, wiping and restarting the computer cores.
Subspace weaponry has also been used against Starfleet when they sent a ship investigate an
independent starbase, the weapons were high-tech platforms that could fold themselves into a
subspace bubble, this made them impossible to detect using conventional methods and could not be
targeted or damaged until they returned to normal space to fire.
Some of these weapons also fired Torpedoes that instead of carrying an explosive payload, were
meant to breach the hull of a ship and deposit a swarm of mechanical wasp like devices, they each
had a phaser as a stinger and some also carried a toxic dart that could incapacitate a Human within
minutes.
They have also been known to use Romulan Mind Probes, Dominion based explosives and stolen
Starfleet technology as well as work with members of the Mirror Universe.
Anyone that encounters the Vanguard should be prepared for anything, they are masters at covert
operations and will normally have set traps far in advance of your encounter.
=/\= End of the Guide =/\=
Thank you for studying the Security and Tactical guide and Good luck with your future missions!
Document History:
Version 1.0 by Lt Jg H. Hawke
Version 2.0 by Lt O. Erdem
Version 3.0 by LtCmdr O. Erdem
Version 3.1 by Cmdr O. Erdem
Version 3.2 by Lt B.LaPota
Version 3.3 by Capt. O. Erdem
Version 4.0 by LtCmdr Barron
Version 4.1 by LtCmdr Barron.
Version 4.2 by Tinst Xavier