Military Equipment
From weapons to
communications systems, technology constitutes a crucial element in the history
of warfare. The military technology of the 24th century is as diverse as that of
any period of humanoid history, perhaps, more so. The sampling below represents
the smallest fraction of the devices available to Starfleet in its
quasi-military role in the Federation.
Offensive
Technology
Phaser Type III B+C (Compression
Version):
Known as compression phasers or compression phaser rifles,
Starfleet R&D developed these weapons in response to the threat of the Borg.
The compression phaser is a larger, more rugged version of the standard phaser
rifle. As well as possessing a slightly longer range and more charges, the
addition of a fifth pre-fire energy compression chamber allows provides the
phaser with several additional settings.
The frequency of the beam can be
varied so that on settings 1-6 the phaser beam can be set on special wide-beam
settings, which will only affect carbon-based living tissue. The setting
requires ten times the energy of normal beams, but has proven particularly
useful. In addition, the compression phaser is also capable of delivering two
additional beam settings above the normal 16 beam settings of a normal Type II
and III phaser. Compression phasers also possess all of the features of standard
phasers.
The original version of the Compression Phaser
Rifle was created in 2371 and deployed to vessels such as the Intrepid-class.
Distinguished by it's 'forked' firing chamber, it lacked many of the innovations
that became standard in later models. The B, C and C2 versions were all the
final product of years of research and the need for a practical and effective
combat assault weapon. While the B Assault Rifle variation is the most common
found, the C and C2 (distinguished by it's dual handle grip under the prefire
chamber) both created in 2373 were designed with Starfleet special forces in
mind, being dubbed the 'C and C2 Battle Rifle'. The designs were created to be
easily repaired and upgraded on the battlefield, with such applications as the
addition of secondary weapons such as a Photonic grenade launcher, Disruptor
Rifle muzzle, underneath the fore end of the weapon. It has become a favorite
and mainstay weapon of all Special Forces units.
Range:
5/50/100/160 meters
Size: 85 cm long, 2.8 L in volume
Mass: 2.2
kg
Duration: 3,000 charges
Phaser Targeting Module:
While
type II phasers are considered adequate for the vast majority of standard combat
situations, for highly dangerous situations and environments, and especially in
times of war, the Type III phaser is provided to bring additional firepower.
Phaser rifles can be equipped with targeting modules using gyroscopic
stabilization, which provides the user with extra ability to accurately target
and hit that target, as well as advanced targeting scopes and applications.
These targeting scopes incorporate sensors capable of detecting and tracking
life forms and can perform the equivalent of tricorders short-ranged biological
scans. Images of the life form being observed are displayed on the screen upon
the targeting modules display screen. The module is also automatically linked to
the weapons firing systems, which automatically targets the phaser weapon onto
the designated target. These can be equipped to all types of Type III Phaser and
Compression Rifles, Tetryon Pulse Launchers and Sub-Phaser
Rifles.
Tetryon Pulse Launcher:
A newly designed weapon for
use by Starfleet personnel and ground forces, the Tetryon Pulse Launcher is
perhaps the most powerful defensive, hand-held weapon in Starfleet’s arsenal.
The device was designed as a single person plasma cannon for use against small
craft and heavily fortified emplacements. Building on the success of Tokyo
R&D to grow nearly flawless emitter crystals in a ground based micro-gravity
environment, the pulse launcher is essentially a miniaturized version of a
starship pulse phaser. While, much of this research has been applied to the Type
III-B and C assault rifles, making it the first true transitional-phase pulse
accelerator, the tetryon pulse launcher takes this a step further. As such, the
weapon lacks the variety of power settings available to phasers, and is limited
to three types of unique firing modes; Pulse, Rapid Pulse and Charge Burst.
(only 1-12).
When the trigger is depressed, the weapon fires a collimated
beam of tetryon particles, which rebound from the target to the unit, providing
range and vector information to acquisition subsystems. The rapid discharge
sarium krellide power cell, coupled with high-speed plasma accelerator coils and
ten stage cascading prefire chambers, allow the plasma discharge to be stored
within the prefire chamber for much longer periods than previous phaser models.
The beam emerges as a focused pulse of super-heated, rarefied plasma. The power
discharged is equivalent to a Type-4 mounted Shuttle Phaser array. The tetryon
pulse launcher incorporates safety interlocks and subspace transceiver assembly
common to standard issue phasers; it is incapable of firing continuous or
wide-beam settings.
