Difference between pages "Phaser" and "Command Policy"

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{{icons|bfo}}Last Update: 2 March 2023


[[File:GalaxyPhaser.jpg|thumb|upright=1|right|alt=A ''Galaxy''-class starship firing a phaser beam.|A ''Galaxy''-class ship firing main phasers.]]'''Phasers''' are the most common energy weapon in use by a number of powers in the Alpha and Beta Quadrants, including the Federation, Cardassians, and Bajorans. Originally an acronym meaning “PHASed Energy Rectification,” phasers operate by the application of the so-called “rapid nadion effect (RNE),” using nadions to amplify the effect of superconducting crystals to create a coherent and highly-controllable beam of energy to create effects ranging from heating targets to causing targets to lose molecular cohesion entirely.
=1 - Registry Definition=
 
#The registry lists all starships, starbases, and other entities available to Bravo Fleet for use as Commands or Games.
==Phaser Types and Form Factors==
#The registry’s purpose is to maintain consistency across Bravo Fleet and its ongoing canon. As such, entries will not be added to, removed, or altered from the registry without permission of the Intelligence Office.
Phasers are classified both by their type rating (which is their theoretical maximum energy output) and their form factor (which is the type of device or implement they are constructed as). Their actual output is dependent on the power available to them; for instance, the benefit of employing a higher type of array than a vessel could comfortably use at full power is to increase reliability and fleet standardization. The increase in power between various phaser types is not equal across the scale due to the idiosyncratic properties of nadion fields, which makes some types uneconomical to use.
#The registry represents the In Character starships and starbases available to the Fourth Fleet in {{Year}}, and the starships and starbases available for Games and Commands.
 
##Exceptions such as non-Starfleet ships or ships of a different era have been created for Fictions or Games, and may not be used as Primary Commands. These will be more often added, deleted, or altered.
While there are numerous types and form factors, phasers can be broken down into two larger styles: standard and compression, based on how their focusing crystals are arranged. Standard phasers (such as hand phasers and phaser arrays) use a single crystal to produce their beams, while compression phasers (such as phaser rifles and phaser cannons) have a barrel containing multiple crystals arranged to improve the coherence and range of the beam and to avoid attenuation.
##The use of registry entries in Games is governed by Section 4 of the Operations Policy.
 
#Ships in the registry should only be used in lore by the members or Task Forces (in the case of TFHQ ships or Flagships only) to which they are assigned. If a story requires another ship, it should use a name not listed in the registry and would fall within the bounds of member canon.
{| class="wikitable"
#Events involving registry ships ''prior to'' 2399 may be referenced in circumstances such as character service records and backstory. This restriction changes at 2399 as this is when the current fleet canon went live; members should not be dictating fleet or member canon after this outside of their own characters and Command.
|+Phaser Types
#Ships are assigned to a member's dossier when they are created as Commands on BFMS. A member must create an application for the Command that the Intel Office processes. The IO does not create Commands for members. Commands exist to house Missions, Stories, and crew rosters; they show the ship on the member's dossier, and ensure the registry displays what ships are available or unavailable. ''All'' ships in use require a Command, including RPGs and squadron ships.
##Once a ship has been relinquished, the BFMS Command will be labelled as 'Archive' and exist on the member's dossier for archival purposes only. Members may edit the Command page or the roster, but they may not add further Missions or Stories.
#Members should not apply for Commands on BFMS until they are ready to acquire or change their Primary Command, or for a fiction/RPG proposal to be discussed with the Intelligence Officer/Operations Officer. Draft Commands or proposals self-identifying as WIPs will have their registry link removed or be deleted.
#Upon a Command's assignment, a member may not change that Command until three months have elapsed or they are promoted, whichever comes first
##Exceptions may be permitted at the discretion of the Intelligence Officer. This may apply in cases such as the release of new starship classes or other significant alterations to the command registry.
=2 - Primary Commands=
#Primary Commands are attached to a member's dossiers as their character's starship or auxiliary craft. They are the vessels assigned In Character to a member’s Task Force in the Fourth Fleet in {{Year}}.
#Members can write on their Primary Commands on their own or with others. Writing with others on a Primary Command does not require a proposal or activity commitment being sent to the Intelligence Office. Members ''may not'' use their Primary Command as an RPG; ie, they may not openly recruit for crew or create a separate website, and collaboration should be limited to invitation-only. RPGs which any member of the Fleet may apply to join must be accepted by the Bravo Fleet Operations Officer, and thus Primary Commands are unsuitable for this purpose.
#All Commands will be removed from a member's dossier upon transfer to the Reserves.
#When a member reaches the rank of Midshipman they may request a ship on the registry for use as their Primary Command. Ship classes available are unlocked upon reaching certain ranks.
#Members below the rank of Captain may only have one Primary Command. Requesting a new eligible Primary Command will result in the current registry ship being removed from the member's dossier and returned to the pool of available ships.
{| class="wikitable" style="margin:auto"
|+Ship classes by rank
|-
|-
!Type !!Maximum Theoretical Output
!Midshipman!!Lieutenant Commander!!Commander!!
|-
|-
|Type-I ||0.005MW
|[[Raven Class|Raven]]||[[California Class|California]]|| colspan="2" |[[Akira Class|Akira]]
|-
|-
|Type-II ||0.01MW
| ||[[Challenger Class|Challenger]]|| colspan="2" |[[Defiant Class|Defiant]]
|-
|-
|Type-III ||0.02MW
| ||[[Cheyenne Class|Cheyenne]]|| colspan="2" |[[Excelsior II Class|Excelsior II]]
|-
|-
|Type-IV ||0.1MW
| ||[[Diligent Class|Diligent]]|| colspan="2" |[[Gagarin Class|Gagarin]]
|-
|-
|Type-V ||0.5MW
| ||[[Grissom Class|Grissom]]|| colspan="2" |[[Inquiry Class|Inquiry]]
|-
|-
|Type-VI ||1.5MW
| ||[[Intrepid Class|Intrepid]]|| colspan="2" |[[Luna Class|Luna]]
|-
|-
|Type-VII ||2MW
|
|[[New Orleans Class|New Orleans]]
| colspan="2" |[[Manticore Class|Manticore]]
|-
|-
|Type-VIII ||2.5MW
| ||[[Norway Class|Norway]]|| colspan="2" |[[Nebula Class|Nebula]]
|-
|-
|Type-IX ||3MW
| ||[[Nova Class|Nova]]|| colspan="2" |[[Pathfinder Class|Pathfinder]]
|-
|-
|Type-X ||5.1MW
| ||[[Olympic Class|Olympic]]|| colspan="2" |[[Prometheus Class|Prometheus]]
|-
|-
|Type-XI ||6MW
|
|[[Parliament Class|Parliament]]
| colspan="2" |[[Rhode Island Class|Rhode Island]]
|-
|-
|Type-XII ||8MW
| ||[[Reliant Class|Reliant]]|| colspan="2" |[[Sutherland Class|Sutherland]]
|-
|-
|Type-XIII ||9MW
| ||[[Saber Class|Saber]]|| colspan="2" |
|-
|-
|Type-XIV ||10MW
| ||[[Springfield Class|Springfield]]
|-
|-
|Type-XV ||12MW
| ||[[Steamrunner Class|Steamrunner]]
|}
|}
=3 - Squadrons=


Note: The maximum output for each phaser type is the theoretical limit at which the nadion field would collapse and the phaser would begin to damage itself, but the maximum output is dependent on a sufficient power supply. That is to say that a Type-X phaser on an [[Intrepid Class|''Intrepid''-class light explorer]] will be substantially less powerful than one on a [[Galaxy Class|''Galaxy''-class explorer]] because of the difference in their power plants.
#The Squadron system allows members holding the dossier rank of Captain and above greater flexibility in their Command choices. Where Commanders and below may pick a single Primary Command from a list, Captains are entitled to a certain level of ‘Squadron Strength’ in their Command selection. This gives them options like choosing between a single, larger ship or multiple smaller ones.
#If a member holds multiple Commands under the Squadrons system, these ships are all subject to the same usage requirements as outlined under Primary Commands above. They may not be used as RPGs, and IC are starships assigned to the member’s Task Force.
##All ships must have their own Command on BFMS. This is solely to ensure the registry accurately reflects what ships are in use and dossiers show all of a member's ships. Members are free, however, to house Stories and Missions involving the ship and crew on any of their squadron BFMS Commands.
##Members with multiple ships should designate one as their Primary Command on BFMS. This is solely for display and organisational purposes, and has no other or IC significance. The Primary Command must be a Squadron Commands, and may not be an RPG or Fiction.
##Members have some freedom on how to IC depict these multiple ships. They may be entirely unaffiliated, all falling directly under their Task Force’s IC chain of command, with the member using them to tell totally different stories.
##Members may use all/some of them to form an IC-only unit within their Task Force, referred to as a squadron. This typically takes its title from the squadron’s ‘lead ship’ or starbase (for example, a squadron led by the USS Endeavour would be called ‘Endeavour Squadron’). This ensures all squadrons have a unique IC name. Members may not call these IC units ‘task groups’, to avoid confusion with the OOC unit.
##Members may create an officer in command of this squadron, who may or may not also be the commanding officer of one of these starships/starbase, and who falls IC under the chain of command of the member’s Task Force. All Canon Policy rank restrictions remain.
#The Squadron Strength to which a member is entitled is dependent on their dossier rank.
{| class="wikitable"
|+'''Squadron Strength by Dossier Rank'''
!Captain
!Fleet Captain
!Commodore
!Rear Admiral
!Vice Admiral
!Admiral
!Fleet Admiral
|-
|3
|4
|6
|7
|8
|9
|10
|}


