Starfleet Survival Guide

A PBEM sim taking place on a Prometheus Class vessel. The cutting edge in Federation technology with a good sized crew and a great deal of excitement.

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Starfleet Survival Guide

Postby Zania Jaarda » Thu Apr 22, 2004 8:48 am

Here is something that, I think, could help a lot of us! It can not only give us some ideas for modifications, when they're needed, but also for potential storylines!
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Postby Zania Jaarda » Thu Apr 22, 2004 8:52 am

Star Trek
The Starfleet Survival Guide


Document 101321610518-0313
This edition has been modified for security purposes
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Postby Zania Jaarda » Thu Apr 22, 2004 9:04 am

CONTENTS

1.0
STANDARD-ISSUE EQUIPMENT - NONSTANDARD USE


1.00
Introduction

1.01
Causing Localized Seismic Disruptions with Tricorder and/or Combadge Signals

1.02
Programming a Combadge or Tricorder to Trigger Preset Device Effects and Functions

1.03
Programming a Tricorder to Control a Medium-Range Subspace Transmitter

1.04
Reconfiguring a Subspace Transceiver to Generate a Short-Duration, Low-Power Force Field

1.05
Remodulating a Universal Translator into a Jamming Device

1.06
Recalibrating Transporter Enhancer Armbands as Temporal Shields

1.07
Repurposing Type-1, Type-2, and Type-3 Phasers as Explosive Devices

1.08
Sterilizing Food and Water with a Phaser

1.09
Charging a Shuttle Battery or Ship's Console with a Type-1, Type 2, or Type-3 Phaser Power Cell

1.10
Protecting a Campsite from Pests, Using a Tricorder and Phaser

1.11
Surviving Atmospheric Reentry in a Pressure Suit

1.12
Reconfiguring Transporters to Create Perpetual Stasis Loops

1.13
Using Holodeck Data Cores to Save Transport Patterns

1.14
Transmitting Coded Subspace Signals by Adjusting a Warp Drive's Field Phase Coils

1.15
Sealing Quantum Fissures with an Inverted Warp Field

1.16
Detecting and Counteracting Invidium Contamination
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Postby Zania Jaarda » Thu Apr 22, 2004 9:09 am

2.0
UNCONVENTIONAL MEDICINE


2.00
Introduction

2.01
Anesthetizing Humanoids with Tricorder Signals

2.02
Modifying a Type-1 or Type-2 Phaser into a Scalpel

2.03
Programming a Holographic Emitter to Artifically Respirate a Humanoid Whose Lungs Have Been Destroyed

2.04
Erasure of Humanoid Short-Term and Long-Term Memories

2.05
Protocals for Temporary Implantation of a Trill Symbiont into a Non-Trill Host

2.06
Neutralizing Denevan Neural Parasites

2.07
Detecting and Removing Interphasic Parasites

2.08
Treatment Methods for an Overdose of Anti-Intoxicants

2.09
Proven Herbal Remedies for Mugato Venom

2.10
Negating the Psychotropic Effects of Omicron Ceti III Spores

2.11
Diagnosing and Counteracting Variants of the Psi 2000 Virus

2.12
Recognizing and Treating Symptoms of Temporal Narcosis
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Postby Zania Jaarda » Thu Apr 22, 2004 9:15 am

3.0
DANGEROUS LIFE-FORMS


3.00
Introduction

3.01
How to Drive off Noncorporeal Emotional Parasites

3.02
Avoiding Mind Control by Elasian Women

3.03
Surviving Attack by a Crystalline Entity

3.04
Dealing with "Omnipotent" Beings

3.05
Protocols for Nanite Infestation of Computers

3.06
Navigating Inside a Borg Cube or Sphere

3.07
Recognizing and Neutralizing a Dikironium Cloud Creature

3.08
Fending Off an Attacking Mugato

3.09
Wrestling Free of a Denebian Slime Devil

3.10
Dealing with Charging Klingon Sarks

3.11
Evading Wanoni Tracehounds

3.12
Escaping from a Vulcan Le-Matya

3.13
Defending Yourself Against a Kryonian Tiger

3.14
Protecting a Starship from an Alpha Omicron Creature
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Postby Zania Jaarda » Thu Apr 22, 2004 9:20 am

4.0
EXTREME SCENARIOS


4.00
Introduction

4.01
Landing and Evacuating Crippled Small Spacecraft

4.02
Surviving in and Escaping from Damaged Turbolifts

4.03
Escaping from a Malfunctioning Holodeck

4.04
Transporting Through Shields

4.05
Transporting to Ships Moving at Warp Speeds

4.06
Creating Metaphasic Shielding to Conceal a Ship in a Stellar Corona or Similar Environment

4.07
Detecting Cloaked Objects and Vessels at Close and Intermediate Ranges

4.08
Reversing Radical Subspatial Compression

4.09
Protocols for Containing and Transporting a Protouniverse

4.10
Dispersing Rogue Soliton Waves

4.11
Inducing Solar Eruptions for Tactical Purposes

4.12
Surviving While Adrift in Deep Space

4.13
Surviving if You Are Shifted Out of Phase

4.14
Detecting and Escaping Temporal Causality Loops

4.15
Determing if You Have Been Shifted into a Parallel Quantum Universe
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Postby Zania Jaarda » Thu Apr 22, 2004 9:26 am

5.0
ADDENDUM


5.00
Introduction
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Postby Zania Jaarda » Thu Apr 22, 2004 9:34 am

1.0
STANDARD-ISSUE EQUIPMENT -
NONSTANDARD USES
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Postby Zania Jaarda » Thu Apr 22, 2004 9:53 am

1.00 INTRODUCTION

Standard-issue Starfleet equipment has been designed for a high degree of versatility and adaptability. Although Starfleet personnel are well aware that tricorders are multifunction devices of great complexity, we often overlook the myriad capabilities of other personal devices such as phasers and combadges. Often only those officers already tested by experience are aware that onboard systems are capable of much more than their official specification guidelines indicate. Over the past several decades, the Starfleet Corps of Engineers has managed to integrate these systems and devices on a number of levels, yielding a richly interconnected technological whole that far exceeds the capabilities of its discrete components.
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Postby Zania Jaarda » Thu Apr 22, 2004 10:34 am

1.01 CAUSING LOCALIZED SEISMIC DISRUPTIONS WITH TRICORDER AND/OR COMBADGE SIGNALS

Although creating controlled seismic events is extremely dangerous, they can be an effective deterrent if executed properly - blocking the path of a pursuer or group of pursuers in a wilderness setting by causing the collapse of a large volume of earth, rock, snow, or other material.