Range: 5/60/115/175 meters
Size: 135 cm long, 4.08
L in volume
Mass: 3.1 kg
Energy: 4,000 charges
Tetryon Pulse
Sub-Phaser Rifles (SPR):
The smaller ‘cousin’ of the tetryon pulse
launcher, the sub-assault rifle was developed by Starfleet special forces
personnel during the midst of the Dominion War, using techniques and design
elements observed by Klingon Disruptor Rifles and Jem’Hadar rifles, it
incorporates a small, compact unit with a rapid plasma discharge ability rivaled
by no other weapon in Starfleet’s arsenal. It is equipped with Targeting
modules, and all safety interlocks of its brethren, but, small, and light, and
the perfect assault weapon in high level combat situations, including being drug
through the mud and still being able to fire.
Range: 5/40/80/150
meters
Size: 60 cm long, 1.7 L in volume
Mass: 1.1 kg
Energy: 2,500
charges
Phaser Sniper Rifle
Similar in style to the Compression Phaser rifle Type-B but more compact and symmetric, the Phaser Sniper rifle uses a tachyon bonding and collimation effect to hurl a compressed beam of highly charged nadion particle energy infused upon tachyon "carrier" particles at a target with pinpoint accuracy and blinding super-luminal speed. Although it's targeting mechanisms make this sniper rifle easy to use for even a novice, an expert can utilize it's unique abilities and accuracy to extreme and subtle effectiveness on the battlefield. It has stun, beam, and disintegrate settings for optimal efficiency and usefulness on the battlefield.
Range: 350 meters
Size: 92 cm long, 3.2 L in volume
Mass: 3.4 kg
Energy: 3,000
charges
Isomagnetic Disintegrator:
The
large, shoulder-mounted weapon resembles an ancient earth bazooka. Much of the
technical data on this weapon remains classified, under Starfleet security
directive 24168.9. Using portable magnetic charge inducers, the weapon fires a
collimated beam of isomagnetic energy, which disrupts a targets electromagnetic
field. On low settings, it affects the targets inner ear, effectively stunning
the opponent. On moderate settings, it causes temporary impairment to the
targets central nervous system. When fired on high settings, the isomagnetic
disintegrator changes the targets protonic charge, reducing it to a cloud of
dust and static. A sarium krellide power cell inserted in the back of the weapon
powers the unit. It's firing modes include a Standard and Wide Pulse, and a
collimated beam firing mode.
Range: 5/50/105/145
Size: 128 cm, 5 L in
volume
Mass: 3.85 kg
Energy: 4,000 charges
Photon
Grenade:
Photon grenades are one of the most devastating personal weapons
developed by the Federation. Their use is strictly controlled and is usually
limited to wartime. They are effectively s-controlled version of a phaser set on
overload. Photon grenades emit large bursts of the same rapid nadion particles,
which are found in phaser beams. These grenades may be set to explode on impact,
at some set altitude above the ground, or at some preset time, up to 9.99 hours,
after they impact. Both power level and blast radius can be carefully
controlled. They have five different power settings and may be set to affect
everything in a radius of 3 to 10 meters from impact. However, the damage is not
precise, so people and objects a meter or two outside the blast radius will
usually be somewhat affected by the blast.
Size: a cylindrical dives, 8
cm in diameter
Mass: 0.2 kg
Duration: One use
Photon
Mortar:
This device is used only as a weapon of war. The photon mortar
fires photon grenades. A miniature graviton accelerator inside the mortar
propels the grenades with a large amount of precisely controlled force. Photon
mortars are usually aimed using readings from an orbiting ships sensors or a
tricorders.
Range: 400/800/1,500/2,000 meters
Size: A tube 40 cm long
and 8 cm in diameter, with a tripod base.
Mass: 1.2 kg for the mortar, 0.2
for grenades
Duration: Standard photon mortars come equipped with ten
grenades.
Stun Grenade:
A reusable variety of a photon grenade,
stun grenades can be set to produce light, medium, and heavy stun affects over a
large region. These devices have limited military applications but have proved
extremely useful in controlling riots or similar large public disturbances, as
well as situations when an enemy may try to board a vessel where a photon
grenade may be far too destructive for use on a controlled environment floating
in space. In addition to variable power settings, stun grenades also have three
different range settings. On the lowest setting they stun everyone within 3
meters of the grenade, the next covering a 5-meter radius, the next a 7-meter
radius. They have all the options of a photon grenade as well, including phaser
style safety precautions to activate or deactivate according to a users
bioelectric field.
