TACTICAL
I. INTRODUCTION
Whether you serve at the tactical station on a bridge or as the lead security officer on an away mission, A security officer of the federation must always act with Honor, Pride, and Discipline. The safety of the ship and the lives of her crew are in your hands. You must judge every situation before you act, without regard for your own safety. Competence and Self-sacrifice are your watchwords. This section of the guide is provided to give you a basic understanding of the duties that you will be required to execute. However, it will not tell you everything and is only a supplement to the knowledge you will gain from experience.

II. DUTY DESCRIPTION
The Tactical Department also called Command has two primary areas of responsibility on board federation starships, the tactical station and ships security. The most senior officer will serve as the department head. The tactical station will be rotated among all security officers. The Tactical Officer will assume duties during red alert status.

A. Tactical Officer : Responsible for defensive systems including shields, phasers, and torpedoes. Operates cloaking device if there is one. Manages communications, controls hailing frequencies, and informs the CEO or CO of all incoming hails and messages. Only TAC may detect ships in the vicinity. TAC controls ship-to-ship sensors, not ship-to-shore, this is the responsibility of the Operations Manager (OPS). TAC coordinates with OPS on the use of the tachyon beam to scan for cloaked vessels. Tactical Officer is one of the most intelligent officers on board. He is self aware, clear minded and flexible. He should have knowledge about star systems, alien cultures, other spaceships, all kinds of weapons. As a Tactical Officer you have to think and react quickly against strange situations. You have to expect and be prepared for everything. The Chief of Security (COS) is the right arm for a Tactical Officer. Cooperation between Tactical and Security departments is vital for a starship and therefore an Officer called Strategic Operations is responsible for the both departments in big size vessels.
B. Security Chief : Responsible for internal security of the ship. This includes armory inventory, ship's brig, security team assignments, and security of ambassadors or other visiting dignitaries. Responsible for maintaining ship's armory, brig and alert status of security teams. Responsible for maintenance schedules of ship's security systems. Responsible for security checks on all new personnel, dignitaries, and other guest aboard the vessel. Responsible for the selection of security members on away missions. Advises command group on all security and tactical situations. He is like a team captain for the Security Department. Most responsible for Captain's protection.


III. TACTICAL SYSTEMS

A. Cloaking Device :
a. Technical Background : The cloaking device is a modification of the deflector shield. The deflector shield is a zone of highly focused spatial distortion within which an energetic graviton field is maintained. This field is highly resistive to impact due to mechanical incursions ranging from relativistic subatomic particles (like electrons) to more massive objects at lesser velocities (i.e. a derelict vessel incoming at .1 c). When such an intrusion occurs, field energy is concentrated at the point of impact, creating an intense, localized spatial distortion. In effect, the field "bends" space around the object, like a natural gravity well. The object continues to follow a straight path, but in a curved space-time, which takes it away from the field. A good analogy is the change of a photon's path by a strong gravitational source, like a star or a black hole. Although photon travels, by definition, in a perfectly straight line, it appears to change direction because it is traveling in a distorted space-time. Similarly, the deflector shield also blocks EM radiation, redirecting it back into space. The cloaking device must block all EM radiation from the object it envelops, and redirect all incoming EM radiation to go around the object and emerge on the other side as if it were completely unaffected. Additionally, the cloaking device must nullify spatial distortion created by the object due to its mass. To accomplish the first, a double sided shield is required. The cloaking device reflects back any radiation emitted by the cloaked object. Any incoming energy (such as visible light) is conducted through the graviton field around to be re-emitted at the other side without any measurable effect on the energy itself. To do this, the cloaking device usually takes the form of a large sphere surrounding the ship, instead of closely following the hull shape like most shields do. A photon which impacts on the cloaking device's outer surface is redirected to follow a path in the graviton field taking it to the opposite side in the same plane, there to be re-emitted. To nullify the spatial distortion created by the object the cloaking device must contain an additional anti-graviton field. This field is just within the double sided shield. All of this takes up a tremendous amount of energy. The amount is equivalent to twice the amount required to maintain full shielding through the entire EM spectrum without frequency rotation and EM windows plus an additional layer of shielding to block gravitational distortion. The cloaking device has also many disadvantages:
(1) It is very difficult to maintain conventional shields. The power drain of the device doesn't permit any other significant energy expenditure, especially on a large ship. The shields must be maintained within the cloaking device otherwise they would be detectable. This means that anything that approaches must first go through the cloaking device. Since the first layer will attempt to redirect it 180 degrees about, it will probably be shorted out by full phasers. The rest of the energy will pass through the anti-graviton shield layer, and finally impact on the shields. Hence, for the shields to be of any help, the cloaking device must first be destroyed or turned off.

