Marines/college

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Academy Training and Courses- Marine Corps

Marine Corps training is largely similar to the rest of Maquis Member Training. Officers are graduated from Maquis Academy or ROTC or given commission based on their service in other militaries. Enlisted personnel attend training centers throughout the MFI. When a MFI Cadet picks the Marine track, they commit themselves to even more intense ongoing physical, survival, defensive and infantry operations training. This is particularly evident in the final year. Fort Detroit, the MNAS-01 (Maquis Naval Aerospace Aviation Starbase) is the official Marine Corps HQ and home to the Marine Schools. Picked as a reminder of what has been positive and negative about Marine Corps in the past, Fort Detroit is where Marines attend Marine Advanced Tactical for a 3 month post Academy period. Besides going to Fort Detroit and the Maquis Academy for final training and continuing education, many go for the opportunity to enter their names in the MFIMC Hall of Honor.

Officers transferring into the Marines must also go through the three month training, either at MATS, at a Marine training center, or through holo-training when need arises

The Maquis Marine Academy, located in the Badlands near Maquis HQ, is similar to MFI Academy but specializing only in combat training for the Maquis Marines Corps. Twenty-fourth century technology, and particularly Holodeck technology, have made it possible to give rank-and-file soldiers the kind of intensive military training that was the sole preserve of special forces units a mere four centuries before. Maquis Marines are exceptionally well trained and capable, even by Maquis standards. They are meant to operate primarily on planetary surfaces, both land and water, but are also trained to participate in space-based operations as well. Their skills reflect the fact that they frequently have to operate in a long-range reconnaissance fashion, often with little or no support from Maquis Naval Forces.

Unlike Naval personnel, Maquis Marines must meet exacting physical criteria. They are particularly expected to display above-average intelligence along with exceptional endurance and coordinatio

Including MATS, there are several post Academy schools, with terms of up to one year. These train individuals above and beyond their basic and advanced training. Though there are other schools, the primary ones are:

Marine Advanced Tactical Schools (MATS)

At this school Marine Officers and Non-Coms are given extra tactical training, as well as personal skills to increase their versatility in combat.( skills in Intelligence Gathering, Insertion/Extraction, Entry and Stealth, Torture Resistance and Survival, are just examples.)

All Marine Officers, after graduating Maquis Academy, attend a short termprogram, to finish their preparation for the rigors of wearing the olive drab. Select individuals are invited back for terms ranging from six months to a full year at the invitation of MATS instructors.While it is not uncommon for MFI operatives to train at MATS, members of all of Maquis Branches can attend MATS for specific course work.

Rumors holding that the MATS is a front for Maquis Intelligence, and engages in some questionable training practices are just that, rumors. Really, trust us on this. And tell us who told you this rumour.

Marine Occupational Schools

These are the schools where mostly Enlisted Marines are trained for their specific MOS', such as Rifleman, FO/Sapper, Sniper, and so on. These are also where members of the special squads listed under Commando on the "Job Descriptions..." page receive their training. Attendance of certain schools can lead to a career long assignment.

It is in the MOS schools that Medical and Engineering branch personnel receive the training to become Corpsmen and Combat Engineers. All Enlisted personnel attend MOS schools after basic training, although Officers sometimes do when the need warrants.


Marine Musical Conservatory

One of the most prestigious musical institutions, military or civilian, in the galaxy, the MMC is the home of the MFIMC Brass Band, and provides schooling to offering training civilians as well as Maquis Personnel of all branches.. It is one of the Corps greatest means of civilian outreach, and one of our greatest prides.

To allow the MFIMC to fulfill it's mission of goodwill and scholarship, the MMC has been be assigned two new production Roger Young Class.

The MFS Elgar and The MFS Beethoven have been in service since mid 2735, demonstrating Maquis's commitment to the cultural enrichment of the galaxy.

It should be noted that MFIMC Brass tend to be in extraordinary physical condition, and are more than able to defend themselves from any with a distaste for band members or music.

The Sonic Laboratory at the MMC, besides it's advances in recording and vast musical library, is also part of the Universal Translator technology network. Any rumors that the Sonic Labs have perfected the bagpipe as a sonic disruptor are untrue, though the MFIMC is justly proud of it's Pipe and Drum Bands.

Again, while the overwhelming majority of the MFIMC Brass are Marines, membership of both the MMC and the Brass are open to all members of Maquis and even civilians based on merit.


Ambassadorial Duties School

Situated near the Maquis Firing Range on Chin'Toka IV, the Ambassadorial Duties School offers rapid linguistic and cultural training for Marine staff assigned to Embassy duty with other fangroups.


Vulcan Science Academy Extension School

The majority of Military Occupational Training for Field Engineers and Signal Corpsmen, takes place at the VSA Extension School, which has facilities both at the Vulcan Science Academy and the Vulcan Division HQ. The VSAES also offers remedial and advanced training for Marine Officers prior to specific missions.

n.