Size: A sphere 8 cm in diameter
Mass: 0.2
kg
Duration: 100 charges
Force Grenade:
While only useful in
a few specialized applications, this grenade has proven extremely popular. Force
grenades contain miniature force field generators, which operate on extreme
overload to allow them to create very powerful force fields. The strain of this
process allows it only to be used for five minutes before the field fails. It
can produce a field that will seal a corridor off, or a field that will form a
hemi-sphere around the radius of grenade (see portable force field generator).
Size: A sphere 8 cm in diameter
Mass: 0.3 kg
Duration: 5
minutes
Mounted Phaser:
This weapon, a staple of the Starfleet
Ground Forces arsenal, comes mounted on a tripod or a vehicle. A single person
cannot carry it easily, and can only fire it if it’s already emplaces and
steadied; typically a two- or three-man crew services the weapon. It emits a
standard phaser beam, fire able in the four common phaser modes.
Range:
10/60/120/250 meters
Size: 154 cm long, 4.5 L in volume
Mass: 14.74
kg
Energy: 8,000 charges
Emplaced Phaser:
Commonly used in
automated defense perimeters, for planetary defense against Starships, and as
protection for crucial ground installations or positions, the emplaced phaser is
one of Starfleet’s most powerful non-starship-based weapons. It consists of a
large base, a tower, and a spherical ‘turret’ on top of the tower, which a
phaser array wrapped all the way around its equator, thus allowing it to bring
the beam to bear on a target anywhere around the weapon. Emplaced phasers can
multi-fire. An onboard micro-fusion generator powers the weapon (including its
shield generators) Emplaced Phasers range from Type X to Type XX.
Range:
10/30,000/100,000/300,000
Accuracy: 4/5/7/10; 720 degree firing arc
Size:
Equivalent to a size 2 starship
Damage: Varies
Energy: Micro-fusion
Generator (Varies)
Heavy Weapons
Enriched
Ultritium Artillery:
This represents the standard enriched ultritium
artillery shell used by most governments. Larger and smaller shells do
proportionately more or less damage, and require proportionately larger or
smaller electromagnetic launchers to achieve the same ranges. Some types of
shells and/or launchers fire over even longer ranges.
Artillery launchers
fire indirectly at the target, allowing them to shoot over obstacles like
forests or small mountains. But to do so accurately, they must have a way to
detect the targets location. Typically they use built-in sensors that link with
larger sensor networks. If the sensors, or sensor net, does not function
properly, a soldier can observe an enemies position and call in the target
coordinates.
Self-transporting (or “Wu Hsan”) artillery does similar
damage, but doesn’t use a launcher. Instead, its onboard sensors and
micro-transporter allow it to dematerialize and then rematerialize anywhere
within 40,000 kilometers (and, sometimes more depending on the transporter
type).
Range: 5/20/80/300 kilometers
Size: Shell is typically about
60 cm long, 20 cm in diameter; size of launcher varies.
Mass: Shell masses
9.5 kg; launcher mass varies
Missiles:
This represents a
typical planet based missile using a matter/anti-matter or enriched ultritium
explosive. Larger or smaller missiles do proportionately more or less damage,
and require proportionately larger or smaller launching systems. Missiles of the
24th century typically use microfusion engines or gravitic "hover" technology to
propel themselves at the target and fly at 30,000 kph, faster than the fastest
known hovercraft. They carry enough fuel to travel for up to 15,000 kilometers
at this speed (any fuel left explodes when the missile hits its target).
Ranging from the size of a humanoid finger to
the size of a tree, and containing ultritium or matter/anti-matter explosives,
they can strike an enemy position beyond the range of artillery, shoot down
artillery and orbital bombardment shells, and destroy enemy vehicles. Thanks to
sophisticated sensor and guidance systems, if they miss a target, they can turn
around and try again.
Range: Onboard micro-fusion engine
has enough fuel for the missile to travel up to 15,000 kilometers at a speed of
30,000 kilometers per hour
Size: 150 cm long, 13 cm in diameters
Mass:
9.62 kg
Shoulder-Mounted Missile Launcher:
Almost 'retro' in it's design and function, the SMML Mk II is a dual chambered, large, shoulder mounted missile launcher capable of utilizing matter/anti-matter and enriched ultritium missiles normally mounted upon Arial and terrain oriented combat vehicles. Despite the weapon only having a maximum of 4 shots per reload, the massive 'punch' they deliver is well worth and far beyond their weight in components, which ironically are surprisingly light due to it's construction materials.. Integrated systems also allow for an operator to single or cumulatively lock onto targets within a 2,000 km radius
Range: Onboard micro-fusion engine has enough fuel for the missile to travel up to 2,000 kilometers at a speed of 30,000 kilometers per hour
Size: 145 cm long, 84 cm in diameter
Mass: 15.8 kg
Melee
Weapons
Combat Knife:
A common sidearm melee weapon
used by many Federation species on the ground in large-scale military combat.
