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Post by Vice Admiral Maxx Gunn on Jan 1, 2007 11:22:14 GMT -5
This is the Station Public Library. Please feel free to add any kind of informations pertaining Star Trek here.
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Post by Vice Admiral Maxx Gunn on Mar 18, 2007 9:21:40 GMT -5
Star Fleet Orders and Directives
General Order 1 : Prime Directive As the right of each sentient species to live in accordance with its normal cultural evolution is considered scared, no Starfleet personnel may interfere with the normal and healthy development of alien life and culture. Such interfernce includes introducing superior knowledge, strength, or technology to a world whose society is incapable of handling such advantages wisely. Starfleet personnel may not violate this Prime Directive, even to save their lives and/or rgeir ship, unless they are acting to right an earlier violation or an accidental contamination of said culture. this directive takes preccedence over any all considerations, and carries with it the highest moral obligation.
General Order 2 No Starfleet personnel shall unneccessarily use force, either collectively or individually, against member of the United Federation of Planets, their duly authorized representaltive, spokespersons, or designated leaders or member of any sentient non-member races, for any reason whatsoever.
General Order 3 The sovereignty of each Federation member being respected in all things, Starfleet personnel shall observe any and all statutes, laws, ordinance, and rules of governance currently in effect within the jurisdiction of a member planet. Violators of such ordinances will be subject to such punishments or corrections as shall detemined by local govermental bodies.
General Order 4 If contact is made with hitgeto undiscovered intelligent life-forms, under no circumstance shall Starfleet personnel, either by word or deed, inform said life-form that worlds other than their own or intertelligent life-form other than their own exit outside the confines of their own space.
General Order 5 In cases of extreme emergency, Federation special representatives are empowered to assume emergency powers to deal with a condition or circumstance that is deemed hazardous to the welfare of Federation citizenry. Within the scope of these emergency power, duty authorized civilian personnel may assume temporacy command of a Starfleet vessels and/or personnel to deal with the emergency. Starfleet personnel must submit to their authority for the duration of the crisis
General Order 6 The request for emergency assistance from Federation citizenry demands unconditioanl priority fromStarfleet personnel. Such personnel shall immediately respond to said request, postponing all other activities.
General Order 7 No Starfleet vessel shall visit the planet Talos IV under any circumstances, emergency or otherwise. This order supersedes General Order 6. Any transgression of this general order shall be punishment by death.
General Order 8 Upon sigthinga warship within Federation space and identifying it as belonging to a foreign power, the commander of the Starfleet cessel shall determine the reason(s) for that craft's presence in the vicinity. if there is conclusive evidence that the vessel has hostile intentions, the Federation vessel may take appropriate action to safeguard the lives and property of the Federation member. In such cases, the hostile vessel. However, case should be taken to avoid unneccessary loss of sentient life.
General Order 9 No commander of a Starfleet vessel, military, or auxilary, may grant political asylum to any individual without first being given express permission to do so by a representative of the federation government.
General Order 10 If there exits eyewitness testimony by senior officers or similar verifiable evidence that an individual has violated the prime Directive, said individual may be relieved of duty by a duly sworm representative of the Federation government and placed under immedicate arrest. the povernment representative shall then take such action as he deems neccessary to minimize the results of the violation.
General Order 11 Starfleet officers with the rank of captain or higherare granted full authority to negotiate conditions of agreement and/or treaties with legal representatives of non-Federation planets. In such circumstances, the acting officer carries de facto power of the Federation Special Ambassador. Any and all agreements arranged in this manner are subject to approval by the Chief of Starfleet Operations and the Secretary of Starfleet.
General Order 12 Federation officers may violate neutral Zone areas as desigbated by treaty pnly if such action is required to save the lives of Federation citizens under conditions of extrems emergency.
General Order 13 Except when orders state to the contrary, Starfleet personnel will respect the territiorial intergrity of independent planetary systems and governments, and will not violate territorial space belonging to nsuch world.
General Order 14 Starfleet personnel may intervene local plaentary affair to restore general order and to secure the lives and property of Federation citizens only upon receiving a direct order to do so from the civilian official with the title of governor or higher.
General Order 15 No officer of flag ranks shall travel into potenitially hazardous area without suitable armed escort.
General Order 16 Starfleet personnel may extend technological , medical, or other scientifice assistance to a member of a previously unrecognized sentient species only if such assistance in no way compromises the Prime Directive or the security of the Federation or Starfleet.
General Order 17 Starfleet vessel captains are to consider the lives of their crew member as scared. In any potentially hostile situation, the captain will place the lives of his crew above the fate of his ship.
General Oder 18 "Upon being accused of treason against the Federation, Starfleet personnel may demand a trail conducted by the Federation judiciary". If the individual is acquitted, Starfleet Command shall have no futher legal recourse against the accusted in said matter.
General Order 19 Except in times of declared emergency, Starfleet personnel may under no circumstance convey personnel or material between [lanets or planetary systems when there is reason to believe that said personnel or material may be used to conduct aggression. This order applies to inpendent worlds within the Federation as well to Federation members.
General 0rder 20 Officers and personnel of Starfleet Command may employ whatever means necessary to prevent the possession, transportion, sale, or commerical exchange of sentient being held against their wishes within the boundaries of Federation space.
General Order 21 No Starfleet personnel, either officer or enlisted, may offer his services to an independent foreign governmet without the express authorization of the Federation Assembly.
General Order 22 As the rights of individual expression and free discourse as considered sacred, Starfleet personnel may debate the policies and decisions of their government representatives privately at any time, to the extent that such discussions do not violate their command oath or specific duties to the Federation per these General Orders and Starfleet regulations.
General Order 23When verifiable proof is presented to senior commanding officer of a Starfleet vessel pr post that a Federation representative may currently be acting or have acted in the past to violate the Prime Directive, the officer may relieve said repesentative of office, then assume the full power of that office pending a full investigation by governmental officials.
General Order 24If a commanding officer deems that an individual or group of individuals pose a threat to Starfleet personnel or Federation civilians, he may take any action deemed necessary(including force) to secure the safetl of those threatened.
General Order 25 Civilian or military personnel taken into custody by Starfleet personnel durning time of extreme emergency shall be accorded proper treatment consistent with their rank or station, insofar as such treatment does not compromise the security of the Federation or Starfleet.
General Order 26No member of a ship's cowere not directly complement or other ground-based installation can be held directly accountable for the actions of their superiors. Similarly, no member of a ship's company or other Starfleet personnel will share in disciplinary measures taken against the commanding officer(s) if said individuals were not directly involving in the action leading to the disciplinary measures. The order extends to condition, involving proven violations of the Prime Directive, where proof of such violation exist.
General Order 27No member of Starfleet shall be required by the assignment of standard duties and responsiblities to undergo extend separation from his family, if family, members can be reasonably provided for aboard ship or as a part of an existing Starfleet installation.
General Order 28No officer of cammand rank shall be removed from command status unless such action has completer and unqualified agreement of at least three senior officers present. Whenever possible, such officers shall includ the ship's First officer, Chief medical Officer, Counselor and one junior officer of command station.
General Order 29The primary responsibility of the commander of any Starfleet vessel or installation is the welfare and safety of his crew, including any civilian members. No actionmay be taken thatr creates an unwarranted threat to the safety of those individuals under the officer's charge, except in the line of duty and when otherwise unavoidable.
General Order 30Starfleet Command recognizes the right of each ship commander to interpret the specification of the Prime Directive as he sees fit, consistent with the condition of other existing general orders in effect, and based upon circumstances that may arise in the dealing with newly discovered sentient races.
