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Technology
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Ship Based Technology
Advanced Artificial Intelligence Unit
Advanced Artificial Intelligence Avatar System
Artificial Intelligence Crew System
Collimated Phaser/Disruptor Emitters
Engine Division Regulator
Experimental Interphase Cloaking Device (Phase-cloak)
Experimental Tri-Core Engine
Internal Defense Phaser System
Omega Engine
S.O.C.S - Single Operator Control System
Temporal Borg Engineering Station
 
Starship Hull Technology
Tetraburnium Hull
Duranium Hull

Duranium/Tritanium Hull

Tritanium Hull

Plasticized Tritanium Mesh Hull

Neutronium Alloy Hull

Parametallic Hull Plating

Monotanium Hull Plating

Ablative Armor

Ablative Armor Generator

Hull Polarization

Dispersed Energy Absorption System

Nanite Ablative Armor Repair System

Point-Defense Phaser System
 
Starship Deflector Shield Technology
Multiphasic Shields

Unimatrix Shields

Covariant Deflector Shields

Regenerative Shields

Immersive Shielding

Multi-Adaptive Shielding

Temporal Shielding

Transphasic Shielding
 
Ship-Based Projectile Weapon Technology
Chroniton Torpedo

Gravimetric Warhead

Omega Particle Subspace Gravimetric Torpedo

Photon Torpedo

Plasma Torpedo

Positron Torpedo

Quantum Torpedo

Transphasic Torpedo

Transphasic Torpedo Subtype

Tricobalt Warhead
Missiles
 
Large-Scale Explosive Technology
Trilithium
 
Biogenic Weapons
Cobalt Diselenide
Thalaron Radiation
Trilithium Resin
 
Personnel Based Technology
E.C.G. - Enhanced Combat Glasses

E.C.I. - Enhanced Combat Implants

F.A.D. - Forced Access Device

Personal Cloaking Device

Personal Communication Implant

Personal Phase-Cloak Suit

Personal Shield-Cloak System

Personal Shielding System

Portable Borg Regeneration Unit

S.O.C.I.S. - Special Operations Camouflaged Infiltration Suit
T.R.U. - Trauma Reduction Unit
 
Personnel Based Weaponry
-Standard Weapons
Type 1 Hand Phaser

Type 2 Hand Phaser

Type 3 Phaser Rifle

-Special Weapons
Isomagnetic Disintegrator

Transphasic Phaser Pistol

I.C.W.S. - Individual Combat Weapon System
-Explosive Weapons
Photon Grenade
Plasma Grenade
Gas Grenade
 
Phaser Weapon Power Levels
 
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Ship Based Technology  
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Name: Advanced Artificial Intelligence Unit
Description: An upgraded version of the basic Artificial Intelligence that is part of the ship's computer(LCARS), this unit grants the ship's A.I. the ability to learn, adapt, and most importantly form a unique personality as well as create a visual representation of themselves to better interact with personnel.  It in effect allows the A.I. to function as a sentient being. 
Other Information:  Thanks to holoemitters located throughout the ship, the A.I. can create multiple holograms of itself in addition to being on visual displays and aiding in ship operations.  The specialized unit containing the hardware and programming of the advanced A.I. is usually located in a small room below the Engineering section.  Access requires access codes from two senior officers as well as retinal identification from said officers.  The A.I. is also capable of interfacing with various auxiliary craft in a similar fashion with the installation of a unique subspace communication device on said craft.
 
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Name: Advanced Artificial Intelligence Avatar System
Description: A specialized unit that is integrated into an Advanced Artificial Intelligence Unit that allows a sentient advanced artificial intelligence to create a physical avatar of themselves.  The technology is a more advanced version of the android technology used to create Data.  The system allows for the creation and maintenance of only a single avatar at a time.
Other Information: This technology was brought to the Mystic from the 27th Century
 
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Name: Artificial Intelligence Crew System
Description: A specialized system that allows for the deployment of a full crew compliment comprised of entirely artificially intelligent holograms.
Other Information: Ship-wide holoemitters are installed as part of the system that has an independent shielded power source.
 