They come in many varieties and forms, and s9ometimes some species supplement
their sidearm combat knife for a weapon for preference; An Andorian may use a
Chakka, a Klingon a Mek’leth, A human a Machete, and so forth. A standard combat
knife is not normally issued by Starfleet unless in times of war.
Stun
Baton:
Stun Baton’s are energized melee weapons used by planetary police
and security forces. They’re also a favored weapon of Starfleet Special Forces,
resembling an ancient earth ‘knight stick’. One end stuns an opponent along the
same lines of a phaser beam.
Size: 50 cm long, 3 cm in diameter
Mass:
0.5 kg
Charges: 200
Bayonet:
A bayonet, like a Klingon Kuttar, is a type of blade weapon attached to the from of a disruptor rifle or other energy rifle. Klingons, Jem'Hadar, and Starfleet Special Forces frequently use them.
Size: 22 cm long
Mass: 0.24 kg
Accuracy: 8
Block: +0
Damage: 3+ 2d6
Alternative Weapons
Assault 'Shotgun'
Considered 'archaic' or even barbaric to most regular duty Starfleet officers, the M92 Shotgun was designed specifically by Special Forces for use by many of it's human members during the twilight hours of the Dominion War. While the actual design and function of the Shotgun has not changed in over 300 years, many new design elements were weaved into it's design such as it's duranium, terminium and tritanium composite alloys. It has two modes of fire, an automatic and a pump action 'manual' load. The ammunition, traditionally called 'shells' come in four varieties; a micro-pellet based 'shot' shell that disperses tiny pellets of duranium at a target, a solid duranium 'slug' shell, an explosive kinetic shell that detonates on contact with the target, and a rubber-composite based shell designed as a non-lethal projectile.
Size: 87 cm long, 3.1 L in volume
Range: 20 Meters (optimal use for 6 meters)
Mass: 2 kg
Magazine: 12 'Shells'
BR-117 Battle Rifle and SR-118 Sniper Rifle
Despite it's outdated nature, the TR-116 was altered and redesigned to supplement Starfleet Special Forces despite the development of regenerative phaser cells that made it's initial model obsolete. Although rarely used outside of elite units, SFSF does make use of newer versions and further variants. Among those include the BR-117 and the SR-118 rifles, both of which are modeled in part on the old BR-55A Assault rifle used in Earth's Third World War. Each model use a more pronounced and armored husk to their designs which encase chemically fueled mechanisms to support it's basic firing design as well as the innovation of adapting a mico-replication into the traditional magazine and cartridge slot. This allows the Battle Rifle and the Sniper Rifle to utilize variable types of rounds and projectiles than could normally be carried by the weapon. The replicator system is programmed for a dozen varieties of replicator patterns and has enough raw material for over 550 rounds of any type.
Size: 85 cm long, 2.8 L in volume
Range: 1 km
Mass: 1.3 kg
Magazine: 36 before replication reload
Trachka'hel Shot
While human Special Forces personnel had adapted old style innovations from their past, the Andorian counterparts within Special Forces also decided to add their own cream to the crop with the re-development of an ancient and endeared weapon, the Trachka'hel Shot. Essentially a grenade launcher that allows it's users to pepper targets with high explosives, it is an oversized weapon used by ancient Andorian artillery and shock infantry and rehashed to work for them once again during the Dominion War. Along the bottom arc of the weapon is a large curved blade that is used for close melee attacks in a similar idea, if not fashion, as the human bayonet. It's ordinance consists of three types of grenades: Fragmentation, Concussion, and Shock.
Size: 94 cm long, 4.3 L in volume
Range: 3 km
Mass: 2.4 kg
Magazine: 12 'shots'
Gauss Sniper Rifle
Created in the same mold of the TR-116, the Gauss sniper rifle uses a magnetic induction coil to accelerate duranium/tritanium projectiles at super-luminal speeds at it's target. A redevelopment of a weapon used in Earth's 3rd world war, this new 'Rail' gun has proven it's effectiveness quite well for Starfleet Special Forces during the Dominion War and conflicts since then.
