Difference between revisions of "Ship's Interiors"
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Latest revision as of 04:46, 12 February 2020
Airlocks are points of entry and exit aboard a starship or spacestation. Most personnel that enter or leave a ship travel through an airlock whenever it is docked. Typically, an airlock comprises a small room with mechanical and energy-based seals on either end. This redundancy has become standard for most spacefaring designs, as the possibility of being sucked out of an airlock into the vacuum of space is a very real threat. It also serves to protect the station or ship from rapid decompression by allowing an atmosphere to be pumped into a lock, equalizing the pressure. Airlocks provide access from a ship/station's interior to space or to another ship's interior. Starfleet's airlocks also include numerous sensor scanners that search for things like weapons, explosives, wanted fugitives, and dangerous diseases to name a few. Federation ships and stations normally have there airlocks positioned on their port and starboard sides.
The Airponics Bay is an area for the cultivation of plants without soil, by suspending them in an oxygen-rich environment and misting their roots with nutrient solution. It was an excellent way for a crew to grow fresh produce for consumption. Often, airponics is shared with the Hydroponics Bay or comprises part of a ship/station's Arboretum. As such, they are typically maintained by the Science Department, although civilians are also welcome to take part.
A starship's antimatter storage area is a specialized part of a Federation starship designed specifically to store antimatter in a safe way. The antimatter storage area is a highly shielded and bulkhead-reinforced section of a starship. Storage areas are normally located away from a ship's inhabited areas, for security and safety reasons. Because a damaged or compromised antimatter storage area represents a major threat to the ship, by design these areas are also located near the ship's hull where special blow-out panels can be activated to dump the storage area's contents into space much like a critical warp core. The antimatter itself is stored in pods, which are self-contained magnetic confinement devices. The pods generate energy fields that keep antimatter for interacting with any form of matter. The bays are designed to prevent damage to the pods and as a result of its strong design, it is not uncommon for an Antimatter pod to survive a starship's destruction. There is an internal fusion reactor and forcefield generator, to ensure maximum survivability in the event of the starship either losing power or being destroyed, with the forcefields dissipating much of the force on the containment bunker. Antimatter is transported from these bays, usually by transporter, or by moving a pod directly to a Warp core via system similar to the turbolifts, where separate containment systems keep it enclosed before usage. Antimatter storage areas are normally manned by Engineering personnel.
Aquaculture involves cultivating aquatic populations of freshwater and saltwater organisms such as finfish, molluscs, crustaceans and aquatic plants under controlled conditions. Aquaculture laboratories on Federation starships are therefore tailored to the study of aquatic organisms and as such they are usually used to store specimens. Whilst most vessels have little call for an aquaculture laboratory, specific aquaculture labs can be found aboard the Lowell class Research Base and any Science Lab can be altered internally to perform the same function if required. Aquaculture labs are manned by Science personnel. See also Hydroponics.
An arboretum is a small garden area on a starship, which is designed to provide Starfleet officers and enlisted personnel with a comfortable outdoors space in which they can relax. An arboretum can be as small as a single tree with a bench on some starships, or in some cases of larger starbases, run to an entire self-enclosed forest. Often these areas are equipped with holographic projectors to help further the "outdoor" or rustic experience. Most Starfleet vessels, apart from the smallest, feature an Arboretum. They are maintained by the Science Department. Armory The Armory is the main storage and distribution area of weapons on a vessel or station. It is the second most-heavily guarded room onboard any Starfleet vessel or station as access to weapons must be monitored at all time. There may be several aboard any vessel or station, dispersed throughout so there is easy access to weapons in case of emergency or even just for daily use. (See also Weapons Locker.) Armories are controlled by the Master-at-Arms, as well as a small team of Security Officers. They ensure that access to the armory is restricted to authorized personnel and that weapons are properly functioning and maintained. Armories always have a Phaser range next door or attached. Every armory will contain: Type 1 Hand Phasers Type 2 Hand Phasers Type 3 Phaser Rifles Additional Phaser Energy Cells Maintenance Packs for weapons Instruction for proper cleaning and discharge of all weapons Some additional features may include: Carbine Phaser Mk1's Phaser Rifle Mk17 A workbench which is used to maintain and customizes weapons to the users liking. Marine Armories A Marine armory is much like a Starfleet armory but is restricted only to Marine access and contains weapons more specific to their uses. Marine armories are maintained by a Staff NCO (usually a Staff Sergeant) with two other junior NCO's called artificers and is constantly guarded. They are usually found adjacent to or are a part of the Marine barracks. A Marine armory will contain all the same features as a Starfleet armory with the following possible additions: Mark 24 Grenade Launchers Mark 25 Grenade Launchers Mk23 Rifle Mounted Grenade Launchers Squad Assault Weapon Phaser (SAWP)s Mark 16 Missile Launchers Mark 17 Missile Launchers Isomagnetic Disintegrators 40mm Light Infantry Mortars 80mm Medium Mortars (only on larger ships and space stations) TR-110 Pistols TR-116's TR-116/6a (Modified) Sniper Rifles Body Armor Traditional Ammo and Energy Cells Astrometrics Lab The astrometrics lab is part of the Science Department where the precise measurement of the positions and motions of stars is done. In smaller vessels, this lab is usually combined with Stellar Cartography. On larger ships and stations, astrometrics is given extensive access to sensors to accomplish their duties. Studies of stars and stellar phenomena fall under the preview of astrometrics, although this is usually done in conjunction with other scientific sections. Labs typically are equipped with holographic displays that can lay out maps in any number of configurations. Astrophysics Lab An astrophysics lab is part of a ship or station dedicated to the study of the physics of the universe. This includes (but isn't limited to) celestial bodies, their behaviors, and interaction between each other and the galaxy as a whole. Astrophysics is typically the largest section of the Science Department aboard, as they are tasked with the observation and cataloging of all aspects of interstellar physics (electromagneticism, thermodynamics, quantum mechanics, relativity, etc.). While most vessels have a dedicated Bridge station for such studies, detailed and thorough analysis is done in the labs. Astrophysics labs can be quite large and more than one can be found on most Starfleet vessels. Some can be designated for a specific kind of physics (such as molecular physics or quantum mechanics). Some of the most sophisticated and advanced technologies can be found in these labs as well, and all have unlimited access to sensors. Scientists are encouraged to use the lab(s) for theoretical research and experimentation. Auditorium Even aboard space stations and larger ships, the auditorium is often small compared to planetary-based contemporaries. Still, it is the place to obtain the best acoustics. Auditoriums are used for both dutyrelated and recreational activities, serving as classrooms, lecture halls, and large-group meeting rooms, as well as hosting concerts, plays, operas, and other venues of entertainment. Auxiliary craft elevator Auxiliary craft elevators are lifts used to move shuttles, runabouts, fighters, and other secondary vessels aboard a ship or station. Most starship designs have auxiliary craft storage and Auxiliary craft Maintenance bays separate from the flight decks, for safety reasons. Elevators move craft up or down to these areas (and on some classes, move the craft laterally). They can also be used to move cargo between the flight deck and Cargo Bays, although transporters are the preferred method. Elevators are rated for weights beyond the usual Federation craft, as they may be tasked to move heavier shuttles/runabouts of other species (like Klingon). On Starfleet carriers, such as the Vikrant class, elevators can be massive with the ability to move 6-8 craft at a time. Auxiliary Craft Maintenance Auxiliary Craft Maintenance Bays are normally dedicated areas of a ship's Shuttlebay where shuttles, runabouts, and other auxiliary vessels are serviced and/or repaired. On larger ships and stations that support a large number of auxiliary craft, secondary shuttlebays are normally designated maintenance areas in their entirety. These bays are usually equipped with Auxiliary craft elevators, anti-grav lifts, and industrial-grade replicators, allowing specialists to make nearly every part they need. Whenever a vessel requires modification, it's done in a maintenance bay. Maintenance bays are normally sealed off from a main shuttlebay during flight operations, or when major overhauls involving potentially dangerous situations (such as changing out a warpcore, matter/antimatter refueling, and weapons fittings) might occur. Auxiliary craft maintenance is handled either by the Engineering Department or Flight Control personnel, depending on how the CO of a particular vessel sets up his departments. B Barber shop The barber shop is the designated area aboard a ship or station where personnel get their hair cut and styled, among other cosmetological treatments. Barber shops typically incorporate elements of a salon, employing specialists (usually civilian) skilled in manicures/pedicures, cosmetics, skin care, and the like of many different species. Barber shops contain both advanced machinery (such as those that automatically dye hair and color nails) and old-fashioned tools, such as scissors, brushes, and combs. They are designed to provide comfort and relaxation to its customers, with large cushioned chairs, soft lighting, and pleasing wall decorations. The number of customers that can be served at once depends on the room allotted for the shop, and the number of barbers available. Only larger ships and stations typically have a barber shop embarked. Barber shops can develop into a social network center, where friends and shipmates often meet to unwind, swap stories, etc. They also have a reputation as a place to hear the latest rumors and gossip (or "scuttlebutt" in naval jargon). Barracks - Marine The Marine barracks is the collective term for the suite of rooms and facilities usually reserved for the exclusive use of a ship's Starfleet Marine Corps detachment. Although the term "barracks" usually calls to mind a single room with rows of simple bunk beds the actual barracks aboard a starship is far more complex and utilitarian. Where a Marine sleeps, works and plays depends on both his rank and the resources of the ship. In some cases the Marine detachment is fully integrated with the Starfleet personnel with Marines quartered in cabins, using the same mess halls and holodeck and so on. However, in most cases Marine are quartered in the Marine barracks. No two Marine barracks are alike, even on two ships of the same class. The Marine Commanding Officer, the ship's Commanding Officer as well as the Chief Engineering Officer and the Chief Operations Officer all need to factor in the requirements of the detachment versus the needs and capabilities of the ship as a whole. Resources, power and material are all factors in the overall design of the barracks. However, most barracks include at least some of the following features. Battle Bridge The Battle bridge is an auxiliary control center located on some types of Starfleet vessels, such as the Galaxy- and Prometheus class starships. Since vessels of these and similar classes are designed to separate as a routine measure, duplicates of key systems are needed throughout multiple hulls, including command areas. Located on Deck 8 (Galaxy) and Deck 5 (Prometheus) of the secondary hull, this bridge duplicates most of the stations and functions of the main bridge, such as a viewscreen, the captain's chair, conn, ops, and tactical, but places emphasis on piloting, support, and defensive operations. The main bridge and battle bridge are connected by a dedicated emergency turbolift which can be accessed from other decks as well. The battle bridge can also be entered by standard turbolift or through a corridor. A small captain's ready room is located on the port side of the bridge, although it is much smaller than the one off the main bridge and lacks a window. Although the battle bridge could potentially be used to control the entire ship in the event of damage to the main bridge, command is usually rerouted to Main Engineering. Note: The Prometheus class also incorporates an "auxiliary bridge" on Deck 10, as this ship separates into three distinct vessels (see multi-vector assault mode). To keep in tune with changing technologies, the battle bridge is modular like the main bridge. The Enterprise-D had at least two different battle bridges installed during its lifetime. The version launched with the ship had the captain's chair in the center, with conn and ops to the front of the captain and tactical behind. Two duty stations were located at the back of the bridge, on the port and starboard rear walls. The tactical and rear stations were separated by turbolifts; the standard turbolift on the port side, and the emergency turbolift on the starboard. By the time of the second Borg incursion in 2367, the battle bridge was slightly modified. The tactical position behind the captain had been moved to the port station, replaced by expanded information displays. The turbolift alcoves at the back of the bridge were also gone, possibly moved elsewhere. The term "battle bridge" came into use in the 2250s as a secondary control center being implemented in a limited number of larger ships, such as the Excelsior class (the USS Enterprise-B had one on Deck 19) and later the Ambassador class. At the time, both Romulan and Klingon captains made it a point at the onset of any engagement to target an enemy ship's main bridge. But as shielding technology advanced, the need for another bridge faded and those ships equipped with them had them converted to command-and-control centers for multi-ship operations or removed altogether. The outbreak of the Dominion War, however, once again proved the need for a second bridge. These are typically referred to simply as Auxiliary Control Centers. Bridge The Bridge is the starship equivalent of an operations center and is generally located near the top and front of a vessel. From here, the Commanding Officer supervises the entire ship's operation, ranging from vessel course control to tactical systems. On Starfleet starships, the bridge is usually located on Deck 1, on top of the vessel's primary hull. The bridge is the nerve-center of every starship, and it is manned by the top officers of each department. From here, the Commanding Officer supervises the entire ship's operation. When seated in the command chair, typically located in the center of the room, the commander has visual access to all major personnel stations and viewscreens, facilitating the decision-making process. By the mid-24th century, it has become standard that a first officer is assigned to assist a ship's captain in this process. The forward bulkhead of the bridge is typically dominated by the main viewscreen. Directly in front of this is usually the helm console, from where navigation and vessel course control are carried out. Many of the supportive stations that were present on 23rd century bridges were combined into one by the 24th century; that of the operations manager. Some bridges feature the operations console alongside the helm station, from where the officer on duty has access to internal systems control, communications, sensor systems, resource scheduling and hardware and system usage. Still, each bridge typically features supportive consoles for engineering, gravity control, damage control, environmental engineering, science and library computer, and internal security, most of these not being necessarily manned under normal circumstances. Most bridges on Starfleet vessels are replaceable modules, so that adaptation to special missions or upgrading the ship is facilitated. Features Command stations The bridge command stations provide seating and information displays for the commanding officer and one or two other officers, typically including the Executive Officer. The command chairs are located in the center of the bridge, designed to maximize interaction with all key bridge personnel, while permitting an unobstructed view of the main viewscreen. Typically, the armrests of the captain's chair feature miniaturized status displays. Upon keyboard or vocal command, the captain can use these controls to override the basic operation of the starship. Flight Control The 24th century Flight Control position evolved from the 23rd century helm and navigation positions. Also referred to as Conn, the officer manning the Flight Control console is responsible for the actual piloting and navigation of the starship. Despite many of these functions being heavily automated, their criticality demands a humanoid officer to oversee these operations at all times. During spaceflight at impulse, Conn is responsible for monitoring relativistic effects as well as inertial damping system status. When traveling at warp speed, Conn is required to monitor the subspace field geometry in parallel with the Engineering department. During warp flight, the Conn console continually updates long-range sensor data and makes automatic course corrections to adjust for minor variations in the density of the interstellar medium. Operations management Many shipboard operations involve scheduling resources or hardware that affect a number of department. In many such cases, it is common for various operations to present conflicting requirements. It is the responsibility of the operations manager to coordinate such activities so that mission goals are not jeopardized. The operations position (also known simply as "Ops") evolved from older 23rd century positions. The bulk of the duties held by the helm and navigation positions were combined into the Conn position. Other functions of the helm panel, such as internal systems control, became the purview of Ops, as have some communications and sensor system usages. The Ops panel presents the operations officer with a continually updates list of current major shipboard activities. This list permits Ops to set priorities and allocate resources among current operations. This is especially critical in cases where two or more requests require the use of the same equipment, entail mutually exclusive mission profiles, or involve some unusual safety or tactical considerations. During away team missions or emergency situations, the Ops station is supported by the Science station, found at the rear of the bridge in Galaxy class designs. Security and Tactical The bridge station dedicated to defensive systems control and starship internal security is Tactical. Parts of the default control layout presents the security officer with information readouts dealing with the internal protection of the starship and its crew. Besides, a wide variety of starship defensive systems are available to the Chief Tactical Officer (sometimes doubling as Chief of Security), ranging from the defensive shields to the phaser and torpedo systems. Other systems that may be commanded by Tactical include long- and short-range sensor arrays, sensor probes, message buoys, and tractor beam devices. Supportive stations Every Starfleet bridge also includes several supportive consoles and backup stations. These may include consoles for Planetary sciences, Engineering, Mission Ops and Environmental Control. Most of these are meant to relieve the senior bridge officers of secondary duties during alert and crisis situations. Mission Ops provides additional support to the operations manager, and is specifically responsible for monitoring activity relating to secondary missions. Mission Ops is responsible for assignment of resources and priorities according to guidelines specified by the operations manager and by operating protocoles. This station is also responsible for monitoring away teams. The Environmental Control console provides similar relief to the operations manager, monitoring the starship's life support systems. Due to the highly automated nature of these systems, this console would be unattended under normal circumstances, but becomes of crucial importance during alert situations to maximize crew survivability. The bridge's Engineering station duplicates in simplified form the Chief Engineer's primary status displays from Main Engineering. The purpose of this station is to permit the Chief Engineer to maintain supervision over engineering system while on the bridge. Briefing Room A briefing room, sometimes called a situation room, is a designated place on a starship used by senior staff and/or away-mission leaders to meet with their subordinates. Here, mission details and objectives are discussed with appropriate personnel. Often, COs will use the briefing rooms for daily situational conferences with his or her department heads. Typically, a briefing room is located close to the main Bridge or---in the case of smaller vessels---is part of the Bridge. Larger ships and stations can have a multitude of such rooms. Captains also have the option of declaring other locations on the ship as a "briefing room", such as a Conference Room or Observation Lounge. Ships with Marine detachments often have small briefing rooms attached to the Barracks. Brig A ship's brig is a jail or prison used to house individuals that pose a security threat to the vessel or her crew. These individuals may comprise prisoners of war, criminals, or crewmembers serving or are awaiting to serve punishment. The size of the brig is dependent of the size of the ship. Smaller craft like the Defiant class have only one cell, while bigger vessels like the Normandy class have ten or more. Cells are designed to hold two prisoners at a time, although four can be housed in one in emergency situations. Starfleet cell design calls for bulkheads on three sides and a fourth housing an embedded forcefield to allow passage in and out of the enclosement. Cells also have hide-a-way bunks and tables, but are not made for long-term incarceration. Usually the brig is located in an isolated area of the ship or station, and includes a security checkpoint from which access to the prisoners are controlled. This point is manned at all times by Security Officers and has extensive sensor monitoring, as well as a weapons locker. Most ship and station designs have brigs as part of a larger security complex. The brig is under the command of the Brig Officer, who is responsible for the security and welfare of prisoners housed therein. C Captain's Ready Room The Captain's Ready Room serves as the Commanding Officer's private office, found adjacent to the main Bridge (on a ship) or Operations Center aboard a starbase. The ready room gives the CO a quiet place to handle his/her day-to-day administrative duties without the distraction or distrubance of the activities of the bridge. It is often the preferred location to hold private conversations or conferences. Ready Rooms are laid-out and furnished to suit each commanding officer. Typically there is a private head, a food replicator, a large desk with computer terminal, and ultra-secure communications (including holographic display). At least one viewport is also built into the design. Cargo Bay A cargo bay or cargo hold is a general purpose storage facility aboard shuttles, starships and starbases. Cargo bays are often equipped with large transporters, anti-grav pallets, and dedicated cargo turbolifts to assist in the moving of cargo containers. Larger bays are almost always placed to were there is easy access to the outside of the ship that allow loading and unloading through heavy doors. From here, it is separated in distribution areas before being sent to secondary internal bays or to the department it is needed in. Cargo bays are equipped with their own specialized inertial dampening systems designed to keep cargo from shifting. Starfleet has always built their cargo bays with flexibility in mind. These areas take up great volumes of space inside a ship or station, so most are designed to serve additional functions besides just storage. They can be quickly converted into personnel evacuation centers, emergency triage areas, gymnasiums, bio-hazard isolation units, and so forth. Cargo bays are normally overseen by a specialized Operations Officer called a cargomaster. Chief's Office Starfleet recognizes the need for department heads to have their own workspace away from their Bridge duties and so assigns each one their own office IF the ship they serve aboard is of a certain size. Usually a department chief's office is located on the same deck as their quarters or on the deck that houses most of their department's activities. The Chief Engineer's office, for example is always located on the deck next to Main Engineering. The Chief Medical Officer's office is always next to Sickbay, and so forth. Large ships (such as the Galaxy class, Sovereign class, and Vikrant class) and space stations normally have offices not only for each department head, but also for the Chief of the Boat (Command Chief on stations), the Boatswain, and the Quartermaster. On smaller ships, DHs will typically use part of their quarters as an office. Offices are normally generic in design and lay-out, but DHs are permitted to decorate them to suite their particular tastes Child Care Facilities Space stations and large exploratory vessels that allow families aboard typically have facilities aboard for child care. This allows for Starfleet parents to continue their duties without having to secure the services of someone to watch their children. These are typically operated by certified and licensed civilians contracted with Starfleet that have experience in early childhood care and development. Standard practices recommend both fun and educational activities. These facilities are inspected regularly by members of the Medical Department. Computer Control Centre Computer Control Centers are the areas of a starship or station that manage all information storage and exchange activity to and from the Computer core. These areas are constantly manned by Operations personnel and require certain clearances to access. Computer Centers ensure that computer operations are running smoothly and handle any problems or issues that may occur with either the core or the optical data network. Most Starfleet vessels employ a main control center and at least one additional secondary center. Computer Core The computer core is the area on a starship in which the central computer resides. It is designed so that technicians can easily access and replace failed parts (as rare as that is) and perform upgrades and diagnostics. This is accomplished through specialized bays, usually called computer access rooms. Cores also have several monitoring stations, manned by both Operations personnel and Computer Systems Specialists. Each computer core is extremely powerful, and has plenty of redundancy built in. Normally cores can be several decks high. Due to the dependance on the core of the ship, most vessels are designed with 2 cores (Intrepid & Sovereign Classes), although there are exceptions. Note: The Galaxy class has three computer cores. Communications Array Since the earliest days of space travel, and stretching back even further to the naval vessels of the 20th century, ships have had 'communications arrays'. In their most basic form these can be as simple as an RF antenna, but in the 24th century even the smallest shuttle will have at least some sort of communications device capable of transmitting over an area only dreamed of in the 21st century. A communications array is a varied network of signal processors, transmitting and receiving antennas (containing subspace amplifiers) designed to enhance or support communications through interstellar space. These arrays can handle a wide selection of signals, from voice and digital to the current holographic methods. Communication arrays are often interconnected with sensor arrays and can be deployed as platforms in space, as essential components of starships, or in larger installations on planets. Since subspace is the preferred medium on which signals are sent by nearly all major galactic powers, arrays are usually attuned to transmit and receive in that manner. Exterior communication arrays handle ship-to-ship, ship-to-planet, and deep-space signals. A separate but readily linked internal communications network is responsible for intraship messages. Most starships or facilities will be equipped with both a primary communications array and at least one redundant backup array too. Conference Room Starships and stations alike have numerous rooms set aside for meetings, diplomatic functions, parties, training, and the like. Conference rooms vary in size, shape, and design but are usually set up to provide comfort and a business-like atmosphere. On some vessels, conference rooms are synonymous with Briefing Rooms and Observation Lounges. Crew Quarters One of Starfleet's major concerns in terms of its personnel is crew comfort. The vast distances of space and immense responsibilities asked of a ship's crew require that they have a fitting place to retreat to for rest and relaxation. The amount of living space allotted to a crewman is between 110 and 120 square meters on large explorers and space stations. The amount and quality is relative, of course, to the size and type of vessel in question. It has always been the goal of ship designers to allow each crewman and assigned personnel their own quarters, but this is usually not feasible. Typically lowerrank crew are required to share quarters (2 to a room), especially on smaller escorts and frigates. On the Hornet class, for example, space is such a premium that crew have to "hot-bunk" (use the same beds on alternating shifts) but this is a rarity. Crewmen with families are normally assigned a suite and in certain situations single quarters can be combined into larger ones where available by reconfiguring walls and bulkheads. Certain quarters can also be adapted to Class H, K, L, N, and N(2) environments for species requiring those settings. "Typical" crew accommodations on medium to large vessels include a living area, a bedroom, and a bathroom. Likewise, each quarters usually has a replicator, sonic and/or normal showers, computer console, personal holographic viewers, null-grav sleeping chambers, and provisions for pets. (Star Trek The Next Generation Technical Manual). Smaller ships generally do away with the separate rooms and combine the bunking area with a small work/living area. Bathrooms are shared with up to three other crewman in such situations. Here is an example from the Defiant class. Not all crew quarters can be called comfortable. Klingon vessels are notorious for their crowded, spartan living areas, giving credence to the Klingon belief that comfort is not a concern of a true warrior and wasted on the dead. D Deflector Control Deflector control is the area aboard a starship where Operations personnel operate and maintain the main navigational deflector. Typically this station is located very close to the deflector itself. Under normal operations, the deflector is controlled from the Bridge from either the Operations console or the helm. Under certain high-load situations, such as a red-alert, control is handed off to the lower station. Dental Offices Dentist Offices or Dental Labs are part of a ship or station's Medical Department. Only large explorers, medical vessels (such as the Olympic class), and space stations have dentists embarked. Most Starfleet physicians are knowledgeable enough in the field of dentistry and can handle non-emergent issues related to teeth. If not, a dental specialist is usually assigned to assist in such situations. ( Dentist's offices are typically a part of the medical suite. They have a desk for the dentist to work at, an examination room/lab, and an operating room. Deuterium Storage Every Federation starship requires amble supplies of deuterium to fuel their propulsion systems. Current deuterium storage protocols call for tanks constructed of forced-matrix 2378 cortanuim and stainless steel, insulated by foamed vac-whisker silicon-copper-duranite. Typically, a vessel will have a primary deuterium tank (PDT) from which fuel is delivered to the warp- and impulse propulsion systems, well as the Reaction Control System. Deuterium in the PDT is stored in slush form (semifrozen to 13.8Ks), both for safety reasons and because it is the preferred form that is fed into the warp propulsion system. For impulse and reaction control systems, ships have secondary or auxiliary cryo tanks in which deuterium is stored in liquid form. Transfer between tanks is the norm, with the fuel passing through specialized heating/cooling coils. No matter what the form, deuterium tanks are given their own set of internal shielding and inertial dampening fields. This, along with the strength of the tank, ensure that the fuel doesn't leak, shift, slosh, or come into contact with items that can pose a threat to the ship and crew. Storage tanks also include fill and vent ports, distribution piping, and sensors. Modern shipbuilding design incorporates tankage that can carry enough deuterium to power a starship for three years. Refueling can be done at most space stations and fleet yards or by rendezvous with a tanker. Refueling, tank monitoring, and storage maintenance are part of the Engineering Department's responsibilities. Dining Room A ship's Dining Room, officer's mess, or wardroom is a designated area for commissioned officers (Lieutenant Junior Grade and above) or visiting VIPs to dine. For decades it was standard practice for a ship's officers to take their meals together, although now such activities are left up to the preference of the Commanding Officer. Larger ships and stations typically have more than one officer's mess. Whenever the dining room is in use, it is staffed with yeomen or contracted civilian servers. On some vessels, a Briefing Room or Observation Lounge can double as a dining room. Diplomatic Facilities Diplomacy is a big part of Starfleet's mission, not just between member worlds of the Federation but also to potential members and other non-aligned entities throughout the galaxy. Thus almost all ships are equipped to successfully carry out a diplomatic mission, meaning it has both the personnel and facilities to do so. Only the smallest of Starfleet vessels lack proper diplomatic facilities. The extent of a ship's facilities is of course dependent on the size of the vessel, although Starfleet has refitted a number of older ships for the sole purpose of conducting diplomatic and courier missions. What constitutes a ship's diplomatic facilities varies, but the usual compliment includes: VIP/Guest Quarters These are normally as lavish as the CO's quarters or even more. They are set up with all appropriate enormities, with environments set for the comfort of the occupying species. Dining Room: All meals served to diplomats, envoys, other VIP guests are taken here. Observation Lounge, Conference Room, and/or Auditorium: Used for negotiations, briefings, meetings, and whatever the diplomats may require a room for. Chief Diplomatic Officer's Office or simply a Diplomatic Office. Docking Ports Docking ports (also called "docking collars") are areas of a ship or station's hull that allow for the embarking/disembarking of personnel, typically to other ships or stations. These ports typically have tunnel extensions that can reach out for attachment. They are also strengthened to take the stresses inevitably created by joining the ship to another fixture. Most vessels have more than one docking port, each with their own Airlock. Starfleet ships have ports that can be easily modified to work on many different kinds of ships and stations. Drop Bay A drop bay is a specialized area of a ship designed to provide Marines with a quick egress for their auxiliary craft, such as fighters and hoppers. They are found only on dedicated Marine transport/planetary assault ships, or larger Starfleet vessels---such as the Excalibur and Century class--- that carry large contingents of Marines and can support their operations for an extended period of time. Typically, drop bays are located on the ventral side of a ship. Drop bays, like typical Shuttlebays, have dedicated tractor beams to assist in recovery of launched craft. They can be readily adapted to act as large cargo holds, evacuation centers, or training facilities if the need should arise. E Engineering Lab An Engineering Lab is a