(2) No weapons can be fired from the cloaked object, because it is a double sided shield. It blocks all energy (i.e. phasers) from the object by redirecting it back at the object. Although it could be useful in certain situations, most starship commanders tend to avoid this effect. Similarly, it is resistant to mechanical intrusions from the inside, like photon torpedoes.

(3) Sensors become extremely limited as no EM radiation enters the cloak and no active sensors may be used.

(4) In large ships like the Romulan D'Deridex class warbird or the Klingon K'Vort class battle cruiser the power drain of the cloaking device is too great to allow any other large energy drain.

(5) The cloaking device, like shields, interferes with the warp drive due to the space-time distortion it creates. Note that the D'Deridex class warbirds, though having a drive comparable to the Galaxy class starships, are far slower when cloaked.

(6) The cloaking device cannot block incoming FTL particles, i.e. tachyons. Tachyons have imaginary mass (their mass is a multiple of û-1) and thus are not affected by either gravitons or anti-gravitons

b. History of Cloaking Device : Star Fleet, which used the cloaking device on its vessels in the late 2200's and early 2300's, has decided that the peaceful (mostly) mission definition of the Explorer type of starships precludes its use. Further more, the overall shape and hull materials used in the Galaxy, Ambassador, and Oberth class starships would interfere with the cloaking device. Although it is still possible to cloak them, the energy necessary increases beyond reasonable limit. Today, only specialized scouting, stealth, and battle ships use cloaking devices. The Klingon Empire has used the cloaking technology ever since their technology exchange with the Romulans in 2263, and continues to do so. Nearly all of its Bird of Prey type ships are equipped with it as are the D- 6, D-7, D-8 (K'T'Inga), and the new K'Vort class battle cruisers. The Romulan Empire naturally still uses the cloaking device. Although much about them is now unknown due to the fifty-year contact breach after the Tomad incident, it is certain that their newest vessels, the D'Deridex class warbirds, are equipped with a new generation of cloaking devices which have so far defied all Federation attempts at detection without the use of tachyons. The events surrounding the Khitomer conference, classified until recently, have brought to attention the fact that one of the main disadvantages of the cloaking device, the inability to fire a photon torpedo, has been nullified by the renegade Klingon vessel Dakronh. Although it was destroyed, and it's schematics have not survived, it appears that the cloaking device would be useless today due to the vast improvement of sensor devices used by Star Fleet. The vessel was designed reduce the cloaking power shortly before firing, just enough to fire a specially designed high velocity photon torpedo thorough it. However, this resulted in a momentary emission of radiation from the ship and the leak of impulse engine products (plasma) through the cloak. The vessel was destroyed by homing a photon torpedo on those plasma traces. The momentary radiation burst from the ship as the cloaking power was reduced was too small to be detectable by the instruments of that era, but would be sufficient to pinpoint the ship's location today.
B. Communications : The tactical station controls all hailing frequencies, therefore all external communications go through it first. (i.e. Subspace communications, Starfleet messages.)
1. Code 47 - Term designating a Starfleet subspace communiqué of extremely high sensitivity or secrecy. Code 47 messages are intended only for the eyes of a starship captain, and voice print ID required. Further, no computer records are maintained of code 47 transmissions.

2. Code 1-ALPHA-0 - Signal indicating the discovery of a spaceship in distress.

3. Subspace Radio - Communications system using transmission of electromagnetic signals through a subspace medium rather than through normal relativistic space. The use of subspace radio permits communication across interstellar distances at speeds greater than that of light; thereby significantly reducing the time lag associated with sending messages over such distances.

C. Deflector Shields : The shields are the most important part of the Tactical systems. They create a localized zone of highly focused spatial distortion within which an energetic graviton field is maintained. The shields itself is eitted and shaped by a series transmission grids on the ships exterior, resulting in a field that closely follows the form of the ship itself. The shields are highly resistive to impact. Shield system utilizes one or more gravition polarily source generators whose output is phase-synchronized through a series of subspace field distortion amplifiers. Cruise mode operating rules allow for the shields to operate at 5% rated output. At alert mode the shields run at 85% output. Shields modulation frequencies and bandwiths are randomly varied to prevent a threat force from adjusting the frequency of a direct energy weapon i.e. phasers.

