Post by Geralyn on Sept 13, 2014 18:12:04 GMT
Guide to Starbase 146
Starbase 146, located in the Beta Ursae sector block, is home to the 146th fleet. It is a port of call for civilian traders and contractors, as well as Starfleet vessels traversing the area or on assignment in the sector block.
Port Authority:
This means that the officers of the Starbase work like the officers of any other ship: They are part of that chain of command, and will technically outrank anyone who comes from any ship, in any matter that pertains to station business. This does not mean they have the right to abuse that power, and to disrespect an officer from another ship. An ensign may ask respectfully that an admiral do something with respect, but not issue orders, and may never use an informal reference.
On the other side of the coin, a flag officer can not simply come aboard the station and say, "I'm an admiral, you have to listen to me!" when speaking with anyone. And this includes any Security issues. A flag officer cannot simply say, "I'm an admiral, you're just an ensign, you can't arrest me!" Port Authority says yes, we can. You are on our Starbase, you follow our rules.
Uniform Policy on the Starbase:
Starbase crew uniforms will be the Odyssey uniform, using the standard colors detailed here in the guide on the STO website.
Tactical jumpsuits are acceptable as uniforms for day-to-day tasks and operations, unless circumstances dictate a neater appearance (IE: a staff meeting, courtroom appearances, etc.).
Female crewmembers may wear the Sierra 1, matte uniform skirt:
For officers: black (i1) like the rest of the uniform, with the appropriate divisional color as the secondary color.
For enlisted: gray (H21), with again the appropriate divisional color.
Both skirt options use the Odyssey uniform boots in black.
The dress uniform is the same style as the basic outfit, but with color changes. These are universal for officers and enlisted:
Division Colors: Science- E4, Ops-C4, Tactical- A3
Jacket: Odyssey Dress (i1), Division, (i12, i17)
Badge: comm badge (A1)
Rank: A1
Belt: Odyssey Dress:(i1, H1, i20, i17
Bottoms: Standard OR Diplomat (i1)
Boots: Odyssey (i1, i1)
Accessories (Gloves, wrist-mounted PADDs, toolkits, etc) that would be needed in the course of duty are authorized, within reason (For example- no coming to staff meetings in combat armor).
Weapons Policy on the Starbase:
Generally, no weapons are permitted on the starbase. This includes (but is not limited to) pistols, rifles, swords, and most blades (regardless of material used in construction), such as daggers, double-edged knives, switchblades, gravity knives, butterfly-knives, spring-blades, and mono-filament edged weapons. Pocket knives less than four (4) inches (ten (10) centimeters) in length are usually permitted, provided the individual has not caused issue on the base before. A cultural exemption for Klingons ONLY is made for their D'k tahg.
No one other than Station security may carry a firearm of any kind, except under direct order from the station Captain during emergencies.
OOC NOTE: If your character is seen on the base with a weapon, any PC security officer may ask you OOC if you intend it to be ICly present. If not, you will be asked to hide it. If you say it is ICly present, they will approach you and ask you to surrender the weapon. If you refuse, the players of the security officers are OOCly authorized to ICly GODMODE the removal of the weapon. This "no weapons on the base" rule was OOCly voted in by the fleet by an overwhelming majority, and no one will be permitted to ignore this rule.
Important note: This is the only sanctioned exception to the fleet rule against God Moding.
Starbase Layout:
Concourse: (Labeled Ops by the game's mechanics.) The concourse is home to most of the bases market and services for civilians and off-duty officers. It includes Armstrong's Bar and Grill, transporter pads, a holodeck, and the market area. A glass bridge from Armstrong's leads to a conference room that is used by both Starfleet and civilians. Underneath the Bridge is the Office of Station Security, and the only Starfleet controlled feature on this deck.
Operations Center/Ops/CIC/Tactical: (Labeled Tactical by the game.) This Deck is the brains of the Starbase and all her functions can be routed through here. This is also the communications center and traffic control area. A Captain's chair sits on a raised platform over looking the monitor screens. Many of the internal systems are below the Captain's view from this platform. On the far side of the entrance is the Captain's Office. Because of the sensitive nature of the deck, it is restricted to Starfleet personnel. Non-Starfleet personnel may not enter without the Captain's permission (IC restriction only. OOCly we will not restrict your access to the Starbase.)