General Order 31 The conditions and specification of the Prime Dircetive shall hencforth apply to all sentient lifeform discovered, whether they are of natual or artifical origin.
General Order 32 Except in the case of extreme emergency, no Starfleet commander us authorized to order his ship to travel faster than Warp Factor Five without expression from Command.
The Omega Directive.The omega Directive was created to deal with the threat not only to the Federation, but to the entire Alpha Quadranty; and indeed the whole Galaxy. Starfleet named the hazard the Omega molocule/particle phenomenon. It was first synthesized over 100 tear ago(During the mid 22nd century) by a Starfleet physicst named Ketteract. The molecule created was most powerful substance known to exist. A single Omega molecule contain the same energy as a warp core. it has been suggested that in theory, a small chain could sustain a civiliztion. It is not known whether Ketteract was searching for an inexhaustible power source, or a weapon. He created a single molecule oarticle of Omega, which lasted for only a fraction of a second before it de-stabilized. His work was done on a classifed research center in the Lantary Sector. Kettact and 126 of the Federation's leading scientists, were lost in the accident. rescue team attempting to reach the site, discovered an unexpected secondary effect. There were subspace ruptures extending out several light years. To this day, it is impossible to creat a stable warp field in the sector. it can only be traversed under sublight power. this is the danger of the Omega molecule. Omega destory subspace. A chain reaction could devastate subspacethroughout the quardrant. Space-faring civilzation would no longer exist and many lives would be lost in space. when Starfleet learned of this impending danger, it suppressed all knowledg of the Omega phenomenon. Only Starfleet Captains and Federation Flag Officers may view this document. Directive.Starfleet Captains and Federation Flag Officers must ensure the safely of the quadrant from the Omege threat. To this end, wherever sensors postitively detemine the presence of Omega in a ship vicinity it will enter "Omega Mode". Doing so locks all navugation, sensor, tactical and propulsion system. Only the ship's Captain or a Federation Flag Officer can releasethe Omega lockout. Access to sencor data retrieved on the Omega effectis limited to Clearance Level 10. When Omega has been verifed, the ship's captain will contact Starfleet Command immediately. No information may be relayed to this ship's crew. All other prioritites durning are rescinded until the threat is neutraized. The prime directive may be compromised durning such a mission, if necessary. Blatant abuse of this power will be prosecuted to the fullest extent using all other Starfleet Directives. If violation of the prime directive is even minimally anticioated, it is authorized and advised. If Starfleet Command cannot be contacted for any reason, the primary priority is the destruction of all Omega molesules detected. There will be now computer record of the sencor logs, and Captain's/Captain's Personal Log must be either encryted and deleted.
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Post by Vice Admiral Maxx Gunn on May 27, 2007 10:59:30 GMT -5
History Dept.
Subject: United Federation of Planets
CULTURAL AND HISTORICAL OVERVEIW
The very beginnings of this organization can be traced back to a devasted and post apocalyptic Earth. After the cataclysmic Bell Riots in Los Angeles 2024, many of the world's long standing social problems were finally confornted and slowly things were turned around. But Earth would be plunged into a global war durning the middle of the century, a conflict which caused the loss of more than half a billion lives. But with pioneers such as Zefram Cochrane, there was still hope of a brighter future. Soon after the war, a new inified Earth Force had began to explose the neighbouring star systems with sub-light vehicles. Such expedition at this time were funded by private contractors, using outdated, pre-war technologies, and such exploration were curtailed by the time dilation at relativistic velocities approcahing the speed of light, but the breakthrough would come thanks to Cochrane's brilliant and visionary research.
Maverick scientist Zefram Cochrane had experimented for years testing the properties of Dilithium, a unique crystalline ore first discovered 10 years before the war by interplanedtary probes charting and surveying a variety of geological features on the solar's inner planets. It was Cochrane's initial discovery that Dilithium possessed extraordinary capabilities, being totally resistant ro antimatter, and when bombarded with high energy plasma released a controlled matter/anitmatter reaction of huge energetic potential which he believed, if harnessed correctly, could alter, or warp the geometry of space. Such a system he theorised could be utilized in an advenced propulsion system that would render normal-space light speed physics redundant.
Constructed using the frame of an old Titan 5 nuclear missile, Cochrane's revolutionary prototype warp-ship Phoenix made its first test flight on April 4 2063. After breaking the warp barrier, and crusing for only a few seconds at warp 1, a nearby Vulcan survey vessel passing the outer rim of the system detected the warp effect via sibspace monitoring techniques. This resulted in first contact with another, non terrestrial civilization the follow day when the Vulcan ship landed at Cochrane's Montana base, and a small contingent of Humans and Vulcans came together to exchange greetings. History records Cochrane's impressions of the firstencounter as being unique, exciting, and cataclysmic, though he has been heard to say off record thathe Vulcan were amongst the dullest guys he had ever met. But ties forged with this raceswould endure far into the future.
As news of the contact spread, it actd as wake-up call for Humanity, and the catalyst for rebuilding of Earth's social structure, as well as the reconstruction of Earth cities, and the network of trade and industry in general. The chaos and global depression of postatomis horror began to ebb, and with the Vulcan's assistance real progress was beinning to be made with global stride towards a prosperous new era. Cochrane got to work on refining and reconfiguring his warp model to incorporate blue prints of larger scale vehicles for interstellar exploration. Selling his new warp system to highest bidder, and with exteral aid from Vulcan scientific community in way of design modifications and the supplying of materials, the new alliance of Earth's military set out on a voyage of discovery to chart the neightouring systems, and beyond. This mandate was formed and defined by the embryonic body called Earthfleet later becoming Starfleet, encompassing several operational arms, one of these significantly, was called UESPA (Inited Earth Space Probe Agency). Their objective from the start sought to expose and chart more promising star systems close to Earth with the intention of investigating colonization potential. Cochrane later retired to live out his old age at the Alpha Centauri colonies, and Official Federaton records start that was his last known location, for he disappeared in 2117, and was presumed dead soom later.
Leaving his knowledge and legacy behind, a man called Henry Acher took up the challange to improve and refine Cochrane's warp theory. With the rapid advance of technology Acher came close many times to the warp 5 breakthought, but key information was withheld by the Vulcan scientific community, as they deemed Humanity was not yet ready to possess the technolgy.
But success eventually came. And it was fine irony that his son, Jonathan Archer, became the first Captain in Starfleet to command a warp 5 starship in 2151. The new NX-Class of starship was spearheaded by the prototype Enterprise, and being only barely commissioned herself, the ship was rushed into service to counter an alien threat from an elusive species called Suliban. More alarming than even this, it was at this time that Starfleet encountered the first Klingon activitly, and although first contact went reasonably smoothly, thanks in no small part to Archer, this species would be key player in the future affairs of Satrfleet.
it was in mid 22nd century when Starfleet vessels encountered Imperial scout ships of the Romulan Star Empire. Earth authorities instantly distrusted this new power, and it wasn't long before this distrust was transposed into violance, as full scale war raged for the next few years. Earth vessels at this time were significantly more advanced, with superior propulsion and high yigh torpedose and Phase Canons. The war climiaxed at the Battle of Cheron in 2160, resulting in a famous win for Starfleet. Soon after, peace was established by the installation of the Neutral Zone, being a neutral corridor of space approximately one light year think. It was established that violation of this space by either side could be considered as an act of war. Minor incidents involving Romulans forces occurred therafter, but a full confrontation was avoided , such argurment deflated by dipomats, and composed starship captain.