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Name: Collimated Phaser/Disruptor Emitters
Description: By use of an integrated collimator, the beams or pulses of phaser and disruptor emitters is made to have significantly less divergence at range, thus increasing effective range and accuracy of the weapon's maximum damage potential.
Other Information: This became a standard part of phaser emitters in the early 25th century, and disruptor emitters in the mid 25th century.  All phaser and disruptor emitters and cannons are assumed to have this feature after that time. 
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Name: Engine Division Regulator
Description: It is a variant of the Heisenberg Compensators used to regulate the Tri-Core Engine
Other Information: Created by the team that designed and built the Tri-Core Engine, this accounts for the many unknown variables that could cause the core to overload or fail.
 
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Name:  Experimental Interphase Cloaking Device (Phase-cloak)
Description: This device not only allows a ship to be cloaked in the traditional sense, but also be able to pass through solid matter unimpeded.  Due to the nature of the interphase properties, a ship cannot use shields when phased, subjecting it to be effected by forces that effect objects out of phase with normal space.  It also does not give off tachyon emissions or residual antiprotons.
Other Information: The cloak can be active without the interphase aspect being active.  When solely cloaked, the ship in question can use its full shields, partial weapons, and travel up to maximum warp.
 
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Name:  Experimental Tri-Core Engine
Description: Consisting of a standard MARA core, a Transwarp core, and a Quantum Slipstream core, this experimental core is used as a starship's power source, as well as providing warp capability.  The design allows a ship to transition from one core to the next more powerful one without any lag in between, allowing a ship to obtain Transwarp speeds well past the capabilities of a standard warp engine. 
Other Information: A prototype created by a conjoined effort of Romulan, Starfleet, and Former Borg scientists and engineers, each individual type of core was scaled down and conjoined into a single unit roughly the same size as a late 24th century MARA core.  The casing for the Tri-Core Engine resembles that of standard Warp Core of the 24th century, and is shielded in case of failure by a Multiphasic Shield array on an independent power source.
  
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Name: Internal Defense Phaser System
Description:  This system provides an automated defensive phaser fire to aid in security situations. Within various corridors within the ship, arrays of Type-1 phaser emitters are placed on small multidirectional turrets that are automatically controlled by the ships computer systems, or by various secure Security Department terminals located throughout the ship.  Automated targeting is handled by a "friend or foe" system that uses the unique identification signature of active Federation commbadges assigned to the ship to identify friendly targets.
Other Information: By default, the power setting is set to Phaser Level 3, but can be adjusted through levels 1-8 by special command at any of the secure Security Department terminals. 
 
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Name: Omega Engine
Description: A type of warp-capable engine recovered from the alien species the Chort.  This engine is powered by Omega Particles, and has the ability to exceed warp speeds previously thought impossible.  This engine also allows travel through time.
Other Information: Destroyed in combat, very little is known about this technology.  Given the origins of the technology, it has become nearly impossible to study.
 
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Name: S.O.C.S - Single Operator Control System
Description: In place of a full auxiliary bridge, this system converts all panels and controls into "cockpit" like unit that can be controlled by a single operator.  This is a popular unit on small combat starships, or as an addition to an auxiliary bridge, should it be rendered unusable. 
Other Information: Developed in the 25th century, this has become a staple of many Escort Category Starships looking to maximize available space.
 
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Name:  Temporal Borg Engineering Station
Description: An Advanced Artificially Intelligent Engineering Station of Temporal Borg origin, the station can compute data at rates exceptionally faster and more efficient than any computer currently in use anywhere.  The station also boasts a unique personality, and the ability to regenerate on such a level as to make it nearly impossible to remove it. 
Other Information: The Temporal Borg Engineering Station seems to contain a wealth of information, as well as an independent power source and a short-range communication device.     
 
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Starship Hull Technology
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Name: Tetraburnium Hull
Description: A metallic alloy hull capable of withstanding extreme amounts of heat and pressure.
 
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Name: Duranium Hull
Description: A metallic alloy hull consisting primarily of duranium, an extremely strong metallic substance.  Duranium was the most common alloy in starship hull construction given its abundance in numerous planetary cores within the Milky Way galaxy.
 
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Name: Duranium/Tritanium Hull
Description: A combination of duranium and tritanium alloys resulted in starship hulls that were exceptionally strong.  Tritanium is known to be 21.4 times as hard as steel, and was combined with the duranium alloys to help it withstand the conditions of space with less maintenance needed.
 
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Name: Tritanium Hull
Description: A metallic alloy hull considered much stronger than any before it.  This resulted in crafts with less mass than their counterparts without sacrificing strength.  Tritanium alloy hulls were primarily used only on small auxiliary space vessels given the refining cost of tritanium ore.
 