Size: 112 cm long, 3.8 L in volume
Range: 15 km
Mass: 2.2 kg
Magazine:
60
Defensive
Technology
Jammer:
Ground forces use jammers to block
enemy communications. When activated, a jammer projects electromagnetic
interference that thwarts all efforts to communicate through it, into it, or out
of it. The user may configure the device to cover a cone- or sphere- shaped
area. The sphere has a radius of up to 100 meters; the cone is up to 100 meters
long on its two longest sides, and up to 50 meters wide on its short
side.
Size: 12 cm x 11 cm x 28 cm
Mass: 8.6 kg
Durations: 20 hours
(sphere) or 30 hours (cone) + induction charging.
Military Transport
Inhibitor:
There are times when transport is undesired, particularly in
hostile situations, when a transporter could be used to extract personnel
against their will. Similar to the pattern enhancer, the transport inhibitor
creates an energy field, which prevents a transporter from establishing a
pattern lock. The transport inhibitor creates a field of tetryonic energy, which
causes a transporters annular confinement beam to dissipate. Without the
confinement beam, the transporter is unable to acquire a lock on the matter
being transported.
Size: An upright cylinder typically about 1m tall,
and 5 cm in diameter
Mass: 6.0 kg
Duration: 1,000 hours + induction
recharging
Field Modulators:
Force Fields are in common use all
over the known galaxy. There are two standard ways of removing a force field.
Either it can be turned off, or it can be overloaded.
Concentrated phaser
fire is the simplest method of overloading force fields. However, some force
fields are simply too strong to be overloaded with hand-held phasers, and others
are in locations which could be easily damaged by high-energy phaser fire.
Originally designed for emergency rescue situations, field modulators were
developed to provide an alternative method of circumventing force fields. Since
their invention, these devices have proven to be quite popular with rescue
workers and archaeologists investigating ruins of highly advanced civilizations,
as well as with thieves and intelligence operations.
Field modulators set
up destructive interference patterns, which will temporarily negate a force
field. The device comes in pairs. One modulator must be placed to either side of
the doorway or other opening protected by the force field. Then, using a
tricorders or similar sensor device, the resonant frequency of the force field
must be determined. This process usually takes between ten seconds to ten
minutes. Once the resonant frequency has been found, the field modulators are
set to that frequency and the force field is temporarily removed.
Size: An upright cylinder 30 cm tall and 2 cm in diameter with
tripod base
Mass: 0.1 kg each
Duration: 25 hours
Portable Force
Field Generator:
In the Federation, force fields are used for everything
from protecting colonies of worlds with hostile atmospheres to confining
prisoners in cells. While most force fields are permanent emplacements capable
of only of creating force fields at specific locations, portable force field
generators were created by miners, rescue workers, explorers and eventually
adopted for military use.
A portable force field generator has several
settings. On standard settings it creates a single force wall up to 10 meters on
a side. Sensors in the device configure this field to conform to the dimensions
of the room, corridor, or chamber where it is created. This force wall becomes
an invisible, airtight wall blocking off a portion of a room or corridor. If
desired, the generator can create two such walls as long as they are no more
than 8 meters apart, and the generator is located between them. Force walls take
about a second to form, and any living beings or other moveable objects, which
are in the path of the force wall, are shoved aside in or out of the force wall.
Force fields cannot be used to cut people or objects in half.
In the
generators other mode it creates a hemi-sphere of force up to 8 meters in
diameter and 4 meters high. This airtight dome also possesses a force field
floor which is either flat or conforms to the terrain. The generator can also be
set to either allow or keep out vacuum or hostile atmospheres, or in a disease
quarantine situations.
Individuals carrying PADD’s, or other devices
containing transceivers keyed to the force field generator can freely enter or
leave the field if they send an electronic signal to the generator. The force
field will then allow them to walk in or out of the force field, using its
sensors to conform the field to their exact bodies, so that the entry will not
break the force fields airtight seal.
Size: A rounded box 20 cm x 25 cm x
40 cm (20 liters)
Mass: 50 kg
Duration 1,000
hours
Holobase:
The holobase is a modification of smaller
camouflage holo-generators, which also include holo-emitters similar to those
used in holographic environment simulators. A holobase can reproduce any and all
functions of small camouflage holo-generators. In addition, it contains
holo-emitters capable of creating a shaped force fields and holodeck matter
similar to that produced on a holodeck, as well as a replicator capable of
producing meals, spare parts, and similar equipment sufficient to provide the
long-term needs of up to five humanoids. Larger versions are also available for
use by a variety of Starfleet personnel.