D. Probes : Nine classes of probes are used aboard UFP starships to obtain information outside of the starships range or to send information out. The nine classes are arranged according to sensor types, power and performance rating:

CLASS I
Sensor probe :
Full EM/subspace and intersteller chemistry pallet for in-space applications.
CLASS II
Sensor probe :
Modified CLASS I; same instrumentation as CLASS I with addition of enhanced long-range particle and field detectors and imaging system.
CLASS III
Planetary probe :
Terrestrial and gas giant sensor pallet with material support and return capability; on board chemical analysis submodule.
CLASS IV
Stellar Encounter probe :
Modified CLASS III; Triple redundant stellar field and particle detectors, stellar atmosphere analysis suite.
CLASS V
Medium-Range Reconnaissance probe :
Extended passive data-gathering and recording system; full autonomous mission execution and return system.
CLASS VI
Comm Relay/Emergency Beacon :
Standard sensor pallet. 360 degree omni antenna coverage, 0.0001 arc-second high-gain antenna pointing resolution.
CLASS VII
Remote Culture Study probe :
Modified CLASS V; passive data gathering system plus subspace transceiver.
CLASS VIII
Medium-Range Multimission Warp probe :
Modified photon torpedo casing; contains standard sensor pallet plus mission-specific modules.
CLASS IX
Long-Range Multimission Warp probe :
Modified photon torpedo casing; contains standard sensor pallet plus mission-specific modules.
E. Reporting : The CO must be made aware of everything that occurs during a battle. This includes (but is not limited to) when antagonists are putting weapons online, shields up; when they are firing; when they change course and to what heading; what speed they are moving at; their damage, your damage; and deck status damage reports. It also helps to make sure the entire crew is aware of what is going on during a battle Based on your information, other departments can react. I.E. Engineering staff will repair damage.

F. Sensor Arrays : There are three primary sensor arrays and several secondary.

1. Long-Range Sensor - Located at the front of the stardrive section. This package of high-powered devices are designed to sweep far ahead of the ship's flight path to gather naigational and scientific data.

2. Lateral Arrays - These include the fore, port, and starboard arrays on the rim of the primary hull. As well as the port, starboard,and aft arrays on the secondary hull. Additionally there are upper and lower sensor arrays to cover the lateral arrays blind-spots.

3. Navigational Sensors- These sensors are dedicated to determining the ship's location and velocity. They are located on the forward upper port, upper starboard, aft and upper and lower arrays.

4. Secondary Sensors - There are several packages of special-purpose and engineering sensors such as the subspace flow sensors located at various points on the ship's skin.

a. Astronomical Observation - This includes optical and wideband EM scanning capabilites for the study of stellar objects and other phenomena across light year range.

b. Planetary Surface Analysis- A broad range of short-range sensors provide extensive mapping and survey capabilites from planetary orbit.

c. Remote Lifeform Analysis - A sophisticated array of charged cluster quark resonance scanners provide detailed biological data across orbital distances.

G. Tractor Beams : A focused linear graviton force beam used to physically manipulate objects across short distances. Tractor beams are used by Confederation starships and other space vessels as a means of towing. Tractor beams can also be used to provide short-range guidance for approaching or departing shuttlecraft.

H. Weapon Systems :

1. Phasers : The lead defensive system maintained by Starfleet command for sublight use is the phaser. The common term for a complicated energy release process developed to replace pure EM devices such as the laser and particle beam accelerators. The standard Starship phasers are rated type X, the largest emitters available for starship use. At least until something better comes along. Individual emitter segments are capable of projecting 5.1 megawatts. The tactical value of phaser energy at warp velocities and indeed high relativistic velocities are close to none. Thus, photon torpedos are used. The maximum effective range of the ship's phasers is 300,000 kilometers.