This effect is sometimes easy to create with well-placed phaser blasts, but if phasers are not available or have malfunctioned, a variety of terrains might prove susceptible to disruption through the use of ultrasonic and hypersonic signals from a combadge or tricorder. Regions with great quantities of loose rock, muddy earth, or heavy accumulations of snow or similar frozen precipitation can be induced to collapse by using focused sonic waves to reduce their overall strength and cohesion.

For maximum effect, such controlled events should be directed into gullies, narrow canyon passages, or other close areas, providing the greatest degree of obstruction to a pursuer. However, great care should be taken not to execute such a tactic too close to any settled area, or in a location where there is an unacceptably high risk of the controlled event triggering subsequent, uncontrolled events that might lead to unwanted collateral damage.

If the disruption is to be effected using a tricorder:

• Scan the target area for its overall mass and molecular cohesion.

• Press the GEO-1 switch on the tricorder to initialize geological scan protocols.

• Select sense option I for internal sensors, followed by command protocol Alpha to set the scan type to the geological mechanics subroutine.

• Run the "GEO Mechanics" subroutine to pinpoint weak areas and zones of maximum stress.

• Select the GEO-2 control to calculate the necessary frequency and amplitude of signal to induce a seismic disruption.

Small volumes of low mass are relatively easy to disrupt with a tricorder; disruptions of greater than 10 metric tons or of highly cohesive material require more power and will necessitate the creation of a collimated signal from the tricorder and any other signal sources immediately available, such as other tricorders and combadges.

If the disruption is to be effected using a combadge:

Using a combadge, the process of locating vulnerable areas and selecting appropriate disruption frequencies becomes one of trial and error, with manual adjustments being made through the ultrasonic and hypersonic frequencies until the trigger frequency is found. Caution should be exercised to ensure that while searching for the correct fequency to disrupt the target area, other zones of instability - particularly if they are underfoot or overhead - are not disrupted during the process.

• Open the back access panel and use a fine-grade, non-conductive tool to adjust the RF transceiver - the triangular circuit assembly located below the lower right-hand corner of the subspace transceiver assembly - though its preset frequency and amplitude test series.

• Narrow the transmission bandwidth by adjusting the aperture control, a circular element located at the topmost area of the combadge's internal assembly, to direct the beam.

• Set the signal aperture to a field-of-view (FoV) of approximately .25 to .35 degrees of arc.

• Target the top point of the combadge at the target area.

• Cycle the RF test settings through the ultrasonic and hypersonic frequency ranges until the target area begins to show signs of disruption.

• As soon as disruption effects become visible, leave the RF settings in place and increase the gain to the RF circuit from the combadge's sarium krellide power cell until the desired level of collapse has occurred.
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Postby Zania Jaarda » Thu Apr 22, 2004 10:39 am

1.02 PROGRAMMING A COMBADGE OR TRICORDER TO TRIGGER PRESET DEVICE EFFECTS AND FUNCTIONS

Most Starfleet personnel are aware that any standard-issue Starfleet device - from a combadge to a tricorder, phaser, or onboard console - can be remotely monitored and deactivated by a properly authorized command routed through an onboard central computer. What is not generally understood, however, is that standard-issue tricorders, combadges, and other onboard consoles are capable of initiating or receiving fully integrated command links with other equipment and systems on an independent basis.

Command links can be quickly and easily established with a wide assortment of other Starfleet equipment including, but not limited to, phasers, transporters, force field generators, piloting console functions, and even geological survey mines. This is a tactic that can be very useful in situations where a desired effect must be created quickly and clandestinely.


WITH A COMBADGE

To create a direct command interace between a combadge and another piece of equipment other than an onboard console:

• Open the combadge to reveal its command override circuit. The Command Override Circuit (COC) of the combadge is a small square circuit group located to the immediate left of the encryption circuit assembly. It is activated by pressing its test circuit, which appears as a small circular aperture on the dorsal surface of the COC.

• Press the test ciruit.

• Locate the COC of the target device (i.e. the device to be activated by the combadge). In some cases the target COC can be accessed through a software-based command interace (such as with a tricorder or onboard console), and in others must be physically accessed in the same manner as the combadge COC. The target device COC is set to "RP" (Receive Protocol) by manipulating the three-position toggle switch on the left side of its assembly to the middle position.

• Move that toggle switch to the middle position. A brief linking pulse is issued from the combadge by double-pressing its COC test circuit. The target device is now primed to receive a triggering command from the combadge.

• Now, set the target device COC to "AP" (action protocol) by changing its toggle switch to the far top position (or selecting the appropriate function from a command interface menu) and specify the action to be triggered by the combadge signal. Any valid function of the target device can be initiated in this manner. (Note that the specific function will not occur while the COC is engaged in AP mode. This is a safety precaution and cannot be overridden.)

• Return the COC to its RP setting and position the target device as necessary. From this point until such time as the device is destroyed or the COC is disengaged, a double tap of the command-linked combadge will trigger the specified effect from the target device, provided the target device is within transmission range of the linked combadge.

• When appropriate, double-tap the combadge to trigger the target device.


WITH A TRICORDER

Using a tricorder to create a command link is simpler than using a combadge. Select E for external sensor mode, press Beta to call the "Target Device" submenu, and select the target device. After the correct target device appears on the display screen, engage the target device COC by pressing Alpha to call the command menu, from which you should select the "Command Link" option. Follow the same steps specified above for setting the target device, but use the F1/F2 control function selector to toggle the COC settings, which will appear on the tricorder's display screen.

Once the device is set, the tricorder will offer multiple trigger options: Manual, Countdown, Timed Interval, Proximity, and Conditional. The desired trigger option is selected by pressing the Delta key and activated by pressing the Gamma key.

Manual is used to esercise maximum discretion over the triggering of device effects. A countdown can be useful for creating distractions or facilitating tactical requirements in a rigidly timed scenario.

