Difference between revisions of "Hazard Team"

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A '''Hazardous Situation Response Team''', more commonly referred to as a Hazard Team, is a special unit stationed aboard many Starfleet vessels, intended for use on away missions and other situations that require high levels of skill but are too dangerous for a ship’s senior staff.
A '''Hazardous Situation Response Team''', more commonly referred to as a Hazard Team, is a special unit stationed aboard many Starfleet vessels, intended for use on away missions and other situations where heavy combat is anticipated.


== History ==
= History =


The basics of Hazard Team doctrine were written by Captain Surval during the Cardassian War, in a paper analyzing the impact of the loss of senior staff during hazardous situation and ground combat missions on starship operational effectiveness and suggesting the then-radical idea that an alternative option ought to be made available to starship commanders. While the data was irrefutable, concern about handing operational authority over these situations - situations with profound Prime Directive ramifications and the potential to start wars and diplomatic incidents - to junior officers were seen as far outweighing the dangers of using senior staff, so Commander Reese’s report was shelved.
== Starship Away Teams ==
For centuries, Starfleet vessels dispatched their senior staff at the front of all major operations and away teams. This was by design, as many starships encountered highly unpredictable situations and undertook missions that could have profound Prime Directive and political ramifications. In fulfilling its mandate of diplomacy and exploration, Starfleet deemed it necessary that seasoned and qualified officers were positioned to make these immediate and urgent decisions.


During the Dominion War, the USS ''Resolute'' was operating near the Badlands when it received a distress call from a civilian freighter. When faint human and Bajoran life signs were detected aboard the freighter, the captain, following standard procedure, sent an away team led by the ship’s Executive Officer and also including the Chief Engineer, Chief Tactical Officer, and Chief Medical Officer to the freighter to provide aid. It turned out to be a trap - the freighter’s crew were already dead, the life signs faked, and the Cardassian ship hiding behind the third moon of a nearby L-class planet sent a signal to detonate spatial charges set around the freighter’s warp core once the away team was aboard. The ensuing battle, where ''Resolute'' fought without most of her senior staff, nearly destroyed the ship and cost it three-quarters of its crew, and only the timely arrival of the IKS ''Rotarran'' and her escort prevented the destruction of the ''Resolute'', which was, by then, under the command of an ensign flight controller.
By the 2360s, it was no longer common for starship captains to regularly take on away missions themselves, as regulations changed to learn from the many situations in which this put the ship’s senior-most officer in unacceptable levels of danger. This was underscored by the limited but fierce ground combat Starfleet engaged in with the Cardassians in the late 2350s. Still, up until the Dominion War the standard composition of most standard away teams included a vessel’s first and second officers, and often other senior specialists such as the ship’s counselor or medical officer. While the war itself did not immediately change this, the conflict made the disadvantages of sending senior officers (many of whom had very little experience of warfare) even more evident.


The Resolute incident brought the Hazard Team concept back into discussion, and, by the end of the war, about a dozen starships were testing variants on the idea to different degrees of success. After the war, Captain Surval of the ''Arms of Rotterdam'' published the document that became the core of the standard Hazard Team operational manual.
== The Dominion War ==
Starfleet hadn’t engaged in a full-scale war since the 2250s, and so the sudden shifting to a war footing against the Dominion left the majority of the fleet’s ships thrust into combat despite their crews only having been trained in basic personal defense. Onboard training began with varying degrees of intensity and with different techniques as each crew made personal adaptations. This increased starships’ numbers of combat-ready personnel in case of boarding or ground action. However, the crew members most capable of handling dangerous away missions were still most often security officers, who usually lacked the training to handle specialized engineering or scientific tasks. With increasing casualty rates, many captains simply couldn’t afford to risk their senior officers on the most dangerous assignments, especially when situations were just as likely to need their talents on the bridge.


