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Personal Equipment, Gear, and Contraband on the USS Knight

The Knight has somewhat more lavish quarters than many other Sovereign class ships, since her proposed mission was to explore distant parts of the Galaxy for the origins of the Borg, and she was expected to be gone for between 20 and 40 years. Even after refits, this remains true.

The original allowances for personal possessions were rather lavish, and nobody has seen fit to change that. Quarters tends to be large, and storage is quite extensive, arranged for persons expecting to spend much of their adult lives in the same spaces.

Anything legal to carry onto a starship is NOT forbidden, though some things are not advisable. Personal pets require sanction by CERS and Medical, as well as review by Security, before they may be permitted aboard. No livestock are permitted. Trade goods are expressly forbidden -- crew members of UFP Starships do not conduct free trade with other species. Though trade does happen, it is under control of senior officers, and for the mutual benefit of the UFP and of non-member species encountered.

Forbidden in personal quarters are energy weapons (when equipped with power packs), illegal drugs or herbal or plant materials, any biological agents that are not reviewed and approved by Medical, and powered personal armor. Exceptions are possible, and are sometimes made for visitors, and for diplomatic staff members. However, exceptions must be approved by the CO, XO, or SO.

No explosives, biological weapons, nor mind altering devices may be retained by crew members without express permission of the CO, XO, or SO. The HazMat team, directed by Petty Officer Marissa Santarro, may at any time confiscate such items, and all proscribed items, and may arrest and brig any person found with these items. Any of the internal security force of the Knight is also empowered to make such arrests. In fact, very dangerous items, when confiscated, are usually decontaminated and then destroyed, regardless of their importance to the owner. Use of proscribed items is an offense under Starfleet codes. These are serious matters!

Since the Knight was used once as an illegal source for transport of kironide, there are rules posted on the starship, forbidding transport and traffic of this substance and of other mind altering and body altering biological and chemical devices.

All this said, it leaves a tremendous amount of variance in which persons may bring aboard the ship. Normal security procedures require a security and medical inspection of all materials (and persons) boarding the Knight, and of many persons and items LEAVING the Knight. If this is not done, then any crewman aiding such ingress and egress is subject to disciplinary action for participation in an unauthorized movement of material or personnel.

Any suspicious person or material objects will be further investigated. Anything that the security personnel spot that seems uncertain will require decisions regarding disposition, by the senior Security officer of the watch, and may be sent to the XO or SO for decision. All such decisions and their basis will be logged for review by the XO.

Any attempt to smuggle items aboard the ship is in contravention to ship codes, Starfleet rules, UFP laws, and sometimes to various laws of the star systems and governments within which the Knight may move. All smuggling attempts will be dealt with harshly.

Since all spaces on the Knight are subject to surprise inspections, any discovery of illegal or non-regulations materials in possession of an officer or crewbeing will be investigated quite thoroughly.

Non-Crew persons aboard the Knight are subject to the same rules are crew, with the exception of designated special visitors, and of representatives of sovereign governments, for whom other rules apply.

Some items are required to be in possession of all crewbeings and long term visitors. All crew will be issued a PsiBand'h, which is tracked by the same means are comm badges. All visitors who qualify will also be issued a PsiBand'h.

Furthermore, all crew members with active alert duty stations that are likely to involve them in direct combat or defense of the Knight or of other locations are issued heavy powered combat armor, capable of sustaining one or two phaser disintegrator blasts, or full disruptor blasts, and radiating away waste energy collected from these blast. Other members of the crew will be issued light unpowered armor, to protect them from stresses of combat environment changes, stun and kill level phaser blasts, moderate impact damage, and to enable them to survive decompression. All armor is usable as hazardous environment clothing and as vaccuum suits for survival in most conditions encountered on a starship or planetside.

Long term guests will also be fit for light unpowered vaccuum suits, which have slightly lower protective values. Short term guests will not be fitted for such gear.

Whenever the Knight reaches condition yellow or red, all personnel who can are expected, at first opportunity, to acquire and wear their armor. Rotations of personnel, and damage control staff, can allow persons to either return to their quarters to put on their armor, or to have it delivered to them through internal transports. Like comm badges, and Psi Band'hs, armor is constantly tagged and tracked by internal security systems.

Under yellow and red alert conditions, short term guests are moved to secure locations by damage control personnel, these locations being the School, Theatre A, the four holosuites next to Ten Forward, and several emergency berthing areas in the Engineering Hull.