The Maquis Marine Academy is extremely strict and much more militaristic than the Maquis Academy. While the Maquis navy tends to maintain order in a loose but firm manner, some have called the Marine Corps' management technique stringent or even harsh. Quite simply, Marine commanders do not tolerate anything less than the absolute best in their men, knowing that to do so would risk the lives of others. There is little room for error in such a dangerous and important field.

Maquis Marines are given training in the following areas:

Astrogation: Warp Drive Covers taking a Federation Starship from one place to another. Also covers star mapping and charting a course through space. Conn officers study Astrogation: Warp Drive to know where the ship is currently, where it is going, and how soon it will arrive. This skill is also used to plot intercept courses with another vessel or object in space, as well as make other special maneuvers in space.

Astrophysics (prerequisites: Physics, Mathematics) A very exacting science. It includes: stellar growth and decay, planetary and stellar ballistics, some stellar cartography, etc.

Beam Weapons: Phasers This is the ability to operate standard hand-held Federation Phasers.

Comparative Archaeology: (specialty) (prerequisites: Archaeology) A study of the ancient archaeology (buildings and structures) of a particular race or planet. Each race or culture studied must be specified and studied separately. When a cadet is studying a race similar to one that they have knowledge of, they may apply their Comparative Archaeology skill to determine how environmental and technological factors would influence the development of that culture's buildings and architecture. Thus, a cadet could hypothesize on how the introduction of high tech inventions (for instance) would cause the culture to diverge from its normal development.

Computer Operations Computers are used to analyze data for nearly all purposes. Computer Operations includes some types of operation of Tricorders and all PADD use.

Electronic Operations: Communications Covers knowledge of hailing frequencies and how to use them, Federation codes, operation of communications equipment, and other standard and emergency communications procedures of Maquis. It includes basic information about log recordings, message buoys, personal communicators, and sub-space communications. It can also be used to try to recognize ancient and/or alien methods of communication. It also covers operations of Comm-badges and other personal communicators.

Electronic Operations: Deflector Shields Covers knowledge of Starship Deflector Shields and how to use them, as well as methods for strengthening the shields and switching power from one shield to another under different situations. Personal Deflectors are also covered by this skill.

Electronic Operations: Holographics Covers operation of the Holographic equipment on most Federation starships and starbases, including Holographic Rec Decks. Includes information about programming certain sequences into the Holographic memory modules in order to create different scenarios. It also includes information on how to defeat the safety interlocks and make these scenarios more dangerous, or even deadly.

Electronic Operations: Life-Support Covers operations of all personal Federation life-support systems. Includes the Life-Support Belts worn on some missions, but does not include Vacc Suit Operations, which is covered by a separate skill. It also includes Life-Support equipment used by doctors and nurses. It does not include ship-based life-support equipment - that is covered by Engineering and/or Mechanic. See p. B58 for more info.

Electronic Operations: Medical Covers operation of all Federation electronic medical devices. The ability to read and interpret the information gained by such medical equipment is also conferred, but a working knowledge of the medical terms, symptoms, diseases, and cures is also required in order to use such information properly. For instance, a medical student who had not taken this skill could probably use the IQ default with no additional minuses. See p. B58 for more information.

Electronic Operations: Phaser Cannons Covers electronic operations of Phaser Cannons. This skill is necessary in order to operate Phaser Cannons.

Electronic Operations: Photon Torpedos Covers electronic operations of Photon Torpedos. This skill is necessary in order to operate Photon Torpedo launching systems.

Electronic Operations: Security Systems Covers operation of the ship's internal security systems, and includes all intruder control systems, as well as operation of the ship's brig.

Electronic Operations: Sensors Covers operation of the ship's probing sensors, which can detect life or energy sources (among other things) in other ships and on planetary surfaces. The ship's sensors can also provide data on planetary gravity and climate from standard orbit, and can be used to detect moving objects in space that are likely to pass near the ship at long range. It also covers most types of Tricorder use.


Electronic Operations: Starship Phasers Covers electronic operation of Starship Phasers. This skill is necessary in order to operate Starship Phasers.


Electronic Operations: Transporters Covers operation of Federation Transporters.


Electronics: Bioneural Circuitry Covers installation, maintenance, and repair of bioneural gel packs, which are an experimental system currently being tested by the Federation on Intrepid-class Starships. Bioneural circuitry is alive, and as such, is quicker than conventional circuitry, but it must be kept from extreme heat and sources of infection, both of which can kill it.


Electronics: Communications Covers construction and repair of all Federation communication systems. It includes the technical skills and knowledge involved in modern Federation communications devices, including repair, manufacture, and design. It also includes information on how to modify Federation equipment for different uses. Additionally, it includes information on repairing such items as message buoys, log recorders, personal communicators, and sub-space communications stations.


Electronics: Computers Covers the technical side of computers, and includes info on how to design, build, and most importantly, repairing them.


Electronics: Deflector Shields Covers construction and repair of the devices that produce the ship's protective screens, which protect it from stray meteors and other space junk, as well as energy and missile attacks in combat. It also covers the technology behind Tractor Beams and Pressor Beams.