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Name: Plasticized Tritanium Mesh Hull
Description: Developed in the 26th century, this advanced metallic alloy material was used in the construction of small auxiliary crafts.  It was very lightweight without sacrificing strength, and prevented the scanning by less advanced sensors.
 
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Name: Neutronium Alloy Hull
Description: A rare and extremely dense material, the use of neutronium in the hulls of starships made the ship impervious to most common weapons.  It is also impossible to scan the interior of any ship made with a neutronium alloy hull.
 
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Name: Parametallic Hull Plating
Description: A type of hull plating used in starship construction, it allowed energy weapon fire to distribute evenly over the hull, lessening the single-point destructive power of energy weapons.
 
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Name: Monotanium Hull Plating
Description: An advanced type of hull plating used in starship construction, it allowed energy weapon fire to distribute evenly over the hull better than parametallic hull plating, lessening the single-point destructive power of energy-based weapons.  It also had the benefit of scattering targeting beams.
 
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Name: Ablative Armor
Description: A type of protective hull armor plating used on starships designed to disintegrate at a controlled rate under directed energy blasts, providing an additional layer of defense for starships.
 
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Name: Ablative Armor Generator
Description: This system provides deployable ablative armor playing to the hulls of ships similar to standard ablative armor by use of massive specialized replicators.  The standard amount of ablative armor provided is 3 cm for auxiliary craft, and 5 cm for starships.
Other Information: Unlike standard ablative armor, the ablative armor created from these can only be repaired by taking the generators offline, and resupplying the units directly.  This is usually done while in spacedock, but can also be done slowly in space should the ship have the necessary resources.
 
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Name: Hull Polarization
Description: Though not a common practice, ships still occasionally polarize their hull plating, though not typically as a defensive countermeasure.  One example was disrupting a tractor beam lock by rotating the frequency of the hull plating's electromagnetic field. Ships also sometimes polarized their hull plating to help mask their sensory signature, which worked by interfering with enemy sensor scans. Polarizing the hull was also done by downed small craft to help their parent ship locate them.
Other Information: Before the use of deflector shields, polarizing the hull plating of a ship was the common defensive counter measure.
 
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Name: Dispersed Energy Absorption System
Description: Used in conjunction with hull plating, this system utilizes a rovolon alloy mesh that is fused into the hull plating.  This highly conductive mesh captures the energy dispersed when the hull plating is affected by energy weapon fire, and channels it into special convertors.  These convertors change the energy received into a type that can be used by the starship the system is in use on, providing extra power to energy reserves. 
Other Information: While the system does absorb some of the energy that strikes the hull plating, the total amount of energy absorbed is only a small percentage of the total energy that stuck the hull.  This has no defensive value, but does provide a small boost to energy reserves. 
 
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Name: Nanite Ablative Armor Repair System
Description: When activated specialized nanites work to replace and repair ablative armor at the rate of 5% per hour.  Given the amount of energy required, a starship generally has to be sitting idle during the repair procedure, with little more than basic systems running.
 
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Name: Point-Defense Phaser System
Description: When engaged the system takes control of a specialized matrix of phaser emitters located at various points on a ship's hull to automatically return fire.  The system aims the phasers at the calculated enemy fire point of origin.  While not very accurate or destructive, it does provide a ship some added firepower that can force an enemy to employ evasive maneuvers. 
Other Information: These phasers are separated from primary weapons systems, and cannot be controlled manually.
 
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Starship Deflector Shield Technology
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Name: Multiphasic Shields
Description: An advanced type of deflector shields, these shields allow for a craft to withstand the pressures, radiation, and temperatures created by stars and their coronas.  This is an upgraded version of Metaphasic Shields. 
Other Information: The Omega Directive states that all ships that would respond to such events have these types of shields installed around their warp cores.
 
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Name: Unimatrix Shields
Description: An advanced type of deflector shields, these shields allow a craft to withstand extremes of temperature and pressure, as well as the extremes of radiation given off by a star.  This is an upgraded version of Multiphasic Shields. 
Other Information: Given developments in technology, these shields can be applied to larger vessels.
 
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Name: Covariant Deflector Shields
Description: A very powerful tetryon-based type of deflector shields.
 
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Name: Regenerative Shields
Description: An advanced type of deflector shield modulation generally seen on vessels designed, or expected, to see enhanced combat, these shields quickly analyze the weapon frequency of attacking weapons, and then modulate the shield frequency to increase damage mitigation without depleting shield energy.
 