2. Torpedoes :

a. Photon : Ultra high velocity missiles carrying powerful matter/anti-matter warheads were the first form used. As the Matter / Anti-Matter annihilation produces a shower of photons in the extremely high energy gamma ray portion of the spectrum, these missiles were dubbed photon mines. Though their highly developed fusion thrusters could accelerate them at hundreds of G's, they were still so slow compared to even the sublight capabilities of impulse driven starships that one had to use them in the manner of depth charges, simply deploying them in the expected path of the enemy ship and hoping for the best. Attempts to replace the fusion thruster with a warp engine enjoyed some success against vehicles moving at sublight speeds, but against vessels traveling at warp speeds what was needed was a weapon that could travel substantially faster than any ship. The answer was ultimately inspired by the ancient submarine torpedo, which used steam power pumped into the torpedo by the submarine rather generated onboard the weapon itself. The modern analog of the torpedo tube emerged as an inside out warp engine coil which generated its field within its own interior and imparted an enormous skewing effect on any object placed inside. The specially designed warhead pod would zip out of the tube at extremely high warp speeds, having an unprecendented degree of skew, but free of the mass of any onboard warp field generating equipment. Though the warhead pod is designed to retain its imparted skew as long as possible, it does begin to decay immediately after leaving the tube. As this takes at least several minutes, the effective range is quite adequate for the tactical role these weapons play. Note that these devices have almost no steering, only a slight course correction capability, and so must be carefully aimed. The parallel to ancient submarine weapons was so close that the term "photon torpedo" became permanently attached to these deadly implements of celestial combat, which in our time are capable of as much as 15 to 20 minutes travel at speeds approaching warp 9.9.

b. Quantum : Like the Photon torpedo, Quantums are esentially a missile with an explosive charge. The charge that is comprised of Matter/AntiMatter in the Photons is replaced with "dark matter" in Quantums - esentially, the matter found in the heavier stars, like black dwarfs and neutron stars, after bombardment with tachyon beams. This matter (weighing several hundred million tons per cubic inch) after it is bombarded with tachyons, creats a charge that produces "criticall mass" when in contact with normal space. Once the torpedo reaches it's course the containment field is dropped and the gravity distortion generated by the particle of matter is so large that any objects in the vicinity immediatly undergo a structural collapse, and add to the distortion. In effect, since the particle immediatley reaches critical mass, a mini black hole is produced, lasting only several seconds before undergoing a collapse into the as-of-yet unexplored hyper-spacial dimention. This collapse is one of the most baffling things that the scientist have come across, and is unexplained to this date. If the rules of normal space/time and subspace/subtime would apply, the black hole would remain in the same place for eternity. Instead, when the particle of "dark matter" from the torpedo implodes unto itself, taking anything in the vicinity with it, a shockwave in the Planck time/space can be detected. There have been endless speculations as to what becomes of the objects attacked with Quantum torpedoes, but no definite conclusion, other than that they are not destroyed in the classical sense of the word.

c. Pulse Wave : Minimal tactical benefits, not used.


IV. SECURITY FUNCTIONS
A. Armory : Security is responsible for storage, maintenance and safeguard of all personal weapons systems. Authorization from CEO, CO, or Chief of Security must be giving before the issue of weapons.

1. Personal Phasers - The primary defensive arms carried by Starfleet personnel. There are four types.
a. Type I Sarium - Krellide power cells holds 7,200,000 megajoules and has only one prefire chamber. It is capable of power setting 1 to 8. Type I phasers are small handheld weapons; that are easily concealable.

b. Type II Sarium - Krellide power cell holds 45,000,000 megajoules and has four prefire chambers. Able to achieve power settings 1 to 16. Settings 9 through 16 employ higher proportions of nuclear distruption energy. They are pistol type weapons that are standard issue for Starfleet personnel.

c. Type III Sarium - Handheld rifle weapon (p-rifle). Extremely powerful, seldom necessary on Starfleet missions due to the power of Type I and II phasers. The p-rifle increases the power output of and maximum distance of Type I and II phasers. The p-rifle is able to attain power settings 1 to 16 but has a 50% greater power reserve than Type II phasers.

d. Type IV Sarium Medium - A medium-sized phaser emitter device , mountable on small vehicles such as shuttle craft. Although not part of most shuttles' standard equipment.

e. Power Settings - Below is a listing of phaser power settings. Note that in most non-hostile situations phaser setting 3 (heavy stun) is all that will be needed. In more dangerous situations phaser setting 8 (" kill ") is the maximum setting recommended by Starfleet.

Setting 1 : Light stun; subjects remain unconscious for up to 5 minutes.

Setting 2 : Medium stun; base-type humanoids are rendered unconscious for up to 15 minutes. Resistant humanoids up to 5 minutes.