specialized Science Lab used by the Engineering Department to study and test various controls, structures, and materials as related to the engineering disciplines. These labs are used for everything from methodology to testing experimental substances to reverse-engineering projects. It is also used in the day-to-day collection and study of certain ship or station samples, such as electroplasma, antimatter, and Deuterium fuel. Usually they are found on the Engineering Deck(s) close to Main Engineering, but stations may have them distributed throughout. Like the similar Hazardous Materials Lab or Isolation Lab, Engineering Labs are constructed to protect the rest of the ship against accident and potentially dangerous materials. They have double-thick walls and bulkheads. It has it's own dedicated ventilation system and redundant containment field generators that also serve as the fire-suppression system. These labs are typically larger than most, with several workstations and accompanying consoles. Tools and scanners of all types can be found there. Environmental System Controls People most associate a ship or station's Environmental Systems with life-support and atmospheric controls, but they also include things like gravity generation and waste recycling. In Starfleet, environmental systems are considered a critical-need and therefore all vessels and stations have redundancy built in. The Galaxy class, for example, has TWO primary atmospheric systems that operate on 96-hour cycles. These are backed up by seven secondary systems and numerous smaller emergency shelters that can be sealed with their own life-support. Environmental systems are highly automated, limiting the amount of crew needed to run them. Usually they can be operated and watched from a ship's Engineering station. Larger vessels and stations typically have a dedicated station on the bridge, but even then it is only manned during yellow or redalert situations. Each system, however, does have at least one operating facility aboard where maintenance and Diagnostics are performed. These control rooms also allow for detailed and long-term monitoring. Responsibility for environmental systems is usually shared between Engineering (called environmental engineering), which provides maintenance and modification, and Operations who typically has day-to-day control and observation. In emergency situations (including combat), Operations personnel manning life support and gravitygeneration controls have but one duty: ensure these systems remain working at all costs. Environmental Systems Atmospheric Control/Life-support Gravity generation Water & Sewage Reclamation Solid Waste Recycling Matter Replication Recycling Hazardous Waste Recycling Equipment Storage Every ship and station utilizes a lot of space for equipment storage. Starfleet doctrine dictates that any and all equipment be stored properly and safely when not in use. Rarely does one find a deck or work station cluttered with equipment. Engineers go to great lengths to ensure there is enough room for storage when they design any spacefaring vessel. As the old Terran saying goes, "everything has it's place" aboard ship. Equipment storage areas can range in size to rooms that rival a Cargo Bay to small lockers with only a few centimeters of space. It is common practice to house equipment in locations where it is most used or is readily available. EV Suits, for example, are normally stored near or in the Airlocks and medicines are kept within a physician's reach down in the Sickbay. Other equipment may also be strategically placed around a ship or station in case of an emergency, such as emergency pressure garments and weapons. Escape Pods Escape pods (alternative known as "lifepods", "rescue pods", "evacuation pods", and "lifeboats" but officially called autonomous survival and recovery vehicles [ASRVs]) are small, self-sustaining vessels that allow the crew and passengers to abandon a ship or station in event of a critical emergency situation. Pods were installed on ships as early as the NX-class, but Starfleet moved away from incorporating them through most of the 23rd Century. Crews then had to rely on auxiliary ships (shuttles and shuttlepods) and emergency beam-outs to get off a dying ship or station. However, the shear number of crew to be rescue, limited time, and the location of shuttlebays meant very few survived a catastrophic event aboard ship. Starfleet again toyed with the idea of escape pods in the early 2300s, and successfully re-implemented them aboard the USS Hokkaido in 2337. All Federation and Starfleet vessels are now required to have enough escape pods to evacuate its entire compliment of crew and passengers should the need arise. The design and capabilities of lifeboats tend to vary from ship to ship, although engineers at Starfleet's Advanced Starship Design Bureau have attempted to standardize these for all classes over the last few years. Often pods are flush-mounted to a ship/station's hull, or housed in special bays with retractable hatches. Older ships still in service like the Miranda class have pods retrofitted inside their Shuttlebays and Cargo Bays. Some pod shapes include: square (Ambassador, Galaxy and Nebula class), hexagonal (Intrepid and Defiant class), and triangular (Sovereign and Akira class). Capabilities Escape pods are constructed using tritanium and trumium monocarbonite, allowing for structural integrity and survivability to exposure to space and the extreme heat associated with re-entry. The first "square"-type pods installed on the Hokkaido (and still found on the Ambassador and New Orleans class ships) could only carry four people and enough power to operate for fourteen days in space. If a pod managed to land, on-board supplies could last for 86 days. Most lifeboats built today carry six, eight, or ten passengers and can stay in space for 3 months. They also are equipped with replicator/reclamation equipment, allowing for periods of survival between eight and twelve months if the pod can make planet-fall. Components No matter the size or compliment of an escape pod, each has similar basic components: Ejection initiator---used to eject the pod clear of the ship or station Impulse engine or microthrusters---for propulsion Reaction Control System---for flight control Gravity/inertial damping field generator External sensors---these include navigational processors Entry/docking hatches Environmental system Survival gear/consumables storage Emergency subspace communications & automatic distress beacons Acceleration seats EVA suits Emergency Operations Once the order to abandon a ship or station is given, every effort is made to get civilians and families of the crew into lifeboats first. Early pods had to be piloted, but advances have created pods that are programmed to get as clear from the ship or station as possible, without much input from evacuees. Typically, a set of coordinates will be broadcast for the pods to rendezvous to but in some situations (such as an ongoing battle), pods may have to escape the best way they can. Protocols state that pods should attempt to find a friendly vessel or habitable planet to land on as soon as possible. The longer a pod is forced to stay in open space, the fewer chances of survival. One tactic that lifeboats caught in open space can utilize is called the "gaggle mode". Pods can readily dock with one another, allowing for the sharing of power and provisions as well as giving the sick and wounded access to medical care. Pods, however, must be separated before entering a planet's atmosphere as the stresses from a larger formation would exceed the pod's structural strength. Exterior Connect Hardpoints Exterior connect hardpoints are reinforced parts of the hull designed to allow connection with various docking mechanisms, usually to a space station or dock (and ship-to-ship in some cases). These connections, along with the host's structural integrity field (SIF) and inertial dampening field (IDF), ensure that the ship is securely attached and in synchronized orbit. Once connected, these hardpoints become the main portal for transference of various materials to the ship, such as fuel, gases, and bulk solids bound for storage. They also allow solid joining at a ship's Docking Ports, Airlocks, and personnel gangways. Many Federation (and Cardassian) stations and spacedocks utilize automated arm and end effector devices to dock with ships. F Fabrication Workshop Engineers need places to build and repair things, and fabrication workshops (also known as shipfitting shops) are areas aboard a ship or station set aside just for that purpose. Both general-purpose hardware replicators and bigger industrial-rated replicators can be found in these locales. Most parts or materials needed to keep the ship maintained can readily be made, with some exceptions. Workshops are also stocked with various tools (from manual ones all the way up to sophisticated robots), as well as certain materials that either cannot be replicated or have been deemed too costly in terms of the amount of raw material needed to replicate them. Most workshops have the ability to carry out numerous fabrication processes, including: plasmacutting/welding; gamma-cutting/welding; aqua-cutting; variable resonance hammering; molecular-shift bending; hypervelocity micro-lathing; to name just a few. Fusion Reactor In simplest terms, a fusion reactor is an enclosed system that uses nuclear fusion to produce energetic plasma for power usage. In Federation engineering, such reactors use deuterium as a fuel source. The system compresses two deuterium atoms into a single helium one, generating immense amount of energy. This energetic plasma is then utilized in a power distribution network or stored. The primary power distrubution network currently found on all Starfleet vessels and stations is the Electro-plasma system (EPS), a system based on microwave transmissions. With the advent of more efficient and powerful matter/anti-matter-based power generators, fusion reactors have been relegated to a secondary role in Federation spaceborne programs. The biggest drawback of fusion reactors is their large appetite for fuel, requiring large storage spaces aboard a ship or station. Yet fusion remains a safer alternative to matter/anti-matter (M/A) reactions, and reactors can still be found on Starfleet ships and stations inside Impulse engines and auxiliary power-generating systems. The latter are designed to continue operations of major systems (environmental, propulsion, defensive, etc.) should the M/A go offline for a limited time. They can also be used in tandem with the main reactor if the need arise. Fusion reactors (more commonly referred to as "generators") remain the primary systems on autonomous devices such as communication arrays, orbital sensor pallets, satellites, orbital defense platforms, and the like. Unlike matter/antimatter systems, fusion reactors require little to no monitoring by Engineering personnel. Reliability is also a factor in its continued use. Many species use fusion in some form or another to power everything from space stations to major metropolitian areas. Cardassian stations, for example, employ a deuterium-helium system similar to the Federation's. (Most notable of these are the Nor class). They use carbon reaction chambers and laserinduced detonators, however, while Federation reactors boast furmium-copper chambers and phaser induction. G Galley A galley is a ship's kitchen, where meals are prepared for the crew. Usually it was overseen by a senior NCO chef and staffed with culinary experts in the early days of Starfleet. This practice gave way to civilian chefs and cooks who were contracted to provide food services during the latter 23rd Century. One of the biggest concerns with a galley is keeping enough foodstuffs and consumables aboard to continuously fed a crew. As ships grew in size, so did the crew and the amount of space needed to be set aside for storing food. With advancements in replicator technology over the years, however, the need for a galley aboard Federation ship or station has diminished significantly. Still, some older ships like the Miranda and Excelsior class maintain extensive gallery areas. Many space stations continue to operate them as well. Goat Locker The goat locker is the area aboard a large ship or station where enlisted personnel that hold the rank of Chief Petty Officer or higher are berthed. Typically this is a section set aside on one of the decks housing crew quarters. Depending on the amount of space and the CO, the locker may also include a small lounge for use by CPOs only. The tradition of the goat locker extends back to the golden days of sail in Earth history, when the British and later American navies sought to show their appreciation to the service and dedication of their Chiefs. It is believed that the usage of the name "goat locker" referred to the practice of keeping livestock in the care of the senior enlisted, who made sure no one took more than their allotted share. (Goats were usually embarked to provide the crew with milk.) During the days of nuclear-powered warships, the locker not only included berthing areas and a lounge, but a private Galley as well. In keeping with the traditions of yesteryear, no one is allowed in the goat locker without expressed permission from a Chief. This includes the Commanding Officer. Gymnasium A ship/station's gymnasium is an area (or areas) set aside for exercise and physical fitness. Gyms are considered one of the most important crew support functions in Starfleet. Many species require a certain amount of exercise and activity for their well-being. Being cooped up aboard a ship or station for long periods of time without a way to exercise in some fashion has long been considered a health risk, both physical and mental. Gyms aboard Starfleet vessels typically are large, well-equipped for a variety of activities, and can be endlessly modified. As is expected, Starfleet officers and crew are expected to maintain their Physical Readiness Clearance at all times. Numerous exercise and sports-related activities can be had aboard. Aerobics, gymnastics, weightlifting, basketball, volleyball, racquetball, parrises squares, fencing, wrestling, martial arts, and bowling are just a few of the things that can be found in a typical gym. Members of the crew often volunteer their time to train and coach a particular area of expertise (such as karate, for example). Sometimes, civilian physical education professionals maybe employed to oversee gym activities and maintenance. On larger ships and stations, a gymnasium maybe equipped with its own zero-G area and holosuite, allowing for an even more complete list of fun to be had (such as watersports and other outdoor events). H Hazardous Materials Lab The galaxy offers many materials that are harmful to living beings, their environment, and the ships and stations they serve aboard---both known and unknown. To understand and evaluate these materials, they have to be studied from time to time. Hazardous Material Labs (HazMat labs) are protected areas aboard that allow scientists and engineers the opportunity to study such deadly and volatile substances. These materials may be solids, liquids, or gases that have been deemed the following: explosive, corrosive, flammable, toxic, radioactive, oxidizing, bio hazardous, asphyxiating, pathogenic, cryogenic, or time-altering. Various forms of plasma and other fluid energies are normally examined in HazMat labs geared for engineers. These specialized labs are sealed both mechanically and with containment fields to shield it away from the rest of a ship/station. The decks, bulkheads, and ceilings are reinforced with a polymercerium and tritanium "honeycomb" that is able to withstand pressures three times greater than that encountered by a ship's spaceframe. Inside the spaces of this structure is a piping network designed to pump in a variety of neutralizing chemicals and/or gases. The interior of these labs are coating with a special treatment that greatly reduces the creation of sparks and reactions with other elements. They are also equipped with additional Fire Suppression Systems, including projectable containment fields and a nozzle-injection system (filled with either nitrillmane halofoam or fluoramane gas). Diemathyl gel extinguishers are also on-hand to deal with EM discharges. HazMat labs are rated to handle up to Level 5 Hazardous Threats. HazMat labs have their own dedicated ventilation system, designed to send harmful gases and particles into space. Likewise, liquids and solids can also be beamed into space via a dedicated low-resolution micro-transporter or dropped into a hazardous material recycling replicator. Some ships and stations also have the ability to inject these unwanted materials directly into the Fusion Reactor of their Impulse engines for disposal. Entrance and exit from a HazMat lab is through an attached airlock-decontamination suite. Those working inside are required to wear certain personal protection equipment, from simple gloves to a full emergency pressure garment (EPG), depending on the material(s) in question. These suits may be selfcontained with backpack-mounted breathing apparatus or attached to the lab's central environmental system through flexible hoses. As part of their basic training in Starfleet, every member of a crew possesses basic knowledge on how to deal with a hazardous material event. It is standard command procedure to see that at least 25% of a ship/station's crew have advanced training as well. Holodeck The holodeck or holosuite serves both entertainment and training purposes. It combines transporter technology with that of replicators, by generating holographic images in 3D space as well as projecting force fields to give the objects the illusion of substance. It can be controlled from an exterior control or the interior arch control. This arch could be summoned at any time to change the parameters of a running program. Holodeck walls can generate holographic images that appear to extend for an unlimited distance, seemingly much larger than its own dimensions. In doing so, however, the holodeck is aware only of its users; it does not recognize its own created objects. For example, if a person were to throw a holographic rock at the holodeck's walls, the rock would not be allowed to pass beyond the wall. It does this by continuously adjusting the projections of the force fields and the use of a forcefield ‘treadmill’. With this, an individual approaching a wall causes an instant shift away. The holodeck can change gravity in three dimensions, so occupants don't notice the change. Holodeck matter can impersonate real matter even at the molecular level. Molecule-sized magnetic bubbles replace molecules in full- resolution holo-objects. The computer can manipulate them individually in three dimensions. The computer may use large magnetic bubbles to simulate surfaces and textures rather than create an object at the molecular level. However, Objects created within the holodeck could not survive beyond the holodeck itself, as they only exist as energy and matter. Holograms can also be projected into space. They can be augmented with force beams to simulate solid, tangible objects or with replicator technology to create actual solid matter such as foodstuffs. All foods eaten on the holodeck are replications. No other type of simulation would survive outside of the holodeck A holodeck also has the ability to create holodecks within holodecks, and holodeck programs are able to be saved to a cube that can be inserted into special devices with information to "last a lifetime". Computers cannot duplicate the complexity of electron shell activity and atomic motions that determine biochemical activity in living creatures. This prevents replicators from duplicating life and resurrecting the dead. Advances in computer technology may allow this, permitting a person to live forever in any chosen environment while interacting with real people and objects visiting the holodeck The energy matrix of a holodeck is incompatible with other ship systems. Failure of a holodeck's matter conversion subsystem can cause the loss of solid objects within the holodeck environment. Among the viewing modes on a holodeck is objective mode, in which the user does not interact with the characters, and subjective mode, in which the viewer can interact with the characters as well as alter his or her surroundings. The Operations Department is primarily responsible for the maintenance and programming of holodecks in Starfleet. Use Official Holodecks Due to the practical use of holographic technology in both recreational and work activities many starship set aside one or more holodecks solely to be used for official ship activities. These holodecks may not be used by off duty personnel or civilians and can only be used for work related activities. Many departments have viable work related activities which either require or are made easier by using a holodeck. The most common is for training purposes. For example, in battle training it is simpler to recreate a holographic version of a starship than to divert resources away from the real version. The same applies to weapons practice or training medical personnel in difficult medical procedures. But there are practical uses beyond mere training. The engineering or science departments can create holographic models in order to perform tests without having to use any real resources. Even the counseling and medical department can use the holodecks in order to create more ideal environments to treat certain conditions. Recreational Holodecks By far the most common use of holodecks are their recreational properties due to their ability to create almost any environment. In some cases a user will just create an environment and then interact with that environment as they wish. This can include anything from creating a ski slope to ski down or a beach to relax on. These tend to be the simplest programs as they do not require the complex coding needed to create holographic characters. However, other programs can include holographic characters that will react to users in whatever way they are programmed to. This will allow a user to create an entire city full of people. Another type of holographic program is the holo-novel. A holo-novel is a program in which a user is expected to take on the role of one of the characters in a story. The user will role play this character following the story that the program sets out before them. Each member of a ships crew and its passengers are assigned a certain amount of time they are allowed to spend on a holodeck either by a weekly or monthly basis. This is to ensure that every body is given a fair chance to use a holodeck. A person must book their time on a holodeck well in advance to arriving so that clashes do not occur. Holographic Subspace Communications Room With the advent of holographic communications in the late 24th Century, more and more Federation ships and stations have had this new technology installed. Holocommunications allows peoples to talk to each other as if in person, by projecting a holographic representation of themselves. This also allows more interaction between one or more parties. This is typically accomplished by projectors installed in the deck at select locations, such as a ship's Bridge or a station's Operations Center, although it can be achieved anywhere there is a holoemitter available. Space stations and certain classes of large ships have entire rooms dedicated to holocommunications, which can be divided into smaller cubicles for person-to-person contact or expanded to include large conferences. Because holocommunications require far more power than standard subspace signals, they are not considered cost-efficient and are used sparingly, especially on ships. It is also more susceptible to transmission lag over great distances. This technology, however, continues to evolve and may someday be the primary means of electronic communication in the future. Operations or, if available Communications, will be in charge of operating and maintaining these systems. Hololab A hololab is a small laboratory equipped with a holographic matrix, enabling its user to create simulations and run other scientific and engineering tests. Typically smaller than a Holodeck, hololabs are found on smaller vessels such as the Nova class, as well as certain space stations and dedicated scientific arrays. Hospital Ward Modern medical advancements mean that those sick and injuried recover far faster than in years past, even after major surgeries. Still, recovery times for certain illnesses and traumas require extended stays in medical facilities as do non-curable, non-operable debilitating ailments. It has always been Starfleet procedure that individuals that fall into these categories be treated in long-term care facilities, typically located aboard space stations or planetside. A typical ship's Sickbay is not equipped or staffed properly to give such people the care they require. Space stations and medical vessels, such as the Olympic class, have hospital wards aboard that allow for extended recovery stays. These wards are very similar to their planet-bound contemporaries, with trained nurses and medtechs overseeing a certain number of patients. Doctors make scheduled "rounds" to check in on each one's prognosis and make adjustments to their treatment if needed. Patient rooms in hospital wards are typically small, although well-equipped and endlessly modifiable depending on the medical situation. Hydroponics Bay Hydroponics is the practice of growing plants without soil, typically in a liquid-based medium rich in nutrients. In Starfleet, the practice began in the early 2100s. Hydroponics has become a widely-used way for ships and space stations to produce their own fresh fruits, vegetables, and spices. Some stations and larger ships have labs dedicated to the science, and almost every vessel has some area set aside for a hydroponic garden. Despite the advent of new technologies, the availability of "fresh" un-replicated foods continues to be a popular request of Starfleet crews and goes a long way in keeping up morale. I Infirmary An infirmary is the primary medical care facility aboard a space station, where illness and injury are treated. The terms "infirmary" and "Sickbay" are often interchangeable, although the latter usually applies to a ship-borne facility. As such, station infirmaries are normally larger with more equipment (both in quantity and speciality) and staff than a Sickbay. Some even rival planet-side hospitals in their abilities to diagnose, treat, and provide care for patients. Intelligence Center Intelligence Centers aboard a Starfleet ship or station are in their basic form, a secure area designed to protect the sensitive nature of Starfleet Intelligence gathering and analysis. This "center" can be as simple as the Chief Intelligence Officer's quarters or office, or as complex and extensive enough to oversee operations over an entire system or sector. Whatever the size, these areas are typically offlimits to the crew at-large (save those with proper security clearances). Larger installations are usually guarded as well, and can often take on the appearance of a fullyequipped Operations Center. The equipment housed in Intelligence Centers are almost always cuttingedge and highly classified. These include the latest encryption and encoding computers, decryption machines, and ultra-secretive subspace communication systems. Even the EPS power taps and environmental systems leading in and out of the center are secured. Aboard Ships For many years, intelligence gathering was part of the everyday operations aboard ship, but there were no specialized personnel aboard to collect and sort that information. Potentially valuable or harmful information was filed away in the computer core and only accessible to intel officers and analysts when the data was requested or "dumped" to Starfleet Command. By then, the information was often useless and/or out-of-date. The need to have full-time intelligence analysis and encryption specialists on board became imperative. Over the last fifty years, Starfleet has made great strides to get the personnel and equipment needed for proper intel operations out into the ships. Even some older spaceframes, such as the Oberth and Curry classes, were converted into dedicated intel-gathering and dissection vessels. Likewise, several of the newer Sunbird class are also fitted out solely for intel operations. Most Starfleet vessels do not have Field Officers assigned to them on a permanant basis, although Intelligence Officers have training in operations in the field and can be called on for that purpose. Ships are equipped, however, to support field operatives for extended periods of time. Intelligence is privy to all data collected by a ship's sensors and has access to most communications. For operations, they are normally allotted use of sensors, probes, and have a dedicated section of the computer core (usually in the secondary core) that cannot be accessed but by certain members of the crew, such as the Commanding Officer or Executive Officer. Planet-side & Space Stations Assets aboard Starfleet vessels are modest compared to the extensive intelligence-gathering and assessments of planet-based and orbital stations. This is because these installations are assigned entire systems or sectors (or multiples of each) to oversee, requiring for additional equipment and manpower to effectively carry out the intelligence roles. Not only do they have to process immense amounts of data, but also ensure it is dispersed to the fleet as well as passed on up the chain of command. Here, Intelligence Centers may encompass an entire deck or building. These facilities are normally given their own sensor/communication arrays, probes, and computer cores, as well as R&D areas and training billets. Field officers and additional specialists are usually divided out to the fleet as operational needs dictate. Intensive Care Ward An intensive care ward or intensive care unit is a specialized part of a hospital, a ship's Sickbay, or a station's Infirmary where life-threatening conditions are diagnosed and managed. Patients placed in intensive care typically require some sort of organ support (brain, heart, lungs, etc.) and invasive monitoring and/or treatment. As the name implies, intensive care requires medical care providers to spend more time monitoring and treating than they normally would. Starfleet medical protocols state that ICUs must maintain a patient to critical care personnel ratio of no lower than two to one. ICUs are designed to give doctors and nurses unobstructed access to a patient's room at all times. Many are laid out in a circular or semi-circular layout, with a fully-manned station at the center. Rooms are equipped with specialized equipment not readily found in a typical sickbay, such as a pulmonary infusor and vascular regenerator. All biobeds are equipped with biofunction monitors, as well as treatment-specific instrument clusters. Rooms are also equipped with instant stasis fields and null-grav environments without any necessary modifications. Interrogation Room The interrogation room is a large room aboard larger classes of ships (such as the Galaxy and Excalibur classes) that can be used for interrogations and hearings during courts martial or other judicial matters. The usual layout of the room features a circular raised riser with a single chair were the accused would be questioned. Interrogators would sit at one of two semi-circular desks placed at the base of the riser, while the accused's adivsors/counselors would sit at the other. Behind the desks, several rows of chairs could be arranged for observers if a hearing was open to the public. Several viewscreens ringed the walls to allow evidence to be displayed for all to see. Isolation Lab Isolation Labs are specialized medical bays that allow doctors and scientists to A) study and experiment with both known and potentially dangerous biohazards in a sealed, sterile environment and B) provide a location to conduct medical experiments/studies without outside contamination. Iso-labs, as they are often called, are set up much like Hazardous Materials Labs with redundant safety procedures and dedicated environmental systems. Typically they are located near a ship or station's Isolation Ward, on the same deck as Sickbay. Whereas HazMat labs deal with dangers from the physical sciences, Iso-labs are concerned with medical hazards such as diseases, toxins, pathogens, and the like. Isolation labs are hermetically sealed, both mechanically and with containment fields. Only medical personnel trained in isolation procedures are allowed to enter these labs. Entry and egress are through dedicated airlocks with decontamination/sterilization protocols. Depending on what the lab holds, crewmen will have to conform to one of three levels of protection to work inside; the highest requiring the donning of a self-contained suit called a Low-Pressure Environmental Garment (LPEG). Tests can also be carried out through one or more highly articulated bio-mechanical robots that are operated from the safety of a separate observation booth. Work inside isolation labs can also be readily carried out by a ship's (or station's) Emergency Medical Hologram and through holographic representations of a specialist using haptic controls. To maintain sterility, these labs are "scrubbed" with the use of various forms (and levels) of radiation (such as thermionic or omicron) which will irradiate all known forms of life, even at the sub-particle level. In an emergency, the dedicated suppression system can pump anything from distilled water to plasma coolant from the Warp core to neutralize a threat. Isolation Ward The isolation ward is a specialized part of a hospital, Infirmary, or Sickbay that operates under quarantine protocols for the safety of patients and the population as a whole. The patients housed and treated inside isolation wards typically fall into two categories: those with injuries and immunodeficiency ailments that must be shielded from a variety of environmental factors (protective isolation); and those having infectious agents that have the potential of spreading...particularly into epidemic/pandemic proportions (source isolation). Communicable diseases are a deadly threat aboard the confined spaces of a ship or space station. These wards have certain levels of isolation, each with specific guidelines in regards to treatment programs, exposure times, biohazard protection, sterility, and the like. These protocols can be as simple as having clean hands and keeping the patient behind a closed door to completely sealed and sterile rooms where medical personnel are required to wear full, self-contained biosuits. Decontamination is a day-to-day necessity. In isolation wards, it is not only the patients that are intensely monitored, but also their environments. Rooms have dedicated replicator/recyclers so that very little is ever brought in from the outside. Soiled linens, uneaten food, used medical supplies and the like are immediately treated as hazardous waste and converted into harmless inert carbon particles in the replicators. As in Hazardous Materials Labs, isolation wards can be flooded in an emergency with a variety of gases and/or radiation designed to neutralize lethal agents that have escaped quarantine. Medical personnel assigned to isolation wards typically have advanced training in dealing with biohazard emergencies, epidemiology, pathology, and immunology/exo-immunology. They are also trained to recognize and treat various psychological problems that most humanoids exhibit from being isolated, such as depression, anxiety, low self-esteem, and the like. J Jefferies tube On Starfleet starships, Jefferies tubes are internal maintenance conduits that are used to provide crew access to various ship's systems. They also carry the bulk of the utilities trunks and circuitry through every corner of a ship. In emergencies they can be used for moving around the ship if turbolifts are not functional. Doors within the Jefferies tubes can be sealed for safety or security reasons. Normally, the tubes only allow room for an average humanoid to crawl around in, although maintenance/diagnostic junctions are big enough for personnel to stand in. They can run both vertical (with built-in ladder rungs) and horizontal. Jefferies tubes can also be used for fitness training exercises. K L Library A ship or station's library is a place where information, usually in book or computer form, is stored and accessible to others. Usually the books were grouped by genre (fiction, non-fiction, history, etc.) and then sorted alphabetically by the author's last name. With so much information readily available, libraries out in space are typically small. Books, magazines, maps, and the like are only kept in small quantities, and usually because their age or rarity gives them some value or importance. Replicators can readily make and dispose of books and the like, and can be done within one's own quarters. Still, libraries continue to endure because of their serene atmospheres. Civilians that are normally without computer access visit the library to obtain what information they seek. Lounge When you work on a Starship, sometimes you won't see home for days. You need a place to relax, talk to your friends, and host numerous functions all at the same time. One of the favourite places for these events is the Lounge. Crewed by civilians, the lounge's sole purpose is for the crew to have a place to relax, eat, drink, and hold events. Two types of Lounges exist, the Main Lounge found on large Starships, and smaller sized Lounges on smaller ships, or for specific members of the crew, such as the Captain. Main Lounge On larger Starship designs with a large amount of crew, a bigger space is needed to accommodate the amount of people who finish their shifts, have their meals, and attend parties, weddings, and other large gatherings. Usually in the Main Lounge you will find: Lounge Manager A bar A piano Enough tables and chairs to accommodate a large number of the crew An elevated area that can easily be turned into a stage Two entrances is standard into the Main Lounge, as the room covers the space between two corridors, and is usually placed near at least turbolift. Traditionally placed on deck 10 at the very bow of the ship, with most lounges known as Ten Forward, it is however possible to locate your Main Lounge anywhere on the ship where it is possible. Smaller Lounges These smaller rooms are called by various other names, such as Officer's Mess, Captain's Lounge, and other various names given over the years, traditional or otherwise chosen. These smaller lounges are for a select few, or on smaller sized Starships which have less crew, and also less room. Most often found in these kinds of lounges are: Replicators with many different food patterns. Enough tables and chairs to accommodate off duty crew. Several recreational game stations, usually stored when not in use. Only one entrance Although lounges may vary, there is one consistency across all of them, that the crew find the setting relaxing, the company familiar, and the entertainment uplifting. M Main Engineering Engineering or Main Engineering is usually located in a starship's secondary hull, from where the ship's main power systems are controlled. The most notable exceptions to this placement are the NX and Constitution class starships, where Main Engineering was located at the back of the saucer section. Overview Engineering's primary purpose is to be the central point for control of all engineering systems aboard a starship, especially those related to propulsion and power generation. The matter/antimatter reaction chamber is located in Engineering. For starship designs after the 23rd century, Engineering can be turned into a command and control center by converting a number of consoles to duplicate the stations on the bridge. The software is already preloaded onto these consoles and each vessel has specific procedures in place in case a situation warrants. 24th century design 24th century starships featured a more modern approach to the Engineering facility. Aboard the Galaxy class starship, Engineering was an open-plan facility, directly accessible from the corridor. Consisting of two levels, it housed the starship's warp core and primary engineering support systems. The corridor bulkhead housed the master systems display. Inside the main section, the master systems display was the operational focus of the room. Beyond this, heading towards the warp core, the Chief Engineer's office and several support consoles were located on the left, and the Assistant Chief Engineer's console on the right. These formed part of the bulkhead protecting the main part of Engineering from the warp core. Access to the upper level, a circular area surrounding the warp core, could be found by a ladder on the left of the core or an elevator on the right. Maternity Ward In simplest terms, a Maternity Ward is the department of a hospital, Infirmary, or Sickbay that provides care for the child-bearing member of a species during pregnancy and childbirth as well as for newborn infants. While nearly every planet-side hospital and station-borne infirmary has such a ward (or unit), most Starfleet vessels are only equipped to handle basic maternity needs even though most Sickbays can be converted to provide more specific care. Only larger classes such as the Galaxy and Sovereign or medical ships like the Olympic class have dedicated maternity wards. These wards are staffed by doctors, nurses, and techs that are specialists in obstetrics, gynecology, prenatal, maternity, and other related reproductive medicines. They handle both the mother's and child's care right up to and including birth. Care for the newborn(s) is then usually handed over to the ward's Neonatal Care Unit. Rooms in maternity wards are purposely built to accommodate the specials needs of both mother and child, allowing for more room and comfort. Medical Holodeck With the emergence of holographic technology, medical professionals around the galaxy saw much potential in it as a means of saving lives. Having the ability to impersonate real matter (and therefore, flesh, bone, skin, nerves, etc.) and being able to run simulations inside living tissue made it an invaluable tool in several medical fields. Testing and operational experience over the last ten years have proven their worth, so Starfleet began to include dedicated Medical holodecks in hospitals and space stations. This was followed by adding them to all medical ships, such as the Olympic class. Some of the larger classes of ships also have them now, but the vast majority make do with modifying an existing recreational holodeck to suit the medical situation. Medical holodecks have pre-set programs to instantly create anything from an additional Sickbay, to a Surgical Bay to a Triage Ward. Because they are tied into dedicated replicators, medical personnel can easily have the tools and medicines they need created just by asking. These holodecks are also indispensable training facilities, allowing physicians and their staffs realistic training. They can also provide prognosis simulations to see if a course of treatment may or may not work. The downside of medical holodecks are their immense power usage and program complexity. An additional holodeck means additional Operations and Engineering personnel to keep them up and running. Medical Laboratories Medical Laboratories (or simply, Med Labs) are specialized areas aboard a ship or station that serve two functions: To conduct tests in order to obtain detailed information on the health of a patient to assist in their diagnosis and treatment; and allow qualified personnel places to conduct medical experimentations and simulations to develop unique treatments and procedures. Given 24th Century technological advances, many tests and examinations can be readily carried out and completed with a typical medical tricorder or Biobed sensor cluster. Med labs are equipped with more specific instrumentation designed for a more complete diagnosis or to assist in experiments. They are designed with interchangeability in mind and can easily be reconfigured to support more than one specific medical science. On most ships, med labs fall into two pathological categories: anatomical and clinical. Anatomic deals with the disciplines of anatomy, exo-anatomy, histology, pathology, physiology, electron microscopy, and the like. Clinical pathology handles sciences such as hematology, genetics, microbiology (immunology, virology, mycology, etc.), reproductive biology, and medical chemistry (toxicology, enzymology, endocrinology). Only space stations and dedicated medical vessels have labs devoted to individual branches of the medical sciences. All Starfleet med labs are equipped to handle biohazard threats. They can be sealed and sterilized within moments (either manually or automatically by the ship/station's computer). They also have holoemitters installed to allow Emergency Medical Holograms and Administrative Medical Holograms access to the labs. Medical Replication Unit Medical Replication Units are specialized replicators optimized to produce and destroy medicinal and biologic materials for utilization by a ship or station's Sickbay or Infirmary. These units are preprogrammed with every known medicine formula and medical tool schematic and require little input from the person operating it for that purpose. At the same time, they are engineered to handle replication/dematerialization at the smallest levels, given the need for precision and safety when dealing with living organisms. This allows medical personnel to control the process even at the subatomic or molecular level. They can also replicate living tissue (but not sustain it) when needed for organ replacement, skin grafts, genetic engineering, etc. Such precision does come at a price, as these units use up a considerable amount of computer memory as compared to standard replicators. Material placed back into a medical replication unit is considered a potential biohazard and is immediately converted into inert carbon molecules before being examined and sent to matter recycling. Medical Supply Storage Medical Replication Units can't always produce certain types of medicines and materials needed by a Sickbay, nor can they produce quantities needed in particular epidemic/pandemic situations. Therefore, these materials must be stored for usage at a moment's notice. That is why vessels and stations are equipped with Medical Supply Storage units. These storage bays are housed near a ship's sickbay or station's Infirmary and are carefully secured and inventoried by medical staff. Medical supplies are kept under constant environmental monitoring to ensure they do not perish. Typically a decent supply of general-purpose medications--such as cordrazine and rexlin---is kept on hand, as are innoculation kits to deal with certain planet-wide outbreaks. Equipment that isn't being readily used may also be stored in these units. Med-kits, blankets, emergency shelters, and food supplements are just some of the usual items that are stockpiled in these areas. Mess Hall A Mess Hall (also known as a "mess deck" or "chow hall" in Marine slang) is a place aboard a ship or station where personnel gather to eat and socialize. The size of a mess hall is usually based on the size of a ship's compliment and in some cases there may be more than one. A typical one can be found here. The practice of segregating the dining arrangements into Enlisted and Officer's Mess is still used in some cases, although current Starfleet practice is to encourage more interaction between all ranks. A ship or station's Commanding Officer may also request his or her own mess, usually referred to as the Captain's Dining Room. Mess halls comprise both food replicators and in larger vessels, actual prepared meals typically served in a buffet-style arrangement. They are open and manned around the clock, ready to serve all shifts. On occassion, they may be temporarily closed so the hall can host a particular function. They serve assigned personnel, civilians, and guests alike. Mess halls can be converted into triage areas or emergency shelters as needed. Up into the 23rd Century, Starfleet personnel comprised the mess staff (including the accompanying Galley) but this was replaced by private civilian contractors. Mess halls are allowed a certain amount of storage area in the Cargo Bays, but most foodstuffs are replicated or grown in various hydroponic or Airponics Bays. Morgue The morgue is an area aboard a ship or starbase where the bodies of the recently deceased are stored. In a hospital, this facility is called a mortuary. Remains are kept either in refrigeration or stasis until such time that they can be identified, autopsied (in certain situations), or reliquished for burial or cremation. Morgues are typically small, allowing for the housing of only a few individuals. However, most ships have at least one Cargo Bay or Shuttlebay that can be converted into a morgue to handle mass casualties. Hospitals and bases typically have a pathologist on staff. Most ships have a designated Medical Officer assigned to oversee the morgue, although it is not uncommon to find a pathologist on larger vessels. N Natatorium A natatorium is the area of a ship or station that houses a swimming pool and accompanying locker rooms, showers, and sauna areas. These areas were first installed on the Ambassador class of ships as an additional source of recreation for long-term missions. While crews value and appreciate having them, they have fallen out of favor by ship designers and admirals alike due to operational costs, upkeep, and the amount of precious interior space they take up. Instead, newer ships have preinstalled programs on their Holodecks that cover a wide range of water-borne activities. Natatoriums can still be found on some stations and almost all Federation colonies and planet-based facilities have them. Neonatal Care Unit A neonatal care unit is the part of a Sickbay, Infirmary, or hospital that is responsible for the health and welfare of newborns for the first 28 days of life. They are equipped to birth and treat the offspring of numerous species. Newborns are checked to make sure their bio-functions all fall within accepted parameters and that they are free from any diseases or injuries not discovered during pregnancy. Care for healthy offspring terminates upon the mother's recovery from birth and discharge, unless nonmedical situations intervene (such as adoption, surrogate motherhood, etc.). Babies born premature or sickly are given around-the-clock care by medical personnel that are trained in the neonatal specialities of many species. These units may or may not comprise part of the Maternity Ward, but typically consist of an intensive care unit, a nursery, delivery rooms, and medical labs. Stations and dedicated medical ships like the Olympic class may also have a specialized neonatal surgical suite attached as well. Null-gravity Therapy Ward Uses of null-gravity (also called "zero-G") therapy include, but are not limited to: Allow easier movements by individuals suffering from skeleto-muscular diseases or injuries Aleviation of pain from certain types of radiation exposureSlow certain aspects of the cardiovascular system for treatment, such as tachycardia Helps species with copper-based blood produce more green blood cells Correct some balance disorders Assists in the treatment of auto-immune diseases in many humaniods The medical benefits of null-gravity therapy has been known for centuries throughout the galaxy, and Starfleet has long included facilities in their larger ships and stations to provide those benefits. Even smaller vessels typically have one or two rooms that can be readily converted to null-gravity treatments. O Observation Lounge As the name implies, the Observation Lounge is the part of a ship or station that provides some view of the space outside---often the best view---as well as a relaxing decor to enjoy it in. These areas have large viewports to enhance that view. Both official and informal events and gatherings are held there, but they are typically small. On some classes of ship, like the Galaxy and Sovereign, the observation lounge doubles as a Briefing Room for the senior staff. These rooms are dominated by a large table, ringed by numerous comfortable high-back chairs. Several display consoles, both wall- and table-mounted, are installed. They also include a holographic display. The size and layout of the lounge differs from class to class, even from ship to ship. Officer's Quarters Officer's Quarters are, as expected, often more lavishly decorated and furnished than other contemporary Crew Quarters. This often includes the addition of artwork, plants, large and more comfortable furniture, and the like. Whether or not they are bigger in terms of size and volume depends on the class of ship (explorers typically have larger quarters; escorts, much smaller), the shipyard's interior design plans, and the amount of unused volume when everything else has been installed. For the most part officer quarters are slightly bigger, whether by design or necessity. Included are an enlarged living room/work area, a bedroom, a fully equipped head, a dining table, and a large desk. These quarters also have large-screen LCARS displays and the "usual" amenities such as a replicator, personal holographic viewers, null-grav sleeping chambers, and provisions for pets. Officers with families are normally assigned a suite and in certain situations single quarters can be combined into larger ones where available by reconfiguring walls and bulkheads. Certain quarters can also be adapted to Class H, K, L, N, and N(2) environments for species requiring those settings. Senior officers (Lieutenants and above) normally are alloted their own quarters no matter the class of vessel, but they may only be as big as any other berthing area aboard. Junior officers (Ensigns and Lieutenant JGs usually, unless they are department heads) on certain classes are expected to share quarters, typically with another officer of the same rank. They have separate bedrooms but share the same living area and head. In some classes of ship, an officer's quarters also doubles as an office. Officers that have spent more than six months in a berthing are allowed to request redecorating or remodeling of their quarters. Operations Center An Operations Center (also known as Ops) is the command and control facility of a space station or outpost. (DS9: "Civil Defense", "Meridian") All major departments typically have stations (and often more than one) in the Ops section, always manned. This allows the command section and senior staff unlimited access to what is going on at all times, both inside and outside the station/outpost. Much like the Bridge of a ship, everything from Environmental Systems to communications and sensors to Flight Control is monitored and controlled from here. While all classes of Federation space stations and planet-side facilities have a standard Ops layout, these centers are readily interchangeable with modular components to suit a particular necessity or simply to satisfy a Commanding Officer's preference. Normal components of an Ops center (beside all the department stations) include a Captain's Ready Room, an Observation Lounge and/or Briefing Room, a Weapons Locker, and dedicated turbolifts. Whatever the case, it has become standard procedure to also have an auxiliary operations center installed---a lesson Starfleet learned from the Dominion War. The Jem'Hadar were especially adept at focusing their attacks on the Ops of any station or outpost they targeted, rendering chaos to the rest of the facility. P Pediatrics Ward A Pediatrics Ward is the part of a hospital, Infirmary, or Sickbay that deals with the medical care of children, from infancy to adolescence. Most Starfleet vessels do not have a dedicated pediatrics unit, save medical ships like the Olympic class. There are rooms, however, than can be readily converted to handle younger patients should the need arise. The general consensus in Starfleet operational protocol is that children do not belong on a starship. Crewmembers that have children and are going to be deployed