== Structure and Doctrine ==
As a result, many captains developed hybrid teams with engineers or scientists trained in combat and embedded with security officers to provide versatile response forces. In larger operations, these specialized teams were able to set up beachheads or perform reconnaissance. For ships not assigned to these sorts of assaults, the teams were useful to take the place of standard away teams when the safety of a location was in doubt.


A Hazard Team usually consists of six to ten members, most of them NCOs and none members of the ship’s senior staff or first-shift bridge crew. A single member of senior staff is assigned as a training officer, to oversee the team’s development and keep it in line with the Commanding Officer’s operational philosophy, but apart from that, the Hazard Team operates independently of the ship’s command structure.
While this was only a temporary war-time measure and never formally implemented or standardized across the fleet, many captains unofficially shared their experiences and techniques for training and equipping these teams. There was also broad agreement that these expanded security teams were more effective on missions with non-combat priority objectives or challenges. The units benefited from the expanded skillsets of their members, while their continued joint training made them better-prepared in quick-changing situations than common away teams of junior officers with little collective experience. Teams who had been together for many missions also demonstrated superior unit cohesion to ad-hoc away teams.


The commander of the Hazard Team is always an officer, usually a Lieutenant though on a smaller ship their rank can vary more widely. The remainder of the team consists of specialists in various fields, who are expected to bring their expertise to the missions to which the team is assigned.
== Implementation ==
These lessons lay dormant for some years after the Dominion War, with Starfleet eager to shed its militarisation. But the Federation’s shift to more internal priorities after the Attack on Mars coincided with the ascent of many Dominion War veterans to the higher echelons of Starfleet Command. While there was no return to a doctrine of militarisation, Starfleet was determined that its crews be ready for danger, as well as exploration.


Members of the Hazard Team continue to perform their normal shipboard duties, and are, when not involved in Hazard Team work, treated as normal members of the crew. They also have two to three training sessions per week. During these training sessions, they train in combat scenarios, conflict deescalation, and high-stress work.
This led to the birth of the Hazard Team in the late 2380s. While not replacing either security teams or senior staff-led away missions, Starfleet Security drew on the experiences of the Dominion War to codify the formation of such units: starship crewmembers drawn together from multiple departments, consistently training collectively, to provide a combat-ready and elite team supported by a variety of skills in engineering, diplomacy, and science. After a few years, this concept expanded to included specialized teams for engineering, medical, and diplomatic vessels, as well as hazard teams for starbases and other space stations.  


== Gear ==
= Structure and Doctrine =
Hazard Team doctrine is extremely flexible, the unifying concept between the many possible variations being that these teams are meant to handle potentially hazardous situations that other members of the crew aren’t trained for.


On away missions, Hazard Team members often carry specialized equipment. While standard-issue gear includes a Starfleet phaser rifle, a heavy combat uniform, and a tricorder, both cultural and mission needs can call for further or replacement gear. Many Hazard Teams stock simpler alternatives to Starfleet phaser rifles for their reliability and ease of use, and those with cultural familiarity with other weapons might choose to carry those instead of or in addition to their rifles. Multiple models of experimental battle armor have been issued to Hazard Teams, but so far none has shown sufficient effectiveness to enter general use. Medics will carry expanded medkits, scientists discipline-specific equipment, and engineers toolkits. The Hazard Team’s visual signature is the Starfleet Hazard Equipment Harness, an efficient system of mesh and hooks for carrying and distributing the weight of large quantities of gear, maximizing the carrying capacity and mobility of its users.
The size and structure of Hazard Teams differ from command to command based on the ship or base’s specific needs, though they usually have between six and twelve members and ships may have multiple units. Likewise, team composition depends on the assignment: some captains prefer to select a variety of combat specialists supplemented by technical and scientific experts, while others choose well-rounded teams of scientists, engineers, and pilots who have combat experience and undergo extended training. A command might also have different teams with different core functions (for instance, an engineering team, a science team, and a medical team.) Frontier starbases tend to have several of these teams for away missions on runabouts which don’t require a full starship’s attention but are too dangerous for a standard away team.