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Name: Immersive Shielding
Description: A configuration of deflector shields, it allows the craft in question to move through denser or more fluid environments, such as water or the atmosphere of a gas giant.
 
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Name: Multi-Adaptive Shielding
Description: A configuration of deflector shields, this type of shielding is considered a stealth technology by causing the craft in question to be invisible to most types of sensors. 
Other Information: Given the proper knowledge, the configuration can be compensated for.  To counter this, a modulation program can be run that will randomly realign the configuration to improve stealth potential. 
 
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Name: Temporal Shielding
Description: An advanced configuration of deflector shields, this technology protects against weapons utilizing aspects of temporal science, such as Chroniton Torpedoes, as well protects against changes in the timeline due to temporal events. 
 
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Name: Transphasic Shielding
Description: An advanced configuration of the deflector shields, this technology protects against transphasic effects and weapons.  It does this by accounting for all possible transphasic configurations, thus accounting for all possible superpositions of varying phase states.  While the configuration does protect against almost all type of attacks, weapons with temporal effects excluded, it does have the drawback of not allowing weapons or other energy transmissions to be configured to pass through it.
 
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Ship-Based Projectile Weapon Technology
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Name: Chroniton Torpedo
Description: These weapons function in a constant state of temporal flux after fired, allowing them to pass through shielding and strike targets directly.
 
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Name: Gravimetric Warhead
Description: This weapon emits a complex phase variance of gravitons to create a gravimetric distortion capable of tearing starships apart, as well as being used in destroying various particles and anomalies encountered in space.
 
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Name: Omega Particle Subspace Gravimetric Torpedo
Description: This device of was developed using technology created by an ancient alien race known as the Chort.  Utilizing Omega particles as an energy source, this warp-capable weapon functioned by creating a massive subspace anomaly in an area which effectively prevented warp or subspace-based travel of any kind, while also unleashing a powerful graviton explosion that destroyed all matter and energy over said area.
 
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Name: Photon Torpedo
Description: The standard ship-based projectile weapon aboard many Starfleet ships from the mid 23rd century on.  They are a warp-capable tactical matter/antimatter weapon.
 
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Name: Plasma Torpedo
Description: This extremely powerful weapon spreads its damage over several ship systems at once through the use of a high-energy plasma warhead.  Due to the source of their power, they leave high concentrations of trilithium isotopes.
 
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Name: Positron Torpedo
Description: These relatively slow-moving weapons are easy to counter or intercept, but a direct strike inflicts nearly twice the damage of a single quantum torpedo.
 
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Name: Quantum Torpedo
Description: An upgrade to the standard Photon torpedoes, these warp-capable tactical quantum weapons utilize a plasma warhead. 
 
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Name: Transphasic Torpedo
Description: The warhead of this warp-capable weapon is based on the generation of a destructive subspace compression pulse.  Upon detonation, the torpedo delivers the pulse in an asymmetric superposition of multiple phase states.  Shields can only block one subcomponent of the pulse.  The other subcomponents deliver the majority of the pulse to the target.  Every torpedo has a different transphasic configuration, generated randomly by a dissonant feedback effect to prevent the target from predicting the configuration of the phase states, and adapting for it.
 
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Name: Transphasic Torpedo Subtype
Description: A subtype of torpedo that is not warp capable, but instead functions by phasing out of normal space when fired, travels "through" a target, and then re-phases back into normal space when inside the target, detonating the effect once re-phased.
 
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Name: Tricobalt Warhead
Description: A high-yield thermokinetic explosive, this weapon causes severe distortions in subspace when used.
 
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Name: Missiles
Description: An alternative to torpedoes, these smaller projective variants are similar in destructive power to their micro-torpedo variants, but are non-warp capable, and have advanced maneuvering and navigational systems for close-range tactical combat.
 
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Large-Scale Explosives Technology
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Name: Trilithium
Description: A synthetic compound that is an explosive of tremendous power. More importantly, however, it acts as an inhibitor of nuclear reactions, such as the fusion processes within the interior of stars. Even a small amount of trilithium is sufficient to halt all nuclear fusion in a star, resulting in a quantum implosion. The star would collapse under its own mass, generating a shock wave powerful enough to destroy everything in its system. If the star was of sufficient size, the core collapse could lead to a supernova.
 