Engineering: The location of the Fusion Core that powers the station, which is off limits to all but authorized personnel. Most of the control for the power source is done from the large control room across from the Turbo Lift. Engineering also has a Lab for building things like replicators from rocks. Floor is restricted to Starfleet Personnel. (IC restriction only)
Science: Houses Sick Bay, Medical Labs, and Science Labs. The floor is open to all personnel on the station. However, individual areas maybe closed at the orders of the respective department heads or the station Command. (IC restriction only)
Brig: The Station does not have an in game brig, however, most players opt for one of two stand-ins: The holodeck and the Science Lab.
Creative players may use other sets for things they need on the station.
Starbase Armory:
The armory has the following equipment available:
Type 1 Phasers
Type 2 Phasers (Standard and Fleet)
Type 3 Phasers (Standard, Fleet, and MACO style.)
Pulsewave Phasers (Standard, Fleet, and Adapted MACO Style loaded with stun grenades.)
Stun Grenades.
There are no flame- or plasma- throwers in the armory. Such weapons exhaust oxygen, and are dangerous to Starbase personnel even if they are not in the line of fire. These are planetary ground assault weapons, and not used for station defense or security.
Starbase Security:
1. If you are playing a station security officer, you have a duty to figure out what's going on both IC and OOC. Speak with the parties involved, and find out how the situation will best be resolved. Do not just start shooting or arresting people. Ask OOC before you act IC.
2. Starbase personnel and security are the only ones allowed to carry a weapon on the base. Security will carry one type 2 phaser locked to level 3 stun on their person at all times. Starbase staff will have ready access to the same should the need arise. Weapon lockers are stationed throughout the base and are easily accessed if the need arises. Otherwise, Starbase regulations prohibit carrying weapons of any type by anyone other than Security personnel, unless granted by the station CO. Such permission is temporary until such time as the reason for granting the permission no longer applies.
3. A number of dampening fields exist aboard the Starbase. One group is designed specifically to disable any weapon not registered to the Starbase. This includes disruptor, tetryon, anti-proton, phaser, plasma weapons, etc. Another field is designed to render pheromones inert. This affects both Caitian, and Orion pheromones.
4. Neither MACO nor Marines are part of Starfleet Security. They should not be dealing with basic Security issues aboard the Starbase. Should they be assigned to escort and individual, they may act in protection of said individual. If granted clearance, they may act as a backup force to Starbase Security personnel, but only if clearance is granted from the head of Security.
5. Even if there are no PC security officers online, and if there are none able to come to your aid, there are constantly NPC security guards about the station, including at the bar. Really. You can see them. They stand next to the bridge.
Starbase Defenses:
1.) Starbase weapons systems, shields, and tractor beam: These combined systems are sufficiently capable of defending the base against a single ship. An attacking force would need a few ships to launch an assault and still expect to have survivors. The station is also complimented with the Defiant Class U.S.S. Vindicated, which is directly controlled by the Station Commander, a compliment of Runabouts (All Station Runabouts are named after real Earth Islands) and a Peregrine Fighter Group (4 sets of six craft). These will all have an effective patrol area of the system the station is in, as well as space in a 5 light-year radius.
2.) Tachyon detection grid: At 500,000 km from the station, a smaller tachyon detection grid is in place, which provides insurance that no ships are approaching the station under cloak. This grid is created using a series of satellites, which are equipped with a sensor array that can see to the edge of the 5 light-year patrol radius.
3.) Station traffic: Incoming and outgoing ships might be the first to find an adversarial ship and will be reporting it to the station. Within the Tachyon Grid, the Starbase is the big gun and can reduce enemy ships to debris, but outside, it relies on the rest of the 146th.
On Stardate 90262.2, Starbase 146 operational order 524 was issued by Captain Genrin Mav, commander of Starbase 146, to the effect that all phase- and cloak- capable ships within the Starbase operational radius will remain uncloaked. Any cloaked ship discovered within the tachyon detection grid, or any ship that begins cloaking while in the operational radius, will immediately be considered hostile. This order does not distinguish between ships belonging to allied, non-aligned or belligerent factions.
Starbase operational order 524 has not been rescinded, and is still in effect.
Armstrong's Restaurant – Bar and Grill (Starbase Lounge)
This is the official name of the civilian-run establishment in the Starbase lounge. Food, drink, and company can usually be found here, and Harry (the NPC Ferengi bartender) is a well-known face here.
STAFF: (Updated 07/20/2021)
Starbase Captain: Captain James Davis (miller11b )
Executive Officer:
Chief Science Officer:
Strategic Operations Officer:
Chief Engineering Officer:
Chief Security Officer:
Chief Medical Officer:
Chief of Operations:
Chief Counselor:
Medical:
Engineering:
Security:
Civilian Personnel: