Security Guide
Written by Jenson
The job of CoS is often not used properly. One of the obvious duties of a CoS is to man the weapon's console on the Bridge and to repel intruders if necessary. Many people do not; however, know what to do during downtime as a CoS. Unless you have a bad CO or a plot involving a war, you won't be in combat all the time, and you might not even be in combat at all. Combat represents only a small portion of your role during an RP. Your role on the bridge at your tactical station generally includes announcing hails, detecting any ships that may come into range, ensuring that weapons systems are optimum and all times, and making sure the ship itself is secure. During downtime while you are at your bridge station, you should scan consistently for any vessels, take note of internal conditions, recalibrate your targeting scanners and weapons systems, etc. Again, the more you get into character the more enjoyable your RP session will be—even with a bad CO.
When you are away from your bridge console, you are free to do a much broader range of activity. First, you could stop by the armory to take an inventory of weapons, inspect weapons, or make a report on a routine matter. You can also head to engineering and take a look at your weapons systems, check on a prisoner in the brig (if applicable), or do a patrol of the ship. If all else fails, enjoy your down time and head to 10-forward to talk with a crewmember to develop your character.
Now let's lay some ground rules for combat situations. Combat situations are vital in many RPs but they can be a very sloppy affair. Here are a few simple guidelines:
1. Fire weapons realistically—depending on what class of ship what is reasonable for firing will differ. Generally, I recommend firing phasers twice and then torpedoes. Unless you are on an advanced class of ship, do not fire phasers more than one at a time. The ent-e, for example, allows you to fire more than one arc at a time and overlaps the previous sound to make it realistic. Whatever you do, don't overkill it. Use your basic knowledge of Star Trek to know how much it would generally take to destroy a ship and be reasonable with the damaged sustained on both sides. You lead the combat aspect of the plot!
2. Do not have your weapon drawn unless it is needed/called for by the situation. I have seen far too many people walking around with a rifle in their hands during green alert and nothing going on—this is not a good habit.
3. NEVER fire at a person unless called for by the plot. Even if it's a friendly jest, don't do it...ever.
4. Report to your post during yellow or red alerts. Unless you are specifically needed elsewhere, you should be at your tactical station as combat is more likely to occur. If you are playing a junior Security Officer, you should probably head to the armory, grab a weapon, and patrol the ship. If the CoS is otherwise engaged or incapacitated, you should man the bridge tactical console in his absence (in combat or in normal operating mode).
5. Don't fire during an RP just because you are bored. The loud noises caused by weapon fire can distract a person actively engaged in the RP and ruins the environment. Keep this in mind when you are doing "training sessions" in the holodeck as well. You may think the weapons fire makes it more realistic—but it can distract people in the other rooms as they can hear your weapons fire, and may think that you're n00bing.
6. Don't have intruders on the ship unless specifically called for by the CO/XO. Read my notes in the CO guide for more about intruder alerts.