Star Trek: Expanse
The USS Venture NCC-71854 is a Galaxy class starship assigned to Starbase 364 (also known as Nerandra station). She is of the standard galaxy class configuration with the exception of the two extra phaser strips on the drosal side of the warp nacelles, and several modifications performed by the crew.
After their first mission in the Shackleton Expanse, The crew of the Venture decided that they wanted to make several modifications to the ship, and security protocols. those changes are as follows:
Roaming security bots on the ship.
Cameras in all the halls and rooms/turbolifts.
Adding some kind of grenade launcher the Phaser III.
Turning off the ‘clicky’ sound on our communicators.
Making phaser III a standard for all security personnel.
Personal shields for security and away team.
Cup holders everywhere.
Seat belts / mini chair tractor beams.
Space kevlar uniforms for security and away teams.
More pockets on uniforms.
Rail gun/coil gun that can be manually fired.
- Security Procedures:
New Venture Features:
Stun grenades are issued to the lead of a 5 man security force, otherwise they are only issued to away teams with authorization by the CSO/CTO.
Stun grenades are also part of the survival issue for shelter in place locations, to be used as a last ditch method to protect a SIP group from a threat force.
Photon grenades are under the same policy as grenade launchers, only issued with approval of the captain/XO and CSO/CTO.
Roaming security bots on the ship:
Security drone activation will require a 2 man authorization by the captain/XO and CSO/CTO.
Drones maintain two communication transponders, each on different frequencies and using a different encryption protocol. In the event that it detects an attempt to spoof one of the transponders, it stops accepting new orders, and initiates sentry mode, requesting transport back to drone holding if the area is clear.
Crawler drones are deployed to areas in Jeffries tubes and similar confined spaces.
Sentry drones are used for corridor patrol, securing areas that are hostile to humans (engineering when there is a radiation leak and such), and for approaching unknown threat forces. They also carry fire suppression gear and a force field emitter to contain blasts and other limited threats.
Cameras in all the halls and rooms/turbolifts:
In normal operational states, crew quarters cameras cannot be accessed except by the CSO/CTO or deputy(?). In an internal security alert state, the normal survelliance team will be augmented by off duty personnel and will have access to all shipboard cameras.
Adding some kind of grenade launcher the Phaser III:
Grenade launchers will be issued to non-diplomatic away teams if deemed necessary by the captain/XO and CSO/CTO.
Turning off the clicky sound on our communicators:
The default clicky will be turned off, with an option to reactivate if deemed necessary, as well as the ability of the CSO/CTO to "ping" badges producing an audible sound.
Making phaser III a standard for all security personnel:
Issue will be standard for non-diplomatic away teams, shipboard use will be limited to the security element in security teams unless ordered otherwise or an internal security alert state is declared, at which point they will be issued to all security personnel.
Personal shields for security and away team:
Available for away teams if deemed necessary by the captain or CSO/CTO. [Current working idea is that they provide 2 points of shield, then are unusable until recharged.]
Cup holders everywhere:
Cup holder use is mandatory for security personnel, both to encourage battle readiness through proper hydration and caffine consumption, and to keep their hands free for combat.
Seat belts / mini chair tractor beams:
May be used at the discression of security personnel.
Security personnel are prohibited from using seat warmers except for purposes of survival in extreme cold conditions, since they may cause an officer to fall asleep.
Space kevlar uniforms for security and away teams:
Space kevlar will be standard issue, with heavier armor available for away teams if deemed necessary by the captain or CSO/CTO. [Working idea is 1 soak.
New state of Internal Security Alert
Security to x:
2 person security team trained in diplomatic protection and non-leathal tactics, chosen for diplomacy and intimidation value.
Security Team to x:
3 person security team, two carrying type II phasers with a third staying farther back armed with a type III acting as a security element.
Security Force to x:
5 person team, 3 primary and 2 security.
Disabling force fields during IA requires 2 man authorization.
Upon an ISA, all security officers will report for duty, with off duty personall reporting to the armory being issued type III phasers.
Some non-visible gas will be stored in the armory that can be used to flood a compartment.
There will always be a security team in/near the bridge, and accompanying the captain when under an alert state.
Movement of a phaser that is not accompanied by movement of a security officer badge will cause alert and isolation.
The security chief will be accompanied by officers Ivan and Jackie Chan ;)
Straps will be added to internal panels (or maybe magnetic straps issued) as well as attachment points for braces so they can be used as barriers or shields.
Containment fields will also be used to seal engineering panel access.
Guards will be posted at the computer cores.
- Internal Security Alert:
Designated 2 and 3 person security teams will reform into security forces.
Engineering will be sealed and all personnel inside engineering verified.
After IA is issued, there will be (60, maybe 90, need to look up turbolift speed and capacity) seconds for off duty security officers to form up with at least one "security buddy" to meet the 2 man force field requirement, and all other personnel must shelter in place if in a group, or form up in their designated locations. After that period, SIP groups will be interrogated by computer/security personnel, verifying identiy and checking on cameras, and issuing stun only limited power (to avoid overload abuse) phasers to trained personnel. At that point force fields will form up in the ship, with a pattern determined by the CSO/CTO on watch.
The USS Venture was launched in 2367 under command of Capt. Patrick Hall. After the shakedown cruise, the Venture was assigned to deep space exploration in the Beta quadrant. on that mission the Venture encountered 23 new species, and made first contact with 6 of them. They charted several anomalous stellar bodies, including an unstable wormhole. late in the year 2369, the Venture encountered a previously undiscovered type of quasar, unfortunately the unstable nature of the quasar caused several shipboard accidents most notably being that the captain, while alone in the turbolift plummeted 17 decks stopped only by the turbolift car hitting the deck. The Captain died in the fall. He was not the only casualty in the many accidents that occurred. the ship itself sustained heavy damage and was forced to put into Starbase 10 for repairs.
During the Refit The Venture got several minor upgrades including a set of reinforced Baffle Plates to correct a potential issue with the Galaxy Class design, holo-projectors in Science labs 1-4, a Transporter Buffer Upgrade, A shuttlebay reconfiguration to allow the ship to carry Runabouts, and The new EMH Mark 1 in sickbay.
At the End of the Refit period Command of the Venture was given to Captain Moore. The ship and crew performed admirably in her shakedown cruise, so Starfleet Assigned Venture to Starbase 364 under orders to explore the Shackleton Expanse.