Immediately following Cheron, ambassadors of the surrounding star nations met discuss the idea of a grand unification. Delegations composed of Humans, Vulcans, Tellarites, Andorians, Zarkdorn, Deltans, and other 12 parties in total came together for a historic seminar. What emerged after seven day meeting in the San Francisco Conference Centre was the blueprint constitution for the United Federation of Planets. A body dedicated to researh, understanding and co-operation, with the exciting mandate for the mass exploration of space, supported by a specialist star fleet agency, that, as well as being a defence mechanism for the Federation, would conduct missions of discovery, with the ideal goal of contact with new worlds.
The day was January 4 2161. The Federation was finally founded after the earlier paper works, diplomacy, and red tape had commenced to sort out the multi-facetted architecture needed for such a union to work. Such considerations involved myriad consititutional modificatios to function around the Federation's cultural diversity; the founding of a central council and its location; various scientific reseach structures; a medical agency; an intelligence unit; the possibilities of localised Starbase and outpost network; trade and commerce routes and protocols; other combined logistics and most importantly, the nature of new restructured Starfleet its starships design and deployment, as well as the form of its command structures and personnel training facilitties. The list of requirement and considerations was extensive.
First and formost was the formation of a centralized Federation Council. Employing a full Presidential system, thus body would be diplomatic, organsing and presiding governing body in control of Federation affairs. The Council's Headquarters location was voted in control of Federation affairs. The Council's Headquarters location was voted as being San Francisco, which had for a century been the principal administrative centre of Earth affairs, as Washington DC has been levelled during the wars, and the Starfleet military arm at the time was mostly controlled from American Conitinent. The President, meanwhile, taking control of the Council for no more than two four years terms, was elected from the Council member ambassadors on a rotattionsl basis. And the very first Priesident, being Vulcan remarked on the aesthetically agreeable surroundings of the ancient European city of Paris, and took residence there. As a tradition, the President of the Federation alway resides in Paris, and for furture Presidents, transporter link technology would permit easy access to and from HQ in San Francisco.
For the intiative of Starfleey personnel recruitment and training, the Starfleet Academy was established, which continues to flourish to this day. Any member or aligned world species was permitted to apply, though certain bioogical and physiogical concessions were installed. On occasion, thatapplications of individuals from worlds which were incompatible with standard gravitional, life support, and atmospheric pressure values on fleet vessels had to be something dismissed as unworkable, as starships have to operate inder a preset environment for all of the crew to work together in the same location and in the same conditions. Many had to adapt, or have undergo regularly adminstered medical supplements to counter the biological effects of a starship's disparate gravity and life support condition.
After so much deliberating, calculating, analysing and theorising, now the actual working model of the UFP was in place and was bing put to the test. As politicians, ambassadors and scientists discussed the minutiae of the new Federation down to the quantum level, the first Federation ships were bing launched from three loactiosn, At Earth, Vulcan and Tellar
END OF PART 1
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Post by Vice Admiral Maxx Gunn on Jun 9, 2007 10:28:25 GMT -5
History Dept.
Subject: Orion Syndicate
History:
The Rigellians are an ancient culture, who have been around for much longer than most other current starfaring species. They have had FLT technology for over six millennia, more than twice as long as the Vulcans. Prior to that, they had terraformed and colonized several planets in the Rigel system and had contact with remmants of an earlier Rigellian civilization. Rigellian empires in this sector of the Galaxy have risen and fallen on several occassions, as has their level of technology and influence in relation to neightoring races.
In 1852, the explanding United Rigellian Government discoved intelligent life on a small jungle planet some 10 ligth years away from the home system. a forty-man survey and exploration team was launched to the world they called Qaras three years later.
After a twenty year voyage, the vessel landed on Qaras. The Rigellians(whose homeworld, Rigel is 15 light years from Earth and was named by the Klingons before contact with human in 2151) were suprised to find a docile, primitive green-skinned people on a divided planet only beginning to experiment with feudalism. The survey team stayed nine months and it was agreed that twenty of the team member would return to Rigel where the other twenty would remain guest of the Shrevashal nation on Qaras.
Rigellian remaining on "Qaas" quickly became involved in a religious dispute within the Shrevashal Empire. Tempted by a vast fortune in mineral wealth and power the Rogellian used their advanced technology to set up a proxy religious empire of their own. The second ship arrived much more quickly, having discovered limited warp propulsion, the trip only taking two years. The "Star People"(the Shrevashal name for the Rigellians) by that time were using vast numbers of the population as slave labor and working on a crash program to raise technological level of the new world they intended to conquer.
A bloody battle ensued with the "Star People" rapidly imprisoned and returned to Rigel by the Rigellians on board the second. Along with the Rigellian prisoners on the trip were some native Shrevahal.
The Shrevashal were extremely friendly and more sexually liberal than the Rigellians. The native Rigellians found these strange aliens fascinating. Since the Shrevashal performed religious celebratory dances of a highly erotic nature, and as the Shrevashal emitted a pheremone throught sweat that activated the pleasure centers( an antidote would not be found united several years later), news spead that new world, Qaras, was a pleasure planet, a place where mineral wealth and free sex could be had for the asking.
At this time in Rigel's history, the space program was at a critical juncture. Rigel's mineral resources were almost exhausted, and there was a need to find mineral wealth elsewhere or stay almost trapped on Rigel. Thespace manufacturing industry was operating at peak performance, with almost a third of the planetary budget devoted to manufacturing. With several shops already to travel, the populace was not willing to take a conservative postion on Rigellian expansion. Lurid tales of alien green men and women ready to satify every sexual demand fueled the popular imagination, and fairseeing government that financed Rigel's dream to the stars was turned out office by a government with more ominous designs.
Before long, stream of explorers, offical and corporate, flooted Qaras and overturned Shrevashal society. Rigel had aims to expand beyond Shrevashed and began clear-cutting the jungle forests and strip-mining the landscape(the continent of Lalem, once a verdant paradise, is now a desert continent). Manpower was needed to work the mines and supplu unskilled labor needs on Rigel. The Rigellian passed "Acts of Remission" which obstensibly allowed the Rigellians to use the Shrevashalu as slave labor if "peaceful coexistence was threatened". Hurgry for cheap manpower, this elastic law allowed the Shrevashal tobe predded into slavery at will. The men were worked to death in manufacturing. The women became servants, or brithel inmates.
For the next 100 years, Rigel would continue to expand its empire, but found no other inhabited planets. The Rigellians pushed onward through space. There, they found the Qi'tas, a border world of the Klingon empire. The Rigellians were unable to identify the starngeempire, but were slaughtered at the hands of superior forces. Attempts to expand in another direction were halted at Ll'hansre, by cloaked vessel of the Romulan Expeditionary Force. Rigel found itself crowed between two hostile empires.
Before settling on a third direction, the Rigellians were contacted instead by the Vulcans before the end of the year 2000. Rigellian technology was not as refind as the Vulcan scout craft which landed. the Vulcans offered peace to the warlike Rigellians. After some Rigellian sabre-rattling, the Vulcon warned the rigellians that they faced enimies without and now, enimies within. The Shrevashal could revolt at any time. "It would be wise," the Vulcan representive said, "to listen to the voice of a friend, rather than to make a new enemy."
Warily, the Rigellians and Vulcans shared information. The Vulcans suggested that the Rigellians gradually ease their restrictions on the Shrevashal and make them full members of a Rigellian Empire. When the Shrevashal heard the news that Vulcan craft had landed, they attempted to revolt in 2034. The revolt was brutally suppressed by the Rigellians, with thousands of Shrevashal slaves executed. A new solution was reached . The Shrevashal still alive on Rigel would be sterilized. There would be no Shrevashel citizen ina Rigekkian Empire. Power would be turn over to the backward Shrevashal still alive on Qaras, and corporated power of Pigek could sell the occasional slave to the new worlds the Vulcan would point out.