==Common Starfleet Phasers==
== 3.1 - Starship Strength ==


Theoretically, most output classifications could be built in any form factor (i.e. one could build a Type-XV phaser rifle if one had a strong enough power source, or a Type-I phaser array if one had a use for it), though Starfleet typically uses just a few combinations of forn factor and output types. The most common phasers in use as of 2399 are:
# Ship classes are allocated a certain level of Strength depending on their size, power, modernity, and so forth.
# Members may select any number of ships as their Commands under the Squadrons system, so long as the total Strength does not exceed their rank entitlement.


* Type-VI Phaser Banks: Employed aboard starships in the 2250s such as the Constitution-class. Generally in double ball turret emplacements.
{| class="wikitable" style="margin:auto"
* Type-VII Phaser Banks: Introduced in the 2270s on the Miranda-class refit. Generally in double ball turret emplacements
|+Ship classes by rank
* Type-VIII: Introduced in the 2290s on the Excelsior-class. Generally in double ball turret emplacements
|-
* Type-IX: Introduced in the 2330s on the Ambassador-class. First phaser type to be built as an array.
!1!!2!! colspan="2" |3
!4
|-
|Small Civilian Ship|| colspan="2" |[[Akira Class|Akira]]||[[Century Class|Century]]
|[[Odyssey Class|Odyssey]]
|-
|[[California Class|California]]|| colspan="2" |[[Defiant Class|Defiant]]||[[Galaxy Class|Galaxy]]
|
|-
|[[Challenger Class|Challenger]]|| colspan="2" |[[Excelsior II Class|Excelsior II]]||[[Obena Class|Obena]]
|
|-
|[[Cheyenne Class|Cheyenne]]|| colspan="2" |[[Gagarin Class|Gagarin]]||[[Ross Class|Ross]]
|
|-
|[[Diligent Class|Diligent]]|| colspan="2" |[[Inquiry Class|Inquiry]]||[[Sovereign Class|Sovereign]]
|
|-
|[[Grissom Class|Grissom]]|| colspan="2" |[[Luna Class|Luna]]||[[Typhon Class|Typhon]]
|
|-
|[[Intrepid Class|Intrepid]]|| colspan="2" |[[Manticore Class|Manticore]]||[[Vesta Class|Vesta]]
|
|-
|[[New Orleans Class|New Orleans]]|| colspan="2" |[[Nebula Class|Nebula]]||
|
|-
|[[Norway Class|Norway]]|| colspan="2" |[[Pathfinder Class|Pathfinder]]||
|
|-
|[[Nova Class|Nova]]|| colspan="2" |[[Prometheus Class|Prometheus]]||
|
|-
|[[Olympic Class|Olympic]]|| colspan="2" |[[Rhode Island Class|Rhode Island]]||
|
|-
|[[Parliament Class|Parliament]]||[[Sutherland Class|Sutherland]]
|-
|[[Reliant Class|Reliant]]||
|-
|[[Saber Class|Saber]]||
|-
|[[Springfield Class|Springfield]]
|
|-
|[[Steamrunner Class|Steamrunner]]
|
|}
#For example, upon reaching the rank of Captain a member has a Squadron Strength entitlement of 3. If they already have a Commander-level ship, they are only using 2 of their Squadron Level. They may ‘upgrade’ as they did upon reaching the rank of Commander, returning their current ship to the registry and choosing a single new Command with a Strength of 3. If they keep their ship with its Strength of 2, they may choose to add to their dossier another ship with a Strength of 1.
##Members are under no obligation to use their total Squadron Strength. These Commands are a reflection of the hard work of members, however, and may be chosen for storytelling opportunities or simple prestige.
#‘Small Civilian Ship’ is a catch-all term for non-Starfleet civilian vessels members may wish to use for different kinds of storytelling. It refers to ships of, for example, the [[Kaplan F17 class]] or the [[Groumall class]], usually freighters, that are not affiliated IC with Starfleet and may be used for trading, prospecting, exploration, or other adventures. Acquiring a ship like this is subject to a successful Fiction Proposal, and so they are not listed as available on the registry but created as required by the Intelligence Office.
#The Intelligence Office may make adjustments to ship class Strengths to account for balance as the system and canon evolve. No member will have an asset removed because of a rebalance, but they would only be grandfathered in until they wanted to change their squadron, at which point the new strength values would be used.


=== Small Phasers ===
== 3.2 - Starbase Strength ==


====Standard Personal Phasers====
# Starbases as Commands work the same as starships under the Squadron system, but are subject to different requirements. They represent starbases assigned In Character to the member’s Task Force in the Fourth Fleet in 2400.
Personal phasers are most commonly-issued weapons given to Starfleet personnel, and they are used for a wide range of purposes in defensive and exploratory applications. They are easy to use, sophisticated, and reliable.
# Members do not have to choose between a starbase or starship under the Squadron system. They are only restricted by their rank’s total Squadron Strength.
# Registry Starbases are created by the Intelligence Office, and will have their own wiki article explaining the location and setting material relevant to that starbase that has been ratified by the Intelligence Office. This is Fleet Canon that cannot be altered without permission of the Intelligence Office, even by the member to whom the starbase registry is attached. As such, members should heavily consider their choice, as a Starbase Command is under more restrictions and requirements from the Intelligence Office.
## If you are interested in a Starbase Command, please speak with the Intelligence Office to develop your concept so the registry can be created.
# Members may choose to depict any of their other ships as attached to or operating out of the starbase.


=====Type-I &Type-II Hand Phasers=====
{| class="wikitable" style="margin:auto"
Hand phasers are the most common types of phasers issued to Starfleet personnel, aboard ships and starbases, and for planetside duty. They are versatile, easy to operate, and highly portable, with most humanoids being able to operate them with just one hand. Starfleet hand phasers come in type-I and type-II versions, with the type-II version being the standard side-arm for nearly every situation; the type-I is generally only used when discretion about being armed is desired. Modern hand phasers can emit either bolts or coherent beams of energy, depending on the needs of the mission. Their settings range from Level 1 (Light Stun) to Level 10 (Kill) to Level 16 (Vaporize).
|+Starbase classes by Strength
|-
!2!!3!!4
|-
|[[Jupiter Class|Jupiter]]||[[Anchorage Class|Anchorage]]||[[Canopus Class|Canopus]]
|-
|[[K Class|K-Type]]||[[Copernicus Class|Copernicus]]||[[Unity Class|Unity]]
|-
|[[Regula Class|Regula]]||[[Narendra Class|Narendra]]||
|-
|[[Vision Class|Vision]]||[[Presidium Class|Presidium]]||
|-
| ||[[Watchtower Class|Watchtower]]||
|}


Early hand phasers closely resembled earlier types of weapons such as projectile-firing pistols, but by the 2350s, phasers were generally shaped less-obviously like a weapon and consisted of a long handle that curved down to the emitter point. The firing trigger is on the top of the device. By 2385, pistol-style hand phasers have been reintroduced to Starfleet, and both types continue to be produced.
== 3.3 - Attached Ships ==


These are the three most common models of hand phaser in service with Starfleet as of 2399, the Type-I and Type-II models introduced in the late 2370s that continue to be common across the fleet, and the newer 2385-era Type-II phaser pistol:
# Certain commands, like starbases, have an attached ship, which has its own registry entry but has an effective Strength of 0. Whether or not an attached ship is selected does not affect a member’s Squadron Strength.
<gallery>
# Most attached ships are assigned to starbases. Upon requesting a starbase, the member should identify to the Intelligence Office an appropriate choice of ship from the registry. That ship will then be removed from the public pool. It will not be given a BFMS Command, but should be written about as part of the starbase’s Command.
File:FirstContactType1.gif| The Type-I hand phaser
# The ''Odyssey''-class always has an ''Aquarius''-class ship attached. Unlike with starbases, the ''Aquarius''-class’s name is predetermined and cannot be changed. Details about an ''Odyssey’s'' ''Aquarius''-class will be listed on the ship’s wiki page.
File:PhaserNemesis.jpg
File:PicardType2.jpg
</gallery>


'''In-Play'''
{| class="wikitable"
*To a member of Starfleet, a hand phaser is more than just a weapon: it's a tool of near-infinite utility. As mentioned above, the ability to set its energy output makes it useful for all manner of tasks, and on many exploratory, scientific, and engineering missions, it's just as likely to be used for constructive purposes as it is for defense.
|+Starbase Attached Ship Options
*While the Type-I phaser was common in TOS and in early episodes of TNG, it hasn't been seen in recent iterations of Star Trek. That doesn't mean your character wouldn't have a use for one of these smaller devices; they might be carried concealed by security officers during diplomatic missions, or be stashed in a medical kit by a doctor who expects trouble on an away mission.
|[[Aerie Class|Aerie]]
 
|
=====Type-III Phaser Rifle=====
|
Phaser rifles are larger than hand phasers and are generally the heaviest personal weapons stocked aboard most Federation starships. While they have the same sixteen settings as their smaller counterparts, their power cells allow them to fire more quickly, for longer periods of time, and at longer range, which makes them well-suited to extended firefights. Generally speaking,  A phaser rifle can fire twice as many shots twice as far as a hand phaser, in either bursts or coherent beams. They are only commonly used when combat is anticipated, and are not standard away team equipment.
|
 
|
These are the two most common phaser rifles in Starfleet service: a model introduced in the late 2370s and a ruggedized version developed in the late 2380s:
|-
<gallery>
|[[Aquarius Class|Aquarius]]
File:PhaserRifleNemesis.jpg
|
File:PicardType3.jpg
|
</gallery>
|
 
|
'''In-Play'''
|-
*Many Starfleet officers would only have used phaser rifles in training scenarios and would find them a little unwieldy in the field, especially science officers and engineers. They're not commonly used during most Starfleet missions. Indeed, Gene Roddenberry only allowed the phaser rifle to be used once in TOS because he found it to be too militaristic.
|[[Sydney Class|Sydney]]
*Phaser rifles can mount scopes, sensors, and lights, which can help their users find their way in the dark or in low-light conditions.
|
*Phaser rifles wouldn't be stocked at all on civilian ships or medical ships.
|
 
|
====Specialized Portable Phasers====
|
There are other types of phasers that Starfleet personnel use in the field which are too large to be used while carried and which have specific defensive or utility purposes.
|}
 
=====Type-III Phaser Drill=====
Type-III phaser drills are tools with the same overall output potential as a phaser rifle, but with a ruggedized emitter, larger power source, and the ability to fire for sustained periods of time—up to several dozen hours at a time—before they need to be swapped out. This makes them capable of creating large passageways through solid rock, cutting through dense metal, and other such tasks. They can be aimed, fired, and then left to work without needing an operator constantly present, and they are substantially more ergonomic for drilling operations than hand phasers. They also have finer control over their beams to provide precisely the frequency and power level to cut through a particular material without causing unwanted damage or disruption effects. These are commonly stocked aboard almost every Federation starship that's expected to conduct planetary exploration missions and don't require specialized training to operate in their most basic settings.
 
<gallery>
File:PhaserDrill.jpg|A pair of phaser drills.
</gallery>
 
In-Play
*Phaser drills do exactly what their name suggests: they're used for excavating large amounts of material quickly. They can be used for all sorts of missions including mining prospecting, archaeological digs, spelunking, salvage operations, and other non-combat tasks.
*A phaser drill is still a phaser, so if it was your last resort, you could use it in a defensive way—it would not be fun to be on the receiving end of a blast from a tool meant to cut through solid rock or duranium. These boxy tools would be very hard to aim like a weapon, though.
 
=====Type-IV Phaser Cannon=====
Type-IV phaser cannons are too large to be carried and fired by hand and must be mounted on a tripod or to a vehicle, such as an Argo-type wheeled ground vehicle. These weapons are aimed and fired by a crew member who must turn them manually. Assisted targeting obviates the need for a complex scope and keeps their operation simple. These weapons are more common in colonial defense and dedicated tactical contexts than on most standard Starfleet vessels or starbases, but their size inherently makes them a defensive weapon, as they are too large to be brought along by most away teams.
 
<gallery>
Type4Phaser.jpg|A Type-IV phaser cannon on the back of an Argo-type ground vehicle.
</gallery>
 
'''In-Play'''
*This is the big gun that gave Worf such a good time in ''Star Trek: Nemesis'' mounted to the back of the Argo vehicle. It's a more powerful version of the phaser rifle, but it's much less versatile and portable. Other than being mounted on similar vehicles, most Starfleet personnel wouldn't encounter them very often.
*This weapon could also be mounted on a tripod or at a fixed position on a building, or installed into a fully-automated turret, but Starfleet doesn't tend to fortify its installations the same way that other powers do: a colony is much more likely to have a very powerful shield than a set of Type-IV phaser cannon installations, but far from home colonists might have to improvise.
*Ships wouldn't normally carry these, but they could be fabricated as-needed for specific missions.
 
=== Large Phasers ===
 
====Phaser Banks====
Phaser banks uncommon in the late 24th century, but were the standard design used in Starfleet from the early 2200s until the 2330s. Now, they are most common on minor space stations and small craft like fighters.
 
===== Type-IV & Type-V Phaser Banks =====
 
=====Type-VIII Phaser Bank=====
 
====Phaser Arrays====
 
===== Type-VI Phaser Array =====
 
=====Type-IX Phaser Array=====
=====Type-X Phaser Array=====
 
=====Type-XII Phaser Array=====
 
==== Phaser Cannons ====
 
===== Type-VIII and Type-IX Phaser Cannons =====
 
===== Type-XII Pulse Phaser Cannon =====
 
===== Type-XV Phaser Cannon =====
The Type-XV phaser canon is a unique weapon designed exclusively for the twelve so-called [[Galaxy Refit Class|''Dreadnought''-class]] starships based on the ''Galaxy'' spaceframe. Intended as a "Borg Buster," this weapon can deliver an extremely high amount of energy in a fixed direction, meant to overwhelm a Borg vessel's defenses before it can adapt. This is the most powerful weapon ever mounted on a Starfleet vessel, and in practice, it can cause significant damage to most known threat vessels.
 
<Gallery>
File:TypeXVPhaserCannon.jpg
</Gallery>
 
In-Play
*No member-available starship has a Type-XV phaser cannon; they're exclusively found on the Galaxy-class Refit, aka the ''Dreadnought''-class. You might encounter one as an NPC ship or a ship in a campaign or other type of event.
*These cannons are very powerful but take an extremely long amount of time to recharge, meaning that they must be fired very strategically, as the ship must rely on its conventional phasers while the cannon recharges if it doesn't take the enemy out in the first shot.
 
==Starbase & Planetary Defense Phasers==


==Phasers In Play==
== 3.4 - Requesting Squadron Ships ==
*Phasers have been a feature of ''Star Trek'' (other than the original pilot) since the beginning of the franchise. The hallmark of this iconic energy weapon is the ability for the user to select the power being used: it can do everything from heat rocks for warmth to stun an enemy to vaporizing large amounts of matter.
*Compared to disruptors and polaron-based weaponry, phasers are less powerful, but they are much more controllable and reliable.
*There's a reason the majority of the time we've seen Starfleet officers fighting that they haven't been toting huge weapons: Starfleet is not a military force. In rare instances where more serious weapons are required, characters would be very surprised to see them in the field.
*Hand phasers and phaser rifles vary from assignment to assignment; starships sticking close to home and minor bases are unlikely to have the best and newest equipment, and some ships will have bespoke designs based on the needs of their mission and the physiology of their crew, but all Starfleet phaser types share basic design features such as a very simple firing mechanism, adjustable power levels, and assisted targetting.
*Starship-based phasers have similar qualities to their smaller cousins; the reason Starfleet favors this weapon is for its versatility, not its brute force. They can also be used for scientific and engineering purposes, just like smaller models.


[[Category:Technology]]
# Members must use BFMS to request any Commands under the Squadron system, as was done with previous Command requests.
# BFMS requests for new Commands under the Squadron system must use the ‘Lore Office Proposal’ window to clearly communicate their allocation of their Squadron Level. This must include what ships, if any, are being returned to the registry.
## If a new Captain requests a Command with a Strength of 3 with no further detail, the Intelligence Office will assume they are returning their current ship to the registry, just as with previous upgrades, and process accordingly.
## If a Member wishes to retain their current Command and add another, they may request the new ship under BFMS and say so in the Proposal window. A simple message, such as ‘I am keeping the USS Lollipop (Strength 2), and adding this one (Strength 1) for a total Squadron Strength of 3’ will suffice.
## If a Member wishes to return any of their ships to the registry, they must say so. Any requests for additional Commands that does not include a registry return and would bring a member over their Squadron Strength will be deleted. A simple message, such as ‘I am returning the USS Lollipop (Strength 2) and adding this one (Strength 3) for a total Squadron Strength of 3’ will suffice.
# If the Intelligence Office receives competing requests for the same starship, requests for a primary command from Lieutenant Commanders or Commanders will be prioritised, or upgrades to a single Strength 3 starship for new Captains. After that, ships will be allocated on a first-come, first-served basis.

Revision as of 11:35, 2 March 2023

This article is official Bravo Fleet Official Policy.








Last Update: 2 March 2023

1 - Registry Definition

  1. The registry lists all starships, starbases, and other entities available to Bravo Fleet for use as Commands or Games.
  2. The registry’s purpose is to maintain consistency across Bravo Fleet and its ongoing canon. As such, entries will not be added to, removed, or altered from the registry without permission of the Intelligence Office.
  3. The registry represents the In Character starships and starbases available to the Fourth Fleet in 2401, and the starships and starbases available for Games and Commands.
    1. Exceptions such as non-Starfleet ships or ships of a different era have been created for Fictions or Games, and may not be used as Primary Commands. These will be more often added, deleted, or altered.
    2. The use of registry entries in Games is governed by Section 4 of the Operations Policy.
  4. Ships in the registry should only be used in lore by the members or Task Forces (in the case of TFHQ ships or Flagships only) to which they are assigned. If a story requires another ship, it should use a name not listed in the registry and would fall within the bounds of member canon.
  5. Events involving registry ships prior to 2399 may be referenced in circumstances such as character service records and backstory. This restriction changes at 2399 as this is when the current fleet canon went live; members should not be dictating fleet or member canon after this outside of their own characters and Command.
  6. Ships are assigned to a member's dossier when they are created as Commands on BFMS. A member must create an application for the Command that the Intel Office processes. The IO does not create Commands for members. Commands exist to house Missions, Stories, and crew rosters; they show the ship on the member's dossier, and ensure the registry displays what ships are available or unavailable. All ships in use require a Command, including RPGs and squadron ships.
    1. Once a ship has been relinquished, the BFMS Command will be labelled as 'Archive' and exist on the member's dossier for archival purposes only. Members may edit the Command page or the roster, but they may not add further Missions or Stories.
  7. Members should not apply for Commands on BFMS until they are ready to acquire or change their Primary Command, or for a fiction/RPG proposal to be discussed with the Intelligence Officer/Operations Officer. Draft Commands or proposals self-identifying as WIPs will have their registry link removed or be deleted.
  8. Upon a Command's assignment, a member may not change that Command until three months have elapsed or they are promoted, whichever comes first
    1. Exceptions may be permitted at the discretion of the Intelligence Officer. This may apply in cases such as the release of new starship classes or other significant alterations to the command registry.

2 - Primary Commands

  1. Primary Commands are attached to a member's dossiers as their character's starship or auxiliary craft. They are the vessels assigned In Character to a member’s Task Force in the Fourth Fleet in 2401.
  2. Members can write on their Primary Commands on their own or with others. Writing with others on a Primary Command does not require a proposal or activity commitment being sent to the Intelligence Office. Members may not use their Primary Command as an RPG; ie, they may not openly recruit for crew or create a separate website, and collaboration should be limited to invitation-only. RPGs which any member of the Fleet may apply to join must be accepted by the Bravo Fleet Operations Officer, and thus Primary Commands are unsuitable for this purpose.
  3. All Commands will be removed from a member's dossier upon transfer to the Reserves.
  4. When a member reaches the rank of Midshipman they may request a ship on the registry for use as their Primary Command. Ship classes available are unlocked upon reaching certain ranks.
  5. Members below the rank of Captain may only have one Primary Command. Requesting a new eligible Primary Command will result in the current registry ship being removed from the member's dossier and returned to the pool of available ships.
Ship classes by rank
Midshipman Lieutenant Commander Commander
Raven California Akira
Challenger Defiant
Cheyenne Excelsior II
Diligent Gagarin
Grissom Inquiry
Intrepid Luna
New Orleans Manticore
Norway Nebula
Nova Pathfinder
Olympic Prometheus
Parliament Rhode Island
Reliant Sutherland
Saber
Springfield
Steamrunner

3 - Squadrons

  1. The Squadron system allows members holding the dossier rank of Captain and above greater flexibility in their Command choices. Where Commanders and below may pick a single Primary Command from a list, Captains are entitled to a certain level of ‘Squadron Strength’ in their Command selection. This gives them options like choosing between a single, larger ship or multiple smaller ones.
  2. If a member holds multiple Commands under the Squadrons system, these ships are all subject to the same usage requirements as outlined under Primary Commands above. They may not be used as RPGs, and IC are starships assigned to the member’s Task Force.
    1. All ships must have their own Command on BFMS. This is solely to ensure the registry accurately reflects what ships are in use and dossiers show all of a member's ships. Members are free, however, to house Stories and Missions involving the ship and crew on any of their squadron BFMS Commands.
    2. Members with multiple ships should designate one as their Primary Command on BFMS. This is solely for display and organisational purposes, and has no other or IC significance. The Primary Command must be a Squadron Commands, and may not be an RPG or Fiction.
    3. Members have some freedom on how to IC depict these multiple ships. They may be entirely unaffiliated, all falling directly under their Task Force’s IC chain of command, with the member using them to tell totally different stories.
    4. Members may use all/some of them to form an IC-only unit within their Task Force, referred to as a squadron. This typically takes its title from the squadron’s ‘lead ship’ or starbase (for example, a squadron led by the USS Endeavour would be called ‘Endeavour Squadron’). This ensures all squadrons have a unique IC name. Members may not call these IC units ‘task groups’, to avoid confusion with the OOC unit.
    5. Members may create an officer in command of this squadron, who may or may not also be the commanding officer of one of these starships/starbase, and who falls IC under the chain of command of the member’s Task Force. All Canon Policy rank restrictions remain.
  3. The Squadron Strength to which a member is entitled is dependent on their dossier rank.
Squadron Strength by Dossier Rank
Captain Fleet Captain Commodore Rear Admiral Vice Admiral Admiral Fleet Admiral
3 4 6 7 8 9 10

