The USS Olympia: A Technical Primer

USS Olympia, Odyssey-Class Explorer, Federation Starfleet

Technical Specifications, V1.1.3

Compiled by M.C.P.O. Iron Forge, Chief of Engineering, USS Olympia

## 1.0 ODYSSEY CLASS INTRODUCTION

### 1.1 MISSION OBJECTIVES

Pursuant to Starfleet Exploration Directives 902.3 & 914.5, Starfleet Defence Directives 138.6, 141.1 & 154.7, and Federation Security Council General Policy, the following objectives have been established for an Odyssey Class Starship:

- Provide a multi-mission mobile platform for a wide range of scientific and explorative research projects.

- Replace the Sovereign class as Starfleet's primary exploration and defence vessels.

- Provide fully autonomous capability for full execution of Federation defensive, cultural, scientific, and explorative policy in deep space or border territory.

- Serve as a frontline defence and offence vehicle during times of war and emergencies.

- Provide a mobile platform for testing and implementation of mission-specific or new technology of any kind.

### 1.2 BASIC DESIGN AND OPERATION STATISTICS

Length: 1028 meters

Beam(Width): 347 meters

Draft(Height): 148 meters

Mass: 4,807,500 metric tons (4,807,500,000 kilograms for SI calculation)

Cargo capacity: 116,458 m^3

Hull: Duranium-tritanium composite dual hull with micro-fiber reinforced ablative armor.

Number of Decks: 22 total, 20 habitable.

Crew manifest: 1285(195 officers, 1090 crew), evacuation capacity of 10,000.

Classification: Explorer {Defensive/Exploration/Diplomatic)

First commissioned: 2399(USS Odyssey)

### 1.3 MISSION OVERVIEW

The U.S.S. Olympia was launched from Federation Station Deep Space Nine in 2406, Earth calendar. Its listed mission was to explore the Gamma Quadrant; part of the treaty after the Dominion War promised that no Starfleet ships would be sent to explore Dominion Space, but the Dominion was only on one side of the wormhole, and so the Olympia was sent on a ten year mission to explore in the other direction.

Early in its mission, the Olympia was unexpectedly catapulted into the Large Magellanic Cloud after an accident involving a black hole merger event and a precessing asymmetrical inverted warp field being used for temporal stabilisation. This accident caused enormous damage to the ship, which took several weeks to repair. As I write this, we have only just started our journey home, which is estimated to take just under a century, unless we can find some faster means of propulsion.

## 2.0 COMMAND AND CONTROL FACILITIES

### 2.1 BRIDGE

Primary operational control of the Odyssey class is provided by the Main Bridge, located on Deck One at the top of the primary hull. The Bridge directly supervises all primary mission operations and coordinates all major department activities.

The primary Bridge configuration of the new Odyssey class is slowly becoming one of the standard bridge designs for fleetwide application in new starships. The central area of the Main Bridge provides seating and information displays for the Captain and two other officers, usually the Executive Officer and a mission specialist. These three chairs are raised relative to the rest of the Bridge Officers, and swivel to allow the officers seated there to survey the entire bridge. The three seats are equipped with fully programmable consoles for a variety of uses. If configured correctly, they allow one officer with sufficient clearance to control every system on the ship.

Fore and Starboard of this command centre is the Flight Control Officer's station, which faces directly fore. This station is configured to provide access to flight control operations, including RCS thrust, impulse engines, and warp drive, as well as attitude control.

To the port side of the Conn Officer, also facing fore, is the Operations Manager's console, which is identical in size and design to the Flight Control station. The Operations Panel, due to the tremendous amount of sensitive information found there, has security protocols as stringent as the Tactical consoles.

At the very front of the bridge is a large viewscreen. This main viewer performs all the standard duties expected of it. However, the viewscreen is not always activated like most other starships. In a return to an old design of over 150 years ago, this viewscreen is a window of triple-reinforced transparent aluminium with interwoven carbon nanotubes, at the edges of which are laid holographic emitters. This allows for, among other things, superimposition of important information onto the viewscreen, 3d visualisation of the ship's position, and holographic communication with other ships with the same equipment. It can also be used to wholly obscure the viewscreen, so that Star-Field syndrome among Bridge officers can be prevented more easily. Too many officers became hypnotized during warp to leave this option out.

Aft and to starboard of the command area is an elevated platform on which are located the Tactical and Security stations. These consoles are to the right side of the Captain’s Chair, instead of directly aft as in previous designs.

Aft and to port of the command centre are the Science consoles. The Science consoles are configured to provide easy access to sensor data and other scientific systems, including communications. Actual operation of the communications systems is, however, relegated to the Ops or Tactical stations.

Located against the aft wall of the bridge is a large master systems display monitor, similar to the one in main engineering, except this one is vertical. All ship information (such as damage, power distribution, etc.) is displayed here. This monitor can be used to direct ship operations and can be configured for limited flight control if necessary.  Also located against the aft wall of the main bridge is the large engineering console. This has a small cutaway diagram of the vessel, which displays all data shown by the MSD, usually configured to display most prominently details of the warp field and engine output. This console and the master systems display console, can do everything the MSD in Engineering can. Although usually unattended, the Chief Engineer, OM, XO or CO can activate this console by entering voice codes and undergoing a retinal scan.

On the port wall of the bridge is a secondary Science console, and on the starboard wall a secondary Engineering console. Each can perform the functions of the corresponding primary consoles.

There are two turbolifts on the bridge that can handle normal transit around the ship. There is also an emergency ladder that connects the bridge to Deck Three. There is also a door, on the aft platform of the bridge, that leads to the Conference Room, which is directly aft of the Main Bridge. Other connected rooms to the Main Bridge include the Captain's Ready Room, the First Officer's Office, and the Situation Room for briefing of senior staff.

There are no escape pods connected to the bridge. Pods are located on all decks below Deck Three. For more information on the Lifeboats, please refer to section 11.2 of these specifications. Two pods are reserved for the top four officers in the chain of command, because they are the last four to leave the ship. These are located on Deck Two. As the number of experienced Captains dwindles in Starfleet, the notion of a Captain going down with his ship has long since been abolished. If the ship is abandoned, the top four officers in the chain of command will wait until everyone else is off the ship, opt to arm the auto-Destruct (not always necessary, but there if needed), and then leave in the two escape pods.

### 2.2 MAIN ENGINEERING

Located on Deck 16, Main Engineering is the ‘heart’ of the ship, comparable to the bridge as the ‘brain’. It has access to practically all systems aboard the starship, and manages repairs, power flow, and general maintenance.

Entrance to the primary engineering bay is provided by a pair of large reinforced blast doors on deck 16, that can be closed for internal or external security reasons, as well as in case of emergencies. There is also a standard large door of the kind seen at the entrances to holodecks, as the blast doors take a few seconds to open or close and so are generally kept open except in emergency situations. The entry point to Main Engineering is at its forward end, so one is moving aft as one enters the Engineering Bay and moves towards the Warp Core.

Just inside Main Engineering is an observation area where technicians monitor various systems. Also in this area is a floor-mounted Master Systems Display similar to that found on the Bridge, except mounted on a table and combined with control consoles. Affectionately referred to as the ‘pool table’ by many engineers, engineers can use the display to easily get a broad view of the situation with just a glance. This console can take control of every system on the ship at the command of the current Commanding Officer, up to and including Self Destruct.

Beyond the MSD are the warp core and main control systems. Circular in shape, this room is a successor to the Galaxy class and Sovereign class designs, but exceedingly functional to save space inside the ship. Usable consoles and equipment replicators are mounted in every piece of available space around the circumference of the room and provide primary control access for the engineers and technicians. Similarly, consoles are also mounted on the railing surrounding the warp core.  Additionally, there are numerous ladders and access panels leading to Jefferies Tubes, leading throughout the starship - the Odyssey class is the third class of starship to take full advantage of these access spaces for more than extraordinary maintenance, after the Sovereign and Luna.  The technical complexity of the starship dictates the use of these spaces to maintain peak efficiency and make proper repairs.

Jeffries' tubes themselves are markedly different to earlier types; they have gravity plating installed, but it is typically kept disabled. This makes it much easier to move around in the Jeffries' tubes, both along the tubes and up and down ladder shafts.

To the Fore Starboard of the warp core is the Chief Engineer's Office, which is equipped with a diagnostics table, assembly and repair equipment, a small equipment replicator, and a personal console with built-in viewscreen.

At the focal point of Main Engineering is the Matter/Anti-Matter Reactor Assembly(M/ARA), the Warp Core. Primary power for the ship is generated in the M/ARA inside the Matter/Anti-Matter Reaction Chamber(M/ARC). This system is checked at least daily due to its importance to the ship. There is a port on the front of the core which may be opened when the core is offline to allow for maintainance. Opening the warp core is not recommended when the core is in operation.

The second level of Main Engineering on deck 15 is also open to the same Engineering Bay. Two ladders on the opposite ends of the catwalk provide access, as well as an elevator with handrails on the sides but no other enclosure. Controls for the various Fusion Power Plants, along with the Impulse Engines, are monitored from this deck, as well as at the MSD.

Damage Control Teams are mustered on both levels, as well as internal ship maintenance teams.  Numerous consoles and replicators line the upper section, serving as auxiliary consoles for Main Engineering, along with providing engineering research space and secondary computer core support.

Typically Main Engineering contains forty engineers and sixty technicians of various ranks. During Red or Yellow Alert, that number is increased, to 175% in Yellow Alert and to 300% in Red Alert, with all personnel from all three shifts being called upon.

### 2.3 TACTICAL DEPARTMENT

This multi-room department is located on Deck Four, and is a restricted area. Within it are the entrances to the phaser range, the Brig, the auxiliary weapon control room and the ship's armoury, as well as the Chief Tactical Officer's office.  Given the ability of the Odyssey class to function as a warship in times of need, the tactical department facilities are larger than those on most starships. Not only do the department offices include additional office space for security staff, but they include additional briefing rooms and training areas for security personnel.

The CTO's office is decorated to the officer's preference. It contains a work area, a personal viewscreen, a computer display, and a replicator.

Located on Deck Four, the Brig is a restricted access area whose only entrance is from within the Security department. The Odyssey class has 15 double occupancy cells, which contain beds, a retractable table and chairs, a water dispenser, and a toilet. The cells are secured with a level 10 forcefield emitter built into each doorway. Advances in forcefield technology make it possible to open openings of various sizes in the forcefields in order to bring food or other items into the cells without danger of escape.

Ship's Primary Armoury:  This room is located in a restricted area on Deck Four and is under constant guard. The room is sealed with a level 10 forcefield and can only be accessed by personnel with Level 4 security clearance, corresponding to Ensign and above, though higher clearances are granted when it is necessary for NCOs or crewmen to enter. Inside the armoury is a work area for maintenance and repair of weapons as well as multiple sealed weapon lockers. The Odyssey Class carries enough type-I and type-II phasers to arm the entire crew. Type-III phaser rifles and the new Type-IIIC compression phaser rifles are available as well, but only in enough numbers to arm approximately 1/3 of the crew. Heavy ordnance is available in limited numbers. It is possible to replicate more weapons, but this is energy-intensive and base-matter intensive.

## 3.0 TACTICAL SYSTEMS

### 3.1 PHASERS

The Odyssey class has sixteen Type-XV phaser arrays at key locations around the ship's hull, ensuring maximum field of fire for all phaser strips. Traditionally the choice defensive weapon onboard Starfleet vessels since close to the dawn of the Federation, Phased Energy Rectification weapons, Phasers for short, work by the rapid nadion effect (RNE). Rapid nadions are short-lived subatomic particles which catalyse abnormal high-speed interactions within atomic nuclei. Among these properties is the ability to liberate nucleons for brief periods within a particular class of superconducting crystals known as fushigi-no-umi, and this allows heat to be taken from warp plasma and used to create particles called slow nadions, or heavy nadions, which carry lots of energy and can be easily directed by magnetic fields. The fushigi-no-umi crystals were named this way because, to researchers at Starfleet's Tokyo R&D facility during early development of phasers, the crystals being investigated represented a "sea of wonder" open to them. A phaser beam takes the form of heavy nadions discharged at roughly 0.986c, and standard tactical procedure is to rotate the charge reversal frequencies of these beams to make it more difficult for a threat vessel's shields to adjust to the beam.

heavy nadions can cause many different effects, ranging from heating to ionisation to molecular disassembly. Through the use of EM jacketed beams, phaser arrays now have some limited capabilities in warp environments, though the power output is greatly limited here and phasers are by no means as useful as a torpedo in this environment.

The Type-XV array is by far the most powerful phaser to be used by a starship to date. The maximum effective range of these weapons is 750,000 kilometers; beyond that, the beam becomes wide enough that it is easily absorbed by a threat vessel's hull even without shielding. Each phaser array takes its energy directly from the warp core. Individually, each type-XV emitter can only discharge approximately 600MW (megawatts). However, several emitters (usually two) fire at once in the array during standard firing procedures, resulting in a standard discharge of approximately 1.2 GW.

### 3.2 TORPEDO LAUNCHERS

A swivel-mounted torpedo launcher, mounted on the surface of the hull, is the latest development in launcher technology to better accommodate the usage of torpedo-based weapons on highly maneuverable starships. Capable of moving 45 degrees port or starboard and 45 degrees to the dorsal or ventral off the vehicle's primary axis, this new launcher allows for easier tracking of targets at shorter ranges where torpedoes launched from traditional fixed-focus launchers were often unable to track due to the lack of space for course corrections.

There are five torpedo launchers, one of which is a swivel-mounted launcher mounted on the primary hull, at the forwardmost tip of the saucer on deck 6, and the other four of which are traditional fixed launchers mounted on the secondary hull, two facing forward and two facing aft. Each forward launcher is capable of holding five torpedos at a time, and so can fire five torpedos before being reloaded. The aft launchers are slightly smaller assemblies capable of firing only two torpedos each before reloading.

The Odyssey class carries Mark IV Photon Torpedoes and Mark Q-III Quantum Torpedoes. An Odyssey class starship is normally outfitted with both photon and quantum torpedoes capable of being fired from any launcher on the ship.  All torpedoes are capable of pattern firing as well as independent launch. Once in-flight, torpedoes are capable of individual targeting through use of onboard sensors and encrypted feeds from the ship's targeting arrays.  Should a threat vessel outmaneuver an inbound torpedo, the weapons package can automatically detonate in an effort to impact the vessel with splash damage.

The ship carries 175 Quantum Torpedoes and 325 Photon Torpedoes. Due to the complexities involved with manufacture, the deployment of quantum torpedoes is rationed across a relatively small number of fixed and mobile platforms within Starfleet.  Should supplies be unavailable for optimum load out, the ship is capable of carrying a maximum of 500 torpedoes of either type. Shipboard materials in the form of replicated components allow for the construction of photon torpedo warheads locally, while quantum torpedoes are only manufactured at secure, undisclosed locations. The rest of a torpedo is easily manufacturable with the replicators.

The maximum effective range for both the Mark Q-III Quantum Torpedo and Mark IV Photon Torpedo is 4,000,000 kilometers, as they use the same torpedo housing, but different warheads.

### 3.3 DEFLECTOR SHIELDS

One of the most obvious ways in which the Odyssey class is superior to older models is its regenerative shielding. First used on the prototype Sovereign-class USS Sovereign, regenerative shielding inspired by Borg technology and enhanced by study of the USS Voyager upon its return to Earth has been installed in all new Odyssey-class vessels.

These systems are classed as redundant symmetrical subspace graviton fields.  While made up of standard 780 MW graviton generators, the shield system aboard Odyssel-class vessels is somewhat different then those aboard odler Federation starships.  Compared to older ships, the Odyssey class is equipped with twice as many shield generators than would be normal for a vessel of its mass and surface area, that make up a Regenerative Shield system that would allow a ship to withstand weapons fire from a threat vessel for a significantly longer period of time while the vessel attempted to maneuver out of the weapons lock. Another ability, learned as a result of First Contact with the Borg and since incorporated into all Starfleet ships, is the automatic shifting of shield nutation frequencies. During combat, information from the shields is sent to the main computer for analysis where, with the assistance of the tactical officer, the frequency and phase of the incoming weapon is determined.  Afterwards, the shields can be reconfigured to match frequency with the weapons fire, but alter their nutation to greatly increase shield efficiency.

There are thirty shield generators on the Odyssey class, each one generating 780 MW of output.  All together, this results in a total shield strength of 23.4 GW, but only a little over half of that is in use at one time due to the nature of regenerative shielding. The power for the shields is taken directly from the warp core and impulse fusion generators and transferred by means of high-capacity EPS conduits to the shield generators. The shields can protect against a much wider variety of types of radiation than older shield types.

Regenerative shields make use of redundant shield generators which alternate coverage on a specific area when integrity drops below a predetermined percentage.  In practice, this allows the active shield generator to block incoming fire while the redundant generator remains on hot standby. As the primary generator loses power, the redundant generator is brought online and seamlessly takes over shielding that portion of the ship, allowing the other generator to once again recharge on standby. This can be repeated several times before the shields start to lose power altogether, though it is still possible for a sufficiently powerful single shot to breach the shields before the backup emitters can be brought online.

The shields, when raised, stay extremely close to the hull to conserve energy. Typically the shields stay one metre away from the hull, to allow them some space to buckle while maximising shield strength and efficiency. This can be extended at great energy expenditure and loss of shield integrity to envelop another starship or object within a kilometre of the starship.

### 3.4 ABLATIVE ARMOUR

Originally developed in 2367 during the Defiant Class Development Project, ablative armour is still considered to be a significant breakthrough in starship defence; it creates a beam-retardant layer that greatly increases a ship's life expectancy in battle. Originally deployed only on ships of the Defiant class, ablative armour showed remarkable resilience against various beam-type energy weapons, including the various types of phaser, disruptor, polaron, and focused-plasma beams employed by nearly all threat forces, and has since been installed on all new starships and retrofitted onto many old ones. The armour works by dispersing incoming beam energy across the hull of the ship where, after reaching a threshold undisclosed for security reasons, part of the armour sublimates, turning into a gas, dispersing into space, and taking with it a large amount of the energy from the beam. The effect also creates a small cloud of vapour, which effectively refracts the incoming beam further, causing it to do less direct damage to the hull.  It should be noted, however, that the armour is not a hull replacement, but a supplement and must be replaced over time due to this process of boiling off.

Each Odyssey-class vessel is equipped with an average depth of 10 centimetres of armour hull-wide, including over windows(it is transparent). The covering can be replaced as wear permits at maintenance yards. It is possible to produce more of the ablative covering with replicators, but it takes a long time to apply the coating and for a period of three days after application the covering has not "set" yet, and would actually make damage to the hull much worse instead of mitigating it.

## 4.0 COMPUTER SYSTEMS

### 4.1 COMPUTER CORE

The primary computer core is located on Deck Six, and an auxiliary core is located on Deck Thirteen of the Engineering section. Main Engineering also contains a smaller Emergency Computer Core.

The AC-16 Bio-Neural Super-series computer core is built under contract for the Odyssey-class vessel by Krayne Systems, an independent contractor based on Bynar. The structure of the computer is similar to that of most other supercomputing systems in use by Federation vessels with stack segments extending through the ship forming trillions of trillions of connections through the processing and storage abilities of modern isolinear chips. The core essentially consists of two independent processing systems that work in concert for maximum performance.  Bio-neural Gel Packs throughout the core are utilized for complex calculations while an isolinear-based system is used for the storage and cataloging of core information. Cooling of the isolinear system is accomplished by a regenerative liquid helium loop, which has been refit to allow the usage of a delayed-venting heat storage unit for "Silent Running” operations that require the highest level of starship stealth.  For most missions, requirements on the computer core rarely exceed 45-50% of a single core's processing and storage capacity. The rest of the core is utilized for various scientific, tactical, or intelligence gathering missions - or to backup data in the event of a damaged core.

Referred to typically as BNGs, Bio-Neural Gel Packs are not a new innovation in shipboard data processing and routing, but the implications of their invention are still being determined decades later, such was the technological leap involved in their creation. Mounted at strategic locations along the ODN pathways, each gel pack consists of an artificial biological fluid that allows transmission of signals resembling those in a living brain. At the heart of the pack is a packet of neural clusters, artificially grown copies of strands similar to those found in the brains of sentient beings. These clusters give the ship’s computer ‘instinctive’ data processing and routing ability as well as allowing the ship’s computer to utilize ‘fuzzy logic’ to speed up probability calculations much as a living, breathing entity would. The system is not a replacement for existing isolinear computer systems currently in use Federation-wide, but is rather an upgrade to its existing processing powers. By distributing gel packs throughout a starship's computer system information can be organized more efficiently, therefore processed more quickly and speeding up response time. Developed for the Intrepid class, this type of computer system did not see full deployment until the launch of that class, but is installed in all new vessels now. Aboard Odyssey-class starships, the new system proved successful, although the biological nature of the packs has led to problems such as infection and subsequent slowdown of the computer processing powers. Despite this short-coming, Starfleet Command is determining the viability of using the packs fleetwide, including retrofit into older classes. There is some evidence that Bio-Neural Gel Packs could give a ship's computer some level of sentience, but this has not been yet directly observed.

### 4.2 LCARS

LCARS, an acronym for Library Computer Access and Retrieval System, is the common user interface of 24th century computer systems, based on verbal and graphically enhanced keyboard/display input and output. The graphical interface adapts to the task being performed, allowing for maximum ease-of-use. The Odyssey Class operates on LCARS build version 5.3 to account for increases in processor speed and power, limitations discovered in the field in earlier versions, and increased security.

### 4.3 SECURITY LEVELS

Access to all Starfleet data is highly regulated. A standard set of access levels have been programmed into the computer cores of all ships in order to stop any undesired access to confidential data.

Security levels are also variable, and task-specific. Certain areas of the ship are restricted to unauthorized personnel, regardless of security level. Security levels can also be raised, lowered, or revoked by Command personnel. Any Department Heads can limit access to their own departments.

Security levels in use aboard Starfleet vessels:
 9
 8
 7
 6
 5
 4
 3
 2
 1

Security Levels beyond current rank can be and are bestowed where, when and to whom they are necessary.

The main computer grants access based on a battery of checks to the individual user, including face and voice recognition in conjunction with a vocal code as an added level of security.

### 4.4 UNIVERSAL TRANSLATOR

All Starfleet vessels make use of a system called a Universal Translator that is employed for communication among persons who speak different languages. It performs a pattern analysis of an unknown language to create a translation matrix. The translator is built into the Starfleet badge and into shipboard facilities. This has been made much more efficient in the last couple of decades by the implementation of Bio-Neural Gel Packs.

The Universal Translator matrix aboard an Odyssey Class starship consists of well over 100,000 languages and increases with every encounter with a new language.

## 5.0 PROPULSION SYSTEMS

### 5.1 WARP PROPULSION SYSTEM - INTRODUCTION

The Warp Propulsion System has two main components: the Warp Core and the Warp Drive. These are very different systems, despite being thought to be equivalent by most civilians.

The Odyssey class starship has a standard cruising speed of Warp 8, and a maximum cruising speed of Warp 9.9. It can maintain Warp 9.975 for 12 hours, and one Odyssey class starship, the Seleya, once held Warp 9.995 for 15 minutes.

### 5.2 WARP PROPULSION SYSTEM - WARP CORE

The Matter/Antimatter Reactor Assembly, or Warp Core, sits at the heart of Main Engineering. It is the ship's main power source, and provides the power needed to go to warp. It functions by injecting magnetically constricted deuterium and antideuterium into a reaction chamber, and using the energy produced by their annihalation to heat Helium from the Impulse Fusion Reactors into plasma, which is then pumped around the ship and used as an energy source. Its standard output is 67 petawatts, and its maximum output is 1.032 exawatts. More information on the Warp Core will be added in a future edition of these specifications.

### 5.3 WARP PROPULSION SYSTEM - WARP DRIVE

The warp field necessary to propel an Odyssey class starship is created by the warp field coils in the nacelles and assisted by the specific configuration of the starship hull. The coils generate an intense, multilayered warp field that surrounds the starship, and it is the manipulation of the shape of this field that propels the starship faster than light.

The warp field works as such: The warp field is an area of distorted space; as described in the Theory of General Relativity, matter distorts space, and as matter and energy are equivalent enough focused energy can achieve the same thing. The warp coils in the nacelles create subspace pulses that move energy from the rear of the ship to the front and continue to do so, creating a stable field of distorted space, with space compressed ahead of the ship and space expanded to the aft. This creates a gradient of spatial compression that pushes on the ship at the stern and pulls it forward at the bow(this does not noticeably affect the ship or its occupants). This results in the ship moving forward. But of course the warp coils generating the warp field are moving with the ship, and so the field also moves. After a fraction of a second, the ship reaches the speed of light, and passes it in less than a Planck time(1.3\*10^-43s), the shortest measurable amount of time in the universe, ensuring that no part of the ship is ever at c. No laws of physics are broken, because while the warp field is travelling faster than light, it has no overall mass, and the ship within it is moving at subluminal speed relative to the space around it.

### 5.4 IMPULSE PROPULSION SYSTEM

The Impulse Propulsion System is the starship's main method of sublight travel. It functions by accelerating plasma from the EPS conduits to near-lightspeed by ionising it and repelling it from a charged plate. While the basic principle behind this is older than warp drive itself, it is still the most powerful and the most efficient method of sublight travel known to Starfleet engineers, and the sheer amounts of energy involved are easily enough to drive the ship up to standard full impulse velocity in a quarter of a minute.

There are three impulse fusion reactors on the ship, two main reactors in the secondary hull and a backup reactor in the primary hull. These reactors fuse deuterium into helium, which is then used in the EPS conduits to transport energy around the ship, and the energy released from the reaction is used to power the impulse engines and to supplement or replace the warp core for generating power for the life support and crew recreation systems on the ship. Each individual reactor is enough to power the ship up to standard full impulse velocity, but no further. Together, the ship can accelerate further before the drag created by ambient particulate matter becomes too great to accelerate further.

These impulse engines and reactors are the same as the ones used on the Sovereign class. On that smaller starship, they were ridiculously overpowered. On an Odyssey class, merely overpowered. There are two main impulse thrusters directly aft of the ship's centre of mass, with smaller backup plates at the rear tip of the saucer and engineering sections. Each can swivel up to 22.5 degrees in any direction, both to help turn the ship and to keep them thrusting through the centre of mass in the event of some loss of mass from any area of the ship.

There is a single impulse thruster on the forward surface of the engineering hull and another on the forward surface of the saucer section. These are used to decelerate the ship from impulse velocities without first turning it around.

Use of the impulse engines as an emergency weapon when all else fails, shooting superheated plasma at near light speed, is not recommended, but this has been done in the past.

In standard operation the ship moves at 0.25c or lower. This is called Full Impulse. This speed of Full Impulse has not increased in centuries, because of relativistic considerations; if the ship moves too fast, time will run slower on the ship than outside it. 0.25c was chosen because it limits time warp to 3%; at Full Impulse time runs at 97% speed relative to the outside universe. In an emergency, the ship can accelerate to 0.9c, but this reduces the speed of time on the ship to 44%.

As the Odyssey class was in development, a way around this was being experimented with. The warp drive can be used to create an inverted warp field, which fills the ship instead of surrounding it and counteracts some or all of this relativistic effect. This is, however, experimental and not recommended for normal use, and it does require the warp drive and warp coils to be functioning.

### 5.5 REACTION CONTROL SYSTEM

Reaction Control Thrusters are for use when the impulse engines are offline, and are much weaker. They function by releasing pressurised plasma from the EPS conduits through ports in the side of the ship. They are only sufficient to accelerate the ship at 100 m/s^2.

This is more than enough to incapacitate the crew if inertial dampeners fail; in such situations acceleration must be limited to a maximum of 60 m/s^2, and no more than 25 m/s^2 for prolonged periods. Crew will not be able to move around in more than about 15 m/s^2.

### 5.6 QUANTUM SLIPSTREAM DRIVE

A Quantum Slipstream Drive is a form of Transwarp Drive which places a ship and its warp field into a second, differently shaped, warp field, known as a warp tunnel, which alters the space that the ship and its main warp field passes through. It does this in two ways. One, much simpler, is to smooth out the space around the ship. It allows ships to essentially bypass the aberrations and distortions of normal space which make warp travel difficult, slow and inefficient.

The other function of the Quantum Slipstream Drive is much more useful, but much more complicated; the field can be made to cyclically nutate to lower effective warp factor peak transitional thresholds, the amount of energy needed to reach each successive warp factor, which is much higher than the amount of energy then needed to hold that factor. By allowing a vessel to partly bypass the peak transitional thresholds, a ship can quickly reach its maximum speed without having to push through the thresholds; in the past ship maximum speeds have always been placed at one of these thresholds. Theoretically the U.S.S. Enterprise NCC-1701 could have held that era's Warp 22 with the same energy required to pass the threshold from Warp 7 to Warp 8, if only it had been able to pass the transitional thresholds. Similarly, while the auxiliary entangled warp coils placed in the nacelles to enable Slipstream are damaged over time by use of the Drive and must be replaced after only 10,000 hours, about a year of constant use, with the same energy required to cross the Warp 8 threshold a ship could travel at about warp 9.99, fast enough to cross a light year in an hour and a sector in a day.

No more will be said here, as the U.S.S. Olympia does not have a Quantum Slipstream Drive. Part of the Treaty of Bajor stated that Alpha Quadrant vessels will not use or carry Transwarp Drives in the Gamma Quadrant until the Dominion also has Transwarp capability; the Dominion's propulsion technology is more robust but slower than that of most Alpha Quadrant powers, and they did not want past enemies to be able to fly around their space at speeds fifty times faster than what they could achieve.

## 6.0  UTILITIES AND AUXILIARY SYSTEMS

### 6.1 NAVIGATIONAL DEFLECTOR

Without some sort of deflector system, space travel at high velocities, let alone warp speeds, would be impossible due to collisions with objects ranging from stray hydrogen atoms to large planetary fragments. At warp velocity even a single Hydrogen atom could tear a hole all the way through a ship. Vessels of the Odyssey class make use of a single large navigational deflector located at the forward-most part of the engineering hull, with four subspace field distortion amplifiers located at its corners. Composed of molybdenum/duranium mesh panels over a duranium framework, the dish can be mechanically moved 8.5° in any direction off the ship's primary axis. The deflector dish's subspace field and sensor power comes from six high-generating graviton polarity generators located on Decks 16 and 17, each capable of generating two hundred megawatts which feed into the four 650 millicochrane subspace field distortion amplifiers.

A backup deflector is located on the ventral side of the primary hull, and in addition to its role as a backup, the secondary deflector serves to reinforce the ship's warp field at speeds exceeding Warp 8.5, as well as serving as the Saucer's deflector when in Separated Flight Mode.

The deflector works by creating a small one-sided warp field in front of the ship, which deflects incoming particulates to the side so they do not collide with the ship, hence the name "deflector."

### 6.2 TRACTOR BEAM

Starfleet missions sometimes require direct manipulation of relatively large objects in proximity to a starship. Such operations can take the form of towing another ship, modifying the speed or trajectory of a small asteroid, or holding a piece of instrumentation at a fixed position relative to the ship. The execution of such missions generally requires the use of tractor beam remote manipulators.

Tractor emitters employ graviton beams focused on a remote target, resulting in significant spatial stress being applied on the target. By controlling the focal point and interference patterns, it is possible to use this stress pattern to draw an object toward the ship. Conversely, it is also possible to invert the interference patterns and move the focal point to push an object in any direction.

Tractor beam emitters are located at key positions on the ship's exterior hull, permitting objects at to be manipulated from almost any direction. Key among these are the two main tractor beam emitters, located fore and aft along the keel of the Engineering Hull as well as a third main emitter located on the forward surface of the ship's neck. Additional emitters are located near each shuttlebay for use in shuttle landing maneuvers. Mooring tractor beam emitters, used when the ship is in dock, are located next to each reaction control thruster.

The tractor beams can be widened to about 1265 metres before losing effectiveness, and have a minimum range of 2 kilometres and maximum range of 30,000 kilometres. At close range the tractor beams can move up to 230 megatons, and at maximum range only one ton. Objects half the mass of the maximum load at the current range can typically be accelerated at 1,500 m/s^2, though with smaller masses this acceleration is greater and with larger masses it is lesser.

New advances in tractor beam and warp field technology allow objects in a tractor beam to share an Odyssey-class vessel's warp field, though any acceleration of the object not caused by the tractor beam will be likely to destabilise the warp field.

### 6.3 TRANSPORTER SYSTEMS

#### Type: Personnel

   Number: 6

   Payload: 900kg

   Range: 40,000km

   Operations per Hour: 100 persons per hour

   Resolution: Quantum(rated for lifeforms)

#### Type: Cargo

   Number: 4

   Payload: 800,000kg

   Range: 40,000km

   Operations per Hour: 100 operations per hour

   Resolution: Molecular(not safe for lifeforms)

#### Emergency Transporters

   Number: 6

   Payload: 900kg

   Range: 15,000km

   Operations per Hour: 100 persons per hour

   Resolution: Quantum(rated for lifeforms)

Extravehicular transport to and from the ship is accomplished by a number of transporter systems, which allow personnel or equipment to be transported at ranges up to 40,000 kilometres. Transport for crew and guests is provided by  personnel transporters located on Decks Four, Seven, Eleven, and Sixteen.

Cargo transport is provided by low-resolution transporters located in each cargo bay. These units are primarily designed for operation at molecular (nonlifeform) resolution for cargo use, but they can be set for quantum (lifeform) resolution transport if desired, although such usage would entail a significant reduction in payload mass capacity. The Cargo Transporters are controlled from Deck Nineteen.

Emergency evacuation from the ship is provided by three emergency transporters, two of which are located in the Primary Hull, with one additional unit in the Secondary Hull. These transporters are equipped with high-volume scan-only phase transition coils and are capable of transport from the ship only; they cannot be used for beam-up. These emergency transporters are designed to operate at reduced power levels compared to standard units, but have therefore reduced range and Doppler compensation capabilities. Typical range is about 15,000 km, but this changes depending on available power.

The exterior hull has twenty-three transporter emitters, strategically positioned to provide 360 degree coverage even in the event of any seven being damaged.

In operation, the transporter scans its passenger, and disassembles them over the course of about half a second within an Annular Confinement Beam. The matter making them up is sent to one of the transport emitters, and directed to the destination, whereupon a second Annular Confinement Beam is projected and the passenger is reassembled. Initial concerns that the transporter did nothing more than kill a passenger and make a copy at the destination were refuted after brave volunteers were able to confirm that consciousness was not interrupted by transporter operation. Most even stated that they were able to in some way "feel" the transporter beam being sent to its destination, and others stated being able to "see" the inside of the beam. The other volunteers confirmed this when the reports were shared. Philosophers and physicians have for almost three centuries debated the implications of this with respect to the existence or nonexistence of an immortal soul.

When deflector shields are raised to defensive configuration, it is near impossible for the transporter beam to penetrate them. In addition, spatial distortion from the shields can seriously disrupt pattern integrity. For this reason, transport is not possible when shields are in place, either to or from a shielded vessel.

Although the transport sequence lasts approximately five seconds, pattern buffer cooldown and reset takes an average of eighty-seven seconds, yielding an average duty cycle of just over ninety-two seconds. Since the transport beam conduits permit the matter stream to be routed to any pattern buffer, any given chamber can be reused immediately without waiting for cooldown by switching to another pattern buffer. Since there are only six pattern buffers normally used for personnel transport, six transporter loads can be transported in quick succession before waiting for pattern buffer reset. This translates into an approximate system throughput of about seven hundred persons per hour.

Warp fields produce severe spatial distortion, making it impossible to transport when the ship is travelling at warp speeds due to distortion of transporter beams. The only exception is when both the ship and the target site are travelling at the same warp velocity.

### 6.4 COMMUNICATION SYSTEMS

Short Range(EM transmission, limited to light speed): 25,900,000,000 kilometres(one light day) maximum range without attenuation, maximum data transfer rate 18.5 kiloQuads/second

Long range(Subspace transmissions, faster than light): Travel at Warp 9.9997(110,000c), maximum near-real time transmission range(for video calls etc) 28 light years, maximum range before any attenuation 2000 light years. An Odyssey class vessel has directional subspace communications arrays that limit transmission beam width to 0.01 degrees, and omnidirectional emitters that transmit in all directions, useful for distress signals etc.

Intraship communications aboard Starfleet vessels take two basic forms: voice transmissions and data transmissions. Both are handled by the onboard computer system and dedicated peripheral hardware nodes. Though those sections of the computer normally allocated to communications are named the Communications System, the metaphor of the humanoid nervous system is more applicable in this situation. The sheer quantity of adaptable links connecting all data nodes in a near-infinitely redundant network assures that all information will be rapidly transmitted to the correct destination, and will be received with little or no detectable loss of that information. Even if 75% of ship data nodes are destroyed, there will still almost certainly be paths for data to take between the remainder. While the multitude of communications functions are directly traceable to the same hardware, the operating modes and protocols around which they are based are distinctly different and are worth noting - the communications system functions internally very much like the Ancient Earth Internet and similar global computer networks found on other worlds.

The normal procedure for intraship voice communications involves a crew member stating their name, plus the party or ship area being called, in a form that can be understood by the computer for proper routing. Examples: "Dr. Selar, this is the captain," or "Ensign Nelson to Engineering." Primary Computer neural nets listen for intraship calls, perform analyses on the message opening content, attempt to locate the message recipient, and then activate the audio speakers at the recipient's location, or inside their combadge if the target is a single person.

During Yellow, Red or Blue Alert, the Communications System is automatically reconfigures for high-speed operations optimized to provide the Bridge with uninterruptable links to the rest of the ship for contact with ship departments and assessment of damage.

When an Odyssey class starship is communicating with ships, facilities or other entities near to it, it typically uses low-frequency electromagnetic waves to communicate. When the target of communication is far away or there are interfering factors such that EM communication is impractical, subspace communication systems are used instead. These create metastable warp fields that can travel extremely quickly and for thousands of light years before even beginning to attenuate. Metastable warp fields cannot transport mass; the data transferred is encoded in the shape of the warp field.

## 7.0  SCIENCE AND REMOTE SENSING SYSTEMS

### 7.1 SENSOR SYSTEMS

Primary long range and navigational sensors are located behind the main deflector dish, to avoid sensor "ghosts", beam refraction and other detrimental effects that would be caused by the distortion of spacetime in deflector operation. Secondary sensor pallets are located around the rim of the entire starship, providing full coverage. The sensors are configured to be most efficient at the following tasks, though they can be reconfigured to do almost anything to some degree of accuracy and efficiency:

- Tracking of astronomical phenomena that might pose a threat to the ship or be an opportunity for scientific discovery

- Long range planetary scanning and analysis

- Remote life-form analysis - evaluations of population and species

- Scanning with all forms of electromagnetic radiation(light), passive and active

- Passive neutrino scanning(neutrinos are produced by fusion reactors and cannot easily be prevented from escaping a ship, so neutrino scanners can be used to detect ships cloaked and uncloaked, though any nuclear fusion or fission reaction produces them)

- Parametric subspace field stress analysis(can sometimes be used to detect cloaked objects by finding the distortion of subspace they create)

- Thermal variance scanning

- Stellar material analysis(these are the longest range sensors, and are used to chart space ahead of the ship, to aid in navigation)

In the navigational deflector is another type of sensor, which cannot be recalibrated: the Warp Current Sensor. This sensor detects spatial distortion, and so can be used to track vessels at warp by following the "eddies" left behind by their warp field. The main computer can then extrapolate the probable size and class of the ship being pursued by comparing warp field output and shape to known types of vessel.

An Odyssey class starship also has tactical sensors. These sensors are used to track vessels within sensor range, and are used to assist with locking weapons onto threat vessels. These sensors are able to penetrate most types of shield to give a general overview of the interior and exterior layout of a threat vessel, allowing particular subsystems to be targeted with weapons systems.

### 7.2 NAVIGATIONAL LOCATION SYSTEM

Starfleet vessels have advanced sensor systems which allow them to know at all times where they are in the galaxy. The Navigational Location System, more commonly called Navigational Sensors, is a system that allows a ship to determine with varying degrees of accuracy precisely where it is in the Federation and beyond. When the computer is asked to locate the ship, it runs through the following steps:

- It listens for any recognised traffic on subspace communications. Starfleet or Federation traffic tells the ship that it is in or near the Federation, signals with Klingon encryption indicates proximity to the Klingon Empire, and so forth. If signals can be traced to known positions, they can be used to triangulate the ship's position. This doesn't work while the ship is out of range of navigational beacons.

- If the first step fails to provide a precise indication of the ship's location, EM sensors perform scans to look for recognised stars and constellations, which can be used to triangulate the ship's position.

- If all else fails, the same scanners will scan the entire 360 degree starfield searching for recognised pulsars, the 24th century equivalent of a sextant. Each pulsar emits unique wavelengths at its own unique frequency without this changing detectably over time, and if the direction to three pulsars of known position can be determined, the ship's position relative to them can also be found through triangulation, usually to within 50 light years.

### 7.3 SCIENTIFIC LABORATORIES

The Odyssey class marks a return to exploration for Starfleet, and as such the Odyssey class carries many more laboratories than its predeccessor Sovereign class. The Scientific Department is located on Deck Seven, and it contains the Chief Scientific Officer's office, in addition to twenty-five laboratories each configured for separate tasks, though they can be easily refitted as necessary. There is also a medical laboratory in the Medical bay on Deck Eight.

### 7.4 PROBES

A probe is a device which contains a number of general purpose or mission specific sensors and which can be launched from a starship for closer examination of objects in space.

There are nine standard classes of probes, which vary in sensor types, power, and performance ratings. The spaceframe of a probe consists of molded duranium-tritanium and pressure-bonded lufium boronate, with sensor windows of triple layered transparent aluminum. With a warhead attached, a probe becomes a torpedo. In fact, this is all torpedos are, and probes are launched from torpedo tubes as are torpedos. All nine types of probes are instruments to detect and analyze EM radiation, subspace field stress, organic and inorganic chemical compounds(including long range spectrometry, atmospheric constituents, and mechanical force properties. All nine types are capable of surviving a powered atmospheric entry, but only three are specially designed for aerial maneuvering and soft landing. Probes are also used to 'bury' those who die in space. Many probes can be real-time controlled and piloted from a starship to investigate an environment that is dangerous, hostile, or otherwise inaccessible for an away-team or starship.

Probe casings and inner workings can usually be easily replicated.

The nine standard classes are:

#### Class I Sensor Probe:

   Range: 20,000 kilometres

   Maximum velocity: 0.5c

   Powerplant and propulsion: Vectored deuterium fusion propulsion(impulse)

   Sensors: Full EM/Subspace and interstellar chemistry pallet for in-space applications.

   Telemetry: 12,500 channels at 12 megawatts.

#### Class II Sensor Probe:

   Range: 40,000 kilometres

   Maximum Velocity: 0.65c

   Powerplant and propulsion: Vectored deuterium fusion propulsion(impulse), increased fuel supply from Class I

   Sensors: Same instrumentation as Class I with addition of enhanced long-range particle and field detectors and imaging system

   Telemetry: 15,650 channels at 20 megawatts.

#### Class III Planetary Probe:

   Range: 1,200,000 kilometres

   Maximum Velocity: 0.65c

   Powerplant and propulsion: Vectored deuterium fusion propulsion(impulse)

   Sensors: Terrestrial and gas giant sensor pallet with material sample and return capability; onboard chemical analysis module

   Telemetry: 13,250 channels at ~15 megawatts.

   Notes: Limited hull reinforcement. Full range of terrestrial soft landing to subsurface penetration missions; gas giant atmosphere missions survivable to 450 bar pressure. Terrestrial loiter time limited to 1 day.

#### Class IV Stellar Encounter Probe:

   Range: 3,500,000 kilometres

   Maximum Velocity: 0.6c

   Powerplant and propulsion: Vectored deuterium fusion propulsion(impulse) with extended deuterium supply

   Sensors: Triply redundant stellar fields and particle detectors, stellar atmosphere analysis suite.

   Telemetry: 9,780 channels at 65 megawatts.

   Notes: Six ejectable radiation analysis subprobes. Deployable for nonstellar energy phenomena.

#### Class V Medium-Range Reconnaissance Probe:

   Range: 43,000,000,000,000 kilometres

   Maximum Velocity: Warp 2(10c)

   Powerplant and propulsion: Dual-mode matter/antimatter engine with single warp coil; extended duration sublight plus limited duration at warp.

   Sensors: Extended passive data-gathering and recording systems; fully autonomous mission execution and return system.

   Telemetry: 6,320 channels at 2.5 megawatts.

   Notes: Planetary atmosphere entry and soft landing capability. Low profile coatings and hull materials. Can be modified for tactical applications with addition of custom sensor countermeasure package. Due to the dilithium crystal these probes contain, they cannot be replicated whole and the dilithium crystal must be added later from ship stock.

#### Class VI Comm Relay/Emergency Beacon:

   Range: 43,000,000,000,000 kilometres

   Maximum Velocity: 0.8c

   Powerplant and propulsion: Microfusion engine with high-output MHD power tap(impulse)

   Sensors: Standard pallet

   Telemetry: 9,270 channel RF and subspace transceiver operating at 350 megawatts peak radiated power. 360 degree omnidirectional antenna coverage, 0.01 degree high-gain antenna pointing resolution.

   Notes: Extended deuterium supply for transceiver power generation and orbit plane changes. Contains a small bussard collector to enable maintaining of broadcast for one month if in orbit around a sun-type star.

#### Class VII Remote Culture Study Probe:

   Range: 450,000,000,000 kilometres

   Maximum Velocity: Warp 1.5(4c)

   Powerplant and propulsion: Dual-mode matter/antimatter engine with single warp coil; extended duration sublight plus limited duration at warp.

   Sensors: Passive data gathering system plus subspace transceiver

   Telemetry: 1,050 channels at 0.5 megawatts.

   Notes: Applicable to civilizations up to technology level III(industrial, pre-space travel). Low observability coatings and hull materials. Maximum loiter time: 3.5 months. Low-impact self-destruct package tied to antitamper detectors.

#### Class VIII Medium-Range Multimission Warp Probe:

   Range: 120 light years

   Maximum Velocity: Warp 9(1500c)

   Powerplant and propulsion: Matter/antimatter warp field sustainer engine; duration of 6.5 hours at warp 9; MHD power supply tap for sensors and subspace transceiver

   Sensors: Standard pallet plus mission-specific modules

   Telemetry: 4,550 channels at 300 megawatts, limited subspace communication.

   Notes: Applications vary from galactic particles and fields research to early-warning reconnaissance missions.

#### Class IX Long-Range Multimission Warp Probe:

   Range: 760 light years

   Maximum Velocity: Warp 9(1500c)

   Powerplant and propulsion: Matter/antimatter warp field sustainer engine; duration of 12 hours at warp 9; extended fuel supply for warp 8 maximum flight duration of 14 days

   Sensors: Standard pallet plus mission-specific modules

   Telemetry: 6,500 channels at 430 megawatts, limited subspace communication.

   Notes: Limited payload capacity; isolinear memory storage of 3,400 kiloquads; fifty-channel transponder echo. Typical application is emergency-log/message capsule on homing trajectory to nearest starbase or known Starfleet vessel position.

## 8.0  MEDICAL AND PSYCHOLOGICAL SYSTEMS

### 8.1 SICKBAY

One large Sickbay facility, located on Deck Eight, serves as the primary medical care facility on Odyssey class starships.  Equipped with eight standard medical beds and one more advanced one in its own bay, Sickbay is also home to the Chief Medical Officer's office and a small lab used for routine analysis of patients. The room itself is considered to be general-purpose; often the location of regular crew physicals, appointments, and various medical emergencies, it can effectively handle the majority of situations that a starship crew will face.

Surrounding the main Sickbay are more specialized areas, including two intensive-care wards, various medical laboratories, a nursery, three surgical suites, a microgravity therapy ward, a morgue, a biohazard quarantine unit, and a dental care office. There are also three normal medical care areas the life support systems of which can be reprogrammed to simulate the environments of most worlds. Also pursuant to new Medical Protocols, all medical facilities are equipped with holo-emitters for the usage of the Emergency Medical Hologram System.

### 8.2 COUNSELLING

The Counsellor's office is located near the main sickbay facilities.  A modest room approximately the size of the living compartment of standard officers' quarters, it can easily be placed somewhere within the residential areas of the ship at the Counsellor's request. While decorated to the tastes of the staff using it, the office tends to be equipped with comfortable seating and colours to better relax its visitors.

### 8.3 EMERGENCY MEDICAL OPERATIONS

Pursuant to Starfleet General Policy and Starfleet Medical Emergency Operations, at least 40% of the officers and crew of the Odyssey class are cross-trained to serve as General Emergency Technicians, to serve as triage specialists, medics, and other emergency medical functions along with non-medical emergency operations in engineering or tactical departments.  This set of policies was established due to the wide variety of emergencies, both medical and otherwise, that a Federation Starship could respond to on any given mission.

The observation lounge on Deck One along with the messhall on Deck Ten can serve as emergency intensive care wards, with an estimated time to full operation of 30 minutes with maximum expected engineering support.  Further, the primary flight deck has 2 mobile hospitals that can be deployed either on the flight deck, or transported to Cargo Bay 2 or 3 for emergency overflow triage centers. Cargo Bay 3 also provides for emergency atmosphere recalibration to type H, K, or L environments, intended for non-humanoid casualties. All facilities are equipped with full bio-hazard quarantine suites, to minimize and prevent crew exposure to potentially deadly diseases.

Holodecks can also be used as makeshift hospitals, as can shuttlebays, in the same manner as can cargobays.

### 8.4 PROVISION FOR NONHUMANOID CREW MEMBERS

It is not enough to merely be able to replicate type H, K, or L environments; it must be possible to treat their inhabitants.

**This section is unfinished and must be completed later.**

## 9.0 CREW QUARTERS SYSTEMS

### 9.1 INTRODUCTION

The arrangement of living quarters is designed to be modular, so that at any time, a particular area can be reconfigured to create larger or smaller residential areas.  Individual areas make up what has come to be known as a "bay," which is equal to the size of the smallest available module, measuring 4 metres wide by 3 metres long by 2.5 metres tall. These modules are connected together to create all available standard living accommodations on an Odyssey class starship, with the overall design and color scheme similar to the tones used on the Sovereign class.

Most living areas are located on the upper and lower surfaces of the saucer section, offering residents a remarkable view of the starscape outside their windows. Senior staff quarters are on Deck Three, officers' quarters on Deck Five, enlisted crew and NCO quarters on Deck Nine, and VIP quarters on Deck Eleven.

In cases where crew share quarters due to rank or space restrictions, they will be assigned to other crew of the same division.

The configuration of any quarters given here is only the default. Crew are permitted to reconfigure their quarters in the space available.

### 9.2 CREW QUARTERS

Crew Living Quarters are provided for Starfleet Enlisted and attached civilian personnel. These persons are expected to share their room with another crewmate of the same gender due to space restrictions aboard the starship. Two personnel can request to be assigned to the same quarters.

Two Enlisted or civilians share these quarters, which inhabit a single bay. There are two 100x200cm bunkbeds in the quarters, a shared head and washroom containing a waste disposal unit, a mirror, a washbasin and a sonic shower, and a shared living space with two armchairs, a shared workstation, a replicator and a wardrobe each for the storage of personal belongings.

Enlisted can request that their living quarters be combined to create a single larger dwelling.

### 9.3 NCO QUARTERS

Non-Commissioned Officers(except in cases where these are department heads) share quarters with one other NCO. Two personnel can request to be assigned to the same quarters, and this includes a crewman moving into NCO quarters at the NCO's request and the crewman's agreement, acommodation space and Captain permitting.

Each set of NCO quarters takes up three bays. There is a central recreation area, with a couch and coffee table, two armchairs, a shared workstation and a replicator. This room is flanked on both sides by identical bedrooms, which each take up one bay in length and hold a 120x200cm bed and room for personal belongings, including a wardrobe. Each bedroom also contains an ensuite washroom/head, which contains a waste disposal unit, a mirror, a washbasin and a sonic shower.

Provisions for small pets can be made available, and NCOs can request that their quarters be combined to form a single larger dwelling.

### 9.4 JUNIOR OFFICER QUARTERS

Ensigns and Lieutenants Junior Grade have quarters similar to those of Non-Commissioned Officers. Instead of sharing with NCOs, they share quarters with other officers of the same rank and department, though this can change when requested. The one difference between the NCO and Junior Officers' Quarters is that the shared living space takes up two bays instead of one, giving space for more furniture.

Provisions for small pets can be made available, and officers can request that their quarters be combined to form a single larger dwelling.

### 9.5 OFFICER QUARTERS

Officers of ranks Lieutenant up to Commander who are not heads of departments or ship executives such as the CO and XO have these quarters. They are larger and more luxurious than those of lower ranks; they typically include a two-bay living area at the center of the dwelling, which usually holds a personal holographic viewer(not interactive, so not a holosuite), personal workstation, couch, replicator and a small dining area.

Connected to this is a bedroom that occupies one bay and features a 140x200cm bed and room for personal belongings.  Normally, the bedroom contains a half-bathroom with wash basin, mirror, several drawers and a sonic shower. This can be upgraded to a full-sized bathroom with a bathtub occupying a separate bay with permission from the Operations officer as space permits. Provisions can also be made available for pets, and officers can request that their quarters be combined with those of the same or other ranks to form a single larger dwelling.

### 9.6 DEPARTMENT HEAD QUARTERS

Department Heads use these quarters, regardless of their rank. They are similar to Officers' Quarters, but do have a few differences. The workstation in these quarters is found in the bedroom, along with a 160x200cm bed and a wardrobe and a locker for personal belongings. The living area is two bays, and consists of a sitting area and a dining area. The sitting area contains a personal holographic viewer(not interactive, so not a holosuite), personal workstation, a couch and a replicator configured for high-quality equipment. The dining area contains a table and two chairs, though more can be requisitioned or replicated flatpacked in quarters, and a replicator configured for the highest quality food. There is also a small area given over to producing handmade food from replicated ingredients, which contains a small oven, microwave and thermal, and an electric stove. There is also an area for storing pots and pans etc. The bathroom in these quarters takes up another bay, and contains a bathtub and water shower in addition to its normal contents.

As with all other quarters, officers can request that their quarters be combined with those of the same or other ranks to form a single larger dwelling.

### 9.7 EXECUTIVE QUARTERS

These quarters are the largest and most comfortable on the ship, with the exception of VIP Quarters. They are occupied by the Captain and the First Officer. There is a three-bay living area with a large sitting area including holographic viewer and the same dining and replicator arrangements as Department Heads' Quarters. In one corner is a small holosuite that can hold two people comfortably. Another bay is taken up by a personal study with a workstation, another is a one-bay bedroom with a 180x200cm bed, and another bay is taken up by a full bathroom of the kind seen in Department Heads' Quarters. These quarters are so luxurious mainly because the Captain often uses their quarters as an informal meeting area for both private conferencing and reception of guests.

Executive quarters can be fully reconfigured to the wishes of their inhabitants within the space available; everything from a microgravity sleeping chamber to a personal table tennis room has been seen in the quarters of various Captains through the years.

The Captain is supposed to be somewhat distanced from the crew, so while it is possible it is very much not recommended for the Captain and another crew member to share quarters, though they may share with any family that may be on board. Such requests by the XO to share quarters with crew are usually fine. Provisions for pets are available, though it should be remembered that tribbles are not pets, they are a blight on the galaxy that must be vaporised on sight.

### 9.8 VIP QUARTERS

The Odyssey Class is a symbol of Federation authority, a tool in dealing with other races. Wide-ranging and exploratory as their mission profile is, the need for VIP quarters is critical. These quarters are similar to Executive Quarters, except larger and with even more comfortable and varied furnishings, and can be immediately converted to class H, K, L, N, and N2 environments for the comfort and/or survival of nonhumanoid guests.

## 10.0 RECREATION SYSTEMS

### 10.1 INTRODUCTION

The Odyssey class is optimised for long-term missions. As such, there are plenty of recreational activities and areas available on the ship, to prevent stress.

### 10.2 HOLODECKS

There are three of these rooms, located on Decks Four and Ten. They are each large enough to comfortably hold fifteen people, and are the most advanced holographic technology in the Federation.

**This section is unfinished and must be completed later.**

### 10.3 HOLOSUITES

These are smaller versions of standard Federation Holodecks, designed for individual usage (the full Holodecks are to be used by groups or individual officers and NCOs; enlisted crewmen and cadets are not typically allowed to use the Holodecks without express permission). They do everything that their larger siblings do, only these Holosuites can't handle as many variables and are less detailed. They are equivalent to the Holodecks on an Intrepid-class starship. There are holosuites on most decks.

**This section is unfinished and must be completed later.**

### 10.4 TARGET RANGE

Test of skill is an important form of recreation in many cultures, and the Odyssey Class provides a facility especially for such pursuits. The facility sports self-healing polymer targets for a variety of projectile and bladed weapons fired and/or thrown. In the rear of the Target Range facility is a separate area protected by a forcefield used for energy-based weapon firing.

The phaser range is heavily shielded, the walls being composed of a highly refined Duranium alloy, which can absorb setting 16 phaser fire without taking a scratch. Normal phaser recreation and practice takes place with a type II phaser set to level 3 (heavy stun). The person practising stands in the middle of the room, with no light except for the circle in the middle of the floor in which they stand. Coloured circular dots of various sizes whirl across the walls, and the person training tries to shoot as many as possible. After completing a round, which typically lasts five minutes, the firer is scored by the ship's computer. There are 25 difficulty levels, ranging from a single static target six inches wide that changes position after being shot at level 1 to at the highest level half a dozen two inch targets moving at 10m/s around the walls, each with a life of three seconds before disappearing and counting as missed.

To pass any level of phaser use requires hitting 80% of targets before they expire, and outright missing no more than 25% of shots. All personnel are typically trained to level 14 with type-I and type-II handheld phaser weapons. All security personnel must maintain level 18 with all standard weapons in use in Starfleet - the type-I, -II, -III and -IIIc phasers. There are maybe a hundred people in Starfleet who can pass level 25.

### 10.5 GYMNASIUM

Some Starfleet personnel can find solace from the aggravations of day-to-day life in exercising their bodies. Most security departments encourage constant use of this facility, but it is open to all; tournaments and competitions are held regularly in this complex on Deck Six.

While the gym keeps a large amount of generic exercise equipment on standby, most of the equipment is produced by a single large replicator; there is also a food replicator in the wall that provides refreshments.

All personnel on Starfleet exploration vessels must undergo a full physical fitness and hand-to-hand combat test every six months, and the gym has a separate dojo and a boxing ring for the latter purpose. There are holo-diodes along the walls and ceiling of this room which can generate a holographic opponent if the training crew member cannot find another crew member to fight, trained in the combat field of your choice. These holograms are sophisticated; as a crewmember fights them they adapt to the crewmember's fighting style, and learn how to defeat them.

In addition to unarmed combat, this room can be used to train in the use of hand-to-hand weapons. Starfleet Security recommends that all personnel have some level of proficiency with at least one of these weapons, as phasers may not always be available when the ship is boarded.

### 10.6 SWIMMING POOL

Located on Deck Twenty, the public bathing area is an addition to the Odyssey class that would have been unthinkable a couple of decades before. It consists of a large swimming pool, 25 metres by 10 metres by 2.5 metres, with a separate room containing three jacuzzis and another room functioning as a steam room adjacent to this central area. Swimwear is compulsory, and there are separate changing areas for male and female crew. In an oversight by Starfleet, such provisions have not been made for crew that do not fall easily into one of these categories, the First Breed being a notable example, and two others being the Axannar and the J'naii.

The pool water is continually recycled; the water is funnelled into replicators that convert it into base matter, and then back into more clean water which is pumped into the pool. In this way the pool achieves full circulation every ten minutes, without those using it noticing anything more than a couple of vents in the sides.

In an emergency, such as the declaration of Red Alert, these replicators are capable of entirely draining the pool within ten seconds, and there are ladders around the edges to allow crew to easily leave the pool even when drained.

### 10.7 MESS HALL

In contrast to the Ten Aft Lounge, this area is designed to feed crew who are simply looking for nutrition. Twenty-five tables with four chairs each give the Mess Hall a standard capacity of one hundred, and there are more tables and chairs stacked on the side of the room for use when all of these are in use. Five food replicators in the walls are more than enough for the crew, and there is also a low wall behind which can be seen the galley, where fresh food is sometimes cooked from ingredients replicated, harvested or traded for. The galley also opens into the Ten Aft Lounge.

### 10.8 TEN AFT LOUNGE

This large lounge, located at the aftmost point of Deck Ten, serves as the social center for the starship and is often used for large gatherings and functions. It has a very relaxed and congenial air about it; the Ship's Lounge is the only place on the ship where rank means nothing - "sir" need not be uttered when a person of lower rank addresses a higher ranking officer, and everyone enjoys equal footing. Opinions can be voiced in complete safety amongst fellow crewmates, offering a place where people can let loose after a long day.  Large bay windows offer a stunning view out the aft of the ship, where the warp nacelles hang prominently amidst the stars.

The most notable accessory to the lounge is a modest-sized bar area, offering a wide selection of synthetic and alcoholic beverages, such as chech'tluth, Aldebaran whiskey, Saurian brandy, Tzartak aperitif, Tamarian Frost, C&E Warp Lager, Warnog, Antarean brandy, and countless others. The replicators, feeding off the memory of the new computers, have nearly twice the food and drink options of any other ship-bound replicator system in Starfleet, and larger computer space allocated to each recipe creates a more authentic replication, though technology is still far from allowing quantum-resolution replication that would make replicated food taste as real as real food that someone just put through a transporter.

Overall, the lounge is the most often used recreational area of the ship.

### 10.9 SIX FORWARD OFFICERS' LOUNGE

This lounge is furnished very similarly to Ten Aft, though somewhat smaller and placed at the front tip of the saucer section, at the forwardmost point of the ship.

## 11.0  AUXILIARY SPACECRAFT SYSTEMS

### 11.1 SHUTTLEBAYS

Unlike most Starfleet classes, the Odyssey class only has one shuttlebay, located at the aft of the Engineering hull on Deck Seventeen. It is a huge, cavernous space, holding over two dozen auxiliary craft of various kinds. The shuttlebays also each have a small armoury, which holds weapons and other away mission equipment, including torches and tricorders.

It holds:

- 6x Type 18 Shuttlepod

- 6x Type 8 Personnel Shuttlecraft

- 6x Type 9 Personnel Shuttlecraft

- 3x Type 11 Personnel Shuttlecraft

- 8x Worker Bee Utility Craft

- 1x ARGO Type-12 Heavy Atmospheric Warp Shuttle

Odyssey class starships contain the onboard facilities to manufacture limited numbers of additional shuttlecraft.  However, some components are not easily replicated, and once off-the-shelf materials are exhausted, additional production is not possible until they are replenished. Anti-Deuterium, Dilithium, space-time driver coils, in addition to other components, cannot be replicated.

### 11.2 TYPE 18 SHUTTLEPOD

Type: Medium short-range sublight shuttle

Accommodation: Two; pilot and system manager.

Power: 1 Megawatt Fusion reactor

Propulsion: Type-18 Impulse Drive, secondary RCS thrusters

Dimensions: 4.5m length, 3.1m beam, 1.8m draft

Mass: 2,240 kg

Performance: Maximum maintained sublight 0.1c(maintains 0.25c against ambient resistance for 6 hours), no superluminal capability

Armament: Three Type-V phaser emitters

Notes: Developed in the mid-2360s, the Type-18 Shuttlepod is something of a departure from the traditional layout for ships of its size.  In response to the growing threat of conflicts with various galactic powers bordering or near to the Federation, this shuttlepod was designed to handle more vigorous assignments that still fell into the short-range roles of a shuttlepods.  Even with her parent vessel under attack, the Type-18 was designed to function in battle situations and can even be used as an escape vehicle should the need arise.  Lacking a warp core, the pod is a poor choice for travel outside of a system.

### 11.3 TYPE 8 PERSONNEL SHUTTLECRAFT

Type: Light long-range warp shuttle

Accommodation: Two flight crew, six passengers

Power: Class-2 M/ARA, backup fusion reactor

Propulsion: 150 cochrane warp engine, type-3 impulse drive.

Dimensions: 6.2m length, 4.5m beam, 2.8m draft

Mass: 3,470 kg

Performance: 0.15c sublight, warp 4(100c) cruise, warp 4.4(140c) for 12 hours

Armament: Two Type-V phaser emitters

Notes: Based on the frame of the Type-6, the Type-8 Shuttlecraft is the most capable follow-up in the realm of personnel shuttles. Only slightly larger, the Type-8 is equipped with a medium-range transporter and has the ability to travel within a planet’s atmosphere. With a large cargo area that can also seat six passengers, the shuttle is a capable transport craft. Slowly replacing its elder parent craft, the Type-8 is now seeing rapid deployment on all medium to large starships, as well as to Starbases and stations throughout the Federation.

### 11.4 TYPE 9 PERSONNEL SHUTTLECRAFT

Type: Medium long-range warp shuttle

Accommodation: Two flight crew, two passengers

Power: Class-3 M/ARA, backup fusion reactor

Propulsion: One 400 cochrane warp engine, type-3 impulse drive.

Dimensions: 8.5 m length, 4.6m beam, 2.7m draft

Mass: 2610 kg

Performance: 0.15c sublight, warp 6(400c) cruise, warp 6.75(580c) for 12 hours

Armament: Two Type-VI phaser emitters

Notes: The Type-9 Personnel Shuttle is a long-range craft capable of traveling at high warp for extended periods of time due to new advances in warp physics. Making its debut just before the launch of the Intrepid-class, this shuttle type is ideal for scouting and recon missions, but is well suited to perform many multi-mission tasks. Equipped with powerful Type-VI phaser emitters, the shuttle is designed to hold its ground against threat vssels for a longer period of time than previous models. Comfortable seating for four and moderate cargo space are achieved without sacrificing speed and maneuverability. As is standard in modern shuttlecraft, the shuttle is equipped with a medium-range transporter and is capable of traveling through a planet’s atmosphere. With its ability to travel at high warp speeds, the Type 9 has been equipped with a more powerful deflector dish that houses a compact long-range sensor that further helps it in its role as a scout.  The Type-9 is now being deployed throughout the fleet and is especially aiding deep-space exploratory ships with its impressive abilities.

### 11.5 TYPE 11 PERSONNEL SHUTTLECRAFT

Type: Heavy long-range warp shuttle

Accommodation: Four flight crew, six passengers

Power: Class-3 M/ARA, backup fusion reactor

Propulsion: 400 cochrane warp engine, type-4 impulse drive

Dimensions: 16m length, 9.8m beam, 4.3m draft

Mass: 28,110 kg

Performance: 0.25c sublight, warp 6(400c) cruise, warp 6.75(580c) for 12 hours

Armament:  Four Type-V phaser emitters, two micro-torpedo launchers (fore and aft)

Notes: With an ultimate goal of creating a useful all-purpose shuttlecraft, the designers of the Type-11 Personnel Shuttle set out to create a craft that was equipped with all the systems of a starship within the shell of a relatively small shuttle. Allocation of the larger Danube-class runabout to starships in the field proved too costly, and with the expressed need by the Sovereign-class development team for a capable shuttle, the Type-11 was born. Its overall frame and components are the result of lessons learned in both the Type-9 and Danube-class vessels, and it also contains elements of the Delta Flyer type shuttlecraft recovered from the U.S.S. Voyager. Impressive shielding, several phaser emitters, micro-torpedo launchers and a capable warp propulsion system make this shuttle capable of performing a multitude of tasks.  Both the ventral and dorsal areas of the shuttle feature a new magnetic clamp docking port that is capable of linking up to other ships similarly equipped. A two-person transporter and a large aft compartment with a replicator add to the shuttle’s versatility. The end hope is that these all-purpose shuttles will replace the more specific-purpose crafts already stationed on starships, reducing the amount of space needed for shuttle storage in already-cramped bays. The Type-11 is now seeing selective deployment outside to assess its capabilities in the field.

### 11.6 WORKER BEE UTILITY CRAFT

Type: Utility craft

Accommodation: One operator

Power: One microfusion reactor

Propulsion: Six RCS thrusters

Dimensions: 4.1m length, 1.9m beam, 1.9m draft

Mass: 1680 kg

Performance: 0.05c sublight, though it is not equipped to travel away from a starship

Armament: None(except when equipped with cutting tools)

Notes: The Worker Bee is a capable stand-alone craft used for inspection, repairs and assembly of spaceborne hardware. The fully pressurized craft has changed little in design during the past 150 years, although periodic updates to the internal systems are done routinely.  Onboard fuel cells and microfusion generators can keep the craft operational for 76.4 hours, and the life-support systems can provide breathable air, drinking water and cooling for the pilot for as long as fifteen hours. If the pilot is wearing a pressure suit or SEWG, the craft allows for the operator to exit while conducting operations. Ingress and egress are provided by the forward window, which lifts vertically to open.

A pair of robotic manipulator arms is folded beneath the main housing, and allows for work to be done through pilot-operated controls. In addition, the Work Bee is capable of handling a cargo attachment that makes it ideal for transferring cargo around large Starbase and spaceborne construction facilities. The cargo attachment features additional microfusion engines for supporting the increased mass.

## 12.0 FLIGHT OPERATIONS

### 12.1 INTRODUCTION

Operations aboard a starship fall under one of four categories: flight operations, primary mission operations, secondary mission operations, and flight deck operations.

Flight Operations are all operations that relate directly to the function of the starship itself, which include power generation, starship upkeep, environmental systems, and any other system that is maintained and used to keep the vessel spaceworthy.

Primary Mission Operations entail all tasks assigned and directed from the Main Bridge, and typically require full control and discretion over ship navigation and ship's resources.

Secondary Mission operations are those operations that are not under the direct control of the Main Bridge, but do not impact Primary Mission Operations.  Some examples of secondary mission operations include long-range cultural, diplomatic or scientific programs run by independent or semi-autonomous groups aboard the starship.

Flight Deck Operations are those operations that typically fall under Secondary Mission operations.

### 12.2 MISSION TYPES

Missions for a starship may fall into one of the following categories:

- Tactical/Defensive Operations

- Emergency/Evacuation/Search and Rescue

- Federation Policy and Diplomacy

- Deep-space Exploration

- Contact with Alien Lifeforms

- Ongoing Scientific Investigation

### 12.3 OPERATING MODES

The normal operations of a Odyssey class starship are conducted in accordance with a variety of Starfleet standard operating rules, determined by the current operational state of the starship. These operational states are determined by the Commanding Officer or certain senior staff, although in certain specific eventualities the Computer can automatically adjust to a higher alert status. Only the Commanding Officer can stand the ship down from an alert.

The default mode is Cruise Mode. In Cruise Mode, the ship is travelling at Yellow or Red alert, and nothing particularly interesting is happening.

During Cruise Mode, the ship’s operations are run on three 8-hour shifts designated Alpha, Beta, and Gamma. Should a crisis develop, this may change to a four-shift system of six hours to keep crew fatigue down.

Typical Shift command is as follows:

Alpha Shift – Captain (CO)

Beta Shift – Executive Officer (XO)

Gamma Shift - Second Officer/Other officer nominated by CO

### 12.4 CRUISE MODE

Cruise Mode is the normal operating mode of the spacecraft.

In cruise mode:

- Level 4 automated diagnostic series are run on all ship's primary and tactical systems at the beginning of each shift. (Key systems may require-more frequent diagnostics per specific operational and safety rules.)

- At least one major power system to remain at operational status at all times, and at least one additional power system to be maintained at hot standby. (For example, if the warp engines are currently providing propulsion and power, Cruise Mode operating rules require either the main impulse engines, the Saucer Module impulse engines, or an auxiliary fusion generator to be at standby.)

- Long-range navigational sensors to be active if the ship is traveling at warp speed. Lateral and forward sensor arrays to be maintained at ready status, although these instruments can be made available for secondary mission use at the discretion of Ops.

- Navigational deflector to be active as needed for protection of the spacecraft from debris or drag from the interstellar medium.

- At least 40% of phaser bank elements and one photon torpedo launcher to be maintained at cold standby status, available for activation at two minutes' notice.

- One shuttlebay is maintained at launch readiness with at least one shuttle vehicle maintained at launch minus five minutes status.

### 12.5 YELLOW ALERT

Yellow Alert is a condition of increased readiness in which key systems are brought to greater operating capacity in anticipation of potential crises. During Yellow Alert, all crew on duty and attached personnel are informed of the potential crisis via panel display and are directed to prepare for possible emergency action. Second shift crew personnel are also alerted and those in key operational positions are directed to prepare for possible duty on five minutes' notice. Cross-trained personnel are directed to prepare for possible duty in their secondary assignments. Yellow Alert can be invoked by the Commanding Officer, Operations Manager, Chief Engineer, Tactical Officer, or by the supervisor of any current primary mission operation. Additionally, the main computer can automatically invoke Yellow Alert status in some cases upon detection of certain types of unknown spacecraft, as well as upon detection of certain types of malfunctions or system failures.

At Yellow Alert:

- Level 4 automated diagnostic series run on all ship's primary and tactical systems every fifteen minutes to determine the ship's current readiness.

- If presently off-line, the warp core is brought to full operating condition and maintained at 20% power output. Level 4 diagnostics provide a status report on warp capability including maximum available engine output.

- Main impulse propulsion system brought to full operating condition. At least one backup reactor element is brought to hot standby. In Yellow Alert status triggered by potential hostile action, Saucer Module impulse propulsion system is brought to partial standby.

- All tactical and long-range sensor arrays are brought to full operational status. Secondary mission use of any sensor elements can be overridden if required by bridge.

- Deflector systems are brought to full standby. Secondary deflection systems are brought to partial standby. All operational backup generators are energized to partial readiness.

- Phaser banks are energized to partial standby. Power conduits are enabled, and targeting scanners are activated. Level 4 automated diagnostics verify operational status.

- Photon torpedo launchers are brought to partial standby. One torpedo is energized to partial launch readiness and primed with a standard antimatter charge, unless specifically overridden by Ops or Tactical. Level 4 automated diagnostics confirm operational status.

- Onboard sensors record the location of all personnel and alert Security of any anomalous activity. Location and activity information is recorded for postmission analysis.

- Level 5 automated diagnostics are performed to verify readiness of autonomous survival and recovery vehicle systems (lifeboats).

### 12.6 RED ALERT

Red Alert is called when the ship is directly and immediately threatened by an internal or external danger. Red Alert can be invoked by the Commanding Officer, Operations Manager, Chief Engineer, or the Chief Tactical Officer. Additionally, the main computer can automatically invoke Red Alert status upon detection of certain types of spacecraft, as well as upon detection of certain types of critical malfunctions or system failures. In such cases, the automatic declaration of Red Alert status is subject to review by the Commanding Officer.

During Red Alert situations, all crew and attached personnel from all three duty shifts are informed of the situation by alarm klaxons and red lights. It is customary but not required for the Captain to brief the crew through the intercom regarding the situation. All personnel from the preceding shift are ordered to report immediately to their duty stations. Personnel from the next shift(who are presumably on their sleep cycle) must report to their duty stations (or special assignment stations) within fifteen minutes.

Red Alert situations, by their very nature, frequently involve unforeseeable variables and unpredictable circumstances. For this reason, Red Alert (even more than other operating states) requires the Commanding Officer and all personnel to remain flexible. All Red Alert operating rules, therefore, are subject to adaptation based on specific situations. Normally, though, at Red Alert:

- Level 4 automatic diagnostics are run on all ship systems at five-minute intervals. The Bridge is  given immediate notification of any significant change in the ship's readiness.

- If presently off-line, warp power core to be brought to full operating condition and maintained at 75% power output. Level 3 diagnostics conducted on warp propulsion systems at initiation of Red Alert status, Level 4 series repeated at five minute intervals.

- The main impulse propulsion system is brought to full operating condition. All operational backup reactor units are brought to hot standby. In actual or potential combat situations, the primary hull impulse propulsion system is brought to full operating status.

- All tactical and long-range sensor arrays are brought to full operational status. Secondary mission use of sensors is discontinued, except with approval of Ops.

- Deflector systems are automatically brought to tactical configuration unless specifically overridden by the Tactical Officer. All available secondary and backup deflector generators are brought to hot standby.

- All phaser banks are energized to full standby. Power conduits are enabled, targeting scanners are activated. Level 3 diagnostics are performed to confirm operational status.

- All torpedo launchers are brought to full standby. One photon or quantum torpedo in each launcher is energized to full launch readiness.

- Onboard sensors record the location of all personnel and alert Security of any anomalous activity. Location and activity information is recorded for postmission analysis.

- Level 4 automated diagnostics are performed to verify readiness of autonomous survival and recovery vehicle systems(lifeboats). Readiness of ejection initiator servos is verified through a partial Level 3 semi-automated check. Security officers are assigned to insure that all passageways to lifeboat accesses are clear.

- Isolation doors and forcefields are automatically closed between sections to contain the effects of possible emergencies, including fire and decompression of habitable volume.

### 12.7 OTHER ALERT STATES

In the event of atmospheric insertion, the starship goes to Blue Alert. Red Alert supercedes this and any other alert, so if a vessel is under direct threat when attempting atmospheric insertion the ship will not go into Blue Alert.

External Support Mode is the state of reduced activity that exists when a ship is docked at a starbase or other support facility. It is not an alert, as such, but functions like one.

Reduced Power Mode is a protocol invoked in case of a major failure in power generation, in case of critical fuel shortage, or in the event that a tactical situation requires severe curtailment of onboard power generation, such as 'silent running.'

### 12.8 DIAGNOSTICS

Though much of a modern starship’s systems are automated, they do require regular maintenance and upgrade. Maintenance is typically the purview of the Engineering division, but personnel from certain divisions that are more familiar with them can also maintain specific systems, such as Tactical with phasers, torpedo launchers, shields and other such systems.

Maintenance of onboard systems is almost constant, and varies in degree. Everything from fixing a stubborn replicator to realigning the Dilithium matrix is handled by technicians and engineers on a regular basis. Not all systems are typically checked centrally by Main Engineering, though they certainly can be; to do so normally would occupy too much computer time by routing every single process to one location. To alleviate that issue, systems are compartmentalized by deck and location for checking. Department heads are expected to run regular diagnostics of their own equipment and report anomalies to Engineering to be fixed.

All systems and subsystems aboard the ship have a number of preprogrammed diagnostic procedures for use when actual or potential malfunctions are experienced. These various diagnostic protocols are generally classified into five different levels, each with a different degree of efficiency and thoroughness. Which type of diagnostic is used in a given situation will generally depend upon the criticality of a situation, and upon the amount of time available for the test procedures.

#### Level 1 Diagnostic:

   This refers to the most comprehensive type of system diagnostic, which is normally conducted on ship's systems. Extensive automated diagnostic routines are performed, but a Level 1 diagnostic requires a team of crew members to physically verify operation of system mechanisms and to system readings, rather than depending on the automated programs, thereby guarding against possible malfunctions in self-testing hardware and software. Level 1 diagnostics on major systems can take several hours, and in many cases, the subject system must be taken off-line for all tests to be performed.

#### Level 2 Diagnostic:

   This refers to a comprehensive system diagnostic protocol, which, like a Level 1, involves extensive automated routines, but requires crew verification of fewer operational elements. This yields a somewhat less reliable system analysis, but is a procedure that can be conducted in less than half the time of the more complex tests.

#### Level 3 Diagnostic:

   This protocol is similar to Level 1 and 2 diagnostics but involves crew verification of only key mechanics and systems readings. Level 3 diagnostics are intended to be performed in ten minutes or less.

#### Level 4 Diagnostic:

   This automated procedure is intended for use whenever trouble is suspected with a given system. This protocol is similar to Level 5, but involves more sophisticated batteries of automated diagnostics. It requires no physical crew involvement. For most systems, Level 4 diagnostics can be performed in less than 30 seconds.

#### Level 5 Diagnostic:

   This automated procedure is intended for routine use to verify system performance. Level 5 diagnostics, which usually require less than 2.5 seconds, are typically performed on most systems on at least a daily basis, and are also performed during crisis situations when time and system resources are carefully managed.

### 12.9 SEPARATED FLIGHT MODE

An Odyssey class starship is capable of Separated Flight Mode, whereby the Saucer Section undocks from the Engineering Section and each can thereby go their separate ways. This is, however, dangerous, and the reattachment protocol takes about half an hour to carry out safely. In addition, the Saucer Section is mostly undefended while undocked, given it does not have access to primary ship power; it has minimal shields and phasers, and its integrated warp coils can only propel it to Warp 2.4, just over 18.5c. It does, however, also have warp sustainer engines, similar to but much larger and more powerful than those found on torpedos, which allow it to sustain Warp 7.75 for around 48 hours before the field collapses; this will take the starship roughly 5 light years.

While saucer separation protocols have existed as emergency procedures for centuries, the Odyssey class is the second to be able to reconnect without Starbase assistance and so use Separated Flight Mode in more standard operations, after the 24th century's Galaxy class, that symbol of 24th century Federation hubris.

## 13.0 EMERGENCY OPERATIONS

### 13.1 LIFEBOATS

Aside from the shuttlecraft and transporters, the main way to survive the destruction of an Odyssey class starship is an escape pod or lifeboat. Each Odyssey carries a total of 150 of the 8-person variants, which are cubic, measuring 5x5x5m on the outside and with an internal area of 4x4x4m, split into two decks. Each Lifeboat can support a full compliment of 8 for 6 months, longer if the lifeboats connect together in their 'gaggle mode'. All are equipped with navigational sensors, small thrusters and emergency subspace communication equipment. Lifeboats are equipped to survive landfall onto M and L-class planets and planetoids, but they cannot then reach orbit again.

### 13.2 RESCUE AND EVACUATION OPERATIONS

Rescue and Evacuation Operations for an starship fall into one of two categories - abandoning hip, or rescue and evacuation from a planetary body, space station or another starship.

Resources available for rescue and evacuation to an Odyssey class starship include:

- The ability to transport 400 persons per hour to the ship via personnel transporters.

- The availability of the 2 Type 9 shuttlecraft to be on hot-standby for immediate launch, with all additional shuttlecraft available for launch within a quarter of an hour in emergencies. Total transport capabilities of these craft vary due to differing classifications but an average load of 150 persons can be taken on per hour from a planetary surface to a standard orbit, and from other orbital facilities this rate is much higher.

- Capacity to support up to 10,000 evacuees with conversion of the shuttle bay and cargo bays to emergency living quarters.

- Ability to convert Holodecks, the Situation Room and the various Crew Lounges to emergency triage and medical centers.

- Ability to temporarily convert Cargo Bay 3 to type H,K, or L environments, intended for non-humanoid casualties.

Resources available for evacuation from an Odyssey class starship include:

- The ability to transport 400 persons per hour from the ship via personnel and emergency transporters.

- The availability of 2 Type 9 shuttlecraft to be on hot-standby for immediate launch, with all additional shuttlecraft available for launch within a quarter of an hour.  Total transport capabilities of these craft vary due to differing classifications but an average load of 150 persons can be offloaded per hour from a standard orbit to an M Class planetary surface.

- Protocols also include the use of Lifeboats.  Each Odyssey class carries a total of 150 of the 8-person variants, which are cubic, measuring 5x5x5m on the outside and with an internal area of 4x4x4m, split into two decks. Each Lifeboat can support a full compliment of 8 for 6 months, longer if the lifeboats connect together in their 'gaggle mode'.

- Environmental Suits are available for evacuation directly into a vacuum.  In such a scenario, personnel can evacuate via main airlocks, the flight bay, or through exterior turbolift couplings or Jeffries' Tubes ending in airlocks.  Environmental suits are available at all exterior egress points, along with survival lockers spaced through-out the habitable portions of the starship.

- Many exterior windows are removable, allowing for egress.  However, these manual releases are only activated in the event of atmosphere loss, power loss, certain Red Alert conditions, and only if personnel in contiguous compartments have access to an environmental suit.

## 14.0 CLOSING NOTES

This document took me a long time to write; I devoted half a dozen off duty shifts to the production of the first draft, and it has since consumed much more of my time with refinements and rewritings. I hope all who read it find it useful. It is, however, by no means complete yet. There are so many sections that could be fleshed out so much more - I haven't even touched on how most of the systems work. This started as a quick reference guide, but it's quickly turning into a full operation and reference manual for all systems.

I look forward to the day when I can finally look back and say "this is finished," though I know it will likely never come.

But at least, given the sudden change in the nature of our mission, I have a lot of time to spend!

-MCPO Iron Forge, Stardate 80711.9

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