Academy Majors and Minors

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While cadets can receive special consideration from the Dean of the Academy to create their own major or minor, the vast majority of Academy cadets choose a standard Major and Minor to pursue for their curriculum.

Counseling Requirements

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. Most counselors do not chose a minor, and a minor in counseling is not offered.

Counseling Major

To major in Counseling, a cadet must have the following 23 credits:

  • Diplomacy: Hostile Species
  • Diplomacy: Non-Traditional Situations
  • Engineering: Medical Systems and Equipment
  • Engineering: Life Support Systems
  • Language: (Non-Terran, Major Species)
  • Level 2, being of the same language as chosen Core Requirement course.
  • Medicine: Diagnosis, Terran
  • Medicine: Diagnosis, (Non-Terran, Major Species)
    • At least 2, with 1 being of the student's native species, and others of a different species.
  • Medicine: Diagnosis, (Non-Terran, Minor Species)
    • At least 1 of a different species than student.
  • Psychology Department
    • At least 8 courses.
  • Xenobiology: Neuroscience
  • Xenobiology: Physiology, Terran
  • Xenobiology: Physiology, (Non-Terran, Major Species)
    • At least 1 of a different species than student.
  • Xenobiology: Physiology, (Non-Terran, Minor Species)
    • At least 1 of a different species than student.
  • Xenology: (Non-Terran, Major Species)
    • At least 2, with 1 being of the same species as chosen Xenobiology Major Species course.
  • Xenology: (Non-Terran, Minor Species)
    • At least 1 of a different species than student.


Engineering Requirements

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 StarFleet 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 field, because StarFleet 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.

Engineering Major

To major in Engineering, a cadet must take these classes (4 credits):

  • Armory: Hand Phasers, Phaser Rifles and Artillery
  • Armory: Starship Phasers and Phaser Cannons
  • Armory: Photon Torpedos
  • Physics: Warp Theory

And 14 credits of these classes:

  • Engineering: Advanced Replicator Theory and Application
  • Engineering: Advanced Transporter Techniques, Technology and Theory
  • Engineering: Advanced Warp Systems
  • Engineering: Artificial Intelligence
  • Engineering: Automata, Computability, and Complexity
  • Engineering: Base-Mode Operations
  • Engineering: Base-Mode Programming
  • Engineering: Bio-Neural Components
  • Engineering: Colossal Failures in Engineering
  • Engineering: Deflectors, Weapons and Security Systems
  • Engineering: Electromagnetics and Applications
  • Engineering: General Electronics
  • Engineering: Impulse Systems
  • Engineering: Intermediate Electronics 1
  • Engineering: Intermediate Electronics 2
  • Engineering: Introduction to Warp Systems
  • Engineering: LCARS Programming 2
  • Engineering: Life Support Systems
  • Engineering: Medical Systems and Equipment
  • Engineering: Introduction to Nanotechnology
  • Engineering: Nanotechnology 1
  • Engineering: Nanotechnology 2
  • Engineering: Nanotechnology - Advanced
  • Engineering: Operations and Command Functions
  • Engineering: Regulation of Chemicals, Radiation, and Biotechnology
  • Engineering: Structure and Interpretation of Computer Programs
  • Engineering: Subspace Mechanics
  • Engineering: Sustainable Energy
  • Engineering: System Design
  • Engineering: Systems Architecture
  • Engineering: Systems Dynamics
  • Engineering: Warp Drives

While any 9 general electives or minor classes can be used to complete your course of study, StarFleet Academy would recommend selecting from the following:

  • Armory: Photon Torpedoes
  • Armory: Starship Phasers
  • Liberal Arts: Application of Creative Design in Holodecks
  • Mathematics: Calculus 1
  • Mathematics: Calculus, Advanced
  • Mathematics: Differential
  • Mathematics: Discrete
  • Mathematics: Functions and Models
  • Mathematics: Introduction to Calculus
  • Mathematics: Linear Algebra
  • Mathematics: Mathematics for Computer Science
  • Mathematics: Probability and Statistics
  • Physics: Classical Mechanics
  • Physics: Electrodynamics
  • Physics: General Physics 1
  • Physics: General Physics 2
  • Physics: Quantum Mechanics
  • Physics: Vibrations and Waves
  • Physics: Warp Theory

Cadets should total 48 credits: 21 Core, 18 Engineering (4 + 14), and 9 Elective (6 of which can be minor credits).