more than six months are allowed to bring them on board. Only explorers and transports that regularly carry civilian passengers have a pediatrician on staff, however. Planet-side hospitals and space stations, on the other hand, have a full staff of specialists trained to treat children. Phaser Range The Phaser Range is a place aboard a ship or station where personnel can practice firing their phasers and learn combat tactics utilizing personal defense weapons. Usually a range incorporates a large room that can be easily modified and reconfigured for practice. The area is also protected by double-thick walls and bulkheads, then enclosed by an energy-dampening forcefield for safety reasons. It is designed to absorb shots even from heavier Marine ordnance. During the mid-24th Century, shipborne phaser ranges had a round riser in the center of a darkened room. Personnel would shoot at brightly-colored holographic spheres as they encircled them at different speeds and heights. Range design changed during the 2370s and included more holodeck technology to make the practice more realistic. The Borg threat also saw a re-emergence of ballistic weaponry being made standard throughout the fleet. Engineers invented a special eerium-polymer gel mesh that could be applied to the walls of the phaser range. This mesh captures ballistic projectiles safely up to 20mm caliber. Most vessels and stations are equipped with a range (or at least a holodeck that can double as one), typically located near the Armory. If a large enough Marine compliment is embarked, a second range is added for their use near the Barracks. All Starfleet personnel are trained in the use of phaser weapons and are expected to practice their skills regularly. Marines and Sec/Tac Officers must also be proficent with ballistic weaponry as well. Bi-yearly marksmanship qualifications are mandatory. Physical Therapy Facility Physical therapy is the treatment of disorders with physical agents and methods, such as massage, manipulation, therapeutic exercises, cold, heat , hydrotherapy, electric stimulation, sound, and light to assist in rehabilitating patients and in restoring normal function after an illness or injury. This includes assisting patients in adjusting to and living with prosthetics or medical implants. PT bays are usually equipped with specially-designed gym equipment, saunas, wading pools, weights, null-grav beds, and the like. Physical Theraphy Facilities are only found in hospitals or on starbases and medical ships, such as those of the Olympic class. Patients requiring PT in a normal Sickbay are typically transferred to one of these facilities. Some vessels do have a Nurse or Physician's Mate that specializes in physical therapy aboard, but any needed equipment has to be replicated or done on a Holodeck. Power Distribution Centre On a Federation starship, the Power Distribution Centre was an area where electro-plasma from the MARA of the Warp core or the Fusion Reactors could be routed to different areas and systems of the vessel to increase or decrease power to these areas and systems as necessary. In short, it was an area used to control power transfers. In small to medium-sized ships, the centre was manned by a single crewmember, usually an Operations petty officer. Power transfer requisitions were brought to this person on a PADD. The crewman then made the necessary transfers as per the requisition. Larger ships and starbases have additional personnel assigned, as their requests for power are always numerous. On some ships, this facility is called the power relay room. Promenade A promenade is a large, multi-level public area that houses civilian commercial and service-based shops. It is usually the hub of civilian activity aboard a Starbase or outpost. They are wide-open spaces to give the impression of a traditional marketplace. They differ in design and decor, although promenades aboard Federation stations are often decorated with plants, aquariums, artwork, and museum pieces. There are usually designed to have some of the best views out into space. As the centerpiece of civilian life, the promenade can be accessed through several turbolifts, elevators, airlocks, and even stairs. Just about any civilian enterprise can be found on a promenade, from restaurants and bars to corporate offices and shops. It is not uncommon to find Diplomatic Facilities such as consulates or religious establishments such as churches or temples there as well. Entertainment venues such as holosuites, casinos, bowling alleys, amphitheatres, and Parrises Squares courts are also intregal parts. Because so many people pass through it, there is often a Security Station in close proximity to assist visitors and keep the peace. Information kiosks and interactive displays help guide people around, explain the station's rules and regulations, and offer the latest news from around the galaxy. Because the promenade is so prominent in day-to-day activities, it is common for it to become the locale of many events. Political debates, circuses, memorial services, auctions, and weddings are just some examples of activities that take place there. Q R Reaction Control System The Reaction Control System (RCS) was a propulsion subsystem of a spacecraft. Its purpose was attitude control and steering. An RCS system was capable of providing small amounts of thrust in any desired direction or combination of directions. An RCS was also capable of providing torque to allow control of rotation (flight dynamics, pitch, yaw, and roll). This was in contrast to a spacecraft's main engine, which was only capable of providing thrust in one direction, but was much more powerful. RCS systems often used combinations of large and smaller thrusters, to allow different levels of response from the combination. Reaction control systems were used: for attitude control during re-entry for stationkeeping in orbit for close space rendezvous/maneuvering during docking procedures for control of orientation, or 'pointing the nose' of the craft as a backup means of de-orbiting Replicator Control The wonders of replication do not come without a price. It takes a lot of power to operate a Replicator, not to mention the computer memory needed to store even the simplest molecular resolution. Even the smallest of ships can have numerous replicators, from the common Food Replicators to more powerful Industrial types. Unnecessary usage and abuse can create a strain on both power avaliability and the Computer core. There are also safety concerns as to what the crew or embarked civilians can and cannot replicate. To monitor and police replicator activity, every ship and station has a Replicator Control facility. Often this is referred to as "Replicator Central" or the "Replicator Center". Starbases and larger ships may have more than one control area. They are manned by Operations personnel and maintenanced by Matter / Energy Systems Specialists from the Engineering Department. Not only do they watch the power usage, but also regulate the amount of raw material allotted for replications as established by Starfleet protocols. Materials such as foodstuffs, clothing, personal hygeine items, and the like are considered necessary cost-effective needs and are typically replicated at will. Certain items, however, can not be replicated without authorization of the Operations Officer on duty in the Control bay, the Chief or Assistant Chief Operations Officer, Chief Engineering Officer, or senior staff. Unless one has the training (and clearance) to program a replicator to make something, crew and civilians alike can request it be made by notifying Replicator Control. Personnel can readily search in the computer or create a matrix "blueprint" for the item, then replicate it typically within 48 hours depending on the item. Recreational and personal requests are secondary to operational and duty-related needs. In Yellow and Red Alert situations, use of the replicators is severely restricted. Replicator Control usually powers down over 80 percent of replicators. Critical-need areas such as Sickbay and Engineering are not affected. S School Federation Starbases and vessels that allow children to reside aboard have a school as part of its crewsupport operations. Only ships classified as explorers (or larger) typically have the numbers of potential students embarked to warrant a school, and the personnel to operate it. Schools on Starfleet ships and stations cater to children of all ages and to most species. The space allocated for them can range from one to a dozen classrooms, depending on the ship/station in question. Likewise, the number of teachers and other education professionals assigned relies on the number of children enrolled. They are all contracted civilians or volunteers. Most schools have only one Teacher who is not only certified to teach a wide range of subjects, but can also educate on different levels of student development. They are required to teach a core set of studies---math, writing, sciences, social studies, literature, etc.---in addition to art, music, and physical education. Other electives are left up to the teacher, as long as they are approved and resources allow. Schools are usually given access to the Holodecks and the Gymnasium to help the educational process. It is also not uncommon for the Commanding Officer or Chief Counselor to assign personnel from the Behavioral Science department to assist and observe in the school. Science Lab Science Laboratories (or simply Science Labs) are work areas sent aside aboard ships and stations to allow for observation and experimentation in the various science disciplines. Furthering our knowledge of ourselves and the galaxy around us has always been at the heart of Starfleet. No where does this take place more than in the labs of her vessels and Starbases. The accepted idiom at Starfleet Command has always been "the more labs the better", and save for the smallest of ship classes, that is the case. Each ship and station is considered a big scientific research platform and that requires a lot of space. Designers, engineers, and administrators alike go through great pains to ensure that these labs are not only state-of-the-art, but also extremely safe and work-friendly. Lab layouts and designs differ from ship to ship, and the scientists that work in them often spend a lot of time and energy setting them up to their own preference or functionability. They can be modified in an endless number of ways with relative ease, including combining two or more labs for more space or flexibility. Items found in a science lab include (but are not limited to): Replicators holgraphic emitters containment fields sealed environmental systems dedicated sensor pallets multi-function diagnostic equipment The "normal" science lab is rated to handle Level 3 Hazard Threats---anything greater is referred to either a Hazardous Materials Lab or Isolation Lab. On stations, larger ships (such as those of the Galaxy and Sovereign class), and dedicated science vessels (such as the Nova and Daystrom classes), each scientific discipline will usually have it's own lab or labs. Geology, exobiology, botany, and temperal mechanics are just a few examples of this. Other vessels typically have the labs aligned by similar fields: Physical Sciences, Life Sciences, Formal Sciences, etc. Smaller ships that may only have one or two science labs are equipped to handle a more generalized study and do not have the more specialized equipment of larger ships and stations. Scientific Analysis Centre Developed in the 2360s as part of the Nebula class' sensor pod project, the Scientific Analysis Centre (SAC) is an automated system used to enhance the ability to gather and study scientific data by certain vessels. It is designed as a interchangable pallet, complete with it's own small Computer Core, battery of customized sensors, and power generators that can be inserted into a ship's exterior pod. At first, many ship designers saw this as a redundant system as all Starfleet vessels are equipped for scientific study on one level or another. However, it was soon shown that the SAC could be quickly and easily converted for more specific missions. It can readily reconfigure and recalibrate its sensors at much faster speeds than done by personnel. It gives ships unprecedented amounts of resources to survey space and the celestial bodies contained within at ranges that would have required additional missions by lesser equipped vessels. The SAC is standard eqiupment on the Nebulas and Springfield class, as well as the new Luna class ships, and can be retrofitted to the Akira, Miranda, and Normandy classes. Security Office Security Offices aboard a station or ship are normally not limited to a single office space, but are rather part of a security complex incorporating many resources to ensure the safety of ship and crew. Size of this "complex" is dependent on the class of ship, naturally, while station-based and planetside facilities are usually quite large. At its core is at least one office used by Security to monitor basic crew safety (whether on-board or on an away team), control access to certain areas or systems, observe passengers and persons-of-interest, and serve as a base of operations. Added to this is the ships' Armory and Brig (or detention cells aboard a station), each of which is manned and secured at all times. All are designed to allow Security to control movement to and from these areas. Hatches in these areas are also made of reinforced duranuim, and are backed up by containment fields. Due to operational security needs, Security is equipped with its own Computer Core which operates in stand-alone mode to ensure protected information storage. This core can be readily linked to a ship/station's main computer, but only through a heavily shielded and encrypted data exchange. Access to the Security computer is severely restricted. Likewise, all power and utility trunking are secured against tampering. As space allows, Security is endowed with more work areas, such as: A personal office for the Chief of Security A fully-equipped forensic lab Offices for Security Investigations Officers and Criminal Profilers to carry out their duties An Interrogation Room Additional access to sensors to detect possible threats outside the ship/station Workspaces to support Judge Advocate General hearings and procedures Security Station A Security Station can be as simple as a post manned by a single Security Officer to an office that allows Security to monitor a certain area, control access, or provide faster response times. It also makes Security readily avaliable to the crew and passengers. A ship or station can literally have dozens of security stations about its decks. Usually they are located near areas requiring limited access, such as the Computer Core, Antimatter Storage, weapons bays, and the Intelligence Centre. High-traffic areas like a Promenade and Lounges are also likely spots. Stations are also set up alongside Airlocks to watch those that come and go. When dignitaries are aboard, Security may establish a station near the VIP/Guest Quarters. Anywhere the Chief of Security or the command staff deem worthy of securing can have a station set up in close proximity. No Security Station is complete without its own Weapons Locker. Sensor Array A sensor array is any device or structure devised to house sensors on-board a ship or station. Typically sensors fall into four categories: long-range, scientific, navigational, and tactical. In Starfleet practice, long-range sensor arrays are placed around or behind the main deflector dish. Scientific, short-range, and navigational sensors are installed along lateral surfaces or on platforms. Tactical sensors can also be found on lateral surfaces, or in recesses and "blisters" along the hull. All are installed in a manner that allows for maximum coverage with minimum interference from other ship/station structures. Sensors are normally kept in instrument pallets, and arrays are constructed to allow quick change-outs and maintenance of these pallets (via a Sensor Maintenance Bay). Operations is in charge of maintaining and operating sensor in standard situations. Approximately two-thirds of an array may house pallets, allowing for the addition of mission-specific sensors as the need arises. Besides instrumentation, a sensor array pallet also includes a microwave power feed, optical data net links , cyrogenic cooling feeds, mechnical mounting points, four sets of steering servo clusters, and two data subprocessor computers. Sensor Maintenance Bay In space, sensors are the eyes and ears of any ship or station. It is vital that they are kept in top shape at all times. Due to the shear volume of usage and, in some cases, the delicate nature of sensor instruments, maintenance is a continuous operation. To ease the workload of Operations and Engineering personnel, Starfleet adopted the idea of placing sensors on pallets. These pallets are not only constructed to be easily worked on but also readily swapped out. This is done in numerous sensor maintenance bays throughout a ship or station. These bays are located in close proximity of the Sensor Arrays and are stocked not only with spare parts, but entire pallets ready to be swapped-out. Usually an industrial replicator can also be found there. Ship's Store The ship's store is a location aboard Federation starships and Starbases set aside for items usually not carried in the Cargo Bays. Such items included apparel, tools, and samples of compounds. The store is typically overseen by the Quartermaster aboard stations and a Chief Petty Officer called a Storekeeper on ships. Shuttlebay The shuttlebay (variously called the flight deck, hangar deck, or shuttlecraft bay) is a facility on a ship or station where auxiliary craft are launched, received, stored, and maintained. These craft can include shuttlepods, shuttles, runabouts, workbees, and on some classes, fighters. Shuttlebays can be small enough for a single craft (such as this on the Defiant class) or large enough to take up an entire deck (or more). These bays are typically double-wall duranium in Federation vessels, with reinforced decks to stand the punishment of flight operations. They are normally shielded in case of accidents to protect the rest of the ship. Shuttlebays are usually designed with a flight deck, a flight operations booth, Auxiliary Craft Maintenance/refueling areas, hangers, Equipment Storage, and Weapons Lockers included. Starbases, carriers, and larger ships may also have Auxiliary craft elevators, a Flight Control Operations bay, and pilot ready rooms. They also typically have more than one shuttlebay. The space doors on a shuttlebay are triple-layered compressible extruded duranium, while inner doors are lightweight neofoam sheeting in an expanded tritanium frame. They