The remaining Shrevashel named their world after the nation unfortunate enough to recieve the first Rigellian ship. The Vulcan tendered peace to the new planet, but the Shrevashal would not listen. Revenge was the formost though in the collective mind of the Shrevashal.
Somehow over the next one hundred years the Rigellian watched in alarm as the Shrevashal began arming themselves, figthing the Rigellians with fury not to be believed in such a peaceful people. Many times the Vulcan brought the Shrevashal to the conference table, many times were they to be disappointed. Vulcan did what it could to stop the conflict, and the Rigellians were preparing to exterminate the rest of the Shrevashal.
In the year 2152. a small group of Shrevashal vessels took the Agifo Spaceyards. The Shrevashal had no intention of enslaving the Pigellians. The "pieces" of the Rigellians were sent back to Rigel, and the Rigellian populace looked in in terror. Rigellians intelligence confirmed that Shrevashal were building a fleet, and the Vulcan could not offer any military aid for a Rigellian government in paralysis.
There was one possibility: Rogel had heard of four other worlds beside Vulcan which might offer aid. Cygnus, Andor, Tellar, and newly discovered world called Terra, the newest of the four. The Rigellians immedicately sent a call for help to sentient space, with the threats of a new enemy, the Shrevashal which the Terrans called "the Orions". The name stuck, and the "Five Power"( Rigel, Cygnus. Andoria, and Terra) decided what to do aboiut the "Orion problem".
A combined fleet would be formed, first under the Rigellian leadership. Terra would step to the front of the conflict since it was already engaged in war with the Romulans, and the terrans began to network with a "Security Council" to determine the best way to end the conflict, which helped Terra, Andoria and Tellar understand how future, more permanent interstellar alliance could work and be benefical to all involed. When Rigel's base Ana-Eexian was attacked by the Orina Warship.EYEWITNESS, the "Five Power" sent a peacekeeping force to serve as barrier. By the years 2154, each of the Five Power had signed a document stating they would take "all necessary step" to end the fight, even if it meant taking the battle to orion itself.
Between 2152 and 2154, the orion inflicted heavey lossed on the Five Powers. The Rigellian leadership was turns out with Admiral James Crowell becoming head of the Security Fleet. the orions were excellent at expansion, But Crowell realized that the networkung of the Five Power was yielding new insights in military technology, particularly greater control in acceleration and deceleration of warp speeds. Crowell knew that if he could hold the Orion expansion united the Five Powers were able to implement the new warp advances, the war could be turned overnight.
It was The EYEWITNESS lived up to its name at the Battle of Hydros IV as the Orion fleet was decimated by a new Corvette class of escorts, as the EYEWITNESS suffered a SIF failure and wer forced to stand grounded and watch helplessly. The Five Powers rolled Orion territory back to the homeworld of Shrevashal itself.
The Prime Minister surroundered to the Five Powers and resigned his office.Eigthy percent of the Orion fleet surrendered, but twenty percent continued to fight on in a losing battle, the large ships destory and orions forced into a hit and run tactics. Civil War broke out on Shrevashal. Vulcan offered to mediate the reconsitruction of Shrevashal society, but Andorian and Tellar belived that the spoil went to the victor. After three tears of Vulcan diplomacy, Andorian and tellar finally agreed to construction of a provisional Government, which was never been accepted by a majority of the Orions and was turned out of office thirty years later.
The remmant of the Orion Fleet scattered. the shipyards of Shrevashal continued to turn out vessel, but only criminal interests had the capital to buy them. The Orions becoame smugglers, and later pirates. The ex-fleet officers and crewmen were inducted as full fledge members of the Orion underworld. Until the 2300s, the Orion served as pirates, and the government remained unaligned with the Federation, but not an enemy. By the beginning of the twenty-fourth century, the Orion had established themselves throughtout the Galaxy, and the *Prota Canna*, or the Orion Syndicate, is feared on every wealthy world.
The Results of the Orion Conflict: the ascendancy of Terra. the realization that a stronger social inion would benefit each of the Five Powerw. the recognition of the facr that better diplomactic problems and provide philosophical leadership. the seed for the United Federation of Planets had been planted by the Vulcan, but fertilized in Orion soil.
Race/Society/Culture
The average Shrevashal appears as a baseline humanoid. Shrevashalls and Terrans as almost indistinguishable in appearance. Shrevashal skin, however, is green tinted, and comes in several tones from off-gray to darkest green, but never white in color. All Shrevashal are brown-haured. Eye color is either brown or green. Indeed, the variety of "races" among the Shrevashal is less varied than that of Terra, giving the appearance that all Shrevashal natives belong to same extended family.
The Shrevashal are indistinct anatomically Terrans for most part except for a signifcant difference: a gland located at the hypothalamus responsible for regulating a powerful pheremone release from Shrevashal sweat glands. Shrevashal are immune to the pheremone, and visitors to the planet manage to overcome effect after a massive exposure. However, momentary exposure to the pheremone stimulates the pleasures center of most races. This pheremone is responsible for the reputation of the infamous "Orion animal woman". In some parts of the Federation, Orion are denied visas unless the applicant can prove tha the pheremone is under control. A drug called verratropone control producrion of the pheremone.
Traditionally, Shrevashal is a matriachy. Most Shrevashal have a hyhebated surname with the mother's name coming first. many profession are disignted the domain of one sex or another. The priesthood of the Great Goddess is almost completely female abd the Orina military and Guardian as almost completely male. Females, however, are held in higher esteem than males.
Shrevashal cylture is one of few "tactile" cultures known. Art that once can touch is considered the greatest of art, and clothing is valued for it texture. The society of the Shrevashal has no concept of social distance. Shrevashal embraces are beyond anything found except on Risa, and cross all sex barriers. Bisexuality is valued, but the society values fertility to a greater extend and social organization remain along heterosexual lines. Complicated social customs of meeting and interacting regulate what would seem to be an extremely libertine society, and sexual intercourse to be a great social icebreaker. Like the greek, the Shrevashal have several words for "love", and live in all of the interpretation simultaneously.
Shrevashal health tends to be poor. Little is known about long term Shrevashal health and most only live to be 70 or 80.
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Post by Vice Admiral Maxx Gunn on Jun 26, 2007 13:36:00 GMT -5
Star Fleet Ranks
Flag officer ranks
The most senior section of Starfleet is described as "flag officers." These ranks are the highest levels ofStarfleet Command.
Fleet admiral The most senior flag rank in Starfleet. In 2293, the commander in chief of Starfleet held this rank.
Admiral The second most senior flag rank known to exit in Starfleet.
Vice admiral Starfleet flag rank immediately inferior to full admiral, but superior to a rear admiral.
Rear admiral the lowest grade of admiral in Starfleet. It is inferior to vice admiral, and superior to a commodore or captain
Commodore The lowest flag rank in Starfleet, immediately superior to a captain and just before rear admiral. At some point in Starfleet history, this rank became known as "rear admiral lower level."
Line Officer Ranks
Fleet captain Fleet Captain is a position - not ab official rank - -betowed on highly distinguished Starfleet Captain. It is an extremely rare distinction, once held by former Enterpise Captain Christopher Pike in the year 2266. It was also held in the 2260's, by Captain Garth, on of Starfleet's most decorated captains and hero of the Battle of Axanar.
