Security Officers are assigned to starships, bases and ground bases controlled by the Federation. Security Officers are typically responsible with keeping their duty station secure and to assure the normal operations of their duty post. Security Officers are responsible for the prevention, investigation of criminal acts as well as to provide personal protection of Starfleet personnel, foreign dignitaries and the like.
In times of war and during away missions, Security Officers act as the frontline defense of the Fleet. Security Officers are usually broken into small squads with set stations during times of conflict. However, even alone, a Fleet Security Officer is a formidable force and it is not unheard of for one Officer to hold an area from an enemy assault.
Primary Attribute: Strength and Dexterity +13 (5% bonus to experience)
Hit Dice: 1d8/level (+3/per level after 9th)
Defense Bonus: -5[+5]
Weapons Permitted: All
Fleet Security Abilities
Tactical Training: Fleet Security Officers receive a +1 bonus to initiative rolls. If using group initiative with a d6 dice, the Security Officer gives a +1 to the group initiative roll. This bonus does not stack if there is more than one Security Officer in a Party.
Weapons Training: Fleet Security is trained in a variety of Fleet and Alien weaponry and can quickly adapt to the use of archaic, modern and futuristic weapons. The Security Officer gains a +1 to hit with all Phaser, Disrupter and Laser based pistols and rifles.
Demolitions: Security Officers has a variable chance based on his level to turn any device with a fuel source into an explosive device in 1d6. All explosive devices created this way cause 1d6 damage within a 30’ radius.
Table 1: Security Officer Advancement Table