Electronics: Holographics Covers construction and repair of the Holographic equipment on Federation vessels. It could also be used to help override Holographic programming by others. It is used for Holodecks and on other Holographic equipment.


Electronics: Life-Support Covers construction and repair of all personal life-support machinery. Those possessing this skill may also be called upon to repair and/or modify personal life-support equipment, such as the Life-Support Belts used by Maquis personnel. Construction and/or repair of ship based life- support equipment is covered by Engineering and/or Mechanic.


Electronics: Medical Covers construction and repair of the various types of electronic medical equipment used in the standard Federation ship's Sickbay. This skill does not include construction or repair of life-support equipment, but it does include the standard Medical Tricorder.


Electronics: Robotics Covers construction and repair of all electronic systems used in Federation robotics, especially robotic electronic brains. It does not cover non-electronic robotic systems.


Electronics: Security Systems Covers construction and repair of all electronically-based ship's internal security systems. It includes all repairs, maintenance, and modification to the force screens used in the ship's brig, as well as intruder defense and detection. It does not include internal Phasers, but does include all other intruder subdual systems.


Electronics: Sensors Covers construction and repair of the data collection sensors on board Federation ships as well as the stations used to interpret that data.


Electronics: Transporters Covers construction and repair of the electronic systems of the matter transmitters used on all Federation vessels. Repair to non-Federation Transporters is also touched upon.


Engineer: Antimatter Reactors (prerequisites: Engineer: Fusion Reactors) Covers designing and constructing Federation-type antimatter reactors. It is used in tandem with Engineer: Warp Drive to power the ship's hyperlight engines.


Engineer: Fission Reactors (prerequisites: Nuclear Physics) Covers designing and constructing Federation fission reactors. Fission reactors are no longer used by most Federation worlds, but skill in this area may be needed for use on older outposts and non-Federation worlds.


Engineer: Fusion Reactors (prerequisites: Engineer: Fission Reactors) Covers designing and constructing Federation fusion reactors. Most Federation worlds have upgraded their power generation systems to fusion reactors. Advanced fusion reactors provide thrust for the Impulse Drive engines and the power for many of the ship's systems.


Engineer: Impulse Drives (prerequisites: Engineer: Fusion Reactors -and- Engineer: Subspace Field Generators -and- Engineer: Reaction Drives) Covers designing and constructing the standard Impulse drives used on all Federation ships. It does not include the advanced fusion reactors that provide thrust for those drives.


Engineer: Life-Support Covers designing and constructing the standard non-electronic life-support systems used on Federation Starships. It is also used on the life-support systems in the ship's Sickbay, as well as extravehicular life-support systems, such as Life-Support Belts and environmental suits.


Engineer: Reaction Drives Covers the standard Federation ship thrusters, and allows the person with this skill to design and build such systems. The plasma created by the Impulse engines is used to create the thrust for these systems. It can also be used as a prerequisite for Impulse Drive skill.


Engineer: Robotics Covers designing and constructing robotic equipment used in the Federation. It can only be used to design robotic bodies. The skill used to construct a robotic brain would be Electronics.


Engineer: Subspace Field Generators (prerequisites: Subspace Mechanics) This skill is used to build and design the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils), and Warp engines (Warp field coils).


Engineer: Warp Drives (prerequisites: Engineer: Antimatter Reactors -and- Engineer: Subspace Field Generators) Covers designing and constructing the Warp drive mechanisms used on all Federation ships. Knowledge of Engineering: Antimatter Reactors is also required for effective use of this skill.


General Services: (specialty) Covers all of the "red-uniform" jobs not covered by any other skills, including: food services, clerical and/or administrative duties. This skill would be important for a Captain's Yeoman, and desirable for anyone wishing to have knowledge about how the ship's crew functions together. Each separate general skill, such as Quartermaster, Cook, Clerk, etc., would be taken separately.


Genetics: (specialty) The study of genetics and heredity.


Gunner: Phaser Cannons Covers aiming and firing the Phaser Cannons used for heavy Phaser bombardment when pinpoint ground accuracy is required. Phaser Cannons can be mounted on a stable chassis to increase accuracy, or in cyberslave mounts, or on mobile platforms such as ground vehicles.


Gunner: Photon Torpedoes Covers aiming and firing the Photon Torpedo systems found on most Federation Starships. Photon Torpedoes are autonomous seeking weapons (Guided Missiles).


Gunner: Starship Phasers Covers aiming and firing the Phaser arrays found on most Federation starships. This skill is usually possessed by the Tactical Officer.


History: Federation Knowledge of the history of the United Federation of Planets. This includes significant dates, periods, and events in the development of the UFP, as well as its military history.


History: (specialty) Specializations in History: (Planet/Race) are taken by people interested in the history of a specific planet and/or race.