A timed interval setting can be set to range from milliseconds to millenia, depending upon the device and the type of effect; this can be useful if the target device is intended to counteract, document, or otherwise capitalize on an event with a known period of recurrence, or to create signal beacons with a regular pattern to facilitate discovery by rescuers.

A proximity setting can be used to ward off intruders, defend a perimeter, or otherwise respond to the presence of anyone or anything entering a given range of the device. Note that most devices do not have proximity detection circuits. If the tricorder is left with the target device, however, it can be programmed to act as a proximity circuit.

A conditional setting can be used to trigger the device only when specified circumstances are detected, including - but not limited to - an increase or decrease in temperature, immersion of the device in water, or the detection of specified elements above a certain level of concentration within a given range of the device. Most standard-issue devices are not equipped with the necessary hardware or software to execute a conditional setting on their own. In such scenarios a tricorder will have to be left with the target device to fulfill this sensory function.


LINKING TO AN ONBOARD CONSOLE

Linking a tricorder or combadge to an onboard console can be done automatically by requesting a command link from the central computer. If the task needs to be executed manually, follow the same steps specified above for the tricorder or combadge. To manually override the command interface circuit that links the console to the central computer:

• Open the maintenance panel for the console and trace its ODN cables to its primary ODN router. The bundled cable leading out of the router, parallel to the auxiliary power supply, is the main link to the central computer.

• Disconnect this bundle from the router and change the Command Override Circuit (COC) to "Manual." This will enable the COC as the primary control node for the console.

From this point, establishing the interface between the signal device and the target device is the same as specified above.
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Postby Zania Jaarda » Thu Apr 22, 2004 11:00 am

1.03 PROGRAMMING A TRICORDER TO CONTROL A MEDIUM-RANGE SUBSPACE TRANSMITTER

In the event that normal subspace communcations hardware has been rendered inoperative, a combadge and a tricorder can be integrated to act as a short- to medium-range subspace transmitter with a very limited signal gain.

A combadge is typically used only for short-range transmissions between away team members, or for communication with one or more orbiting vessels. As such, its subpsace transceiver is not capable of propagating a clear voice signal beyond a range of 500 kilometers.

Standard-issue tricorders, however, possess advanced subspatial sensor packets for use in detecting subspatial and phase-shifted phenomena, and because of their larger power cells they are capable of generating much more powerful signals than combadges. The one function not incorporated into the current tricorder design is a voice transceiver unit (although this is under consideration for the next generation of tricorders being envisioned at Starfleet Research and Development).

By combining the transceiver circuitry of the combadge with the subspatial tracking sensors and superior power reserve of a tricorder, it is possible to fashion a subpsace transmitter that can broadcast a single, 5- to 10-second duration, low-resolution audio or raw data signal to a range of up to 1.1 AU.

Because the command menu of a standard-issue tricorder is not currently configured to repurpose the dedicated transceiver circuit of a combadge, the two items must be physically integrated.

• Open the combadge, and carefully remove the transceiver. Great care must be taken because the transceiver circuit is extremely fragile once removed from the combadge shell. The combadge will still be functional after removing the primary transceiver, so long as the auxiliary transceiver in the lower left corner of the combadge is undamaged.

• Install the transceiver into the tricorder using the following protocol:

^ Confirm that the tricorder is deactivated.

^ Open the back panel to reveal the main bus assembly. Near the center of the left edge of the main bus is a .5mm-wide bundle of seldonite microfibers that lead to the auxiliary diagnostic buffer circuit.

^ Remove this circuit, and replace it with the transceiver from the combadge.

^ Close the back of the tricorder and reactivate the device.

^ With the reconfigured tricorder now active, select "Download New Subroutine" from the command menu.

^ Link the tricorder to the combadge, and using the "Download New Subroutine" option, load the combadge's transceiver protocol package into the tricorder.

^ Run the device's self-diagnostic routine. It will immediately display an error, indicating that the auxiliary diagnostic circuit is misconfigured and it will ask if you wish to reinitialize the circuit.

^ Choose yes, and select "New Subroutine" from the initialization submenu. The newly downloaded transceiver protocols will appear in this menu.

^ Choose "Transceiver Package" and commit to the reinitialization.

^ When the tricorder prompts you to select a transceiver output node, select the primary subspatial sensor port. It will then ask for a transmission target, with options ranging from General to Encrypted Receiver, and it will ask for a transmission range.

^ Select a valid receiver within a distance of 1.1 AU.

• Set the tricorder's command override cicruit to RP (receive protocol), and set the combadge's COC to AP (action protocol). The tricorder's programmed action will be to engage the newly added transceiver cicruit and software package, and emit the subspace signal using its primary subspatial sensor port. This function will be engaged by double-tapping the combadge.

• When appropriate, double-tap the combadge to transmit. It is important to remember that if a subspace signal is being sent to the maximum range (1.1 AU) its duration will be less than 5 seconds, and it will be a very weak signal. Voice data might become garbled, and crucial bits of raw data might become lost. Longer messages or data that must be delivered intact should not be sent over distances of greater than .3 AU unless the tricorder can be manually linked to a larger power source, or if the tricorder/combadge assembly is being used solely as the command driver for a powered subspace transmitter that lacks operational software.
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Postby Zania Jaarda » Thu Apr 22, 2004 11:34 am

1.04 RECONFIGURING A SUBSPACE TRANSCEIVER TO GENERATE A SHORT-DURATION, LOW-POWER FORCE FIELD

With patience and even fairly low-tech tools, any standard-issue combadge can be altered to create a force field of low power and very brief duration.

The key to this modification is to repurpose the low-power subspace field generated by the subspace transceiver assembly (STA). The STA alone is not capable of emitting the force field, however:

• Create an emitter coil, preferably from a conductive metal with low resistance. Metals such as copper and iron, which have been found to be readily available on the vast majority of inhabited planets in known space, will prove ideal, but any appropriately conductive element will suffice so long as it can be shaped into a tight coil.

• Expose the STA, taking note of the position of the control circuit - a small circuit in the center of the STA - and the power cell, which should be clearly marked.

• Connect the emitter coil to the control circuit of the STA using an appropriate conductive filament.