== Hazard Teams in Play ==
Universally, none of the Hazard Team are members of the ship’s senior staff or first-shift bridge crew, and the team reports to the Chief Security Officer, rather than the senior command staff. Some captains have selected a different member of the ship’s senior staff to act as Training Officer alongside the Security Officer, especially when the team’s speciality aligns more closely with something outside of security. It is not unheard of for a Hazard Team leader to take part in operational meetings for the senior staff, but this is wholly at the captain’s discretion.


* On a ship with a Hazard Team, the senior staff will not beam down for dangerous away missions. Those missions will instead be carried out by the Hazard Team, with support from relevant shipboard specialists as necessary.
Hazard Team members, other than during their missions and during training sessions, have “day jobs” within the ship’s regular department structure, as most starships don’t encounter enough hazardous situations for these individuals to be constantly deployed as a Hazard Team. For instance, the team’s medic is almost universally also a nurse or science officer. No one is purely a member of the Hazard Team, and it’s not considered a career path either. Junior officers and chiefs tend to spend a year or two at maximum assigned to these teams, as by design they don’t consist of anyone over the rank of lieutenant, on all but the largest of starships.


* The training officer will conduct briefings before planned operations, and set emergency protocols for the Hazard Team. Hazard Team training can be exceptionally valuable when repelling boarding actions, so members of the Hazard Team might have different battle postings than others who are members of the same department they are.
Similarly, there is no centralized structure for Hazard Teams above the ship or starbase level; Starfleet Security develops new training materials and equipment patterns for them, but it’s not a branch of Starfleet. This is on purpose: to keep the specifics of the doctrine to individual starship and starbase commanders, without a lot of overhead or bureaucracy getting in the way of creating teams that meet that command’s needs. Rather, the Hazard Team is a conceptual structure that can be implemented in myriad ways.


* Be creative in designing specialized equipment for your Hazard Team’s members! This is an opportunity to let your interest in Star Trek and military equipment run a bit wild. Just remember, when you are working on their gear, that there are reasons why the phaser rifle is Starfleet’s standard weapon - its mix of durability, firepower, and versatility shouldn’t be exceeded by other gear. Other weapons might be better than a phaser rifle for specific tasks, however. Especially with alien officers, and those who have connections to alien cultures, this is a strong opportunity.
= Equipment =
As with the structure and doctrine, Hazard Teams carry a wide variety of equipment, based on their mission needs. Many starships equip them the same way they equip standard away teams, as the enhanced training is generally seen as enough to keep them safe on their missions. Other ships that expect more frequent combat equip their Hazard Teams with light body armor and specialized weapons. Starfleet Security and the Starfleet Corps of Engineers have developed a number of replicator patterns for equipment that might be useful for these teams, and, indeed, Hazard Teams are often responsible for the field testing of new personal equipment.


* Similarly, gear: Star Trek is a setting where heavy armor is just not all that helpful without being so heavy that it severely restricts mobility in humanoid wearers. The offensive capabilities of modern energy weapons simply outstrips the ability of armor to protect its wearer by such a vast margin that armor is not worth the effort, unless you expect rather a lot of melee combat (where modern materials science gives light armors like Klingon synth-leather and Cardassian plate significant effectiveness). The Hazard Team harness provides some protection from slashing strikes and slugthrowers, but against phasers the standard tactic of “don’t get hit” is still by far the most effective.
Examples of Hazard Team equipment include more robust utility belts, harnesses for attaching small pieces of equipment, energy-dampening polysilicone bodysuits, and ruggedized tricorders.
 
As skilled combatants, many Hazard Team members are hobbyists in a variety of martial arts, including marksmanship. This may make them proficient in unusual, cultural, or personalised weapons which rarely see use in standard Starfleet missions, but can be more useful for the Hazard Team’s operations.
 