Under any conditions in which combat may be expected, personnel may be required to wear their protective armor without helmets or gloves, at any and all times. Unfitted armor is uncomfortable to wear. Breaking the rules regarding wearing armor on the Knight, or failing to assemble in a secure area (short term guests) is an offense for which penalties may be severe.

WO3 Kamin Goll can fit armor to most persons in 30 minutes or less.

All persons aboard the Knight must wear personal comm badges, coded to their gene pattern, at all times. Some of these do not permit actuall communication, but are merely equipped with the normal locator functions. Failure to wear a comm badge other than in personal quarters or when under orders, is a security breach offense, and security teams may respond.

Personnel may be issued special equipment and required to keep it in specific locations on on their person. All Medical staff are required to carry a small medikit when on duty. All Security personnel carry a hand phaser, a neuroshock wand, and wear PsiBand'hs when on duty. Security team members with guard posts will wear a light combat armor capable of absorbing a single disintegration or disruptor blast, and helmets. All on-duty Marines are expected to carry equipment as designated by their officers. Normally, other than Security teams and Marines, only Command officers (LCdr. or higher rank) may carry weapons aboard the Knight. Armed guests are to be escorted during all of their movements aboard the ship.

At least once each week, each crew member or guest will be approached for a security update, by a team consisting of a medical technician or nurse, and a security staff member. All comm badges and tracking devices will be keyed to this inspection, and rendered invalid if the inspection fails.

Captain Bridger deems these policies and procedures to be important to the safety and security of those aboard the USS Knight, and to the security of the Knight herself.

Example:

Captain Bridger

Captain Bridger has an extensive comic book collection, and a collection of blade weapons and powder and pulse based handguns and small arms. He keeps ammunition for several of these guns, and both the guns and ammo are registered with Security, and he has a permit to carry these weapons, even loaded with ammo. He also, when the Knight stops in ports of call, buys a lot of food, wine, chocolates, coffee, and other food items, which he stores in his quarters and in the cargo bays. All of these items are inspected and approved by Security and Medical. He does not have plants or any pets, and CERS has therefor not had to approve such living creatures.

The Captain does carry a 4 shot 'holdout' phaser, and a large boot sheath knife. These are permitted to him due to previous attempts to assassinate him.

Bridger usually has his weekly security and medical inspection done during a Bridge shift, to make the point to other officers that this must be done.

He owns old styled starfighter combat armor, which is equipped similar to heavy powered armor for defensive abilities, but is unpowered in terms of strength enhancement. His armor is approved and logged, and tagged, by Knight Security.

Marissa Santarro

Santarro has heavy powered combat armor, equipped with specialized shields for dealing with hazardous materials and explosives. She has this inspected weekly by the MedSec teams, and also by Kamin Goll, Knight Armorer. You can never be too careful.

The armor is equipped with several special sensing, decontamination, and defusing devices. During a normal watch, however, she wears light security team armor, or, since her security role is normally not in a defensive or noncombat status, no armor at all. During her watches, she checks out a normal hand phaser, and has permission to carry a short sword and knife.

Santarro has an array of personal armor and nonpowered weapons, a collection from her days as a slave and gladiator on Magna Roma. All of this is registered with Security. She also has a quite nice collection of jewelry (mostly gifts from admirers) and clothing (some made or replicated by her friend A. M. Foucault).

Emy Band'h

Emy is equipped with personal light unpowered environment armor, since she has been aboard for several years. But normally, during any crisis or combat, she is housed in the School.

She has no other special equipment. She is tested during her weekly visit to Medical.

Ras'Kel Bresh

Bresh is equipped both with light unpowered combat armor, and a more specialized flight suit, for long or dangerous flight missions. He also has a collection of personnal nonpowered weapons, but does not normally carry these. As a person who is not a Security team member, he usually does not carry a side arm, though he does draw one from Armory under alert conditions. Bresh often surprise the inspectors with a request to be rescanned, calling this 'testing the testers'.

Bran MacMuffin

Bran is a qualified Bridge officer, but only a Lieutenant. He does not carry a weapon, and wears light unpowered combat armor during emergencies. He maintains no equipment that must be specially registered. He enjoys surprises, so is on the random weekly inspection list.

written by Russ Vanneman


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last modified 4/30/2002