Language Covers terrestrial and alien languages. It can be extended to include ancient and written languages, or languages that are so non-human so as to not even be sound based, such as flashing lights, waving tentacles, etc. The communicator must use mechanical devices to convey or receive that type of info. Even with the use of the Universal Translator, some people will still be fascinated by languages. Each individual language is a separate skill. Maquis personnel are required to learn Federation Standard, if it is not their native language. This language has become a popular second language among Federation members, and many non-Federation races as well. Examples include: Klingon, Tellarite, Andorian, Bynar, and others.


Law: Federation Rules and regulations of the United Federation of Planets, including the non-interference directive (Prime Directive), and regulations of Maquis. Includes some basic knowledge of the laws of most Federation member planets and cultures.


Life-Support Belt Operations The Life-Support Belt protects Federation personnel while in some types of hostile environments. It is primarily a self- contained forcefield generator that protects the wearer for a limited amount of time. The Federation LSB has a built-in rebreather mechanism. It is only designed for certain conditions, and cannot substitute for a Vacc Suit. For example, the LSB cannot protect against radiation or vacuum. Note: This skill is also covered by Electronics Operations: Life-Support, but Life-Support Belt Operations does not cover any other life-support equipment. The LSB weighs 1 kg., and works for about 8 hours on a fully charged power cell.


Mechanic: Antimatter Reactors Covers repairs and modifications to the Antimatter reactors aboard Federation ships. It also covers diagnosis of problems with the antimatter reactors.


Mechanic: Fission Reactors Covers repairs and modifications to the old-style fission reactors found on some older outposts and some non-Federation worlds. Most Federation worlds have upgraded these old-style reactors with cleaner, non-polluting fusion reactors.


Mechanic: Fusion Reactors Covers repairs and modifications to fusion reactors found on most Federation ships and planets. Federation ships use advanced fusion reactors to provide fuel for the Impulse Drives and for the maneuvering thrusters. Most Federation member planets have upgraded their energy producing systems to advanced fusion types.


Mechanic: Impulse Drives Knowledge of the Impulse engines used on all Federation Starships. Includes knowledge of fuel mix formulas, plus how to restart engines when necessary, as well as perform normal maintenance and repair.


Mechanic: Reaction Drives Covers repairs and modifications to the docking thrusters used on most Federation vessels.


Mechanic: Robotics Covers repairs and modifications for all Federation robotic equipment. It does not cover robotic brains or other electronic robotic systems.


Mechanic: Subspace Field Generators This skill is used for repairs and modifications to the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils) and the Warp engines (Warp field coils).


Mechanic: Warp Drives Knowledge of matter/antimatter fuel mix formulas, cold starting the engines in emergencies, and maintaining the Warp drive, as well as making any emergency repairs.


Physician: (race) This is the ability to diagnose and treat all manner of medical ailments, from simple first aid, all the way up to complete neurosurgery. Physician skill also includes the ability to properly use Medical Tricorders.


Pilot: Atmosphere Craft The ability to pilot modern Federation aircraft. Each type of Atmospheric craft must be taken separately.


Pilot: Runabout Covers operation of the standard Federation Runabout. It is (sort of) a cross between the best features of a Shuttlecraft and a Starship. It is fairly small, but it has small Warp Drive engines making it capable of limited interstellar travel. Otherwise, this skill operates just as the Pilot: Starship skill found elsewhere.


Pilot: Shuttlecraft Covers operation of the standard Federation Shuttlecraft. A Shuttlecraft in very limited usage (and still somewhat experimental in nature) is the Aquashuttle, a Shuttlecraft capable of both underwater as well as atmospheric and extraterrestrial operations. A pilot may choose to specialize in Aquashuttle operations.


Pilot: Starship Skill with the controls for the Warp and Impulse engines that drive and steer a Starship, plus all other helm and navigation controls. This skill also includes knowledge of both standard and non-standard orbits and how to establish them, plus evasive maneuvers, battle maneuvers, etc. In Starship combat, this skill can be used to reduce the amount of stress placed on the engines or superstructure by rapid maneuvers in combat.


Planetology Overall study of alien worlds and planetary conditions - geological, meterological, climatic, atmospheric, hydrographic, and ecologic - of one general planetary type. Pick one specialty.


Powerboat This skill encompasses Federation waterborne vehicles. Knowledge in this area is required for operation of the Federation Aquashuttle.



Administration

Armory: Beam Handguns Covers design, construction, repair, modifications, and maintenance of all small hand-held weapons such as the Phaser Type I and Phaser Type II, III and IV

Armory: Phaser Cannons Covers design, construction, repair, modifications, and maintenance of Phaser Cannons, which are used for point defense around a Starship, as well as the transportable models used for ground attack support. There are two types of Phaser Cannons, Light and Heavy. Both are covered by this skill.

Armory: Photon Torpedoes Covers design, construction, repair, modifications, and maintenance of the ship's Photon Torpedo systems.

Armory: Starship Phasers Covers design, construction, repair, modifications, and maintenance of a Starship's Phaser banks.