Setting 3 : Heavy stun; base humanoids remain in a sleep state for approximately one hour. Resistant bioforms for 15 minutes.

Setting 4 : Thermal effects; base humanoids experience extensive central nervous system (CNS) damage and epidermal EM trauma. Structural materials exhibit visible thermal shock.

Setting 5 : Thermal effects; Humanoid tissue experiences severe burns. But due to water content, deep layers do not char. Simple personal forcefields are penetrated after seconds. Large awayteam forcefields will not be affected.

Setting 6 : Disruption effects; organic tissue and structural materials exhibit comparable penetration and molecular damage as higher energies cause matter to disassociate rapidly. Familiar thermal effects begin decreasing at this level.

Setting 7 : Disruption effects; organic tissue damage causes immediate cessation of life processess, as disruption effects become widespread.

Setting 8 : Disruption effects; Cascading diruption effects cause humanoid organisms to vaporize. As 50% of affected matter transitions out of the continuum.

Setting 9 : Disruption effects; medium alloy or ceramic structural materials over 100cm thickness begin exhibiting energy rebound prior to vaporization.

Setting 10 : Disruption effects; heavy alloy structural materials absorb rebound energy 0.5 seconds before material vaporizes.

Setting 11 : Explosive/Disruption effects; ultradense alloy structural materials absorb/rebound energy. 0.20 second delayed reaction before material vaporizes. Light geologic displacement.

Setting 12 : Explosive/Disruption effects; ultradense alloy materials absorb/rebound energy.0.1 second delayed reaction before material vaporizes. Medium geologic displacement.

Setting 13 : Explosive/Disruption effects; shielded matter exhibits minor vibrational heating effects and medium geologic displacement.

Setting 14 : Explosive/Disruption effects; shielded matter exhibits medium vibrational heating effects. Heavy geologic displacement.

Setting 15 : Explosive/Disruption effects; shielded matter exhibits major vibrational heating effects. Heavy geologic displacement.

Setting 16 : Explosive/Disruption effects; shielded matter exhibits light mechanical fracturing damage. Heavy geologic displacement.

2. Photon Grenade - Short-range, variable-yield energy weapon that creates a powerful electromagnetic pulse. At lower settings capable of stunning humanoid life forms in an enclosed area.
B. Away Team : Starfleet term for a specialized squad of personnel sent on an away mission. Assembling the team is the responsibility of the ship's CO. However, security is responsible for the safety of the team. The following guidlines have been established by Starfleet but are subject to change at the discretion of the CEO and CO depending on the situation.
1. Peace Meeting
a. No weapon

b. CO, OPS, Tactical, Security

2. Repair Situation
a. Security can wear weapon

b. CO, OPS, Security, Engineer

3. Any *unknown* situation
a. All awayteam members wear weapons

b. CO, Tactical, Security team, Medical, Engineer
(NOTE : Security can make recommendation based on mission as to the number of security personnel, or special equipment needed. The final decision ultimately rest with the CEO.)

C. Security Protocols:
1. Alert Status
a. Blue Alert - Alert Status for landing and/or drydocking operations. Station heads report to their departments, Medical Team is alerted and ready, Engineering works with full personnel. CEO and CO on the bridge.

b. Green Alert - Cruise Mode. Normal operations, two man security teams makes checks of ship areas. Personnel works shift to shift.

c. Yellow Alert - State of significant increased readiness aboard Confederation starships. All security teams on standby, armory issues weapons. Chief Security Officer routes Security Teams from his office. Senior Bridge Personnel report to duty.

d. Red Alert - State of maximum crew and systems readiness. Armed security teams guard Engineering and Bridge. Two men security teams sweep the decks.. The Security Chief reports to Chief Tactical Officer on the bridge. All Security Personnel is ready for boarding parties.

e. Intruder Alert- Security Alert Level 2. All Departments are guarded by Security Personnel. Seperation Force Fields are used by the Security Chief to isolate the intruders from the ships crew. Type III armed Security Teams perform a deck to deck scan of the ship if the intruders are not shown by the sensors.

f. Full Security Alert- Security Alert Level 3. All Sec Personnel is alerted.