= In Play =
 
* Hazard Teams are designed to embark on dangerous away missions instead of the traditional away team of many senior staff members. They may receive support from relevant shipboard specialists as necessary.
* This does not forbid senior staff members from getting involved in the action if there is a Hazard Team! They may participate in such missions alongside the Hazard Teams as overall mission leaders (with the Hazard Team dispatched to confront a specific combat threat) or as specialists, as your story requires.
* While the Hazard Team often uses more militarised equipment and undergoes more intensive combat training, they are still Starfleet officers first and foremost, in ethos as well as duties. They always have a primary role on board separate to their place in the Hazard Team, even if it is in the Security Department.
* Hazard Teams assigned to a Task Force HQ make a great storytelling option for Bravo Fleet junior officers.

Revision as of 19:19, 26 March 2021

A Hazardous Situation Response Team, more commonly referred to as a Hazard Team, is a special unit stationed aboard many Starfleet vessels, intended for use on away missions and other situations where heavy combat is anticipated.

History

Starship Away Teams

For centuries, Starfleet vessels dispatched their senior staff at the front of all major operations and away teams. This was by design, as many starships encountered highly unpredictable situations and undertook missions that could have profound Prime Directive and political ramifications. In fulfilling its mandate of diplomacy and exploration, Starfleet deemed it necessary that seasoned and qualified officers were positioned to make these immediate and urgent decisions.

By the 2360s, it was no longer common for starship captains to regularly take on away missions themselves, as regulations changed to learn from the many situations in which this put the ship’s senior-most officer in unacceptable levels of danger. This was underscored by the limited but fierce ground combat Starfleet engaged in with the Cardassians in the late 2350s. Still, up until the Dominion War the standard composition of most standard away teams included a vessel’s first and second officers, and often other senior specialists such as the ship’s counselor or medical officer. While the war itself did not immediately change this, the conflict made the disadvantages of sending senior officers (many of whom had very little experience of warfare) even more evident.

The Dominion War

Starfleet hadn’t engaged in a full-scale war since the 2250s, and so the sudden shifting to a war footing against the Dominion left the majority of the fleet’s ships thrust into combat despite their crews only having been trained in basic personal defense. Onboard training began with varying degrees of intensity and with different techniques as each crew made personal adaptations. This increased starships’ numbers of combat-ready personnel in case of boarding or ground action. However, the crew members most capable of handling dangerous away missions were still most often security officers, who usually lacked the training to handle specialized engineering or scientific tasks. With increasing casualty rates, many captains simply couldn’t afford to risk their senior officers on the most dangerous assignments, especially when situations were just as likely to need their talents on the bridge.

As a result, many captains developed hybrid teams with engineers or scientists trained in combat and embedded with security officers to provide versatile response forces. In larger operations, these specialized teams were able to set up beachheads or perform reconnaissance. For ships not assigned to these sorts of assaults, the teams were useful to take the place of standard away teams when the safety of a location was in doubt.

While this was only a temporary war-time measure and never formally implemented or standardized across the fleet, many captains unofficially shared their experiences and techniques for training and equipping these teams. There was also broad agreement that these expanded security teams were more effective on missions with non-combat priority objectives or challenges. The units benefited from the expanded skillsets of their members, while their continued joint training made them better-prepared in quick-changing situations than common away teams of junior officers with little collective experience. Teams who had been together for many missions also demonstrated superior unit cohesion to ad-hoc away teams.

Implementation

These lessons lay dormant for some years after the Dominion War, with Starfleet eager to shed its militarisation. But the Federation’s shift to more internal priorities after the Attack on Mars coincided with the ascent of many Dominion War veterans to the higher echelons of Starfleet Command. While there was no return to a doctrine of militarisation, Starfleet was determined that its crews be ready for danger, as well as exploration.

This led to the birth of the Hazard Team in the late 2380s. While not replacing either security teams or senior staff-led away missions, Starfleet Security drew on the experiences of the Dominion War to codify the formation of such units: starship crewmembers drawn together from multiple departments, consistently training collectively, to provide a combat-ready and elite team supported by a variety of skills in engineering, diplomacy, and science. After a few years, this concept expanded to included specialized teams for engineering, medical, and diplomatic vessels, as well as hazard teams for starbases and other space stations.