Captain The most senior regular line rank in Starfleet. It is most often applied to starship and starbase commanders, and the adjutants and executives serving beneath admirals. The ranks is usually considered a big transition, because it is often the first rank in which officers run a base of operation(i.e. starship) more or less by themselves. The equivant military rank to Starfleet captain is colonel.
Commander The Starfleet line rank immediately inferior to Captain. Officers at this rank typically hold such position such as space station commander or first officer of important starship. Line officers reaching this rank typically have between 10 and 15 years of experience in Starfleet.
Lieutenant commander The Starfleet line rank immediately inferior to Commander. Officers with this rank typically hold position as starship department heads or in some cases, as commanding officer or first officer of a starship.
Lieutenant The starfleet line rank immediately inferior to Lueutenant Commander. Officers at this rank typically have some command experience, and are occasionally appointed department heads on starship. Typically they are shift commanders in a department under a lueitenant Commander, i.e. a Lt. Commander will be chief of enguneering and will also be commander of a A shift, and there will be a B and C shift, each under a Lueitenant.
Lieutenant junior grade. The Starfleet line rank immediately inferior to Lieutenant. Officers at this rank typically hold support position on starship and starbases. At this rank, they have begun to prove their ability to perform acceptably in Starfleet, and typically begin to take on more senior roles in command situation. On rare occasions, Starfleet Cadets who post highly distinguished records at Starfleet Academy are granted the rank of Lieutenant Junior Grade, bypassing the traditional junior rank of Ensign. Typical posts at this rank are comm. officer, communications officer or second officer of a shift
Ensign The most junior Starfleet Line rank. It is the rank bestowed on newly commissioned officers when they graduate from Starfleet Academy. Ensigns typical begin their careers as rgw most junior officers in the department of their chosen specialty. Ensign who have strongly distinguished themselves in their scsdemy clsdd or on duty may sometime be given posts as main-shift bridge officers. A typical officer spends approximately three years at the rank of Ensign.
Enlisted Grade
Non-commissioned Officers
The enlisted section of Starfleet has a hierarchy of "noncoms," short for non-commissioned officers. These ranks are achieved by member of Starfleet who have not attended Starfleet Academy.
Master chief petty officer
Senior chief petty officer Also known as "senior chied specialist"
Chief petty officer
Petty officer first class Also known as "technician first class"
Petty officer second class Also known as "specialist second class"
Petty officer third class also known as "yeoman third class"
Crewmen
Crewman first class
Crewman second class
Crewman third class
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Post by Vice Admiral Maxx Gunn on Jul 19, 2007 14:23:38 GMT -5
Science Dept.
Subject: Major Worlds & Civilizations in the Beta Quadrant
Vulcan [40 Eridani A] CLASS: M OFFICAL NAME: Confederacy of Surak (founded 370 A.D) POLITICAL SYSTEM: United Federation o Planets (founding member,2161) CAPITAL: Vulcana Regar, ShirKahr DOMINANT SPECIES: Vulcan POPULATION: 4.9 billion WARP CAPABLE: 320 A.D. POINTS OF INTEREST: Vulcan Science Academy; mount Seleya; Vulcan Forge; Temple of Amonak; T'Karath Sanactuary; Fire Plains of Raal
Andoria [Procyon VIII ] CLASS: M OFFICAL NAME: Andorian Empire POLITICAL SYSTEM: United Federation of Planets(founding member,2161) CAPTIAL: Andor DOMINANT SPECIES: Andorian POPULATION: 38.2 billion WARP CAPABLE: 1154 A.D. HISTORICAL NOTE: Prior ro 2661, Andoria and Vulcan clashed in several border disputes, resulting in the destruction of the Temple at P'Jenn
Rigel VI [Beta Rigel VI] CLASS: M OFFICIAL NAME: United Rigel Colonies POLITICAL SYSTEM: United Federation of Planets (admitted in 2202) CAPITAL: New Burbank DOMINIANT SPECIES: Human; Rigelian(humanold) POPULATION: 167.0 milliom(Human); 48.9 million(Rigelian) WARP CAPABLE: N/A POINTS OF INTEREST: Starbase 134 Shuttle Intergration Faclilty; Rigal Cup Regaqtta; HISTORICAL NOTE: United Rigel Colonies include Beta Rigel II, IV, V, VI and X.
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Post by Vice Admiral Maxx Gunn on Aug 11, 2007 20:38:54 GMT -5
The Academy's Kobayashi Maru simulation
FEDERATION STARFLEET aims to test the character and resolve of it cadets by placing them in a simulated no-win sityation, to observe how they react under extreme pressure. Any cadet wishing to be considered for a command position directly out of Starfleet Academy must face the face the Kobayashi Maru.
STEP BY STEP
1. The Starfleet ship recieves a Distress call from the KOBAYASHI MARU, the souce of call appears to be in the middle of the of the neutral zone. On sending out a distress call, the Starfleet ship soon finds that there are no other federation vessels in the vicinity. The Federation ship must make the decision enter the NZ(Neutral Zone) or else deny the stricken vessel any help. The KOBAYASHI MARU is out of transporter range, and cannot be beamed aboard.
2. If the Federation ship decides to leave without offering help NZ agreement will not be violated. But this decision almost certainly spell doom for the KOBAYASHI MARU, and death for those on board.
3. If the decision has been make to enter the NZ and violate the agreement, the best course of action is to make the rescue and attempt to leave as quickly as possible.
4.However, enemy ships appear, you have been caught in an ambush and cannot escape without sustaining significant damage.
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Post by Vice Admiral Maxx Gunn on Aug 31, 2007 21:12:21 GMT -5
FEDERATION MERCHANT MARINE
Introduction
Not every ship traversing Federation space belong to Starfleet. In fact, most of the craft in the Federation are personal, commercial, or scientific vessels, not exploration and defence ships of Starfleet. Compared to, for example, Romulans or Cardassians, citizens of the Federation have virtually unrestricted freedom to travel the galaxy and see its sights.
The Federation Merchant Marine comprises by far the largest fleet of non-Starfleet vessels. An important part of the Federation economy, it is directed by the Federation government itself, not Starfleet. It perform many diverse tasks which, while often not as glamorous itself as the jobs assigned to Starfleet starship, are equally vital to the prosperity and even to the continued existence of the Federation. It carries cargo from one planet to another, transports passengers, helps keep colonies supplied, and transport and sells certain types of good to non-member planets.
The Nature of Organization
The Federation Merchant Marine was founded shortly after the Federation itself was created. Although the Federation Constitution did not specifically provide for a merchant marine, it provisions on the economic matters did grant the Federation Council broad powers "to maintain the ecnomic health and strength of the Federation and all its members." One of many things the Council did those powers was to establish the Merchant Marine.
Historically, the broad term "merchant marine" means the commercial or mercantile fleet of a nation, whether owned directly by that nation of by it citizens. In the spacefaring age, it includes the commercial starships of a particular species, planet, or government, and it is of course this aspect of commerce with which the Federation was primarily concerned when establish the Federation Merchant Marine. Individual planetary surface merchant marines do not fall within the Federation's jurisdiction and neither do the individual starfaring merchant marines of the Federation's members.
The Andorian Merchant Marines remain the largest and most professional of these, with a tradition extending back to the days of the Earth-Romulan War. Many Andorian Merchant Marine crewmen joined the new Federation merchant Marine, giving it a cadre of experienced captains and engineers durning the early crises of the Klingon wars and the Axanarian secession. Grandsons and granddaughters of these captains served the Federation well durning the emergency mobilization against the Borg, the immense human crises of the Carassian border relocation, and more conventional support roles durning the Tholian War. This tradition still hold strongly enough that even human and Tellarite crewmen enlist in the Andorian Merchant Marine in hopes to being able to join the Federation Merchant Marine some day.