IMPORTANT! DO NOT ALLOW THE FILAMENT TO CONTACT THE SARIUM KRELLIDE CELL. In this configuration, the STA is acting as a protective element that prevents overload or shock. Allowing the filament to make direct contact with the device's power cell while it is connected to the STA could result in a catastrophic, uncontrolled release of energy - i.e., an explosion - or an electric shock powerful enough to kill most humanoids instantaneously.

• Change the position of the small triangular circuit located to the immediate right of the STA to shape the device's protective energy field. The field can be shaped into a variety of forms, ranging from spherical and hemispherical to conical, planar,curved planar or elliptoid.

A fully charged combadge will be able to generate an energy field with a phase shiift of approximately .04 millicochranes for up to 15 seconds. This will prove sufficient to deflect slow physical projectiles (for example, thrown rocks, manually fired arrows, and primitive firearm projectiles) and low-power directed energy attacks (such as those from primitive laser weapons). Faster or significantly more powerful projectiles (such as advanced assault firearms or modern phasers and disruptors) will deplete the force field's energy more quickly or, in some cases, penetrate it with little to no difficulty.
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Postby Zania Jaarda » Thu Apr 22, 2004 11:56 am

1.05 REMODULATING A UNIVERSAL TRANSLATOR INTO A JAMMING DEVICE

More a commando tactic than a survival technique, using a combadge's universal translator software to scramble a comm circuit is a Starfleet field combat protocol that has been used since 2231.

The universal translator chip (UTC) is an ovoid component located at the bottom right of the comm assembly in a combadge. It is connected by a duranium microfilament to the encryption circuit assembly (ECA). Although the two circuits do not normally exchange information, they are connected in order to facilitate the scrambling of RF transmissions within a radius of 250 kilometers and subspace transmissions within 50 kilometers.

The scrambling function is activated by triggering a switch inside the small circular aperture located above and to the left of the UTC, and below and between the ECA and the Command Override Circuit (COC). Once this switch is triggered, the device's UTC will intercept all RF and subspace transmissions it detects, randomly encrypt them through the ECA, and retransmit them at a boosted power level.

This operation requires a great deal of energy, and that need increases as the number of intercepted signal increases. In a remote area where relatively few signals are being blocked, a fully charged combadge will last for up to an hour. In urban areas or situations in which several signals or a limited number of high-power signals must be blocked, a combadge will last for up to 15 minutes before its energy cells are depleted.

The reason this tactic is often more effective than basic signal interference is that because the Universal Translator is designed to facilitate communication at a conceptual level, it can also be inverted to hinder communication at an equally fundamental level. Essentially, it renders messages unintelligible even between speakers of the same language so that even if the encryption is counteracted, the revealed message will be worthless. This tactic is used on a broader scale by starships, relay stations and orbital devices to enact communication blackouts during periods of civil crisis or war.

A note of caution regarding this tactic is in order, however: Because this function does not discriminate which signals it intercepts and scrambles, Starfleet personnel who employ this protocol will be unable to contact one another or orbiting vessels for the duration of the jamming process, and transporter locks to combadges will likewise be interrupted. Also, if more than one Starfleet crew member is inside the area of effect, the personnel from different cultures run the risk of being unable to communicate without the aid of the universal translator. It is imperative that mission directives and rendezvous locations be firmly understood before remote communications are disrupted.
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Postby Zania Jaarda » Thu Apr 22, 2004 4:30 pm

1.06 RECALIBRATING TRANSPORTER ENHANCER ARMBANDS AS TEMPORAL SHIELDS

In scenarios involving temporal disturbances, such as localized distortions of the space-time continuum or zones of fractured pockets of space-time, away teams will require protection from the effects of temporal disruption. One way to devise such protection in the field is to convert a standard-issue Emergency Transporter Armband into a personal temporal shield by modifying it to emit a subspace force field.

Because a temporal shield requires highly sensitive phase discrimination to modulate th subspace force field in response to localized shifts in space-time, the crucial element in the armband modification is its Type VII phase discriminator circuit. This should be adjusted to maximum output in order to provide the best possible protection for its wearer.

The armband's subspace emitter assembly should next be realigned to modulate the discriminated field in an extremely tight configuration around the subject. Keeping the field focused as tightly as possible should permit the subject to interact, on a limited basis, with objects in a temporally disrupted environment.

If more than one away team member is going to enter a temporally disrupted environment, they will not be able to communicate normally because sound waves will not propagate freely through the subspace force field. Communications can be enabled in real time by channeling communicator signals through the Emergency Transport Armband's subspace signal relays, which normally are used to verify transporter signal lock.

In most cases, an Emergency Transport Armband will possess sufficient power to offer basic protection to an average humanoid for approximately 73 minutes. When the modified armband is activated, it will, in essence, create a stabilized pocket of "artificial time" around its subject. In some cases this pocket of artificial time can cause some humanoids to suffer momentary disorientation, and it can adversely affect equilibrium. If symptoms are severe, the armband should be deactivated and removed. In most cases, however, the effects should subside quickly.

It also is important to note that the protection provided by the modified armbands is not total. Prolonged exposure to a temporally disrupted environment, even with the protection offered by a low-power subspace force field, can lead to a rapid onset of temporal narcosis.

Warning signs of temporal narcosis include impaired judgement, irrational behavior, dizziness, loss of balance and motor skills, and eventually panic. Subjects who exhibit symptoms of temporal narcosis should be removed to a temporally stable area as soon as possible.
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Postby Zania Jaarda » Thu Apr 22, 2004 4:50 pm

1.07 REPURPOSING TYPE-1, TYPE-2, AND TYPE-3 PHASERS AS EXPLOSIVE DEVICES

In most tactical situations, photon grenades serve adequately as low-yield, hand-delivered explosives. There are, however, scenarios in which explosives are necessary but grenades are not available. In such an instance, one alternative that many Starfleet personnel have employed to great effect is deliberately inducing an overload in a type-1, type-2, or type-3 phaser, resulting in a powerful detonation.

The design specifications of Starfleet phasers include numerous redundant safety features to prevent accidental overload. The approved methods for energy storage, flow, control, and discharge allow for an amplified rebounding to occur from the storage cell to the prefire chamber, and simultaneously back to the storage cell. While the total energy within the system remains the same, the flow pressure is elevated during the rebound, to the point where the storage cell cannot absorb the energy quickly enough. The device's barrier field will be reinforced during this buildup, effectively preventing normal discharge through the emitter. Explosive destruction of the phaser will occur when the energy level exceeds the prefire chamger's density and structural limits.