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Biogenic Weapons
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Name: Cobalt Diselenide
Description: A biogenic weapon that affects the nervous system, it is extremely deadly to Cardassians, but is relatively harmless to most other humanoids.  It must be stored at a low temperature or break down rapidly.
 
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Name: Thalaron Radiation
Description: A biogenic weapon that consumes organic matter at the subatomic level, this weapon releases a highly-efficient energy pulse that effectively turns all organic matter in a set area to an ash-like substance.
 
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Name: Trilithium Resin
Description: A highly toxic byproduct of 24th century Starfleet vessels, trilithium resin is highly volatile and can be refined to create a powerful explosive device.  On its own, trilithium resin is a powerful biogenic weapon that is lethal to humans, and some other humanoids, when introduced to atmospheric conditions.  Two-hundred kilograms is generally considered enough to make a planet uninhabitable by humans for fifty years.
 
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Personnel Based Technology
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Name:  E.C.G. - Enhanced Combat Glasses
Description:  Provides various vision enhancements and tactical options to combat personnel.  These include being able to see in Night Vision, Infrared, Ultraviolet, and Thermal, as well as provide magnification, distance determination, and target tracking.
Other Information: Brings up a HUD that can be adjusted through the use of voice commands or through any padd device.
 
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Name:  E.C.I. - Enhanced Combat Implants
Description:  Provides various vision enhancements and tactical options to combat personnel.  These include being able to see in Night Vision, Infrared, Ultraviolet, and Thermal, as well as provide magnification, distance determination, and target tracking. Implants replace the existing eyeballs, being connected to the optic nerve.  Their functions are controlled by a neural link created at the time of implantation that is customized to the personnel's unique brainwave patterns.
Other Information: Not many choose to go this route given the extreme decision needed to opt for the surgery.  Many soldiers who lose sight in one or both eyes often opt for these implants.  These implants are distinguished by a vibrant blue color with mechanized detail on the irises and pupils.  Link to Image. http://images.wikia.com/memoryalpha/en/images/d/da/Ocularimplant.jpg
 
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Name: F.A.D. - Forced Access Device
Description: A small tricorder-like device that can be used to automatically hack and unlock most doors, forcefield controls, or security systems.
Other Information: Given the nature of the device, and the potential misuse, only senior officers are allowed to carry them on away missions when it is deemed necessary.   
 
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Name:  Personal Cloaking Device
Description: Consisting of a 2 kilogram box-like unit worn on a tactical belt, and two .5 kilogram emitter units normally worn on the shoulders via a tactical harness, this allows the user to be shielded in a personal cloaking device for short periods of time. 
Other Information: The unit is self-recharging, but can only do so when the unit is not active.  The shield can last for approximately 30 minutes.  Repeated extended use can result in tachyon radiation poisoning.  The Personal Cloaking Device will not also work when the user is out of phase with normal space-time, such as during warp travel.  If any of the three units of the system is damage, the system will not function. 
 
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Name:  Personal Communication Implant
Description:  A replacement to the comm badges that can be operated by touching a spot behind the ear where a small implant is surgically placed, and interfaces with the brain via nanoscopic wiring.  This implant is compatible with any standard Federation communication system.
Other Information:  Developed from Borg implant technology.
 
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Name: Personal Phase-Cloak Suit
Description: Consisting of a suit of a combination of ridged plates, a skintight nano-circuitry bodysuit, and a integrated 'backpack' like unit, this suit allows for the wearer to pass through solid matter while cloaked.  Overall the suit and backpack weighs 7 kilograms.  The controls are built into ridged forearms of the suit, which allows the user to modify individual body parts to be phased, as well as allow the phasing of things being touched by the suit. 
Other Information: Discovered by the Mystic in the 28th century, its true origins are unknown.  The unit is self-recharging, but can only do so when the unit is not active.  The shield can last for approximately 3 hours.
 
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Name: Personal Shield-Cloak System
Description: Consisting of a 2 kilogram box-like unit that can be worn on a tactical belt, this unit provides the benefits of both a Personal Shielding System and a Personal Cloaking Device in one unit.  The user cannot have both activated at the same time, but both effects are of higher strength/longer duration than their standard counterparts.
Other Information: Discovered by the Mystic in the 28th century, its true origins are unknown.  The unit is self-recharging, but can only do so when the unit is not active.  Each shield can last for approximately 3 hours without taking damage.  If the defensive shield takes damage, the duration will decrease depending on the type of damage and the amount.
 