The Role of the Merchant Marine
The Federation has alway recognized a need to transport certain goods, or goods in bulk. Transporter and replicator technologies, marvels that they are modern society, do not remove the need to move various types of goods, or large amounts of goods, across space. First, the range of transporters is limited. Federation space is hundreds of lightyears across, and even the best cargo transports only have a range of about 40,000 kilometers. Second, the amount of material which can be transported; only a very large planet-based transporter are capable of transporting extremely large objects (such as some vehicles). Third, not every person or every planet has acess to transports-although they are not rare, they are not ubiquitous either. This reasoning also applies to replicators technology, thought large scale industrial replicators are more common than large transporters (and, of course, there are some goods which some people prefer not to replicate, as discussed below).
What this means is that there are many occasion when the Federtaion, or someone within the Federation, needs to transport goods, products, ot people in the old-fashioned way - by loading them onto a ship and carrying them to where they need to go. Starfleet's ships could handle such tasks, but only do so in the gravest of emergencies. at any other time, that's where the Federation Merchant Marine comes in. Carrying cargo and passengers is it jog. As such it form a vital economic link between many members of the Federation, and acts as a lifeline to distant colonies and outposts which would otherwise have, at best a very difficult time getting the supplies they need.
However, the Federation Merchant Marine should not be mistaken for a profit-driven private mercantile enterprise; it's far from that. The reason some of those worlds and far-flung colonies sometimes have difficulty obtaining goods is that merchants who work for profit do not find it profitable to visit them. Either they are too far away, or there aren't enough customers, or whatever it is they need is not profitable enough to make it worth a private merchant's timeto visit them. But the Federation Merchant Marine, operated inder the auspices of the Federation, is able to visit anymore or any planet and bring what is needed to survive and thrive. The Federation Merchant Marine isn't concerned with profit; instead, it focuses on ptoviding needed goods to Federation citizen, and on keeping vital colonies supplied.
The Federation Merchant Marine and Starfleet As one might except, the Merchant Marine enjoys good relations with Starfleet. in essence the twocomplement each other. While SStarfleet does on occasion transport good or personnel (sepecially those which are dangerous, or which are going to particulary dangerous areas), it is primarily engaged in missions of exploration, scientific investigation and defence. Its ships are not set up to carry large amount of cargo or passengers. That's what the merchant Marine is for; Starfleet's highly trained personnel can be put to better uses. Unless there's an emergency of some sort requiri8ng high warp speed and a potenial military response, Starfleet prefers to let the Merchant Marinetransport goods and people. Even in those grave emerhencies, the Merchant Marine often follows right behind Starfleet in bringing vaccines or doctors to a plague-stricken world or phaser rifles to a Federation garrison under attack.
Coversely, the ships of the Merchant Marine, while well equipped for commerce, are not designed for comebat or similar missions. They have low strength shields and phasers, but would find themselves out of their deph fighting off anything more powerful than technologically backwatd pirates or brigands. Nor do Merchant Marine sips have the sophisticated sensor array which Starfleet ships use to chart systems and investigate stellar anomalies. When a Merchant Marine vessel has to go into a dangerous area, or its commande fears that Orion or other may attack the ship. Starfleet might be called on to escort the mercantile ship to its destination. (Of course, some Merchant Merine captains trust to their own skills rather than calling on Starfleet, and a surprising number of them succeed.) Thus, the two fleets have a healthy respect for each other and work well together.
In the eyes of many Federation citizen, the Merchant Marine is a sort of "junior" or lesser Starfleet. this is unfair. It lacks a high profile and presitige, but its job is in many ways equally important. Its memberdo not possess the powers or prerogatives which Starfleet personnel do, but they enjoy respect throughtout the Federation because of their important role in the galactic economy. Federation families are proud to have their sons and daughters join the Merchant Marine; many families have been serving in it ranks for generations. Organization and Structure
The Federation Merchant Marine ultimately answer to the Federation Council. The Council's Merchant Marine Committee meets on a regular basis assess the performance of the Merchant Marine, determine where its service are needed, and allocate it resources. (Actual direction where its services are needed, and allocate its resources. (Actual direction of the Merchant Marine falls to Department of Commerce in the Secretariat). If there were any difficulties or problems with the service, the Committee would hold hearing to investigate them, but no such hearing have ever been necessary.
Daily command of the Federation Merchant Marine is vested in an Admiral. Sometimes the Admiral has Starfleet experience, but more often the post serves as the pinnacle of a successful mercantile career for a civilian captain. The Admiral is responsible for seeing that the Merchant Marine fleet is properly and efficiently deployed, for ensuring that all ships are sufficiently maintained and staffed, and for evaluating requests for Merchant Marine assistance and prioritizing them. To help him with these tasks he has a staff consisting of several Vice-Admirals (each of whom is responsible for the portion of the Merchant Marine in a particular area of Federation space) and lesser officers, bureaucrats and functionaries. The Admiral is headquartered on Alpha Centaurri; his headquarters facilities include a large starport and extensive planetary and space-based starship repair bays.
The Merchant Marine organization more of less follows "astrographical" lines. the ships which serve a particular sector or group of sectors comprise a particular "fleet". Each such fleet is commanded by a Vice-Admiral, to whom the captains of the fleet's ships report. Usually a fleet remains in it designated territory, but on occasion it is necessary to assemble several fleets for an important task (such as reponding to an emergency or supplying Starfleet ships in time of war). Independent merchants of Federation registry as the Cardassian border evacuation), and usually report any rumors of pirates or navigational hazards to his office.
Tritanium Ships and Iron Men
A life in the Federation Merchant Marine isn't necessarily for everyone. It requires a certain combination of discipline, adventureness and willingness to work hard. While these qualities might also recommend a person for Starfleet service, these individuals may fail the rigorous Starfleet enttrance tests and screening, prefer a less-structed lifestyle, or choose to join the Merchant Marine without ever considering a career in Starfleet.
Joining the Merchant Marine
It's a lot easier for a Federation citizen to join the Merchant Marine than to joi8n Starfleet. (In fact, unlike Starfleet, the Merchant Marine does not require Federation citizenship.) Although there are some entrance requirements and tests, they mainly concern physical and mental fitness for the job; they do not approach the rigors or difficulties of the Starfleet Acdemy admission procedure.
The Merchant Marine has recruiting stations on most Federation planets, and at some starbases and outpost as well. To join, a protential recruit need only go to the local recruiting office and apply. If he passes the tests mentioned above, he's in - easy as that. Typically the new member, known as a "sailor" will ship out on his first cruise within a year.
Before that, however, he has to learn a little more about the job he's just signed up for. The Merchant Marine sends him to its own academy on Danula II for a period of about six months. Durning that time he learns the rudiments of stellar cartography, starship operations, and the like. he then spends another three months studying whatever he had chosen to specialize in-command, fligth control, or what have you. While his skills may never approach those of a similarily positioned Starfleet officer, he usually isn't exposed to dangerous situation where such a high level of skill necessary, either (a tradeoff many sailor are more than happy with). After completing his time at the academy, the sailor is assigned to a ship; he may return to the academy periodically for retraining, officer training, and other purposes.