2. Computer Security
a. Autodestruct - A command program in the main computer system of all UFP starships enabling the destruction of the vessel should the ship fall into enemy hands. Initiation of this program requires the verbal order (with dermal handprint ID verification of the two most senior surviving command officers on the ship.)

b. Emergency Procedure ALPHA 2 - Emergency protocal used aboard UFP starships. ALPHA 2 will disengage all shipboard computer control and place the ships systems on manuel overide.

c. Security Access Code - Password used by Starfleet personnel to provide positive ID when requesting restricted computer functions. Both the password and the user's voiceprint are used to confirm the user's identity. Security codes are required to be replaced every five days . Except in emergencies on planet side away missions, when codes are changed at least every 24 hours. A final word on Starfleet Tactical Policies. *First Contact* requires cultural and technologic assessment even during combat situations. Starfleet starships and personnel are rarely permitted to fire first against any threat.


V. ENCOUNTERS WITH OTHER SHIPS
Below is the standard procedure for encounters with other ships in space.

1.) After the sensors show a new ship, Tactical Officer on duty scans the new ship and receives his automated ID Sign. Tactical Officer logs the ship's entry to the system.

2.) After the ship is identificated, Tactical Officer on duty searches the ships history from Federation Database. If the ship is clear, Tactical Officer returns to his work.

3.) In cases there is no ID-signal, Tactical Officer hails the ship and scans the ship for any threat. If there is no answer, he logs the ship as unidentificated entry and report to CO. If this ship is capable for war, it should be reported directly to the acting CEO.

4.) In cases where it's clear that the incoming ship has a hostile behaviour or from a hostile origin, Tactical Officer logs the situation as encounter with enemy, scans the ship and reports the ship directly to ships Captain with his combat ability and Tactical Status and advices.


VI. USING SHIPS WEAPONS
All Starship are equipped with a standard war equipment, which contains phaser bands, photon torpedoes ( for some classes quantums) and tractor beam. As a Tactical Officer it's important to use this equipment fully efficient. Here is the procedure for it:

1.) Small hostiles like shuttlecrafts or/and small warships can be caught with tractor beam instead of destroying them. For this the Tactical Officer has to scan for the output power of the ships generator. If this is a smaller amount from the power of tractor beam, it can be use. But if the generator is capable to produce more power than tractor beams, the ship can reroute all power to drive system and escape free from the beam. In this case the reaction of the beam can harm your ship, so always scan for the generator power before using the beam.

2.) Torpedoes are effective against ships hulls, phaser are effective against shields. So always use phasers to weaken the hostiles shield's before using the torpedoes.

3.) StarFleets ships are not fully war capable against small ships because our ships are more concantered on the firepower than the fire amount. So make sure to use your shuttles against small ships.

4.) Always try to make the other ship defenceless instead of destroying it. Target vital systems like shields, warpdrive etc. When the hostile ship is damaged, always use phasers. The ship can blow away with a torpedo. Force the other ship to surrender.


VII. STARFLEET VESSEL SPECIFICATIONS
Akira Class
Mission Spesific Starship
Max. Warp : Warp 9.7
4 Type XII Phaser Banks
2 Torpedo Tubes (Photon - Quantum)
Enchanced Pulsar Class Cloaking Device
3 Shuttlebays

Ambassador Class
Heavy Cruiser/Exploration Cruiser
Max.Warp : 9.3
8 Type X Phaser Banks
2 Torpedo Tubes( Photon )
Standurd Cloaking Device
One Shuttlebay

Anderson Class
Heavy Scout Cruiser
Max.Warp : 9.3
12 Type X Phaser Banks
2 Torpedo Tubes( Quantum )
Standurd Cloaking Device
One Shuttlebay - One Fighterbay

Comanche Class
Assault Frigate
Max.Warp : 9.42
12 Type X Phaser Banks
4 Torpedo Tubes (Quantum)
Two Heavy Pulse Phaser Cannons
Standurd Cloaking Device
One Shuttlebay - One Fighterbay

Constellation Class
High Speed Research Ship
Max.Warp : 9.8
12 Type X Phaser Banks
4 Torpedo Tubes (Quantum)
Two Heavy Pulse Phaser Cannons
Standurd Cloaking Device
One Shuttlebay - One Fighterbay

Dakota Class
Fighter/Shuttlecraft Carrier
Max.Warp : 8.8
12 Type X Phaser Banks
Standurd Cloaking Device
28 Fighter/Shuttle Bays

Dragon Class
Fighter/Shuttlecraft Carrier
Max.Warp : 9.7
14 Type X Phaser Banks
2 Torpedo Tubes (Quantum)
Standurd Cloaking Device
One Shuttlebay - Two Fighterbays