Helm/Navigation Requirements

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. Those cadets will also wish to attend Command School.

Appropriate Minors include Operations, and Engineering.

Helm/Nav Major

To major in Helm/Navigation, a cadet must have the following 18 credits:

  • Astrogation: Navigation of Starships, Sublight
  • Astrogation: Navigation of Starships, Warp Speed
  • Astronomy: Astrophysics, Advanced
  • Astronomy: Stellar Cartography 1
  • Astronomy: Stellar Cartography 2
  • Engineering: Introduction to Warp Systems
  • Engineering: Advanced Warp Systems
  • Engineering: Impulse Systems
  • Engineering: Intermediate Electronics 1
  • Engineering: Deflectors, Weapons and Security Systems
  • Physics: Warp Theory
  • Piloting: Minor Ships
  • Piloting: Major Ships
  • Tactics: Combat, Minor Starships
  • Tactics: Combat, Major Starships
  • Tactics: Combat, Shuttles and Runabouts
  • Tactics: Combat, Phasers and Photon Torpedos
  • Tactics: Leadership

Helm/Nav Minor

To minor in Helm, a cadet must have the following 6 credits:

  • Astrogation: Navigation of Starships, Sublight
  • Astrogation: Navigation of Starships, Warp Speed
  • Piloting: Minor Ships
  • Piloting: Major Ships
  • Tactics: Combat, Introduction to Starship Combat
  • Tactics: Combat, Shuttles and Runabouts


Intelligence Requirements

This is the major for cadets that wish to join the StarFleet Intelligence Service (SFI). Intelligence cadets study a program which will prepare them for a variety of positions within SFI including field operations, intelligence analysis, SIGINT collection, and many others. This major, however, is only the beginning of the training for Intelligence operatives. Intelligence operatives also receive further, extensive training by SFI directly before entering a specific field.

In the chosen major, cadets must chose 1, or at most 2, species/governments to study during their time at the Academy, neither of which may be their own. Some examples include the Cardassian Union, the Dominion and the Borg.

Intelligence cadets also chose a minor, usually in Communications, Operations or Security, although any minor is acceptable.

No Intelligence minor is offered.

Intel Major

To major in Intelligence, a cadet must have the following 18 credits:

  • Diplomacy: Hostile Species
  • Engineering: Intermediate Electronics 1
  • Engineering: Operations and Command Functions
  • Intelligence: SIGNIT Collection/Jamming
  • Intelligence: Analysis
  • Intelligence: Crypto-analysis
  • Intelligence Department
    • At least 3 more courses.
  • Language: (specialty)
  • Psychology: (Non-Terran, Specialty)
  • Psychology: Hostilities
  • Survival: Captivity
  • Tactics: Small Units
  • Tactics: Strategy of Battle 1
  • Tactics: Strategy of Battle 2
  • Xenobiology: Physiology, (specialty)
  • Xenology: (specialty)


Medical Requirements

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

Medical cadets usually have taken some form of medical training on their homeworlds, and thus should be proficient in the methods of medicine for their own species. Because of this, most medical cadets do not enter the Academy until at least the age of 22. Upon entrance to the Academy, they carry out a unique training which includes 2 years of general and elective study, as well as another 4 years of purely medical study. The fourth year begins the internship.