A standard tour of duty in the Federation Merchant Marine is four years; all persons who attend the academy must serve one such term. After his four years; all person who attend the academy must care serve one such term. After his four years are up, sailor is free to leave to leave to pursue another career. In practice, most sailor remain in the service for two or more terms; many make it a lifetime occupation. After serving their first tour, sailor are eligible to request btransfer to a different ship or fleet. many of them do so, since this aloows them to take on new challenges, visit new areas of space, and make new friends.
Why the Merchant Marine
Sailor hive many reasons for wanting to join the Merchant Marine. First and foremost among them is a desire to "see the galaxy." More than the members of any other Federation organization except Starfleet, the sailors of the Merchant Marine travel extensively. Even if a sailor remains in the same fleet tours of duty, he is still likely to visit more planets and see more space than most Federation citizens will in an entire lifetime. Those sailor who truly long for a nomadic life transfer from fleet to fleet and ship to ship, getting to know the galaxy as well as some Starfleet Officers.
A second reason is a lock of desire to join Starfleet. Many Federation citizen want to go intospace for some reason, but not as a part of Starfleet. It's hard to get into Starfleet, and just as hard to make it through the Academy. Ehen you finally get posted to a starship, you're likely to be exposed to dangers both commonplace and exotic-anything from warp-core breaches, to collision, to starship combat, to encounters with bizarre galactic phenomena and playful ommiscient energy being. Not everyone wants that kind of pressure, danger, and "excitement." Some prefer the more seduce life of a sailor in the Merchant Marine. It's not a relaxing job job-Sailor work hard, and they've proud of it -but compared to serving on board a Starfleet vessel it's a mighty calm job most of the time.
It's much the same for citizens who want to join Starfleet but can't for some reason (typically because they cannot meet the entrance requirements). Starfleet's standards are tought to meet, and nor every Federation citizen can get into the Academy. For those citizen who are still desperate to work in space on board a starship, even thought they cannot become a part of Starfleet, the Merchant Marine still teaches it sailors many valuable spacefaring skills-and on occasion it may even serve up a does of adventure ot two. Plus every member of Federation acknowledges that valuable service the Merchant Marine provides, and it's considered an homnor to be a member of it, even if it entrance requirement aren't as hard to meet as starfleet.
Service in the Name of Prosperity
"Service in the Name of Prosperity" is the motto of the Federation Merchant Marine, and it perfectly sums up the sailors desire to serve the Federation by increasing the prosperity and ease of life of it citizens. The Merchant Marine was formed to serve the needs of the Federation's citizen, and has always done an admirable job at its appointed task.
The assignments given to a merchant Marine vessel may remain more or less the same for long periods of time, but typically they vary. Merchant Marine vessels and sailors rarely undertake specific "tours of duty" in the sence that Starfleet uses the term. Instead, the ships will handle a wide variety of jobs-everything from transporting cargo or passengers to towing stranded ship into stardock-which must be performed within its territory. This variety appeals to many sailors. However some ships, due to their natire or their sector, tend to perform the same type of missions repeatedly. It's not uncommon for a ship to spend long periods of timesimple transporting goods and passagers between the planets in it sector for example. On the bright side, this usually allows the sailors to develop a routine which lets them maximize their free time, durning which they can study, pursue hobbies, and maybe even take a bit of shore leave.
END OF PART 1
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Post by Vice Admiral Maxx Gunn on Sept 1, 2007 7:45:54 GMT -5
THE FEDERATION MERCHANT MARINE PART II
Some of the more typical duties assigned to Merchant Marine ship include:
Transporting good: the most common "mission" for a Merchant Marine vessel is transporting goods which Federation citizens cannot or perfer not to replicate. While most of the needs of many Federation can be met with replicators goods, not everyone has easy access to replicator(or idustrial replicator big enought to make large items). Some items cannot, or should not, be replicated. One good example is artwork and craftwork, such as Mintakan tapestries. While it is possible to replicate such item, an replicated copy would lack many of the qualities of an original, handmake one, and certainly would have little or nor balue as a work of act. Therefore a lively Federation trade is such items has sprung up. Similarly, some Federation citizens claim to be able to tell the differnce between the taste of replicated food and "real" food, so there is trade in homegrown grains, meat anumals. and similar products. Because of their acess to such foodstuffs, some sailors are acomplished cooks who eat quite well.
Transporting passengers: The Merchant Marine is not a commerical transportation service. Citizens of the Federation can't simple contact the Merchant Marine via subspace radio and book passage to Risa wheneverthey feel like taking a trip; for that, they must use private commercial transportation companies. However, there are manyoccasions when the Federation must evacuating failed colonies, evacuating planets which are suffering from an attack or natural disaster, and ferrying large numbers of dilomats to important conference. In these cases the Merchant Marine usually does the transporting. In fact, some Merchant Marine vessels are specifically designed as personnel transpots, and come equipped with amenities scuh as holodecks for the passengers use.
Trade: The Federation does conduct some official trade with non-member species. Typically this involves exchanging Federation goods for goods of equal value which the other race has but the Federation cannot manufacture, especially minerals like dilithium or topaline. However, sometime these trade mission are conducted solely to generate goodwill and help cement relations between the speices and the Federation; whether the Federation obtain anything else of valus in return is inconsequential.
Colony support: The Federation has established colonies and outpost throughout it space. Many extremely isolated colonies lie in deep space without any other inhabited planet for light-years around them. With no else to trade with, and often nothing until the colony becomes firmly established, the colonists remain dependent upon the federation to provide supplies, check up on them periodically, and bring news of the rest of the galaxy. These jobs often fall to the Merchant Marine. because of this, more than one sailor has met the person of his dreams at some colony and left the service to settle down and become a colonist.
Technology transfer: the races of the Federation frequently exchange newly developed torms of technologry with other. Acquisition of Federation technology is also a prime motivating factor behind some species request to join the Federation. Such exchangs of scientific knowledg and equipment usually fall within the purview of Merchant Marine, since it is easily better prepared to carry large amounts of equipment than Starfleet. It can also easily accomodate dipmate of personnel who accompany the items so that the transfer can be effetuated.
Tugboat detail: Even as advanced and sophistucatedas they are, Federation ships sometime become stranded for one reason or another. It may be damage casued by an attack, equipment failure, loss of power, or some other reason, but the ship still has to be retrieved. Most Merchant Marine ships have powerful engines and tractor beams designed to help them perform such task.
Repair ships: Similarly, ship which have been extensively damaged often need a large supply of parts to make repairs-parts which cannot be replicated(either because the replicator are inoperaltional, or the items needed are too large for a ship replicators.) In such cases the Mrerchant Marine is usually called upon to ferrt parts and repair personnel to the damaged ship (although in the case of ships which require classified military technology, Starfleet may instead take this duty upon itself.) Some Merchant Marine craft specialize in repair work, with a large complement of engineers and equipment the next best thing to full spacedock.
A Sailor's Life
While it is usuall less dangerous than life in Starfleet, the life of a sailor in the Merchant Marine isn't alway an easy one. the work can be hard and hours long, but the reward-helping the Federation and its citizens proper-is well worth the sacrifice.
Compared to Starfleet vessels, Merchant marine ship feel uncrowded. It doesn't take many people to keep one of the relatively simple and easy-to-maintain freighters operational, or to make sure cargo is safe. Some ships, despite their ratherlarge size, have a crew only a dozen or so. However, those ship specifically designed to carry large number of passengers often have extensive crews.
Regulation in the Merchant Marine are not nearly as strict as those in Starfleet; after all, the Merchant Marine is not a quasi-military organization. Discipline tends to be more lax, and the officers and crew more easygoing, than usually seem Strafleet. Howeber, the Marchent Marine is required to abide by all pertinent Federation regulation, especially the Prime Directive. Common-sense safety regulations also apply, and most sailors observe them conscientiously, since they know the risk of space travel better than most people. The Merchant Marine also falls under Federation's commercial regulation and laws; most Command officers have a thorough knowledge of such laws.
