This is a guide to the operations of a standard starship in Earth Fleet, we cover everything from security calls to emergency self-destruct.
Security Calls: When security is called, it will take one round for 1d4+1 security personnel to arrive. From that point, more security comes (as needed, reinforcements) every 1d6 rounds. The number of personnel arriving increases as so: 1d6+2, 1d8+3, and finally 1d10+4 which is the maximum for one set of reinforcements. If any alert status is set, assume 1d4+1 personnel are already available around the corner and arrive on demand.
Bridge Operations: The bridge is staffed at all times with: communications, helm, navigation, sciences, command, security, and likely two or three from any department running special projects. Any officer of rank Lt. or higher may be readily place in command on the bridge at any time, from the last officer in command. The officer in command of the bridge automatically surrenders it to the first officer or captain when they arrive on the bridge. If alert status is set, 1d4+1 security personnel are present for additional safety. If it is downtime between missions, roll a d10. If it earns outcome, one of the follow bridge systems are being refit: 1, comms; 2, helm; 3, navigation; 4, sensors; 5, power; Note that doesn't mean the affected bridge system is non-functional, just less effective.
Engine Power Down: The engine may not be fully powered down quickly. In a situation, it'll take five rounds for it to power down. Powering it down quicker than that risks a critical breach, roll a d10 for each round ignored. The engineer may roll a challenge against this outcome. The highest outcome of the dice roll is number of criticals done to the ship (ships can't survive criticals beyond their scale).
Engine Power Up: The engine may not be powered up quickly. In a situation, it'll take five rounds for it to power up. Powering it up quicker than that risks a serious issue, and possible destruction of the engine main grid. Roll a d10 for each round ignored. The engineer may roll a challenge against this outcome. The highest outcome of the dice roll is the number of criticals done to the ship's power grid (Every power grid as a ship system, has five critical squares that can be filled before its totally destroyed).
Engineering Operations: ?
Shuttlecraft Protocols: ?
Power Gird Transfers: ?
Shield and Deflectors: ?
Emergency Self-destruct: ?
Setting Distress Call: ?
Open Secure Link: ?