Astrogation

Camouflage

Computer Ops

Computer Programming

Demolitions

Electronic Ops.: Communications

Electronic Operations.: Sensors

Electronic Operations.: Transporters

First Aid

Forward Observer

Gunner: Phaser Cannon

Guns: Infantry Anti-Vehicle

Guns: Photon Grenade Launcher

Intelligence Analysis

Interrogation

Language: Federation Standard

Leadership

Navigation

Orienteering

Parachuting

Phaser Handling

Pilot: Shuttlecraft

Powerboats

Reconnaissance

Small Weapons Combat

Maquis Protocol This is the skill used to understand the workings of the Maquis military, its ranks and their meanings and positions, and its own regulations (which are in addition to the regulations of the MFI). It allows you to interact better with other members of Maquis.

Scuba

Swimming

Tactics: Small Units Covers knowledge of military and/or police tactics used in small skirmishes or commando actions, as well as leading or repelling boarding parties. It is useful for security personnel, or anyone commanding a landing party in a known hostile area. Successful use of this skill during battles will sometimes allow you to perceive information about the enemy's immediate plans.

Tactics: Space Covers knowledge and experience in commanding a Starship in battle. Those choosing to develop these skills can be assumed to be familiar with the great space battles throughout Federation history, and have probably spent many hours in simulation runs recreating those battles and others, even if they have never participated in a real space battle as commander of any Federation Starship. Proper use of this skill will help you deduce in advance enemy military plans. There are separate skills for both Strategy: Space and Tactics: Space. Strategy is for figuring out the plans of the enemy, and Tactics is for planning your own movements. The Space specialization gives students the ability to plot plans in three

Thruster Suit Operations Covers knowledge of the functions of the Federation Thruster Suit. The Thruster Suit includes a Vac Suit with its normal components. It has a self-powered thruster unit which allows for emergency gateways from the ship or transfers from one ship to another. The design of these suits has been changed since their introduction. They now include more maneuvering thrusters in addition to the main thruster unit. The old-style Thruster Suit had a discardable thruster unit.

Unarmed Combat (or Anbo-Jytsu)

Vacuum Suit Operation Covers knowledge of the operations of the standard Federation Vacc Suit, often called an Environmental Suit. The Vacc Suit is used by Maquis personnel to work in hostile environments.

Vehicle Driving The ability to operate modern Federation ground vehicles.

MFIMC Survival, Evasion, Resistance and Escape School (SERE)

Survival: Asteroid/Moons - Class I

Survival: Adaptable Planets - Class K

Survival: Terrestrial Planets - Class M

Survival: Pelagic (Water) Planets - Class N

Both Maquis Academy and Maquis Marine Academy include survival training in it's basic training regime. SERE goes beyond this training, and addresses issues encountered by marines on specific missions and operations. SERE includes more advanced survival with the inclusion of advanced courses in escape for POWs (including how to bypass security systems, stealth, etc) and resistance training for interrogations and manipulations (including advanced training in psychology, xenology, etc.). Additional training in languages and xenology is available as well.

Xenology: General The general cultural study of all alien cultures native to the Federation, and those life-forms that the Federation has had contact with. This provides a basic understanding of cultures of all those races, and is used as a prerequisite for further study of individual races by Maquis Academy.

Xenology: (specialty) (prerequisites: Xenology: General) The cultural study of a specific alien race. You must choose a specialty from any known races. This provides thorough knowledge of all the alien life-forms of that race, including the race itself. Note that this means Andorians (for instance) must take Terran as a specialization. You must take Xenology: General to take these specializations.

Xenobiochemistry: (specialty) (prerequisite: Xenobiology: General) The study of biochemistry as it relates to other races in the Federation. Xenobiochemistry gives information regarding the chemical reactions that produce and sustain life on alien worlds. Each race and/or planet must be taken separately.

Xenobotany: (specialty) (prerequisite: Xenobiology: General) The study of alien plant life of all kinds. You must choose a specialty from any of the Federation planets.

Xenoecology: (specialty) (prerequisites:Xenobiology: General) The study of interactions among life forms in a planetary environment. This skill is useful to landing parties that are travelling on planets which may contain potentially dangerous flora and/or fauna. Proper use of this skill would able you to determine which life-forms are vital to the planet's ecosystem and which may not be. You could also tell whether "Man" could fit into this new environment, or what functions a particular piece of flora or fauna serves in that environment. You must choose a specialty from any known alien races.

Xenogenetics: (specialty) (prerequisites:Xenobiology: General) The study of alien genetics. You must choose a specialty from among the known races. Study of Genetics is often used as a prerequisite by Maquis Academy.

Xenophysiology: (specialty) (prerequisites:Xenobiology: General) The study of alien humanoid bodies and their functions. Each race must be taken separately. Users would know how the muscles, bones, and organs work, and where they are located.

Zero-G Operations This is the ability to handle yourself in a free-fall or zero-G environment.



There are even more elite troops within the Maquis Marines for special missions. These troops are even better trained for their missions, which would often be covert in nature. Specialties within the Maquis Marines include: Demolitions Technician, Underwater Specialist, Anbo-Jytsu Instructor, Computer Specialist, Communications Technician, Cryptographer, Insertion/Extraction Specialist, etc. The existence of some teams are limited to a "need-to-know" basis.