On long journeys, life aboard a Merchant Marine vessel can get little routine. Most Merchant Marine vessels do not have holodeck or similar forms of enterainment, so the crew often content itself with studing, gambling, athletics, art, or other hobbies or diversions.
Ranks and Departments
The ranks used in the Merchant Marine are virtually identical to those used in Starfleet. Each ship is commanded by a Captain who has total authority over the vessel and his crew (subject, of course, to being removed from duty for medical reasons and the like). The Xaptain is assisted by a First Officer. Lieutenant Commanders(or, in some cases Lieutenants) head the various departments on board the ship, such as Security and Engineering. Enlisted personnel compose the bulk of the crew.
The departments typically cound on a Merchant Marine ship include:
Command: This department is more or less self-explanatory and very similar to the same department on board a Starfleet vessel. However, in addition to typical Command duties, Command officers are expected to perform whatever negotiating, bargaining, or trading is needed with regard to their cargo. Even more than Starfleet captain, Merchant Marine commanders have to run every aspect of a (sometimes very) isolated world on their ships.
Engineering: First. Engineering must make sure the ship is in fit condition to fly, and must conduct all routine maintenance which is required to keep it in proper shape. Second, it must make whatever emergency repairs are necessary. Third when necessary Engineering must assist the Quartermaster with bringing goods onto the ship, safely securing them, and then offloading them. Engineers may be called on for assistance if special uses of the tractor beam are required for a particular cargo, when a dangerous cargo is being brought on board and it is nexessary to activate multiple safety measures, when tests have to be performed on the cargo, or just when the crew needs extra hands to do the lifting. Since Merchant Marine ship usually do not have dedicated Science Officer, Engineering personnel fill such role whenever there is a need. This rarely happen, but Merchnat Marine engineers have the closet thing to training nevertheless.
Flight Control: The Flight Control officer is responsibe for astronavigation, steering the ship, making sure the ship enter a proper orbit, and the like. He also usually operates the ship's sensors. His duties usually don't involve anything more complicated than entering an orbit or towing another ship, but occasionally more difficult situations crop up, so he's got to bw ready for them.
Operations Manager: The Operation Manager has severla related duties. First, he is responsible for the allocation of the ship's power in time of need; it's up to him to decide which systems get power when warp engines can't produce enought power to go around. Second, he monitors the status of any groups pf personnel which leave the ship to conduct negotiations, retrieve or deliver cargo, and so forth (these are usually called "Trade Teams"). Finally, if necessary he asisst the Quartermaster.
Quartermaster: The Quartermaster is responsible for loading, offloading, and maintence of cargo and passengers on the ship. He supervises most such operartions, thought lesser one are usually delegated to subordinates. A Quartermaster has to be precise and meticulous, since even a seemingly tiny or trivial error regarding the cargo may cause severe repercussions. In some cases the Quartermaster also assists the Captain with negotiations regarding trades and transportation. Outside the Federation, the Quartermaster oversees any purchases the ship makes. He also work closely with Security. Often the Quartermaster serves as the ship's First Officer. On smaller ship, he often serves as the Operation Manager as well.
Security: The Security Officer is responsible for the safety of the ship and it passengers, crew, and cargo. Typically he and his subordinates are the only officers on the ship trained in the use of phasers; most sailors never learn how to use one, since they have litte (if any) need for weapons. He or a trusted junior officer, usually accompanies the Captain in any negotiation or trade mission which may pose sime danger.
It is also important to note what a Merchant Marine ship does not have in comparison to a Starfleet vessel. ther is tactical Officer, for example; the Tactical station will usually be taken by a Security, Flight Control, or Command officer in time of crisis. There is not muchofa medical staff, either; a doctor or two, at most, is usually enough for a Merchant Marine ship. As noted above, there is no Science Officer, since Merchant Marine mission usually have little, if anything to do with scientific investigation. If necessary, a Starfleet Science Officer can be temporarily assigned to the ship.
Trade Team
The Merchant marine equivalent of the Away Team is the Trade Team- a group of crewmen whose purpose is to negotiate trades, obtain and deliver goods, and so forth. The typical Trade Team consists of one or more Command officer (who do most of the talking), one Security officer (sometime more), and someone from the Quartermaster department. If large numbers of Merchant Narine personnel are involved, an Operation Manager may also accompany the Team.
Stepping Up
"Stepping Up" is Merchant Marine slang for leaving the service to join Starfleet. (Less polite sailors are call it "waxing") While this is rare, it does happen from time to time. Many sailors are people who wanted to join Starfleet at first, but were prevented from doing so for some reason, such as inability to pass the entrance exams. However, Starfleet is neither rigid nor an unforgiving organization and sometimes a Federation citizen can qualify to join later on in life. Many of the skills learned in the Merchant Marine, such as piloting a ship, coordinating groups of people to reach a goal, and interacting amicably with many different species, translate well to Starfleet career.
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Post by Master CPO Clooney on Sept 16, 2007 18:19:12 GMT -5
Engineering Dept.
ENVIRONMENTAL SYSTEMS
Environmemtal systems make keep a starship, spacecraft, or starbase habitable. Withou them, it would be impossible to live in space.
Life-support Systems
Life-support systems maintain the air, graivty, and temperature in the ship. they also reduce the effects of acceleration on the on the vessel's inhabitants in order to prevent them from being turned into bloody smears by the large forces involved in pushing a vessel to high velocities in a short period of time.
atmospheric generation
The internal atmosphere is carried to the ship/station in compressed oxygen and nitriogen tanks(for class M environments). Thereafter, it is maintained by filters and carbon dioxide srubbers. When the ship/station suffer a hull breach and loses amtmosphere, astmospheric storage tanks can restore atmosphere and pressure once the hull breach is sealed by bulkheads or force field.
gravity generation
Gravity generation make life aboard a starship/station to life on a planet and are important in maintaining health and fitness in the crew. Without gravity generators, the ship/station would have only microgravirty and occupants would suffer muscle and bone atrophy furning long time in space.
temperature control
Heating and cooling systems maintain the tempertures of the living ebvironment on the ship/station. They use the plasma conduits to heat and liquid nitrogen cooling loops to the vessel. These are the same system that balance the temperature of the reactor system. Excess heat is radiated through the skin of the vessel/station.
inertial compensation
The Inertial Dampening Field (IDF) generators allow the crew to survice the huge acceleration available from the propulsion system. Without the IDF generators, a ship could onlt accelerate at about 100 m/s^2 (meters per second squared about 10 Terran-standard gravities). With the IDF some craft (combat shuttles) can reach acceleration as large as 250 km/s^2(Kilmeters per second squared or 25,000 g's).
Food-generation systems
While some space fairing races still store food in refrigerated areas or in freeze-dired form for later reconstituition, most use these methods only for luxuries. Most food is created from simple protiens by a replication system. For some ships, the power requirement of the system are such that simple nutrional material is provideded. More elaborate systems actually allow synthesis of prepared dishes.
Waste reclaimation systems
Very little that is disposed of on a starship/startion actually becomes waste which must be disposed of. Most materials are able to be reclaimed by being broken down into compotment elements by replicator systems. Only a few complex molecules are not able to be processed by the replication system and must be disposed of.
Water-generation system
Virtually all water used aboard a ship/station is recycled throught a systems of filters. when needed, fresh water can be created from stored oxygen and hydrogen.
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