Miscellaneous
Technology
Night Glasses:
When using a flashlight or
other similar illumination devices could prove a problem, night glasses are worn
to enable the user to see in the dark, using principles of night vision adopted
over centuries on earth in particular and several new ones provided by sensor
technologies.
Size: a pair of sunglasses, typically 13 cm long, 5 cm
wide, and 0.3 cm thick
Mass: 0.05 kg
Duration: 1,000
hours
Powered Binoculars:
While Tricorders are popular with
most Federation citizens and Starfleet personnel, some prefer the direct and
somewhat more detailed view possible with powered binoculars. This device works
just like a normal pair of high-quality binoculars with up to 50x
magnifications. In addition, these binoculars include range finder capable of
giving the exact distance to objects up to 5 kilometers away. They are also
sensitive EM radiation, from X-rays to far infrared radiation, and can translate
all such energies into false-color images visible to the user. However, X-rays
are visible only near sources of high-radiation or in a vacuum, so these
binoculars do not provide the users with “X-ray vision” on normal class-M
worlds.
While they lack most of the features found on a tricorders,
these binoculars can perform both long- and short-range biological and energy
scans identical to those provided on a Federation tricorders. The results of
these scans are displayed as false-color images in the binoculars field of view,
with detailed information visible as text along the bottom of the viewing
area.
Size: 15 cm x 10 cm x 2 cm
Mass: 0.2 kg
Duration: 1,000
hours
Military Tricorders:
Like most other specialized
professionals, military personnel use a tricorders optimized for their
particular needs. Smaller and slightly lighter than standard tricorders, the
military tricorders lacks many of the capabilities of its ‘big brother’, but
what it can do it does extremely well. It has sensors tuned for special
sensitivity to physical and energy phenomena common to military technology—the
holograms of personal camouflage fields, the explosive materials in hidden bombs
or mines, the interference fields generated by transporter inhibitors and
jammers, and so forth. A clever soldier can sometimes use her/his tricorders to
jam an inhibitor or jammer, but must be very close to it to make the
attempt.
Tactical Combat Drone (TCD):
A military adaptation of
drones used by scientists to gather data without exposing themselves to peril,
the combat drone performs various missions without risking well-trained
soldiers.
Basic combat drones come with the following
devices:
--Antigravity Unit: Combat drones can fly at speeds of up to
30 meters per second (108 kph).
--Sensors: The drones sensor systems
function like a regular tricorders that also has all of military tricorders
special adjustments, and they work in a full 360-degree radius around the drone
with a range of 5 kilometers. It also has visual and audio sensors. It has a
hardened communications link with its controller.
--Phasers: Drones
have six built-in Type 1 phasers. Each weapon has its own power cell with 200
charges worth of energy.
--Shields: The drone, are equipped with
minimal shielding to protect its surface from external attacks
--Tractor
Beam: Drones have a low-strength tractor beam that can move objects of up to
20 kg at a range of up to 10 meters.
--Holo-camouflage: Capable of
becoming invisible and deflecting sensor scans of it up to 20 meters in radius
of its position.
--Auto-destruct: If anything severs its connection
with the user, it’ll destroy itself in 10 seconds.
Size: 36 cm
sphere
Mass: 6.1 kg
Duration: N/A
Tactical Communications Suite
(TCS):
Created by Starfleet to improve the performance of Ground Forces
soldiers and provide them with protection against enemy attacks, the deceptively
named Tactical Communications Suite actually consists of a fully integrated
collection of combat technology built into the suit like an environmental suit.
Since 2375 and the end of the Dominion War, Starfleet has increased the
abilities of the TCS and provided these units to Special Forces personnel. There
is also a Flight Communications Suite (FCS) that is specially geared to fighter
pilots and the like. The Basic TCS includes the following
systems;
--Refractive Armor: The suit has a poly-trinic alloyed
refractive armor, and low-level SIF integrated directly into the suit to provide
additional protection.
--Communications: The TCS has the strongest,
most advanced communications system currently available to Starfleet. It can
link directly with planetary or other communications or sensor networks to
gather and transmit data, and also provides two-way audiovisual communication,
so that commanders back at camp can see and hear everything the soldier on the
field sees and hears.