Additionally, Maquis Marines who are NCO's or Officers receive advanced training in the following areas: NCO's are your career sergeants. They provide training and leadership to the Privates, Specialists, and Technicians in Maquis Academy. Officers are the real leaders - the power behind the power. All Maquis Marines can expect to go on missions at any time. There are no distinctions due to rank on missions, except for the usual chain of command. Privates with specialized training may be placed on teams with officers, and officers with NCO's, etc. Maquis picks the best men for the job ahead.

NCO's

Administration

Leadership

Tactics: Small Units

Officers

Administration

Diplomacy

Leadership

Orienteering

Tactics: Small Units

MFIFMC Advanced Training There are special schools within the Maquis Marine Corps which confer additional advanced training.


MFIMC Advanced Special Operations School (ASOS) This school includes advanced training in the following areas:

Advanced Phaser Handling

Advanced Unarmed Combat

Camouflage

Communications

Demolitions

First Aid

Fire Support

Forward Observer

Gunner: Phaser Cannon

Guns: Infantry Anti-Vehicle

Guns: Photon Grenade Launcher

Interrogation

Insertion/Extraction

Navigation

Orienteering

Parachuting

Reconnaissance

Scuba

Sketching, Photography, Holography

Small Weapons Combat

Swimming

Tactics: Small Units

Thruster Suit Ops.

Vacuum Suit Ops.


There are also specialties within the MOS school. One such specialty is Scout/Sniper Training. This training teaches advanced reconnaissance, survival, and phaser handling. Those who leave this facility, have the ability to be dropped on a hostile planet in a group of two to four marines, find their target, eliminate their target, and return. The missions usually include intelligence gathering and reconnaissance as well.

 Becoming a Marine & Marine Education



General Studies

All Cadets are required to take a core set of courses used to teach a number of skills. All Cadets are required to take these courses, regardless of their fields of study. If any of these courses are in a cadet's Major or Minor field of study, the higher requirement takes precedence.

The skills obtained from these core courses are as follows:

Administration

Weapons: Phasers

Unarmed Combat (or specialized unarmed combat type)

Computer Operation

Computer Programming

Electronics Operations: Sensors

Electronics Operations: Transporters

First Aid

History: Federation

Language: (Federation Standard)

Language: (any non-native)

Law: Federation

Mathematics

Physics

Pilot: Shuttlecraft

Maquis Protocol

Vacc Suit Operations

Xenobiology: General

Xenology: General

Zero-G Operations


The fields to Major and Minor in are:

Communications

Counseling

Engineering

Helm/Navigation

Intelligence

Judge Advocate General

Marines (Trained at Maquis Marine Academy)

Medicine

Operations

Science

Security

At the end of the second year of Academy training, Cadets should choose a Major and Minor course of study from the above list. Following is the list of the skills taught within each field.


Communication

Communications Majors provide both audio and video communications with personnel on ship and on planets, and provide an interface with Maquis Command through the subspace radio on board.

Generally, Cadets who Major in Communications will Minor in Security. Those Cadets are working towards becoming Tactical Officers on board a Starship. Some Cadets interested in Command may also Minor in Helm/Navigation. Those Cadets will also want to attend Command School.

Training includes:

Diplomacy

Electronics Operations: Communications

Electronics Operations: Security

Electronics: Communications

Electronics: Computers

Electronics: Sensors

General Services: (specialty)

Language: Federation Standard

Language: (Non-Native)

Psychology: (Terran)

Maquis Protocol

Xenobiology: General

Xenology: General

Xenology: (specialty)


Counselling

Counselors act as general overseers of the crew's mental well- being. They give advice and guidance for personal problems that crewmembers may have. If necessary, they can provide psychiatric and psychological treatment and care. Counselors can also refer clients to other medical personnel for more conventional treatments. They work closely with the Chief Medical Officer. They may have several more Language, Psychology, and Xenology skills than the requirements below. Counselors do not have to choose a Minor.

Training includes:

Diagnosis: (Terran)

Diagnosis: (native or non-Terran)

Diagnosis: (non-native -and- non-Terran)

Diplomacy

Electronics Operations: Life Support

Electronics Operations: Medical

Language: (non-native)

Physiology: (Terran)

Physiology: (native or non-Terran)

Psychology: (Terran)

Psychology: (native or non-Terran)

Psychology: (non-native -and- non-Terran)

Xenobiology: General

Xenology: General

Xenology: (non-native)

Xenophysiology (non-native -and- non-Terran)


Engineering

Engineering personnel provide the necessary repair and upkeep of equipment aboard ship. It is suggested that prospective Engineers select one (or more) Engineering skills to specialize in.

Note that Maquis Engineers, at first, are primarily concerned with the various electronics systems throughout the ship. This is due to the Federation's heavy use of electronic equipment for almost every function. The only non-electronic equipment aboard most ships are the Warp drives and Impulse engines. However, Engineers can specialize in any Engineering or Mechanic field, because Maquis encourages research and development of newer and better systems.

