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Boosting the Gain: Level Up Your Comms Officer, Part One – Resources and References

A widescreen promotional graphic with a black, starfield background. Across the top are five portrait images of Star Trek communications officers, left to right: Ensign Hoshi Sato, a focused Asian woman in a blue Enterprise-era uniform at a console; Lieutenant Ronald Bryce, a Black man in a modern Starfleet uniform looking alert on a starship bridge; Ensign Uhura (Strange New Worlds), a young Black woman in a red uniform seated at communications, listening intently; Lieutenant Uhura (The Original Series), a Black woman in a gold uniform with a hand raised to her earpiece; and Lieutenant M’Ress, an animated feline humanoid in a red uniform at a console. Centered between the rows, large bold orange text reads: “BOOSTING THE GAIN: LEVEL UP YOUR COMMS OFFICER.” Along the bottom are five more portraits, left to right: Ensign Aquiel Uhnari, a woman in a teal Next Generation uniform; Gwyndala, a pale, white-haired alien girl with large eyes; Ensign Kova Esmar, a bald alien Starfleet officer in a gold uniform on a bridge; Lieutenant Christopher, a Black man in a gold uniform; and Lieutenant Astrid Atlee, a red-skinned alien with long hair and ridged features wearing a gold uniform. All figures are shown from the shoulders up, each framed in their own rectangular panel.

Boosting the Gain: Level Up Your Comms Officer Role Play Series Splash Image

Have you played through all of the common bridge officer roles, and are looking for something new? Have you been inspired to follow in the footsteps of such luminaries like Hoshi Sato, Nyota Uhura, Gwyndala, or Kova Esmar? Or maybe you are playing a comms specialist already, but are looking for ways to break out of the “answering the phone” stereotype? If so, then you’re in the right place.

My goal with the Boosting the Gain series is to provide suggestions, information, and advice on ways to diversify and improve role-play of communications specialists. In future articles, I will touch on the history of the position, share some thoughts on how to choose a division, and highlight different duties appropriate for those divisions to help your character stand out.

For today’s article, I want to focus on providing a list of resources and relevant materials that can be used as both a reference and inspiration for character ideas.

Starting things off, Michael Dismuke and Jim Johnson had a great brainstorming session on how to creatively play comms specialists with guest Al Spader on their “Continuing Conversations” podcast. You can find that episode here:

Al Spader also wrote the section on the communication officer’s role in the Star Trek Adventures Player’s Guide (pp. 167-168). While the description of the communications officer’s role benefit provided in the Player’s Guide was updated subsequently in the Second Edition Core Rulebook, the remainder of his contribution is applicable to either edition.

Speaking of Second Edition, here is a reference index I assembled to help me play comms officers with more confidence. Each entry includes descriptions or tidbits of information useful for the role. I have the entries divided into three categories: Briefings, Rules, and Sidebars. Briefings and Sidebars provide general information or playful anecdotes. Rules are for entries that cover specific game mechanics.

COMMUNICATIONS SPECIALIST RESOURCE INDEX

CHARACTER ACTIONS

Combat and Comms Specialists

Distance and Its Effect on Communications

Distress Calls

CHARACTER OPTIONS

Character Creation

LANGUAGE AND LINGUISTICS

SCIENTIFIC PRINCIPLES

Communication Signals

Subspace Communications

SHIP OPTIONS

Ship Talents

Starship Weaponry Quality Relevant to Comms Specialists

TECHNOLOGY AND EQUIPMENT

Personal Equipment: Audio Receiver

Personal Equipment: Beacons and Transponders

Personal Equipment: The Communicator

Personal Equipment: Personal Access Display Devices (PADDS)

Personal Equipment: Tricorder

Personal Equipment: Universal Translator

Ship Stations Relevant to Comms Officers

Subspace Beacons, Buoys and Relays

STARFLEET GENERAL ORDERS, REGULATIONS, AND CODES

Finally, I’ll leave you with a selection of Starfleet General Orders, Regulations, and Codes that are helpful for communications officers to know:

GENERAL ORDERS

General Order 12: “Requires a captain and/or crew to take appropriate precautions when approached by a starship with which communications have not been, or cannot be, established.”

REGULATIONS

Regulation 46A: “If transmissions are being monitored during battle, no uncoded messages are to be transmitted on an open channel.”

Regulation (number not cited): “When medical personnel are responding to a medical emergency on alien terrain, it is recommended to keep an open comm-channel at all times.”

CODES

Code One-Alpha-Zero: Indicates a heightened state of ship readiness in response to a crisis scenario, such as a distress call.

Code Factor One: Signals the coded alert that the United Federation of Planets is about to be invaded. Also see Code 001.

Code 001: Also known as “Defense Alert” or “Priority One Alert.” It signals the threat of a disaster, invasion, or the initiation of warfare by the Federation against a hostile power. When the code is issued, all Starfleet personnel in the zoned area are to assume tactical alert.

Emergency Code One: Signals an intruder alert on a Starfleet ship or station.

Transporter Code 014: Indicates a coded order to destroy an object using a transporter beam.

Code 047: This code is sent using the highest of Starfleet’s encryption protocols. It is meant for Captain’s rank and above only. All recordings and traces are removed automatically from records after transmission.

Code 710: This code indicated a quarantine is in effect. No Federation vessel is to approach a ship, station, or system that is broadcasting this code.

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Is there anything I have missed? Do you have a rule or regulation in your home games that might be helpful for others to know? If you’re willing, please share it in the comments below.

Until next time!

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