Medical Major

To major in Medicine, a cadet must complete 9 elective Independant Specialization credits, as well as the following 39 credits:

  • Chemistry: Organic Chemistry 1
  • Chemistry: Organic Chemistry 2
  • Diplomacy: Non-Traditional Situations
  • Engineering: Medical Systems and Equipment
  • Engineering: Life Support Systems
  • Medicine: Pharmacology 1
  • Medicine: Pharmacology 2
  • Medicine: Surgery, Major Humanoid Species
  • Medicine: Surgery, Non-Humanoid Species
  • Medicine: Post-Operative Conditions
  • Medicine: Bedside Manner
  • Medicine: Diagnosis, Terran
  • Medicine: Diagnosis, (Non-Terran, Major Species)
    • At least 2, with 1 being of the student's native species, and others of a different species.
  • Medicine: Diagnosis, (Non-Terran, Minor Species)
    • At least 1 of a different species than student.
  • Psychology: Terran Development
  • Psychology: Non-Terran, Major Species Development
    • At least 1 of a different species than student.
  • Xenobiology: Cell Biology, Non-Humanoid
  • Xenobiology: Physiology, Terran
  • Xenobiology: Physiology, (Non-Terran, Major Species)
    • At least 2, with 1 being of the student's native species, and others of a different species.
  • Xenobiology: Physiology, (Non-Terran, Minor Species)
    • At least 1 of a different species than student.
  • Xenobiology: Genetics, Humanoid 1
  • Xenobiology: Genetics, Humanoid 2
  • Xenobiology: Genetics, Non-Humanoid 1
  • Xenobiology: Evolution, Humanoid
  • Xenobiology: Evolution, Non-Humanoid
  • Xenobiology: Microbiology 1 (Bacteria)
  • Xenobiology: Microbiology 2 (Virii)
  • Xenobiology: Immunology, (Non-Terran, Major Species)
    • At least 1 of a different species than student.
  • Xenobiology: Systems 1, Derm/Respir/Cardio/Hematol Systems
  • Xenobiology: Systems 2, GI/Musc/Renal/Endoc/Reprod
  • Xenobiology: Pathology
  • Xenobiology: Musculoskeletal Pathophysiology
  • Xenobiology: Endocrinology
  • Xenobiology: Reproductive Biology
  • Xenobiology: Hematology
  • Xenobiology: Neuroscience


Communications/Operations Requirements

Operations majors provide an interface between the day-to-day normal activities of the crew on board ship and the command personnel, as well as providing audio and video communications with personnel on ship and on planets, and provide an interface with StarFleet Command through the subspace radio on board. The communications/operations fields were merged in StarFleet in 2320.

This is the major for cadets who wish to pursue advancement in the command line fields of StarFleet. Operations personnel study a program designed to give them a working knowledge of all other divisions in StarFleet. Ops officers are frequently trained to become commanders themselves. The Ops cadet usually minors in Helm/Navigation, but any other field where a minor is offered is acceptable.

Com/Ops Major

To major in Com/Ops, a cadet must have the following 18 credits:

  • Administration: StarFleet Bases and Outposts
  • Administration: StarFleet StarShips
  • Administration: Deployment
  • Astrogation: Navigation of Starships, Sublight
  • Astrogation: Navigation of Starships, Warp Speed
  • Astronomy: Astrophysics, General
  • Diplomacy: Hostile Species
  • Engineering: Operations and Command Functions
  • Engineering: Life Support Systems
  • Engineering: Deflectors, Weapons and Security Systems
  • Engineering: Base-Mode Operations
  • Language: (Non-Terran, Major Species)
    • Level 2, being of the same language as chosen Core Requirement course.
  • Tactics: Combat, Phasers and Photon Torpedos
  • Tactics: Combat, Introduction to Starship Combat
  • Tactics: Small Units
  • Tactics: Strategy of Battle 1
  • Tactics: Strategy of Battle 2
  • Tactics: Leadership

Com/Ops Minor

To minor in Com/Ops, a cadet must have the following 6 credits:

  • Diplomacy: Hostile Species
  • Engineering: Operations and Command Functions
  • Engineering: Deflectors, Weapons and Security Systems
  • Engineering: Base-Mode Operations
  • Language: (Non-Terran, Major Species)
    • Level 2, being of the same language as chosen Core Requirement course.
  • Tactics: Combat, Introduction to Starship Combat


Science Requirements

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Science personnel provide the investigative research for ships and transmit that information back to StarFleet Command. Science personnel are also useful on landing parties for interpreting their surroundings.