Structure and Doctrine

Hazard Team doctrine is extremely flexible, the unifying concept between the many possible variations being that these teams are meant to handle potentially hazardous situations that other members of the crew aren’t trained for.

The size and structure of Hazard Teams differ from command to command based on the ship or base’s specific needs, though they usually have between six and twelve members and ships may have multiple units. Likewise, team composition depends on the assignment: some captains prefer to select a variety of combat specialists supplemented by technical and scientific experts, while others choose well-rounded teams of scientists, engineers, and pilots who have combat experience and undergo extended training. A command might also have different teams with different core functions (for instance, an engineering team, a science team, and a medical team.) Frontier starbases tend to have several of these teams for away missions on runabouts which don’t require a full starship’s attention but are too dangerous for a standard away team.

Universally, none of the Hazard Team are members of the ship’s senior staff or first-shift bridge crew, and the team reports to the Chief Security Officer, rather than the senior command staff. Some captains have selected a different member of the ship’s senior staff to act as Training Officer alongside the Security Officer, especially when the team’s speciality aligns more closely with something outside of security. It is not unheard of for a Hazard Team leader to take part in operational meetings for the senior staff, but this is wholly at the captain’s discretion.

Hazard Team members, other than during their missions and during training sessions, have “day jobs” within the ship’s regular department structure, as most starships don’t encounter enough hazardous situations for these individuals to be constantly deployed as a Hazard Team. For instance, the team’s medic is almost universally also a nurse or science officer. No one is purely a member of the Hazard Team, and it’s not considered a career path either. Junior officers and chiefs tend to spend a year or two at maximum assigned to these teams, as by design they don’t consist of anyone over the rank of lieutenant, on all but the largest of starships.

Similarly, there is no centralized structure for Hazard Teams above the ship or starbase level; Starfleet Security develops new training materials and equipment patterns for them, but it’s not a branch of Starfleet. This is on purpose: to keep the specifics of the doctrine to individual starship and starbase commanders, without a lot of overhead or bureaucracy getting in the way of creating teams that meet that command’s needs. Rather, the Hazard Team is a conceptual structure that can be implemented in myriad ways.

Equipment

As with the structure and doctrine, Hazard Teams carry a wide variety of equipment, based on their mission needs. Many starships equip them the same way they equip standard away teams, as the enhanced training is generally seen as enough to keep them safe on their missions. Other ships that expect more frequent combat equip their Hazard Teams with light body armor and specialized weapons. Starfleet Security and the Starfleet Corps of Engineers have developed a number of replicator patterns for equipment that might be useful for these teams, and, indeed, Hazard Teams are often responsible for the field testing of new personal equipment.

Examples of Hazard Team equipment include more robust utility belts, harnesses for attaching small pieces of equipment, energy-dampening polysilicone bodysuits, and ruggedized tricorders.

As skilled combatants, many Hazard Team members are hobbyists in a variety of martial arts, including marksmanship. This may make them proficient in unusual, cultural, or personalised weapons which rarely see use in standard Starfleet missions, but can be more useful for the Hazard Team’s operations.

In Play

  • Hazard Teams are designed to embark on dangerous away missions instead of the traditional away team of many senior staff members. They may receive support from relevant shipboard specialists as necessary.
  • This does not forbid senior staff members from getting involved in the action if there is a Hazard Team! They may participate in such missions alongside the Hazard Teams as overall mission leaders (with the Hazard Team dispatched to confront a specific combat threat) or as specialists, as your story requires.
  • While the Hazard Team often uses more militarised equipment and undergoes more intensive combat training, they are still Starfleet officers first and foremost, in ethos as well as duties. They always have a primary role on board separate to their place in the Hazard Team, even if it is in the Security Department.
  • Hazard Teams assigned to a Task Force HQ make a great storytelling option for Bravo Fleet junior officers.