3.1 - Starship Strength

  1. Ship classes are allocated a certain level of Strength depending on their size, power, modernity, and so forth.
  2. Members may select any number of ships as their Commands under the Squadrons system, so long as the total Strength does not exceed their rank entitlement.
Ship classes by rank
1 2 3 4
Small Civilian Ship Akira Century Odyssey
California Defiant Galaxy
Challenger Excelsior II Obena
Cheyenne Gagarin Ross
Diligent Inquiry Sovereign
Grissom Luna Typhon
Intrepid Manticore Vesta
New Orleans Nebula
Norway Pathfinder
Nova Prometheus
Olympic Rhode Island
Parliament Sutherland
Reliant
Saber
Springfield
Steamrunner
  1. For example, upon reaching the rank of Captain a member has a Squadron Strength entitlement of 3. If they already have a Commander-level ship, they are only using 2 of their Squadron Level. They may ‘upgrade’ as they did upon reaching the rank of Commander, returning their current ship to the registry and choosing a single new Command with a Strength of 3. If they keep their ship with its Strength of 2, they may choose to add to their dossier another ship with a Strength of 1.
    1. Members are under no obligation to use their total Squadron Strength. These Commands are a reflection of the hard work of members, however, and may be chosen for storytelling opportunities or simple prestige.
  2. ‘Small Civilian Ship’ is a catch-all term for non-Starfleet civilian vessels members may wish to use for different kinds of storytelling. It refers to ships of, for example, the Kaplan F17 class or the Groumall class, usually freighters, that are not affiliated IC with Starfleet and may be used for trading, prospecting, exploration, or other adventures. Acquiring a ship like this is subject to a successful Fiction Proposal, and so they are not listed as available on the registry but created as required by the Intelligence Office.
  3. The Intelligence Office may make adjustments to ship class Strengths to account for balance as the system and canon evolve. No member will have an asset removed because of a rebalance, but they would only be grandfathered in until they wanted to change their squadron, at which point the new strength values would be used.

3.2 - Starbase Strength

  1. Starbases as Commands work the same as starships under the Squadron system, but are subject to different requirements. They represent starbases assigned In Character to the member’s Task Force in the Fourth Fleet in 2400.
  2. Members do not have to choose between a starbase or starship under the Squadron system. They are only restricted by their rank’s total Squadron Strength.
  3. Registry Starbases are created by the Intelligence Office, and will have their own wiki article explaining the location and setting material relevant to that starbase that has been ratified by the Intelligence Office. This is Fleet Canon that cannot be altered without permission of the Intelligence Office, even by the member to whom the starbase registry is attached. As such, members should heavily consider their choice, as a Starbase Command is under more restrictions and requirements from the Intelligence Office.
    1. If you are interested in a Starbase Command, please speak with the Intelligence Office to develop your concept so the registry can be created.
  4. Members may choose to depict any of their other ships as attached to or operating out of the starbase.
Starbase classes by Strength
2 3 4
Jupiter Anchorage Canopus
K-Type Copernicus Unity
Regula Narendra
Vision Presidium
Watchtower

3.3 - Attached Ships

  1. Certain commands, like starbases, have an attached ship, which has its own registry entry but has an effective Strength of 0. Whether or not an attached ship is selected does not affect a member’s Squadron Strength.
  2. Most attached ships are assigned to starbases. Upon requesting a starbase, the member should identify to the Intelligence Office an appropriate choice of ship from the registry. That ship will then be removed from the public pool. It will not be given a BFMS Command, but should be written about as part of the starbase’s Command.
  3. The Odyssey-class always has an Aquarius-class ship attached. Unlike with starbases, the Aquarius-class’s name is predetermined and cannot be changed. Details about an Odyssey’s Aquarius-class will be listed on the ship’s wiki page.
Starbase Attached Ship Options
Aerie
Aquarius
Sydney

3.4 - Requesting Squadron Ships

  1. Members must use BFMS to request any Commands under the Squadron system, as was done with previous Command requests.
  2. BFMS requests for new Commands under the Squadron system must use the ‘Lore Office Proposal’ window to clearly communicate their allocation of their Squadron Level. This must include what ships, if any, are being returned to the registry.
    1. If a new Captain requests a Command with a Strength of 3 with no further detail, the Intelligence Office will assume they are returning their current ship to the registry, just as with previous upgrades, and process accordingly.
    2. If a Member wishes to retain their current Command and add another, they may request the new ship under BFMS and say so in the Proposal window. A simple message, such as ‘I am keeping the USS Lollipop (Strength 2), and adding this one (Strength 1) for a total Squadron Strength of 3’ will suffice.
    3. If a Member wishes to return any of their ships to the registry, they must say so. Any requests for additional Commands that does not include a registry return and would bring a member over their Squadron Strength will be deleted. A simple message, such as ‘I am returning the USS Lollipop (Strength 2) and adding this one (Strength 3) for a total Squadron Strength of 3’ will suffice.
  3. If the Intelligence Office receives competing requests for the same starship, requests for a primary command from Lieutenant Commanders or Commanders will be prioritised, or upgrades to a single Strength 3 starship for new Captains. After that, ships will be allocated on a first-come, first-served basis.