As the weapon builds up to an overload detonation, conductive acoustic effects will manifest themselves, ranging from 6 kHz to more than 20 kHz within 30 seconds, at a volume level of 41 db at the onset of the overload to 130 db immediately prior to detonation.

The process of inducing an overload is nearly identical in all three versions of this standard-issue Starfleet defensive weapon. The device's safety interlock is intended to prevent overload under most normal operation conditions. The first step for all three phaser types is to disable the safety interlock

WITH A TYPE-1 PHASER

• Remove the outer casing of the phaser. Located beneath the beam intensity and beam width controls is the primary safety interlock assembly. The safety interlock assembly is a code processor for saving the power functions of the phaser and for personalizing a phaser for limited use. It comprises nine circuit assemblies that regulate the functions of the device.

The larges of these is the prefire control assembly. It is located near the front of the phaser and resembles a long, narrow rectangle.

• Deactivate the prefire control assembly by severing the neutrillium monofilament between its two central nodes. This will prevent the prefire chamber from dissipating energy buildup through the phaser's photon spill ports or the emitter crystal.

• Set the beam control assembly to manual override, then replace the phaser casing.

Follow instructions for all phasers, below.

PHASERS TYPE-2 AND -3

The type-2 phaser contains four prefire chambers, and the type-3 phaser rifle utilizes twelve prefire chambers. Both devices, however, have only one safety interlock assembly, in nearly identical configurations to that of the type-1 phaser. Familiarize yourself with those instructions and follow the same three steps as below:

• Remove the outer casing of the phaser.

• Refer to the accompanying illustrations and deactivate the prefire control circuit.

• Set the beam control assembly to manual override, then replace the phaser casing.

ALL PHASERS

• Begin the buildup to detonation by setting the phaser's beam intensity to maximum.

• Continue to hold down the beam intensity control until you hear the beginning of the conductive acoustic effect that precedes detonation. Once initiated, the overload cannot be stopped manually, and you will have approximately 30 seconds to reach minimum safe distance from the device.

A type-1 phaser is capable of delivering up to 7.2 million megajoules of explosive force, enough to vaporize three cubic meters of tritanium. In comparison, a type-2 phaser can produce an explosive yield of up to 45 million megajoules, and a type-3 phaser rifle can produce a blast of up to 280 million megajoules - enough to completely destroy a Starfleet runabout.
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Postby Zania Jaarda » Thu Apr 22, 2004 5:17 pm

1.08 STERILIZING FOOD AND WATER WITH A PHASER

In most field scenarios, a tricorder is available, and it is relatively easy to scan food supplies and drinking water to verify their purity. Without a tricorder, the worst must always be assumed.

The obvious protocol in most survival situations is to boil water and cook food. In areas without combustible fuel, a well-known method is to use a phaser to heat a rock or piece of salvaged metal until it is glowing with heat energy, then use it to cook food and water.

However, in certain extreme environments, even that "convenience" is unavailable. In a barren desert or arctic region, alternative methods are required to render food and/or water safe for consumption.

Once food has been obtained a phaser can be used to sterilize and cook food directly, after proper precautions are taken.

• Place the food to be sterilized on any clean surface, such as on a strip of uniform fabric; skewered, on a cleaned strip of wood or metal; or suspended from a string or strip of fabric run through a puncture in the food item and held or tied off at either end.

• Set the phaser beam intensity to level 1, and the beam width to minimum.

• Sterilize the food in sections, at a rate of roughly 3 cubic centimeters per 20 seconds, using a sustained, low-intensity phaser beam.

Food sterilized in this manner should be tested in the manner prescribed in the Starfleet Basic Survival Manual before being further cooked or consumed.

It is important not to set the beam intensity too high, or else you will either damage the food at a molecular level, thereby negating its nutritional value, or vaporize it altogether.


SPECIAL CHALLENGES OF AN ARCTIC ENVIRONMENT

In an arctic environment, merely melting snow or ice for drinking water provides no assurance that it is safe to consume. In order to be reasonably assured of its purity, it is necessary to boil it before considering it safe. Without a container to hold the water while it is boiling, this can seem to be a daunting task. The key is not to attempt to immediately shift the water from a frozen state to a boiling temperature, but rather to effect a gradual change in temperature.

• Use a phaser to excavate an area, capable of holding several dozen liters of water, out of the deep snow cover or thick surface ice. This can be achieved quickly with a relatively high beam intensity and a broad beam width. Rapidly heating the snow or ice into a gaseous state should leave behind a wet, roughly concave surface.

• Allow this surface to refreeze.

• Refill this concavity with loose snow or chipped ice fragments. Do not pack the snow or ice into the space too tightly.

• Set the phaser to beam intensity level 1 and beam width level 2.

• From a distance of less than one meter, slowly melt the snow or ice fragments with 10-second sustained beams, separated by 3 seconds of cool-down time for the phaser's emitter crystal. Be careful not to sustain the beam for too long, or you will risk causing a phaser overload.

• Keep the beam moving slowly across the surfae area of the ice fragments or snow to ensure an even melt. This should require no more than three sustained phaser discharges.

• Once the ice or snow has melted completely, adjust the phaser's settings to beam intensity 2, beam width 4.

• From point-blank range, keep the beam directed into the water, in 10-second bursts, followed by 3-second cool-down periods.

• Continue to do this until the water begins to give off thin wisps of water vapor. This shouild occur after no more than 3 discharges. At the first sign of water vapor,

• Reset the phaser to beam intensity 3, beam width 7, and place the emitter crystal into the water approximately one centimeter below the surface. A single 15-second discharge should be sufficient to raise the temperature of 12 liters of water to the boiling point.

As the water cools, it can be safely consumed or used for cooking. It can also be allowed to refreeze, at which time it can be cut into small segments for easy portability if insulated water containers are unavailable, and remelted as necessary.
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Postby Zania Jaarda » Thu Apr 22, 2004 6:20 pm

1.09 CHARGING A SHUTTLE BATTERY OR SHIP'S CONSOLE WITH A TYPE-1, TYPE-2, OR TYPE-3 PHASER POWER CELL

One of the most dynamic and widely used power sources for Starfleet equipment and small spacecraft is the sarium krellide power cell. It is employed in various sizes and configurations in everything from combadges and phasers to shuttlecraft power plants and onboard console assemblies.

