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 GrenadePlasma Grenade
Gas
Grenade
Phaser Weapon Power Levels
-----------------------------------------------------------------
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
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Starship Hull Technology
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Name:
Tetraburnium Hull
Description:
A metallic alloy hull capable of withstanding extreme amounts of
heat and pressure.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Name: Covariant Deflector
Shields
Description: A very powerful
tetryon-based type of deflector shields.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Ship-Based Projectile Weapon Technology
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Name:
Quantum Torpedo
Description:
An upgrade to the standard Photon torpedoes, these warp-capable
tactical quantum weapons utilize a plasma warhead.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Name:
Tricobalt Warhead
Description:
A high-yield
thermokinetic explosive, this weapon causes severe distortions in
subspace when used.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Large-Scale Explosives Technology
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Biogenic Weapons
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Personnel Based Technology
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Personnel Based Weaponry
-----------------------------------------------------------------
-Standard Weapons
-----------------------------------------------------------------
Name:
Type 1 Hand Phaser
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
-----------------------------------------------------------------
Name: Type
2 Hand Phaser
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.
-----------------------------------------------------------------
Name: Type
3 Hand Phaser

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.
-
-
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.
-
-
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.
-
-----------------------------------------------------------------
-Special Weapons
-----------------------------------------------------------------
Name: Isomagnetic Disintegrator

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.
-----------------------------------------------------------------
Name: Transphasic Phaser Pistol
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.
-----------------------------------------------------------------
Name: I.C.W.S. - Individual Combat Weapon
System
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.
-----------------------------------------------------------------
-Explosive Weapons
-----------------------------------------------------------------
Name: Photon Grenade
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.
-----------------------------------------------------------------
Name:
Plasma Grenade

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.
-----------------------------------------------------------------
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.
-----------------------------------------------------------------
Phaser Weapon Power Levels
-----------------------------------------------------------------
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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