Firestone Class
High Speed Combat Starship
Max.Warp : 9.9
14 Type X Phaser Banks
8 Torpedo Tubes (Quantum)
10 Tricobalt Warheads
Standurd Cloaking Device
One Shuttlebay - One Fighterbay

Galaxy Class
High Speed Combat Starship
Max.Warp : 9.6
14 Type X Phaser Banks
3 Torpedo Tubes (Photon)
Standurd Cloaking Device
3 Shuttlebays

Hippocrates Class
Medical Frigate
Max.Warp : 8.4
12 Type X Phaser Banks
2 Shuttlebays

Hollingsworth Class
Penetration Cruiser/Point Assault Starship
Max.Warp : 9.72
10 Type XI Phaser Banks
2 Torpedo Tubes (Quantum)
4 Heavy Pulse Phaser Cannons
Pulsar Class Cloaking Device
One Shuttlebay - One Fighterbay

Mage Class
Heavy Escort Cruiser/Light Fighter Carrier
Max.Warp : 9.65
20 Type X Phaser Banks
2 Torpedo Tubes (Quantum) (Note : Tubes are rotating)
Pulsar Class Cloaking Device
One Shuttlebay - One Fighterbay

Miranda Class
Heavy Frigate
Max.Warp : 8.4
12 Type X Phaser Banks
4 Torpedo Tubes (Quantum)
4 Heavy Pulse Phaser Cannons
Standurd Cloaking Device
One Shuttlebay - One Fighterbay

Nebula Class
High Speed Combat Starship
Max.Warp : 9.6
8 Type X Phaser Banks
3 Torpedo Tubes (Photon)
1 Type XI Phaser Cannon
Standurd Cloaking Device
One Shuttlebay

Nemesis Class
High Speed Exploration/Combat Starship
Max.Warp : 9.999
13 Type XI Phaser Banks (Note : Rapid Fire Mode Available)
8 Torpedo Tubes (Quantum-Tricobalt)
10 Trilithium Warheads
Storm Class Cloaking Device
2 Shuttlebays

Norway Class
Diplomatic Cruiser
Max. Warp : 9.4
6 Type X Phaser Banks
1 Torpedo Tube (Quantum)
Enchanced Pulsar Class Cloaking Device
One Shuttlebay

Oberth Class
Long Range Low Armament Science Vessel
Max. Warp : Warp 8
2 Type X Phaser Banks
One Shuttlebay

Pasteur Class
Hospital/Medical Ship
Max. Warp : Warp 8
2 Type X Phaser Banks
Two Shuttlebays

Peregrin Class
Light Escort Ship
Max. Warp : Warp 9
3 Type X Phaser Banks
One Torpedo Tube (Photon)
Enchanced Pulsar Class Cloaking Device

Pleiades Class
Survey/Research Cruiser
Max. Warp : Warp 9.1
12 Type X Phaser Banks
2 Torpedo Tubes (Quantum)
Standurd Cloaking Device
One Shuttlebay - One Fighter Bay

Sabre Class
Combat Scout Ship
Max. Warp : Warp 9.8
6 Type XII Phaser Banks
One Torpedo Tube (Photon-Quantum)
Enchanced Pulsar Class Cloaking Device
One Shuttlebay

Soyuz Class
Attack/Tactical Frigate
Max. Warp : 9.28
12 Type X Phaser Banks
Four Heavy Pulse Phaser Cannons on rotating turrets
Standurd Cloaking Device
One Shuttlebay - One Fighter Bay

Sovereign Class
High Speed Combat Starship
Max. Warp : 9.8
8 Type XII Phaser Banks
3 Torpedo Tubes (Photon - Quantum)
Standurd Cloaking Device
Two Shuttlebays

Storm Class
Light Corvette
Max. Warp : 8.4
2 Type X Phaser Banks
4 Torpedo Tubes (Quantum)
Standurd Cloaking Device
One Shuttlebay

Trojan Class
High Speed Heavy Troop Transport
Max. Warp : 9.5
8 Type X Phaser Banks
2 Torpedo Tubes (Quantum)
Standurd Cloaking Device
One Shuttlebay

These are some common ship classes used by StarFleet today. Study them well for tactical benefits and weak points to take a big step into the Strategic Operations Office.