Sarium krellide power cells normally are recharged through standard taps of a starship or starbase's electro-plasma system. In crisis scenarios, however, a downed shuttlepod might require a recharging of its onboard sarium krellide cells when standard sources are unavailable. A slow, tedious, and often dangerous emergency tactic in such cases is to transfer the energy from a phaser's sarium krellide cell to the shuttlecraft's by means of a controlled, direct current beam. The complicating factor of this procedure is that, because standard-issue sarium krellide cells are designed only to be recharged through the EPS taps, physical modifications are required to both the phaser and the recharging node of the destination power cell.


POWERING A SHUTTLE BATTERY

First, prepare the phaser:

• Remove the phaser's outer casing to expose the safety interlock assembly (SIA).

The narrow assembly located to the far left side of the SIA is the prefire control circuit.

• Adjust the prefire control circuit to change the phase modulation of the prefire chamber's collapsible charge barrier. The charge barrier phase modulator is located at the top of the prefire control circuit, and should be adjusted counterclockwise until the nadion pulse output is stabilized. This will transform the phaser's rapid nadion output into a stable, directed current.

Once the phaser has been adjusted, the recharging port of the destination power cell must be primed.

• Removed its outer node casing to reveal the LiCu 521 receptor crystal. Its default aperture setting is minimum arc. The control to reset its aperture is located immediately below the crystal.

• Move the control to the right to reset the acceptable aperture to maximum. This adjustment will allow the receptor crystal to compensate for minor fluctuations in beam stability that will occur during transfer from a handheld device instead of a static EPS port.

• Using the phaser's safety interlock assembly, reduce its beam intensity settings by 75 percent. This is necessary to ensure that the receptor crystal is not overloaded during transfer, and to minimize the risk of damaging sensitive components around the receptor crystal assembly in the event of an accident that should cause the beam to be directed off its mark.

• Finally, secure the phaser's emitter crystal as close as possible to the destination's cell receptor crystal without actually allowing the two crystals to make physical contact. IMPORTANT! Be sure that the two crystals do not come into contact. Because they are composed of the same ultradense, ultrahard composite, there is a risk that one or both crystals could sustain microscopic scratches or other damage if they come into contact. Such damage could result in dangerous feedback loops that would lead to a rapid overload of one or both devices.

• Set the phaser to minimum beam intensity and width. A continuous beam should be discharged directly into the destination cell's receptor crystal.

It will take approximately 30 minutes to drain a fully charged type-1 phaser in this manner. A fully charged type-2 phaser can be drained in approximately 3.5 hours. A fully charged type-3 phaser rifle can be drained in approximately 13 hours. A standard shuttlecraft's three onboard sarium krellide cells can each be charged to a capacity of 5.6 x 10^8 MJ. It wuold take 78 type-1 phasers to recharge a single onboard power cell. It would only require 13 type-2 phasers, and only 2 type-3 phaser rifles, to accomplish the same task.

A Starfleet shuttlecraft carrying two passengers can escape Earth-normal gravity, transmit a general subspace S.O.S., and maintain life support for up to 90 minutes on one fully charged sarium krellide cell.


POWERING AN ONBOARD CONSOLE

Establishing a connection between a phaser's sarium krellide cell and the primary power input for an onboard console is a delicate task, and one that should be attempted under only the most dire circumstances. The risk of electrocution is extremely great, and the potential for catastrophic feedback into the phaser's power cell is significant.

This procedure is predicated on the assumption that the systems linked to the console in question still have power and are functioning correctly, and the need for an alternative power cell is the result of the console's power supply having been interrupted from a remote location. An example of this would be a transporter console whose power has been cut off, although its attendant transporter system is still powered and functional.

• Remove the phaser's outer casing to reveal its safety interlock assembly and emitter crystal.

• Adjust the prefire control circuit to remodulate the collapsible charge barrier so that it regulates the rapid nadion pulse into a stable directed energy flow, as above.

• Cautiously remove the phaser's LiCu 521 emitter crystal. Be careful not to damage its connection to the prefire chamber.

• Locate an EPS recharging tap.

• Open it and remove the protective casing surrounding the recharger node.

• Remove the recharger safety interlock assembly to reveal the recharging node crystal.

• Manually override its EPS power supply and select "Interrupt." When the green indicator light above the recharger crystal goes out, the connection is no longer live. You may safely

• Detach the recharger crystal from its EPS power cable.

• Go to the console you wish to remotely power and open its maintenance panel.

• Locate the EPS supply cable and detach the end of the cable connected to the bulkhead EPS tap. Do not disconnect the cable from the cnsole power input node.

• Attach the free end of the console's power supply cable to teh back of the recharger crystal. Then

• Secure the front edge of the recharger crystal into the phaser's beam emitter assembly, directly in front of the prefire chamber.

• Set the phaser's beam intensity to 75 percent of maximum and its beam width to minimum.

• Adjust the phaser's safety interlock controls to maintain continuous discharge until the device is drained.

A type-1 phaser should be able to power a standard Starfleet onboard console for up to 3 minutes. A type-2 phaser can power the same console for up to 15 minutes, and a type-3 phaser rifle should provide up to a full hour of continuous power.
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Postby Zania Jaarda » Thu Apr 22, 2004 6:36 pm

1.10 PROTECTING A CAMPSITE FROM PESTS, USING A TRICORDER AND PHASER

On many planets, indigenous fauna pose particular hazards to away teams and other explorers. The vast majority of the galaxy's animal and insect species have not been catalogued, which can make it difficult to develop effective deterrents against those species that are capable of killing or inflicting serious injury upon humanoids.

As detailed in the Starfleet Basic Survival Manual, standard-issue insect repellents and basic tactics - such as building a hot, smoky fire - will repel most animal pests. However, there often are scenarios in which it is either not possible or not advisable to ignite a fire. In addition, some species of insects have proved to be unaffected by standard repellent formulas, and certain dangerous animal life-forms are actually attracted to fire and other light sources.

One often effective alternative method is to use a tricorder to generate animal- and insect-repelling signals that are not audible to humanoid species.