--Flight: The TCS includes the equivalent of a
flight vest
--Holo-camouflage: The TCS is equipped with an
environmental simulator that conforms to the environment around them, similar in
effect to a Jem’Hadar ‘Shroud’
--Life Support: The TCS is completely
sealed, providing a contained environment to protect the wearer. Chemical and
biogenic warfare agents cannot penetrate the suit unless it’s breached (the
wearer carries a repair kit for patching minor damage to the suit). The suit
contains enough oxygen and consumables for a 20-hour period. It has all the
applications of a standard environmental suit, but with added mobility, and
includes gravity boots.
--Sensors: The suit’s sensory system provide
the wearer with the following: the equivalent of a regular tricorders that also
has all of a military tricorder’s special adjustments; the Enhanced vision,
Excellent Hearing, Night Visions, and Peripheral Vision advantages: powered
binoculars.
--Targeting Systems: The TCS’s systems automatically link
with the targeting systems on a phaser rifle, projecting targeting data directly
onto the faceplate of the suit to improve the wearer’s accuracy.
Size: 14.3 L (folded), plus boots and helmet
Mass: 38.7 kg
Duration: Power systems (such as the
communicator) can run for 1,500 hours + induction
recharging
A FCS includes all of the above technologies
within the suit (excluding the armor and shields) and includes the following
specialized enhancements;
--Inertial Dampers: To provide extra
protection against acceleration common to fighter maneuvers.
--Sensors:
The FCS also has in its system an equivalent of an Engineering Tricorder,
for repair of the Fighter if needed.
--Targeting Systems: Instead of
interfacing with a phaser rifle, the FCS interfaces directly with the Fighter
controls, giving the pilot an extra means of information gathering and targeting
acquisition within the faceplate.
Size: 12.8 L (folded) plus boots and helmet
Mass: 36.2 kg
Duration: Power systems (such as the
communicator) can run for 1,500 hours + induction
recharging
An Advanced-Tactical Communications Suite (A-TCS
'Sentinel' Mk VI) used by Starfleet Special Forces (Particularly the META ‘Rogue
Wing” units) is also known as 'Sentinel' Exo-Armour include the following
enhancements over the standard TCS:
--Chassis Composite: The
armour is constructed of advanced poly-deutonic alloys, consistent in many new
Starship hull designs. The Materials that also supplement the poly-deutonic are
basic poly-trinic and duratanium based alloys, providing the Sentinel armor with
protection to survive high scale energy and physical impacts as well as the most
extreme of environments.
--Ablative-Armor: enhanced ablative sheath’s
grafted upon the reactive/refractive armor components provides increased
protection
--Emergency Transport Unit: The ETU is built into the
suite; the emergency transport unit can transport the wearer up to 1 light-year
from their current position. Can be used once per hour.
--Meta-phasic
Regeneration: Advances in meta-phasic medical science allows the wearer to
regenerate wounds and injuries sustained through a bio-luminal derma-foam under
garment within the suit
--High Powered Servo Links: To provide the
META Sentinel with increased strength and agility, the servo’s increase the
strength of the user to that of 20x a normal humanoid (about 2x that of ‘Data’)
through micro-hydraulic servo’s at every limb and opposable link on the suits
armor.
--Neurogenic Interface: Also to enhance the users ability with
the enhanced servo’s installed, the neurogenic interface composed of
micro-packets of bio-neural cells infused with advanced nanites links the users
thoughts directly to the system, allowing the suit to react far quicker than it
would under normal conditions.
--Regenerative Shielding: Networked
into the armors mesh is a matrix of high-grade regenerative multi-phasic force
field emitters, that completely envelope the user within the armor. Similar in
function to observed and studied components of Borg Tactical Drones, the Force
field covers the user in a armor tight field that regenerates it's density and
protection ratio when damage is taken. It also has other tactical applications,
such as passing through most types of opposing force fields and energy barriers.
Size: 21.9 L (folded in storage, user requires engineering team to assemble and activate armor) includes 32 piece armor, carbon-terminium body sheath, micro-fusion power core pack, helmet
Mass: 53.8 kg
Duration: Power systems (such as the communicator) can run for 29,800 hours + induction recharging
Tactical Battle Suite (TBS)
Technically a predessor to the Standard TCS and Sentinel TCS, the Tactical Battle Suite is an advanced exo-armor that allows the user to become a venerable walking behemoth of weaponry. While not as tactically effective as a TCS, nor as nearly flexible as the contemporary humanoid, the TBS compliments soldiers in the field well (typically the elite SFSF 'META' Units) with extreme raw fire power and long-range strategic maneuverability.