Science Specializations

StarFleet requires the Sciences cadet to study at least two additional specializations in place of a minor. A number of specializations are accepted:

  • Agriculture
  • Anthropology/Archaeology
  • Astronomy
  • Biology
  • Botany
  • Chemistry
  • Ecology
  • Evolution
  • Genetics
  • Geology
  • History
  • Linguistics
  • Meteorology
  • Microbiology
  • Nanotechnology
  • Oceanography
  • Physics
  • Sexology and Gender Studies
  • Sociology
  • Urban Studies
  • Xenology
  • Zoology

If the cadet's chosen specialization is of a science not offered by the Academy, cadets can fulfill the requirement through a number of other academic institutions which utilize the same holographic distance-learning system the Academy uses.

(Note that in the Trek era, "Sciences" are not limited merely to the so-called "hard" sciences. Social sciences are also considered important by StarFleet. 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".)

Science Major

To major in Science, a cadet must have the following 25 credits:

  • Astronomy: Astrophysics, General
  • Astronomy: Astrophysics, Advanced
  • Chemistry: Physical Chemistry 1
  • Chemistry: Physical Chemistry 2
  • Physics Department
    • At least 5 courses.
  • Xenobiology Department
    • At least 6 courses.
  • Specialization
    • At least 10 courses.

Security Requirements

Security forces provide basic police duties on ship, as well as protective duties to landing parties. Some Security personnel will take additional training as StarFleet Marines, but this is rare.

Usually, Security officers minor in Com/Ops.

Security Major

To major in Security, a cadet must have the following 18 credits:

  • Armory Department
    • At least 4 courses.
  • Diplomacy: Hostile Species
  • Diplomacy: Non-Traditional Situations
  • Engineering: Deflectors, Weapons and Security Systems
  • Engineering: Operations and Command Functions
  • Engineering: Base-Mode Operations
  • Piloting: Land Vehicles
  • Psychology: Hostilities
  • Survival: Land-based Survival in Desert, Ocean, Jungle, and Moderate conditions.
  • Survival: Captivity
  • Tactics: Combat, Martial Arts, Anbo-Jytsu and Federation Standard
  • Tactics: Combat, Phasers and Photon Torpedos
  • Tactics: Combat, Marksmanship
  • Tactics: Combat, Introduction to Starship Combat
  • Tactics: Small Units

Security Minor

To minor in Security, a cadet must have the following 6 credits:

  • Armory: Introduction to Weapons
  • Diplomacy: Hostile Species
  • Engineering: Deflectors, Weapons and Security Systems
  • Psychology: Hostilities
  • Tactics: Combat, Martial Arts, Anbo-Jytsu and Federation Standard
  • Tactics: Combat, Phasers and Photon Torpedos


Tactical Requirements

Tactical officers operate a ship's weapons, and deal with threats operating outside of the ship. Often, the Tactical officer also advises the captain of the risk of entering any dangerous situation.

Usually, Tactical officers minor in Com/Ops.

Tactical Major

To major in Tactical, a cadet must have the following 19 credits:

  • Armory: Starship Phasers and Phaser Cannons
  • Armory: Photon Torpedos
  • Diplomacy: Hostile Species
  • Diplomacy: Non-Traditional Situations
  • Engineering: Operations and Command Functions
  • Engineering: Deflectors, Weapons and Security Systems
  • Engineering: Base-Mode Operations
  • Piloting: Minor Ships
  • Piloting: Major Ships
  • Psychology: Hostilities
  • Survival: Captivity
  • Tactics: Combat, Phasers and Photon Torpedos
  • Tactics: Combat, Minor Starships
  • Tactics: Combat, Major Starships
  • Tactics: Combat, Non-Federation Starships
  • Tactics: Small Units
  • Tactics: Large Units
  • Tactics: Strategy of Battle 1
  • Tactics: Strategy of Battle 2