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Name:  Personal Shielding System
Description: Consisting of a 2 kilogram box-like unit worn on a tactical belt, and two 0.5 kilogram emitter units normally worn on the shoulders via a tactical harness, this allows the user to be shielded with a energy-based defensive shield similar to the ones used on ships.  It protects against natural hazards and enemy attacks for short periods of time.
Other Information:  The unit is self-recharging, but can only do so when the unit is not active.  The shield can last for approximately 30 minutes without taking damage.  If the unit takes damage, the duration will decrease depending on the type of damage and the amount.  If any of the three units of the system is damage, the system will not function. 
 
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Name:  Portable Borg Regeneration Unit
Description: This 5 kilogram unit performs a function similar to that of a Borg Alcove.  It can be attached to various surfaces where the user would be sitting or laying so as to enter a rest-like state.  The unit functions using a high-capacity battery that can last with regular use up to 6 months. 
Other Information: The battery can either be replaced with another of the same type, or recharged by interfacing it with a Borg Alcove when not in use. 
 
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Name: S.O.C.I.S. - Special Operations Camouflaged Infiltration Suit
Description: Consisting of a one-piece, skin-tight suit, the S.O.C.I.S. has light armored plates that provide protection against low powered enemy fire.  It also incorporates technology to provide limited protection against various thermal, chemical, and radioactive hazards.  The material the suit is made of also muffles any sound the user would normally create through friction to nearly undetectable levels.  The suit also boasts a special active-camouflage technology.  The camouflage technology adjusts to nearby terrain, as well as shields the user's body heat.  Captured camouflage patterns are stored into a small padd sewn into the left forearm of the suit, allowing both saved, and preset patterns to be used. 
Other Information: The suit consists of a one piece suit covering the body completely from the neck down, as well as a full hood and mask to completely cover the head and face.  The suit has various pockets of varying sizes to aid in carrying equipment given a tactical vest would not be worn with the suit.  
 
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Name: T.R.U. - Trauma Reduction Unit
Description: Medical healing / regeneration equipment used for routine surgery, broken bones, severe trauma, and sustainment of failing health functions to free Doctors up for more copmplicated or hands on cases. This machine is used similar to a dermal regenerator but on a larger scale, it is capable of handling lists of programmed routine but complicated surgical and mending tasks that a Doctor must usually be on hand to do personally. In some cases it has been theorized that this device could sustain a dying person long enough to find the cause and fix the patient if possible. It can not fix brain damage, spinal trauma, nor reverse severe heart problems. Multiple uses must occur before a patient is out of danger and it should never be used to take the place of a Doctor since it can only follow preset lists of tasks and can easily miss problems not on its task list.
Other Information: This device is not very portable and is fixed on a rolling device that can be adjusted in height; it can also be fixed to a biobed  and interfaced with a biobeds scanning and diagnostic equipment.
 
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Personnel Based Weaponry
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-Standard Weapons
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Name: Type 1 Hand Phaser
type1phaser
Common Features:
  • 8 Power Settings [First 8]
  • Fully-Autonomous Recharge Capability
  • Beam Width Control: Narrow for single target, or wide for multiple targets in a tight area
  • Frequency Control: Adjusted to make more effective vs. various types of shields and forcefields.  Can also be set to modulate randomly, making it harder for enemies to generate effective shielding.
  • Can also be used as a cutting tool, power source, or as a small explosive device
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Name: Type 2 Hand Phaser
type2phaser
Common Features:
  • 16 Power Settings
  • Fully-Autonomous Recharge Capability
  • Beam Width Control: Narrow for single target, or wide for multiple targets in a tight area
  • Frequency Control: Adjusted to make more effective vs. various types of shields and forcefields.  Can also be set to modulate randomly, making it harder for enemies to generate effective shielding.
  • Can also be used as a cutting tool, power source, or a moderate explosive device
Variant:
  •  Mk 1 Compression Pistol: A combat-designed upgrade to the standard Type 2 Hand Phaser, this hand phaser fires a concentrated pulse that is more powerful than the standard beam fired from the Type 2.  The phaser is arranged in a traditional pistol format with an extended trigger guard to allow ease of use by both combat troops and by those in EVA suits.  The Mk 1 can also be magnetized to a surface for zero-gravity environments. 
 type2phasermark1
 
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Name: Type 3 Hand Phaser
type3phaser