This exo-armor is also employed in spatial conflicts as well, equipped with thrusters and gravitic drives that allow it to move swiftly through the vacuum of space as well as on a terrestrial battlefield. It's shields and exo-plating can also withstand an extreme orbital drop, using it's thrusters to slow it's decent to the ground on approach. A user of the TBS must be well trained in the unit, and is usually required to where an EVA Suit or more preferably a TCS (which allows greater tactical interface for the user) in the event the TBS is breached while in a vacuum or extreme environment, but is not needed in order to operate the unit. The TBS includes the following systems;
--Antigravity Unit: The TBS can fly at speeds
of up to 60 meters per second (220 kph).
--Auto-destruct: If the need
should arise, or if the armor is damaged beyond the users ability to
retrive, it can be destroyed in order to deprive an enemy of aquiring it or it's
technological and tactical secrets
--Refractive Armor: The suit has a poly-trinic
alloyed refractive armor plated and grafted over duranium alloy, and low-level
SIF integrated directly into the suit to provide additional protection.
--Communications: The TBS has the strongest, most advanced
communications system currently available to Starfleet. It can link directly
with planetary or other communications or sensor networks to gather and transmit
data, and also provides two-way audiovisual communication, so that commanders
back at camp can see and hear everything the soldier on the field sees and
hears.
--Emergency Transporter: An Emergency
Transporter is built into the suite; the emergency transporter can transport the
wearer once up to 20,000 km from their current position.
--Flight: The TBS includes the equivalent of a
class-2 shuttlecraft thruster array emplaced on various points throughout the
suit, allowing it to add additional speed and boost in combination with the
Gravitic drive and allowing it to maneuver in space free from a
Starship.
--High Powered Servo Links: To provide the
META’s and wearer with increased strength, the servo’s increase the strength of
the user to that of 100x a normal humanoid (about 10x that of ‘Data’) through
micro-hydraulic servo’s at every limb and opposable link on the suits armor.
This allows the wearer to lift objects of over 4000 kg and manipulate them with
ease, as well as provide proportional offensive striking power if melee combat
should arise.
--Life Support: The TBS is completely sealed, providing
a contained environment to protect the wearer. Chemical and biogenic warfare
agents cannot penetrate the suit unless it’s breached (the wearer carries a
repair kit for patching minor damage to the suit, if not also wearing a TCS).
The suit contains enough oxygen and consumables for a 72-hour period. It has all
the applications of a standard environmental suit, but with hindered mobility,
and an equivilant of gravity magnetic locking joints so the TBS can attached
it'self to a starship, rock, or another surface texture.
--Phasers: The TBS has six built-in Type 2
phasers. Each weapon has its own power cell with 200 charges worth of
energy.
--Sensors: The suit’s sensory system provide the wearer with
the following: the equivalent of a regular tricorders that also has all of a
military tricorder’s special adjustments; the Enhanced vision, Excellent
Hearing, Night Visions, and Peripheral Vision advantages: powered
binoculars. It's sensor range rivals that of a small
shuttlecraft.
--Shields: The TBS is equipped with heavy vehicular shielding to protect its surface from external attacks.
--Stealth: The TBS is equipped with an
environmental simulator that conforms to the environment around them confusing
enemy sensor readings, as well as "stealth" technology to further avoid sensor
detection
--Targeting Systems: The TBS's systems automatically link
with the targeting systems on a tetryon pulse launcher or other heavy ordinance,
projecting targeting data directly onto the faceplate of the suit to improve the
wearer’s accuracy.
--Tractor Beam: The TBS has a low-strength tractor beam that can move objects of up to 400 kg at a range of up to 100 meters.
--Weaponry Hardpoints: The TBS's "limbs" can be equipped with any number of equipment and weaponry. This can range from robotic humanoid-like 'hand' grips (so the user can wield a Tetryon Pulse Launcher in the same fashion as a Starfleet Ranger wields a Phaser rifle) to embedded Ultritium Artillery and Photon Mortar Launchers to an embedded heavy grade Isomagnetic disintegrator. The 'Shoulder' hardpoints can also be equipped with Missile racks for added long-range offensive punch.
Size: 96.7 L (stands 2.1 meters when inactive, and 3.2 meters when activated and worn by a user)
Mass: 173.6 kg
Duration: Power systems (such as the communicator) can run for 4,500 hours + induction recharging