Cadets Majoring in Engineering usually take Helm /Navigation as their Minor. Some smaller ships may use the Engineer as a back-up commander. Those Engineers may Minor in Operations, and will want to go to Command School.

Training includes:

Armoury: Phasers

Armoury: Photon Torpedoes

Armoury: Starship Phasers

Electronics: Communications

Electronics: Computers

Electronics: Deflector Shields

Electronics: Life Support

Electronics: (specialty)

Electronics: Sensors

Electronics: Transporters

Engineer: (specialty)

Engineer: Impulse Drives

Engineer: Warp Drives

Mechanic: (specialty)

Mechanic: Impulse Drives

Mechanic: Warp Drives

Subspace Mechanics


Helm & Navigation

Helm and Navigation personnel provide the ship with pilots and co-pilots. They also provide the ship with experienced Shuttlecraft and Runabout pilots and co-pilots.

Generally, Cadets who Major in Helm/Navigation are Cadets who eventually wish to become Commanders themselves. Those cadets will also wish to attend Command School.

Appropriate Minors include Communications, Operations, and Engineering.

Training includes:

Astronomy

Astrogation: Warp Drive

Astrophysics

Electronics Operations: Communications

Electronics Operations: Deflector Shields

Electronics Operations: Photon Torpedoes

Electronics Operations: Starship Phasers

Electronics: Computers

Electronics: Deflectors

Gunner: Photon Torpedoes

Gunner: Starship Phasers

Leadership

Pilot: Runabout

Pilot: Starship

Strategy: Space

Subspace Mechanics

Tactics: Space


Intelligence

This is the major for Cadets that wish to join the Maquis Intelligence Service (MIS/SSD/SOC). Intelligence Cadets study a program which will prepare them for a variety of positions within MIS/SSD/SOC including field operations, intelligence analysis, SIGINT collection, and many others. Cadets are encouraged to choose a government or organization as a specialty to study during their time at the Academy. Some examples include the Cardassian Union, the Dominion and the Borg.

Intelligence Cadets usually take courses in Communications, Operations or Security , but any other division can be taken as a Minor.

Training includes:

Cryptanalysis

Electronics Operations: Communications

Electronics Operations: Security Systems

Electronics: Communications

Electronics: Sensors

Intelligence Analysis

Interrogation

Language: (specialty)

Pilot: Runabout

Psychology: (specialty)

SIGINT Collection/Jamming

Maquis Protocol

Strategy: Space

Survival: (specialty)

Tactics: Small Units

Unarmed Combat

Weapons: Phaser

Xenology: (specialty)


Judge Advocate General

This Major is for cadets who wish to join the Maquis Judge Advocate General's Corps. The fleet's JAGs are responsible for the investigation, prosecution, and defense of the men and women enlisted in Maquis. In addition, they practice interplanetary, operation, labor, contract, environmental, tort, and administrative law. In addition, Maquis Judge Advocates assist in the development and ratification of treaties and act as legal advisors to members of the admiralty. Each JAG officer is responsible for a certain group of individuals, or sphere of influence, in Maquis.

Each cadet will obtain an interplanetary law degree during their time in the Academy. Maquis Judge Advocates uphold and protect the rights of Maquis personnel and the virtues of the Federation and Maquis Charters. Newly commissioned judge advocates receive immediate responsibility in handling significant legal issues. They encounter a diversified, challenging and rewarding law practice stationed throughout the Federation.

Cadets Majoring in JAG usually take Operations as their Minor.

Training includes:

Administration

Diplomacy

History: Federation

Law: Federation: (general)

Law: Federation: Administrative

Law: Federation: Claims

Law: Federation: Contracts

Law: Federation: Criminal

Law: Federation: Interplanetary

Law: Federation: Operational

Law: (non-Federation)

Language: (non-native)

Psychology: (Terran)

Psychology: (native or non-Terran)

Maquis Protocol

Xenology: General

Xenology: (non-native)


Medicine

Medical personnel provide day-to-day medical care to the people aboard ship, and treat injuries just like any other doctor.

Medical Cadets do not usually Minor in any other field, but are required to take four elective skills, which may be any science or medical skill. More than two specialization fields are encouraged by Maquis, but not required. Ship's Doctors should consider taking at least one Medicine: (other race) skill for most of the races that they would normally come in contact with during normal ship's operations. Each racial skill must be learned separately.

Medical Cadets have generally completed medical studies on their respective homeworlds, and thus generally start their Academy training at age 25. They go through a different type of training program than do any other type of Cadet. The Academy medical training lasts eight years, but does not include an internship.