Common Features:
  • 16 Power Settings
  • Fully-Autonomous Recharge Capability
  • Beam Width Control: Narrow for single target, or wide for multiple targets in a tight area
  • Frequency Control: Adjusted to make more effect vs. various types of shields and forcefields.  Can also be set to modulate randomly, making it harder for enemies to generate effective shielding.
  • Multiple-Target Acquisition
  • Gyro-Stabilization
  • Can be used as a cutting tool, power source, or large explosive device
  • Can be modified with various scopes, barrels, and power cells
  • Expanded Energy Pulse- Fires a short range pulse that functions similar to 20th century shotguns.  The pulse was powerful enough to take out several tightly-grouped enemies.  The effect of the pulse also tended to leave the particles in the air that it passed through warmer than the ambient temperature.

Variant:

  • Mk 1 EVA:  Could be magnetized to a surface for zero-gravity environments.  Lacks the trigger guard to allow easier handling while in an EVA suit.  Larger controls to ease use.
  • type3phasermark1
  • Mk 2 Compression Rifle: An upgrade to the standard Type-3, this rifle fires tight-beam pulses that are more powerful than the standard Type-3 phaser pulses.  This variant could also fire a deadly and silent sniper shot at great distances, but requires more power drain from the power cell.
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  • Mk 3 Enhanced Compression Rifle: An upgraded "combat" version of the Mk 2, this rifle was constructed with lightweight materials.  It allowed the addition of several modules that connected to the body and power source.  These included a front foregrip, bayonet, isoliner-tag launcher, or a specialized micro-grenade launcher.  It also featured an expanded trigger group that allowed for the firing of a single pulse, a burst of three pulses, or the automatic fire of a constant barrage of pulses.
  • type3phasermark3
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-Special Weapons
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Name: Isomagnetic Disintegrator
isomagneticdis1isomagneticdis2
Information: This shoulder-fired weapon makes use of a portable magnetic charge inducer to fire a pulse of isomagnetic energy that disrupts the electromagnetic fields of its targets.  The pulse would affect all targets within a small area where the pulse impacts.  It has three power settings.  The low setting stuns a target by disrupting their inner ear.  The moderate setting causes temporary impairment of the central nervous system.  The high setting causes a targets protonic charge to modify, resulting in the target to disintegrate at the atomic level, leaving behind statically charged particles.
 
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Name: Transphasic Phaser Pistol
transpistol
Information: Created by crew of the Shadowhawk, this Compression Phaser Pistol utilizes a 27th century transphasic design to be substantially more effective against shielded targets, and was developed for the purpose of combating the Borg specifically.  The pistol fires a concentrated pulse of energy that causes massive damage and/or instant disintegration.   Due to the nature of the technology, the weapon has only a single power setting.  On the side of the weapon is a crescent shaped panel of light that indicates the current battery level of the weapon.  The weapon requires significant power to fire, and thus is only suitable as a sidearm.  The power cell has fully-autonomous recharge capability like the standard phaser weapons, and can also be used as a power source or incredible destructive explosive device.
 
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Name: I.C.W.S. - Individual Combat Weapon System
icws
Information: Created by the crew of the Shadowhawk, this rifle combines transphasic compression phaser rifle technology with advanced plasma rifle technology to great a comprehensive weapon useful against not only the Borg, but nearly any threat in the galaxy. 
 
The transphasic compression phaser rifle uses the same technology as the Transphasic Phaser Pistol, but allows the user a greater number of shots and extended range.  Unlike the pistol, the rifle does allow for changes to beam intensity and compression as to allow pulses to be fired at extreme ranges.  These controls are located above the Fire Mode Selector Switch.  The power cell is located behind the trigger assembly, and holds exponentially more power than the power cell for the pistol.  A visual display of the current power level of the power cell is located on the left side of the weapon forward of the cell housing.  Pulses are fired from the upper barrel assembly of the weapon.  The power cell has fully-autonomous recharge capability like the standard phaser weapons, and can also be used as a power source or an incredibly destructive explosive device.
 
The advanced plasma rifle fires magnetically charged superheated plasma bolts at medium ranges with incredible destructive power.  The cartridge containing the plasma infuser is located in front of the trigger assembly, and can only hold a small number of charges.  Bolts are fried from the lower barrel of the weapons.  The cartridge can be programmed to overload, causing damage similar to a plasma grenade.
 