TO REPEL INSECTS

• Use the tricorder to isolate as many different insect and nonsentient animal species as possible within a 200-meter radius. Many insect species communicate by means of specific types and frequencies of sound. Use the tricorder to isolate all the detected insect sound emissions into discrete signals.

• Use the tricorder's universal translator circuit to interpret the insects' natural vocabulary, then program it to emulate signals that are shown to cause the insects to retreat. The tricorder is capable of mimicking more than 1,000 unique subaural signatures simultaneously. Ideally, more than one tricorder will be available; if so, upload the signal date from the first tricorder to all the others. Program all available tricorders to continually transmit the repellent signals. This should be sufficient to deter the vast majority of insect species from approaching the camp perimeter.

If only one tricorder is available:

• Make camp at the highest reachable safe position, as far from water and thick vegetation as possible.

• Clear excess vegetation from the camp. Place the tricorder approximately 9 meters from the camp perimeter, preferably at a lower elevation.


LARGER ANIMAL SPECIES

Dealing with larger animal species can be more problematic. Whereas insect species are often easy to manipulate through harmless electronic and infrared signals, many animal species - particularly predators - can be far more difficult to deter.

• Begin by employing the same tactics used against the insects. Scan for animal sounds - mating calls, warning calls, etc. Use the tricorder's universal translator to process the animals' vocabularies. (The universal translator is as adapt at parsing simple, primitive language forms as it is at deciphering complex sentient languages. This feature of the universal translator is often overlooked by personnel in the field.)

• After different animal species' signatures are discerned, experiment with varying subaural frequencies to determine which signals, if any, will nonviolently repel nearby animals.

If more than one tricorder is available, you might consider placing them at intervals equidistant from your base camp. Keep in mind that your tricorder is one of the most valuable tools at your disposas. NEVER leave your tricorder unattended. Always evaluate your risk and use your resources wisely. All reasonable precautions, such as chemical repellants, artificial shelters and/or building a fire, should still be employed if possible.
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Postby Zania Jaarda » Fri Apr 23, 2004 8:17 am

1.11 SURVIVING ATMOSPHERIC REENTRY IN A PRESSURE SUIT

Atmospheric reentry without the benefit of a craft designed for the purpose is one of the most palpably dangerous activities imaginable. In addition to the risks posed by atmospheric friction, making planetfall without a vessel is especially hazardous. Despite these risks, orbital skydiving continues to be a popular activity, but orbital skydiving is accomplished through the use of specially designed jumpsuits that contain features not found on standard EVA equipment.

In an emergency situation that requires abandoning a craft by evacuating into space while in orbit, the first objective - after reaching minimum safe distance from the abandoned craft - will be to remain in orbit until help arrives. The Starfleet standard extravehicular work garment (SEWG) is equipped with an automated, short-range subspace distress signal beacon, as well as reinforced pressure and radiation layers, a 16-hour consumables supply, and enhanced recycling features. The SEWG offers the wearer essentially unlimited micrometeoroid and radiation protection, and its life-support functions are fully autonomic. In any scenario in which the subspace distress beacon has been activated and help can be expected to arrive in less than 24 hours, a stranded individual should strive to remain spaceborne.

For instance, making planetfall to a world lacking a breathable atmosphere can be more dangerous than remaining in orbit; descending in an EVA suit to a planet with a corrosive atmosphere would be tantamount to suicide. A planet rife with volcanic activity, or one which has extremely high gravity, would likely be too dangerous an environment in which to survive while awaiting rescue. Similarly, a planet that lacks an ocean or other deep body of water to cushion the landing will be unsuitable for an unprotected landing in a SEWG, which lacks thrusters or a parachute to slow its descent.

If the destination planet is deemed suitable for landing, the protocol for initiating descent must be followed closely. A Starfleet SEWG is not designed for atmospheric reentry, but it can be modified in extreme circumstances to maximize the odds of survival. It should be noted that a Starfleet low-pressure environment garment (LPEG), which appears very similar to a SEWG, is intended only for benign airless operations, and will not by itself provide sufficent protection to atempt an unshielded planetfall. Even with a properly modified SEWG, the odds of surviving an unshielded atmospheric reentry are minimal at best.

The first and most crucial preparation to make to the SEWG in anticipation of planetfall is to modify the subspace transceiver assembly in the two forearm control interfaces to generate a subspace forcefield. This is necessary becasue a SEWG, unlike a dedicated orbital skydiving garment (OSG), is not armored with ablative plating nor insulated with nitrogen-cooled tritanium mesh, which enable the wearer of the OSG to endure the rigors of atmospheric friction.

To create the subspace force field:

• Power down the forearm control interfaces, then open them to reveal their subspace transceiver assemblies (STAs).

• From inside the SEWG's left-leg storage pocket, remove the tether cable, which is used to help connect two or more space-walking individuals for mutual safety.

• Remove the protective outer layer of the cable to reveal the inner triple coil of elastic kelvinium fiber. The kelvinium coil can serve as an emitter coil once it is connected to the sarium krellide cells and STAs.

• First unravel the triple coil at one end of the tether.

• Using the laser-welder from the SEWG's standard repair kit, fuse one thread of kelvinium coil to the STA's control circuit, which appears as a small, circular feature in the center of the STA.

• Fuse the other two coils of the kelvinium tether to the STA's grounding circuit.

• After one end of the tether is attached, loop the tether around the torso, over one shoulder, behind the back and up over the opposite shoulder, forming an "X" across the back.

• Unravel the coil at the free end of the tether, and fuse it to the STA control circuit and grounding circuit on the free arm, in the same manner described above.

It is important that once the kelvinium coil is attached to the STA that it not be allowed to contact the foremar control interfaces' exposed sarium krellide power cells. Doing so would result in an uncontrolled and catastrophic release of energy of sufficient intensity to disintegrate the SEWG and its wearer.

• Once the coil is solidly connected to both STAs, program the SEWG's built-in computer to remotely adjust the forearm control interface STAs' phase modulation by .08 millicochranes, and adjust their subspace field geometry from narrow-band to inverse parabolic.

• Reroute the SEWG's remaining power cells to the forearm STAs, excepting fro the cell that powers the subspace distress beacon.

Do not power up the forearm STAs until after atmospheric penetration has begun. Activating the STAs too soon will prematurely deplete their power supply.