are usually kept closed, and are replaced with an annular force field when a shuttlecraft was about to land or to be launched. This force field can be penetrated by the shuttlecraft itself, while it prevents decompression of the shuttlebay. Most shuttlebays were equipped with a tractor beam emitter in order to facilitate the landing procedure. It is standard operating procedure on Starfleet ships and stations that at least 1/3rd of all auxiliary craft be kept at flight-ready status at all times. Flight operations are directed by the Flight Control Officer on duty, while responsibility for the bay itself belongs to the Shuttlebay Manager. Shuttlebays are not only used for auxiliary flight operations. They have multiple usages designed into them, such as emergency evacuation centers, triage areas for mass casualties, and secondary Cargo Bays to name a few. Sickbay Aboard Federation ships, a Sickbay is the main medical facility where the sick and injuried are treated. On Starbases, this is called an Infirmary. The Sickbay is overseen by a Chief Medical Officer, usually an experienced physician of several specialties. Additional doctors and Nurses also assist in monitoring and serving the general health of the crew. The area was also used for certain analyses of new lifeforms a starship might encounter, and for developing treatments for unknown diseases and illnesses. This allows for the addition of Medical Lab Technicians, Physician's Mates, and other medical professionals. Besides the crew, a Sickbay is often called upon to render assistance to people (of various species) of other spacecraft and planets. They must stand ready to deal with any contingency, from a toothache to a planet-wide epidemic to mass casualties, and do it on a moment's notice. Applied clinical medicine is only a part of what a sickbay handles. Theory, experimentation, and cataloging are also vital in a galaxy of unknowns. Starfleet medical personnel are trained to perform both. Sickbays vary in size and capability, depending on the vessel in question. A "simple" Sickbay may include a general treatment area, a small Surgical Bay, a med lab, a Medical Supply Storage, and the CMO's office. As space and missions allow, additional medical areas can be added, such as: Dental Offices Intensive Care Ward Hospital Ward Isolation Lab and/or aIsolation Ward Maternity Ward Medical Holodeck Triage Ward Pediatrics Ward Neonatal Care Unit Morgue Surgical Recovery Ward Null-gravity Therapy Ward Physical Therapy Facility Weapons Locker Because the nature of space travel is so dangerous and challenging, medical personnel are typically given priority in terms of equipment, supplies, and power. They have their own environmental systems, replicators, and state-of-the-art equipment. Larger ships may have more than one sickbay, or have an attached hospital pod. Dedicated medical vessels like the Olympic class are equipped and staffed to cover nearly every medical speciality. Smaller vessels are geared to render more basic treatments and provide for a patient until larger, more extensive facilities can be reached. Stellar Cartography Stellar cartography is the science and practice of mapping and making projects of space. The Federation uses the older Human and Vulcan system of quadrants, sectors, and systems. To pinpoint specific places in space, we use a set of coordinates whose basis is taken from the center of the galaxy. As space is an ever-changing place, so too must cartography be constantly updated. Surgical Bay A surgical bay is the part of a Sickbay or Infirmary where surgical procedures are preformed. Surgical Bays are complete, brightly-lit sterile environments and are sealed from the other areas of the medical deck. They are equipped with specialized equipment, such as the Surgical support frame and robotic actuators, that assist the surgeon in nearly every capacity. Large wall-mounted bio-displays are mounted around the bay so the surgeon doesn't need to look around for patient vital readings. Even though all sorts of tools and medicines are stocked in the bay, a dedicated replicator is on-hand to make whatever is needed. Holographic emitters also allow the Emergency Medical Hologram to assist or in some cases, perform the surgery. Surgical Recovery Ward The surgical recovery ward is an area a patient is taken to after surgery to safely regain consciousness from anesthesia and receive appropriate post-operative care. Most Sickbays and infirmaries have surgical recovery facilities, which are generally located in close proximity to the Surgical Bays. A ward may have private rooms, or it may be a large, partitioned space shared by many patients. Each patient bay, or space, is equipped with a variety of medical monitoring equipment. Even in the 24th Century, surgery is an invasive procedure and a patient's body needs time to heal. The amount of time a patient requires in the recovery ward will vary by surgical or diagnostic procedure and the type of anesthesia used. As the patient recovers from anesthesia, their post-operative condition is assessed by the recovery nursing staff. A physician may order analgesic or antiemetic medication for any pain or nausea and vomiting, and the Surgeon and/or anesthesiologist may come by to examine the patient. System Monitoring Room Even with all the technological and automated advances reached by the 24th Century, not many engineers like to build things that cannot be watched and controlled by a living, breathing intelligence. Such is true with the vast numbers of systems that go into a space station or space-faring vessel. Typically, a ship/station's systems can be monitored from its Bridge or Operations Center. But the bigger and more complex the system, the more eyes and ears are needed to make sure everything is doing its job. This is where system monitoring rooms come in. These are areas designed to allow personnel to keep tabs on a certain system. They may monitor just one major system, such as the Environmental System Controls or it can watch just one portion of that system, such as life support or Waste Reclamation for example. These rooms are equipped with LCARS consoles, system displays, and diagnostic tools. They are commonly located near the systems they monitor, although the more extensive a system, the more spread around the monitoring rooms may be. T Tactical Information Centre The Tactical Information Centre (TIC), also known as a Combat Information Center, is an auxiliary control area on a ship (normally classes considered "warships") or station that provides processed information for command and control of the near battle space or "area of operations". The need for commanders to be able to carry on combat operations over the vastness of space, involving so many resources and immense amounts of data has been recognized by every major power in the galaxy. This was especially true during the Dominion War, when not only did Starfleet commanders have to direct large-scale operations of their own forces, but also coordinate and incorporate those of the Klingon Defense Force and later, the Romulan Star Navy. Regardless of the vessel or command locus, each TIC organizes and processes information into a form more convenient and usable by the commander in authority. Each TIC funnels communications and data received over multiple channels from several types of data, which is then organized, evaluated, weighted and arranged to provide ordered timely information flow to the battle command staff under the control of the flag officer and his deputies. TICs were purposefully incorporated into the designs of several classes of Starfleet ships, such as the Akira and Excalibur classes. They can also be retrofitted to larger classes with only a few days of dock time. These ships have dedicated sensors and communications in addition to a ship's normal compliment to allow for uninterrupted C&C operations. Klingon, Romulan, and Breen ships also have a TIC (or an area similar to it) of varying size and capability aboard the majority of their ships. Vessels equipped with a TIC are normally assigned as flagships or command and control ships over squadrons, task groups, task forces, fleets, and the like. Contrary to what the name applies, Tactical personnel are not the only department found in a TIC. Strategic Operations, Intelligence, and Communications also play vital roles there as their expertise is often called upon. Torpedo Launch Bay A torpedo launch bay houses a torpedo launcher aboard a ship or station, along with accompanying equipment. This includes torpedo fuel and warhead reactant tankage, elevator/conveyors from the Torpedo Magazine, piping for gas injectors, trunking for tactical sensor inputs, and spare parts. As with most space-based weaponry, it is heavily automated. Since the torpedos are armed here, the bay is surrounded by a reinforced mesh of foamed vac-whisker silicon-copper-duranite insulation sandwiched between heavy sheets of duranuim. This, coupled with containment fields, is designed to reduce damage to the rest of the ship in case of an accident or malfunction involving the tube or its torpedos. The bay is manned by Tactical personnel, and on Starfleet vessels is overseen by a Gunner's Mate. Sufficient room to allow maintenance and servicing is designed into the bays, but on some classes of ship this can only be done using Jefferies tubes. There is also a small monitoring room which allows constant watch over the system. It is tied into the ship/station's tactical sensor grid, allowing the torpedomen to see the same information that is relayed to and from the Bridge Tactical station. Torpedo Magazine Torpedos and scientific probes are stored in an ultra-secure area adjacent to the launcher in what is commonly called the torpedo magazine. The magazine itself comprises several parts: A warehouse, where the torpedo casings are stored A torpedo-probe fabrication/modification room, which houses several Industrial Replicators A monitoring room, where Tactical personnel oversee all aspects of torpedo operations Moving torpedos about involves the use of an automated conveyor and elevator system. When torpedo/probe casings are brought aboard, they are placed on an anti-grav transfer pallet. The pallets are specially designed to cradle the casing and offer protection in the rare event of an impact. Pallets are assigned a specific location within the warehouse and are held in place by an protective buffering field. The system can pull torpedo casings from their racks with blinding speed, with the exact speed and number of casings that can be loaded per second dependent on the type of launcher. For example, in the Akira class' Pulse-fire torpedo launcher the magazine can load four torpedos every three seconds. Tele-robotics handle all the pre-launch operations as the torpedos are being conveyed to the launcher. A Level 4 diagnostic is also completed to ensure all systems on the weapon are a go. When ships or stations are unable to replenish on a regular basis, they can replicate more torpedos. The process is slow and utilizes a lot of replicator power, however, and thus the decision to fabricate more cannot be taken lightly. Note: Casings are NOT stored with reactants or warheads in place. Only when the weapons are sent to the Torpedo Launch Bay are they armed. Ships with a dedicated probe launcher, such as the Luna class, have separate magazines for torpedos and probes. Tractor Beam Emitter A tractor beam is an attenuated linear graviton beam used by starships and space stations to control the movement of external objects. The beam places spatial stresses on the object in specific areas allowing the ship using the tractor beam to hold the object in a fixed location or alter its position or trajectory. Tractor beams are generally only used at sub-warp velocities. Using a tractor beam at warp speed is extremely dangerous (and therefore rarely performed) due to the increased stresses between the vessels, which can severely rupture the hulls of both vessels. Using a tractor beam can be done at warp speed only if both vessels' speeds are exactly matched. If able to engage its tractor beam on another vessel at warp, it will usually have to disengage the tractor beam before either vessel can return to sub-warp velocities. However, if both vessels' hulls are strong enough to withstand the stress, they can both be brought out of warp with the tractor beam still engaged if the towing vessel carefully disengages the warp drive while engaging the impulse engines. Most Federation vessels are equipped with a tractor beam emitter on the aft ventral hull, as it is the best location for towing objects. Secondary emitters are also placed in other locations. Smaller tractor beams are installed within shuttlebays to assist in docking and landing maneuvers. A carefully modulated tractor beam can be used to affect the effectiveness of ship-to-ship weaponry. In 2372, Lieutenant Commander Worf of the USS Defiant suggested using such a beam against a Vor'cha class attack cruiser. When put into practice his plan was successful, deflecting some of the vessel's disruptor fire and reducing its effectiveness by 50%. Transporter Room The transporter is a device capable of almost instantaneously moving an object from one location to another. Transporters are able to dematerialize, transmit and reassemble an object. The act of transporting is often referred to as "beaming." It was invented by Emory Erickson sometime prior to 2139. A typical transport sequence for the beam-down of a person begun with a co-ordinate lock during which the destination was verified and programmed, via the targeting scanners. Next, the lifeform to be beamed was scanned on the quantum level and simultaneously converted to a matter stream. This process was determined by an annular confinement beam (ACB). The matter stream was briefly stored in the pattern buffer tank while the system compensated for doppler shift to the destination and then transmitted through an emitter pad. Finally, the person was reassembled at the destination. Transporters were used by most spacefaring civilizations for short-range transport of personnel or equipment. The main advantages of this form of transport were twofold: On a planetary scale small vehicles or spacecraft were no longer needed to go from one place to another; someone who lived in San Francisco could beam to Paris in the morning and be home for dinner at the end of the day. Traveling by transporter was almost instantaneous; when beaming from Paris at 16:30 hours one would be home in San Francisco a few seconds later. The sense of time while transporting was almost nonexistent. Compare this to 21st century travel when it took roughly 10 to 12 hours to travel from Paris to San Francisco by airplane. Harry Kim transported frequently from Starfleet Academy to visit his parents in South Carolina. Diagnostic and maintenance tools Synchronic meter Magneton scanner Micro-resonator Safety protocols and components As with other Starfleet operations the transporter had its own safety protocols to ensure a safe usage. In case of emergency most of these protocols could be turned off or cirumvented. Biofilters were uniformly used on all Federation transporters by the 24th century. The filter was always functional to prevent the boarding of strange biological entities such as a viruses and pathogens, as well as some forms of radiation including theta radiation. Biofilters, however were not capable of intercepting the psychic energy of lifeforms and in several instances this has allowed hostile entities to gain access to starships and crew. Biofilters were also unable to detect living organisms that existed within the phased reality of the transporter but once altered could be used to lock onto such lifeforms. Additionally pattern buffers are used to compensate for relative motion during transport, ensuring that transported matter materializes in the correct location. Further protocols include prohibitions on beaming while traveling at warp speed and the use of security scans were used to detect weapons or remat detonators which could be disabled before rematerialization. System components Biofilter Site-to-site transport interlock Transporter types Transporters types vary among the different species of the galaxy. 