Available as an attachment, a computer-guided micro-rocket launcher is available for the weapon.  This attaches in the place of the forward hand guard.  Micro-rockets are loaded into the rear of the tube.  The advanced targeting computer built into the weapon system programs the flight path of the rocket, determining the most effective path to the target.  The rocket has the ability to make minor deflections in flight, allowing it to strike targets not within line of sight.  Micro-rockets for the weapon vary and are strikingly similar to the various types of torpedoes found in ship-based weaponry. 
 
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-Explosive Weapons
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Name: Photon Grenade
photongrenade
Description: A .25 kilogram thrown weapon, this weapon would deliver a powerful electromagnetic pulse in a 3 meter radius.  The weapon had two setting options: timer and power level.  Both the top and bottom hemisphere of the weapon controlled these settings by turning and clicking them to the desired setting.  When the settings were set, the user would push the two hemispheres together, arming the grenade.  A small button on top activated the timer.
Other Information: The weapon was capable of delivering a stun effect at low levels, as well as a lethal pulse at greater levels.  The levels were similar to those used in phaser weapons.
 
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Name: Plasma Grenade

plasmagrenade

Description: A .5 kilogram thrown incendiary weapon, this weapon would explode with considerable force within 3 meters, while also covering an area of 10 meters in highly-charged plasma.  This weapon had a safety switch on the bottom of the grenade to arm it, and a timer activation button on top.  The weapon has a 5 second timer. 

Other Information: The plasma caused extreme burns to personnel, while also shorting out electronics such as personal shielding units.
 
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Name: Gas Grenade

Description: A .5 kilogram thrown weapon, this weapon would burst upon detonation with a cloud of thick gas or smoke that would spread to fill an area quickly.  The gas would also dissipate quickly, depending on the conditions.  Built similar to the plasma grenades, the weapon has a safety switch on the bottom of the grenade, and a timer activation button on top.  The weapon has a 5 second timer. 

Other Information: These grenades could be used to deploy various types of gases, as well as non-toxic smoke of various colors.
 
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Phaser Weapon Power Levels
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1.      Light Stun - causes central nervous system impairment on humanoids, unconsciousness for up to five minutes. Long exposure by several shots causes reversible neural damage.

2.      Medium Stun - causes unconsciousness from five to fifteen minutes. Long exposure causes irreversible neural damage, along with damage to epithelial tissue.

3.      Heavy Stun - causes unconsciousness from fifteen to sixty minutes depending on the level of biological resistance. Significantly heats up metals.

4.      Thermal Effects - causes extensive neural damage to humanoids and skin burns limited to the outer layers. Causes metals to retain heat when applied for over five seconds.

5.      Thermal Effects - causes severe outer layer skin burns. Can penetrate simple personal force fields after five seconds of application.

6.      Disruption Effects - penetrates organic and structural materials. The thermal damage level decreases from this level onward.

7.      Disruption Effects - due to widespread disruption effects, kills humanoids.

8.      Disruption Effects - causes a cascade disruption that vaporizes humanoid organisms. Any unprotected material can be penetrated.

9.      Disruption Effects - causes medium alloys and structural materials, over a meter thick, to exhibit energy rebound prior to vaporization.

10.  Disruption Effects - causes heavy alloys and structural materials to absorb or rebound energy. There is a 0.55 second delay before the material vaporizes.

11.  Explosive/Disruption Effects - causes ultra-dense alloys and structural materials to absorb or rebound energy before vaporization. There is a 0.2 second delay before the material vaporizes. Approximately ten cubic meters of rock are disintegrated per shot.

12.  Explosive/Disruption Effects - causes ultra-dense alloys and structural materials to absorb or rebound energy before vaporization. There is a 0.1 second delay before the material vaporizes. Approximately fifty cubic meters of rock are disintegrated per shot.

13.  Explosive/Disruption Effects - causes shielded matter to exhibit minor vibrational heating effects. Approximately 90 cubic meters of rock are disintegrated per shot.

14.  Explosive/Disruption Effects - causes shielded matter to exhibit medium vibrational heating effects. Approximately 160 cubic meters of rock are disintegrated per shot.

15.  Explosive/Disruption Effects - causes shielded matter to exhibit major vibrational heating effects. Approximately 370 cubic meters of rock are disintegrated per shot.

16.  Explosive/Disruption Effects - causes shielded matter to exhibit light mechanical fracturing damage. Approximately 650 cubic meters of rock are disintegrated per shot.

 
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