Initiate a controlled descent:

• Aim toward a large body of water by using short, controlled releases of pressurized exhaust gas from the SEWG's airscruber tank.

• Maintain as shallow an angle of descent as possible.

The optimum angle of descent varies based on each planet's specific gravity and atmospheric density and composition. As a general rule, however, the steeper the angle of descent, the greater the degree of friction and the greater the heat that will build up against the SEWG. Fortunately, fluid dynamics favor a blunt aerodynamic profile during a reentry scenario, and the SEWG's ability to withstand radiation and micrometeroid impacts will help it resist most upper atmosphere reactive and nonreactive molecular collisions.

• When the descent begins to produce such discernible thermal effects around the SEWG as visible gas-surface interactions or an energetic and highly ionized flow impact buffer, power up the STAs in the forearm control interfaces.

• Turn your back toward the plaent and bring your arms, legs, and head as close to the center of your body as possible as you continue to descend.

The subspace force field generated by the STAs will be focused in a shallow, convex field behind your back, protecting you from the majority of the thermal effects associated with atmospheric reentry. Residual radiation associated with reentry will be absorbed by the SEWG.

• Maintain the protective position until the thermal effects subside.

Note that planets with exceptionally dense atmosphere or high gravity - or worse, both - will result in a greater amount of friction for a longer duration. Penetration of the upper levels of atmosphere is the second-most vulnerable phase of an unprotected reentry scenario. If the sarium krellide cells of the SEWG become depleted before the thermal effects of reetry subside, you will be vaporized almost instantly.

If atmospheric penetration is successful and you have achieved freefall:

• Immediately power down the STAs.

The next challenge will be to reach the surface of the planet alive and with a minimum of injury. An OSG is equipped with a combinatino thruster pack and parachute to facilitate landing on a variety of terrain. A SEWG typically is not equipped with either of those features, so a different approach is required. The duration of a freefall from a planet's upper atmosphere to its surface varies based on atmospheric depth and density and the planet's gravity, but in mose cases you will have between three minutes and seven minutes to prepare for splashdown.

During this time:

• Use the SEWG's built-in computer to change the subspace field geometry of the forearm STAs from inverse parabolic to the narrowest possible field around the SEWG itself. This will serve to change the subspace force field from a shield configuration to one that most closely resembles a starship's structural integrity field.

• Reroute all remaining power to the forearm STAs, and

• Set the gain on the sarium krellide cells to maximum.

Do not activate the STAs until the last possible moment.

• Use the descent phase to control your splashdown point as best you can. Aim for a point between 3 kilometers and 5 kilometers from a shoreline to improve the likelihood that the water will be deep enough to cushion your impact and still place you close enough to land to swim ashore.

Approximately 10 seconds before splashdown, activate the STAs and once again gather your lmbs as close in to your body as possible; try to hit the water with your feet and buttocks (or equivalent anatomy).

If the SEWG has sufficent remaining power, the subspace force field may be able to shield you from the bulk of the impact, but you will most likely suffer a stunning level of deceleration trauma in any event.

If the SEWG's power supply has been depleted, you will be killed on impact.

If you survive splashdown and the suit has any power reserves remaining, power down the STAs and set the SEWG to low-power mode as you proceed to shore.

Conserve your energy by swimming underwater rather than fighting against surface wave motion, and rely on the SEWG's air supply.

If the SEWG's breathable air reserves are depleted you will need to shed the entire suit at sea before swimming to shore. In that circumstance, reroute all remaining power to the subspace distress beacon and activate it before abandoning the suit. This may summon help and could provide search parties with a starting point from which to initiate rescue operations.

Once you are in the water, remember to apply all open-sea survival protocls as detailed in the Starfleet Basic Survival Manual. Be particularly aware of aquatic predators, and let currents help you if at all possible.
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Postby Zania Jaarda » Tue May 04, 2004 5:11 pm

1.12 RECONFIGURING TRANSPORTERS TO CREATE PERPETUAL STASIS LOOPS

In extremely bleak survival scenarios in deep space, it is possible to reconfigure a transporter system to store a quantum-level pattern for very long periods of time. Storing patterns in a transport buffer is extremely risky; a loss of power, physical damage to the transporter system, or such phenomena as ion storms or magneton pulses can all compromise the integrity of a quantum-level signal. In addition, if all the surviving members of a ship's crew are placed into stasis, the ship will effectively be left unmanned and highly vulnerable to hostile incursion. Be positive that certain criteria are met before attempting this extreme approach to survival.

First, the ship or facility where you are stranded should be all but exhuasted of such consumable supplies such as food, water, and breathable atmosphere. All attempts to signal for help should be made before switching over to an automated distress beacon and entering stasis. It also is important that every viable attempt at escape be explored before choosing this alternative.

Only if all the above criteria have been met and there is no reason to beleive that help will arrive within the expected duration of survival should you attempt transporter stasis.

The proceedure for modifying the transporter system is fairly straightforward. The following steps should be repeated for every transporter console that needs to be modified.

• Begin by rerouting all primary and auxilliary power to the transporter systems. (Starfleet automated distress beacons are powered by dedicated fusion cells, and will not be affected by this transfer of power allocation.)

• Access the command override protocols for the transporter console and disable the rematerialization subroutine and its redundant fail-safe backups.

• Connect the phase inducers to the emitter array; this will allow the phase inducers to act as a regenerative power source, and they will also compensate for minor quantum variances in signal integrity.

• On the underside of the transporter console, open the maintenance panel and physically remove the override circuits. This will prevent the console's automated diagnostic routines from disabling your modifications.

• Return to the main transporter control interface and access the command routines for the pattern buffer.

• Lock the pattern buffer into a continual Level One diagnostic to monitor and maintain pattern integrity. This will engage the phase inducers to route the matter array through the buffer, maintaining the closest possible quantum balance between teh subject's matter and energy signatures.

If you are placing other individuals into transporter stasis, dematerialize them individually, taking care to assign only one person to each pattern buffer.

If you are placing yourself into transporter stasis, set an automated dematerialization routine with a delay period sufficent to allow yourself to move from the console to the transporter platform.

It is important to note that humanoids held in transporter stasis are not aware of the passage of time. If your attempt at stasis is successful, it will seem from your point of view to be no different from an ordinary transport cycle.
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