Training includes:

Biology (or Xenobiology: (specialty))

Biochemistry (or Xenobiochemistry: (specialty))

Diagnosis: (Terran)

Diagnosis: (native or non-Terran)

Diagnosis: (non-native -and- non-Terran)

Diplomacy

Electronics Operations: Life Support

Electronics Operations: Medical

Electronics Operations: Sensors

Physician: (Terran)

Physician: (native or non-Terran)

Physician: (non-native -and- non-Terran)

Physiology: (Terran)

Physiology: (native or non-Terran)

Psychology: (Terran)

Psychology: (native or non-Terran)

Psychology: (non-native -and- non-Terran)

Xenophysiology: (non-native -and- non-Terran)


Operations

This is the Major for Cadets who wish to pursue advancement in the command line fields of Maquis.

Operations Majors provide an interface between the day-to-day normal activities of the crew on board ship and the command personnel. Operations personnel study a program designed to give them a working knowledge of all other divisions in Maquis. Ops Officers are frequently trained to become commanders themselves. The Ops Cadet usually takes courses in both Communications and Helm/Navigation, but can take any other division as a Minor.

Training includes:

Administration

Astrogation: Warp Drive

Astrophysics

Electronics Operations: Communications

Electronics Operations: Photon Torpedoes

Electronics Operations: Starship Phasers

Electronics Operations: Security Systems

Electronics: Communications

Electronics: Computers

Electronics: Sensors

Gunner: Photon Torpedoes

Gunner: Starship Phasers

Pilot: Runabout

Pilot: Starship

Strategy: Space

Tactics: Small Units

Tactics: Space


Sciences

Science personnel provide the investigative research for ships and transmit that information back to Maquis Command. Science personnel are also useful on landing parties and at Starbases.

Maquis requires the Sciences Cadet to study at least two additional specializations. They may be from any science field, though they are usually non-Medical. If Sciences is chosen as a Minor, no specializations are needed.

Note that in the Trek era, "Sciences" are not limited merely to the so-called "hard" sciences. Social sciences are also considered important by Maquis. Good examples of this kind of science officer in action are in the TOS episode "Who Mourns For Adonis", where we saw Carolyn Palamas acting as the "Archaeology & Anthropology" officer in the landing party. Another example was Marla McGivers, the Ship's Historian (and Khan's intended) from "Space Seed". Within these rather broad limitations, any science skills can be chosen for fields of specialization.

Training includes:

Astronomy

Astrophysics

Biology

Biochemistry (or Xenobiochemistry: (specialty))

Botany (or Xenobotany: (specialty))

Chemistry

Comparative Archaeology: (race)

Ecology (or Xenoecology: (specialty))

Genetics (or Xenogenetics: (specialty))

Geology

Physics

Physiology: (Terran)

Physiology: (specialty)

Subspace Mechanics

Xenobiology: General

Xenology: General

Zoology (or Xenology: (specialty)


Security

Security forces provide basic police duties on ship, as well as protective duties to landing parties. Some Security personnel will take additional training as Maquis Marines.

The Normal Minor field for Security is Communications. The Security Officer (also called the Tactical Officer) is usually expected to operate the ship's communications systems.

Training includes:

Weapons: Phaser

Unarmed Combat

Diplomacy

Electronics Operations: Phaser Cannons

Electronics Operations: Security Systems

Gunner: Phaser Cannon

Federation Martial Arts: (Anbo-Jytsu)

Vehicle training

Small weapons combat

Psychology: (Terran)

Survival: (choose)

Tactics

Tactics: Small Units


Cadet Cruise

After completing classwork at the Academy, Cadets are usually sent on a one-year cruise in space, where their performance is evaluated by officers in the field. During that cruise, the officer-in-training carries the rank of Cadet (Cdt) or Officer Cadet (OCdt) for the Marines. This rank is considered to be one below Ensign, but still an officer's grade and rank. Sometimes, due to extremely good performance of duties, a Cadet will be promoted to Acting Ensign (with an increase in pay and rank) in the field.


Cadet Cruise Assignments may include:

Special Assignment

Starship Division

Exploration Division

Military Division

Colonization Division

Marines Division

Starbase Division


Command School

Cadets who want to become Department Heads or Top Command personnel are usually required to attend Command School for two years following their Cadet Cruise. At Command School, they will obtain the following skills important for holding positions of responsibility and authority over other officers.


Department Heads are defined as the persons holding the following positions:

Chief Engineer

Chief Medical Officer

Tactical Officer

Chief Science Officer

Chief of Conn


Top Command personnel are:

Captain

First Officer

Chief of Operations

Training includes:

Administration

Astrogation: Warp Drive

Computer Operations

Computer Programming

Diplomacy

Electronics Operations: Sensors

General Services: (specialty)

History: Federation

Law: Federation

Leadership

Psychology: (non-native -and- non-Terran)

Strategy: Space

Tactics: Small Units

Tactics: Space

Teaching

Xenology: (Romulan or Borg)


Non-Commissioned Personnel

Non-Commissioned personnel (NCP) join Maquis for a career, but do not aspire to achieve commissioned rank. They fill the jobs of the day-to-day operations of the ship. They usually join Maquis at age 18 and go through a shorter education than Cadets. They may choose a career in one of these fields: Engineering, Science, Security, or Services.

Skills

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