24th century Federation transporters emit a distinct blue "sparkle" when used, while Klingon transporters show a red/orange sparkle and Romulan transporters a green sparkle. Another difference is the speed by which a transporter operates. Compared to transporters used by the Hunters, a Gamma Quadrant species, in 2369, the Federation transporter was slow. Almost all Starfleet facilities and starships were equipped with transporter devices. The number of transporter devices differ. Certain types of shuttlecraft had one transporter while Galaxy class starships had at least four. When cargo bays were present these would contain a cargo transporter. Personnel The most commonly used type of transporter is the personnel transporter, designed primarily for starship personnel. Personnel transporter rooms usually consisted of an operation console, a transporter platform with an overhead molecular imaging scanner, primary energizing coils and phase transition coils. A pattern buffer with a biofilter is located on the deck below the room. The outer hull of a starship incorporated a number of emitter pads for the transporter beam. Personnel transporters work on the quantum level and employed Heisenberg compensators to enable secure transport of lifeforms. Biofilters that were built into the transporter systems prevent dangerous microorganisms from boarding the ship. The personnel transporter is a reliable, but sometimes fragile piece of equipment. The phase coils in particular are vulnerable to feedback patterns and can be severely damaged as result of power surges or low-level phaser fire. Cargo Cargo transporters were larger scale versions of Personnel transporters and were optimized for the transport of inanimate objects, in case of an emergency cargo transporters could be reset to quantum level modus, making lifeform transport possible. These transporters were adapted to handle massive quantities of material. Cargo transporters were also specialized for transporting hazardous material. Emergency Emergency transporters were a special form of transporter, they could only beam someone from a ship or spacestation, not the otherway around. Another advantage was their low power requirement, in case of a ship wide power failure its crew could be evacuated in case of emergency. By the late 24th century emergency transport had been further improved through development of a single-person, single-use, one-way emergency transporter. The device was small enough to be handheld and could transport to specified coordinates with a single touch. Because of its extreme limitations the device was not widely deployed and was still considered a prototype in 2379. Non-"beam" transporters Certain species have experimented with transporters that differ in techonolgy and theory than those used by most species encountered by the Federation. The Sikarians were known to use a folded-space transporter, relying on dimensional shifting rather than matter-to-energy conversion. Similarly, the Iconians perfected their own form of transport known as gateways which were capable of near instantaneous transport over vast distances. Limitations Shields In general, Transporters could not be used while the deflector shield system of a ship was active, or a deflector shield was in place over the destination. However, it was possible to take advantage of EM "windows" that were created by the normal rotation of shield frequencies. During these peroids, a hole was opened where a transporter beam could punch through. This timing must be absolute and usually requires substantial computer assistance. This technique was theorized and first practiced in 2367 by USS Enterprise-D Transporter Chief Miles O'Brien. The limitation of transporters versus shields is not universal, however. The Aldeans were able to pass through their own shielding using transporters, though the shielding was impenetrable to other forms of the technology and weapons. Similarly, both the Borg and Dominion used transporter technology that was able to penetrate standard Federation shielding. Some adaptations, including rotating shield frequencies, could inhibit this ability but not eliminate it altogether. Warp speed Transporters were not allowed to be used while a ship was at warp speed because of the severe spatial distortions caused by its warp field. Transport at warp was highly dangerous and had been attempted safely only a handful of times. There were however ways to circumvent this limitation. If both ships maintained exact velocity (i.e. the warp field on both vessels must have the same integral value/factor) transport at warp speed was possible. Failure to maintain the same velocities would result in severe loss of the Annular confinement beam and pattern integrity. If the ship was traveling at warp speed and the object to be beamed was stationary, transport was possible by synchronizing the ACB with the warp core frequency. The most difficult part was to get a good pattern lock. The Maquis used this method before. Near-warp transport was also possible, but required extensive adjustments to the transport procedure. Persons who had experienced this form of transport remarked that there was a sensation of being merged with an inanimate object briefly before the transporter beam reassembled them. Range The 24th century transporter maximum range was about 40,000 km. Many 24th century starships were equipped with an emergency transporter system, but these only had a range of at best ten kilometers. The maximum range of a transporter differs per species, depending on what kind of technologies are used to build it. The transporter with the longest known range is that of the Sikarians, with a range of about 40,000 light-years; however this is due to their planet's large quartz mantle which amplifies their transporter signal. Because of this, Sikarian transporter technology works only on their planet. Dominion transporter technology, enhanced with a homing transponder, was said to have a range of at least 3 light-years. Many alpha quadrant factions (the ferengi alliance in particular) have conducted research into "subspace" transporters, capable of transporting things over many light years without assistance. The process involves filtering the transporter signal through the warp engines subspace field induction coils. However, this places the transported material into a state of quantum flux, which makes the entire transportation process very unstable. The chances of a mis-transport, combined with the excessive energy consumption and the fact that the transporter's range is further than sensor range, rendered the subspace transporter impractical to the Federation and research was ceased. The ferengi have continued further persuit in this area, but without success. Radiation and Substances Some forms of radiation and substances, usually minerals such as kelbonite, prevent transporters from working. In most instances the interference is caused by scattering of the annular confinement beam or sensor interference preventing a transporter lock. Interference can be natural or artificial and usually occurs during surface-to-starship transport but may also occur between vessels. Examples of other radiation and substance limitations are: Magnasite Thoron radiation Dampening field Ionic interference Hyperonic radiation Electromagnetic storm Devices Over the centuries numerous devices have been designed to overcome some limitations of transporters, and still others to intentionally interfere with transporters. By the 24th century usage of pattern enhancers was common aboard most Starfleet vessels, most often deployed to a planet's surface during emergency situations where transport was critical. Devices that were specifically designed to block transporter signals or to interfere with them were usually deployed under hostile conditions. Thus making use of a transporter impossible or very dangerous and hampering maneuverability of personnel or material. Some of these devices were: Transporter scrambler Remat detonator In 2375, Vedek Fala, gave a small crystal to Colonel Kira, as a gift. The device, of unknown origin and design, was actually a transporter tag, which instantly transported her to Empok Nor several light years distant. Injuries Although someone with minor injuries could be transported, this was not possible when the injuries were extensive. When the brain stem was damaged and autonomic functions were failing transport was only possible if a volunteer controlled the persons autonomic functions. This was done by placing a neural pad at the base of the skull of both individuals and then connect both persons via a medical tricorder. This way autonomic functions could be stabilized for a short period of time and made transport possible. Special Operations Disabling Active Weapons To prevent accidental injury to personnel or damage to equipment, the transporter had the capability to disable any weapon active during transport. This could be accomplished by removing the discharged energy from the transporter signal. Connecting two transporters When necessary transporters could be bridged. This meant that two transporters could be connected to each other in the event beaming was not possible due to ionic or some other type of interference. The transport duration was twice as long and the sequence differed from a normal transport. First a remote link to the other transporter had to be established, then the system interlock needed to be engaged and the pattern buffers of both transporters were synchronized. When the phase transition coils were in stand-by mode energizing could commence. A side-effect of this form of transport might be that the person who was beamed might feel a slight tingling due to static. "Site-To-Site" Transport The earliest example of site-to-site transport was in 2286, a Klingon vessel stolen by the crew of the late starship Enterprise had site to site transporter capabilities. By 2364, limitations in pattern buffer and targeting scanner technology had been sufficiently overcome that it was now possible to transport from one location directly to another without the need to rematerialize the subject in between. This operation was enabled and controlled by the site-to-site transport interlocks. Site to site transport holds the matter stream in the pattern buffer while the ACB was re-targeted. Afterwards, the matter stream was redirected to the new location and normal rematerialzation was carried out. This procedure was particularly useful in emergency medical situations where time is of the essence. Subjects could be beamed directly to sickbay where treatment could be carried out quickly. Using this technique, any computer terminal with access to the main transporter sub-systems or any applicable sub-routine could be used to control transporter operations, including bridge terminals. This technique could only be utilized when sufficient source energy is available to the transporters, all normal transporter limitations would still apply. Even given this technique, the transporter rooms were still an important staging and reception area with the greatest amount of override and emergency operations available. Transporter rooms were maintained and manned during all normal duty cycles. Transporter Trace A transporter trace was a stored copy of a subject's molecular pattern as scanned during a normal transporter cycle. While it is usually stored for security purposes, in extreme situations the transporter could be modified to use an older trace pattern in place of the latest scan for the purpose of reconfiguring the matter stream during molecular conversion, effectively replacing a subject with an younger version of itself during matter re-construction. This technique was devised by Chief Miles O'Brien and Lieutenant Geordi La Forge during a mission to the Darwin Genetic Research Station in 2365. The transporter trace itself would be stored for the duration of the persons tour of duty, when reassigned the trace would be deleted. Triage Ward Triage Wards are areas designed to recieve multiple or mass casualties so medical personnel can evaluate the severity of their injuries and assign levels of priority in regards to treatment. Triage wards allow the staging of patients so as not to overcrowd and overwhelm a Sickbay, Infirmary, or Emergency Department. Triage can be done prior to arrival to a ward, usually by a Physician's Mate, Search and Rescue Medical Specialist, or a Marine Corpsman. Whether this is accomplished or not, Nurses and Medical Officers trained in triage management and emergency medicine man the ward and quickly determine who gets treated first, who can wait, and who is beyond medical assistance. Triage wards are sparsely stocked in comparison to an actual Sickbay. Biobeds here are set up to provide quick diagnostics by both sensors and medical personnel. Treaments here are rudimental, usually limited to medicines or simple procedures applied to stabilize a patient or relieve their pain. Additional beds and Medkits are readily available from nearby Medical Supply Storages. Most ships and stations have designated triage overflow areas---such as a specialized Cargo Bay, Shuttlebay, or Crew Quarters---that are stocked with medical supplies and can be quickly pressed into service if needed. Turbolift Intraship personnel transport on board starships and starbases is provided by the turboelevator (commonly known as turbolift) system. This network of inductively powered transport tubes allows high-speed personnel movement throughout the habitable volume of the vehicle. Each turbolift car consists of a lightweight duranium composite framework supporting a cylindrical personnel cab fabricated from microfoamed duranium sheeting. Motive force is provided by three linear induction motors mounted longitudinally within the cab's exterior frame. These induction motors derive power from the electromagnetic conduits located along the length of each turboshaft and are capable of accelerations approaching 10 m/sec^2. For crew comfort, an internal damping matrix at the base of the cab reduces (but does not eliminate) the acceleration effects of turbolift motion. An auditory pickup within the cab provides the ability for crew to vocally command the operation of the turbolift. Upon receipt of the destination instructions from a passenger, the individual car queries the network control computer and recieves instructions on optimal routing. Such route instructions take into account other turbolift cars currently active within the network. The voice pickup also allows automatic voiceprint identification of passengers, permitting inobtrusive screening of unauthorized personnel to restricted areas. During alert status or reduced power scenarios, turbolift usage may be restricted or completely prohibited at the discretion of the Commanding Officer. In such cases, personnel movement among decks is still possible because of a secondary network of vertical ladder passageways and Jefferies tubes. While docked at a starbase, the turboelevator system can be linked directly to the support facility's own turbolift system. This is accomplished by means of a connect terminus located adjacent to the main bridge of most starships. When so linked, turbolift cars can travel freely between the starbase and the ship. U V VIP/Guest Quarters Every ship, station, base, or outpost can expect at some time or another to play host to guests and VIPs. Whether they be visiting dignitaries, distinguished scientists, noted civilians, or flag officers, protocols demand that they are treated with the utmost respect to their position. Aspects of their culture must also be observed and, if necessary, catered to. This is especially important in regards to their lodgings while aboard. Small vessels, such as the Defiant and Hornet classes, are not equipped to entertain guests or VIPs, and would only be expected to do so in the most extreme of circumstances. Most other ships, however, have certain quarters set aside for dignitaries. In most cases, they are as furnished and decorated as lavish as the Commanding Officer's suite---if not more so. Typically this involves stylish and ornate furnishings, warm colors, and ports with the best views. The rooms can be readily coverted to whatever atmospheric conditions best suit the occupants. A replicator, holographic projectors, null gravity beds, provisions for children and pets, and live plants are just some of the amenities available. Care is taken, however, to make sure the guests actually approve of such decor; certain species can be difficult to please. W Waste Reclamation Waste Reclamation is one of the most vital---and most under-appreciated---environmental systems aboard any starship or station. For millenia, any species that has taken to the stars has had to develop a way to deal with the by-products of beings existing in space. Most learned quickly that recycling what you brought with you was the most productive and efficient means of storing what resources were needed for extended travel. This was also true of Starfleet, and their early ships employed numerous mechnical and chemical means by which to reuse the waste created on a day-to-day bases. The development of transporter technology in the mid-22nd Century went far to improve the waste management systems of ships and stations. Much of the bulky, high-maintenance systems of ducts, piping, and conveyors were no longer needed. Waste could be easily and safely transported to recycling locations. Although this did require more energy consumption, the trade-off for more room, less personnel, and smaller recycling centers was deemed more beneficial. The real boon in waste management tech came with the standardization of the Replicator. Trash, sewage, and other wastes could now be dematerialized into either organic or non-organic compounds and stored for later matter replication. Again, the issue of power consumption remained. Today, Federation vessels and posts use replicators alongside more traditional mechanical/chemical recycling equipment. Waste management falls into four recycling categories: Contents 1 Sewage & Water 2 Solid Waste 3 Matter Replication 4 Hazardous Waste Sewage & Water The recovery and reuse of water and sewage generated by the crew still relies on more conventional means such as hydrodynamics, mechanical filtration, osmotic/electrolytic fractioning, and thermal sterilization. The resulting organic sludge, however, is reprocessed into a particulate suspension that serves as raw material for the food replicators. Anything deemed unfit for this process (which is less than 2 percent), is sent over to Matter Replication Recycling. Solid Waste Solid waste that cannot be readily dematerialized are collected through a system of linear induction utility conduits to processing units. They are scanned, sorted, sterilized, and reduced into a more general recyclable form. Hazardous materials are conveyed to specialized processors (see below) and unrecoverable portions are converted into raw material for matter replication. Matter Replication Foodstuffs and any waste that cannot be recycled using mechanical or chemical means is automatically slotted for matter replication fodder. Matter replication recycling centers use industrial replicators with a variable molecular matrix to dematerialize waste and either A) remake them into needed or desired materials, or B) convert them into raw materials for later use by the replicators. Although clearly the safest and quicker method of recycling, it is also by far the biggest user of power. Hazardous Waste Waste determined to be toxic, reactive, radioactive, or a biohazard is immediately separated from general waste and put in replicators. This comprises less than 5% of daily waste. Here, the waste is converted into inert carbon particles and stored for later recycling in the matter replicators. Starbases, outposts, and larger ships usually have more than one of each of the above mentioned recycling centers, spread out over several decks. They are manned by Operations personnel. The entire waste reclamation system can be monitored and controlled from a Bridge or Operations Center's Environmental Systems station, as well as from Main Engineering. Weapons Locker Weapons Lockers are secure areas used to store firearms aboard a ship, space station, or outpost. Access to these areas is typically through key-code input or voice authorization. Lockers vary in size and can house anything from a Type 2 Hand Phaser to Explosives to Tri-cobalt torpedos. While they are found in bulk in a ship/station's Armory and Torpedo Magazines, operational and security procedures also place them in strategic locations. These may include: Transporter Rooms Shuttlebays & Drop Bays Security Offices & Security Stations The Bridge Airlocks (for EVA combat situations) Main Engineering In addition, all Federation support craft are also eqiupped with a weapons locker. Marines Marines deployed aboard ships and stations have their own dedicated weapons lockers, secured in their Barracks. Depending on the Commanding Officer, individual Marines may be allowed their own private locker for their personal weapons. Heavy weapons, explosives, and chemical agents are housed in the barracks armory and can only be accessed by Squad Leaders and above. Most are designed to be mobile and can be readily accessed to be either beamed to a target area or loaded aboard transport. X Y Z