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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

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



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

The TR-116 was developed by Starfleet for use in areas where normal phasers would be useless - within dampening fields or radiogenic environments, for example. The weapon was designed to be as simple and foolproof as possible - it used a chemical explosive to fire a Tritanium bullet and had no electrical or optical systems at all. The performance was poor by the standard of phaser weapons - range was limited to around one kilometer at most, and the largest feasible magazine was only capable of carrying thirty or forty rounds. However, in the kinds of environments the rifle was designed to operate in most opponents would be completely unarmed, while species like the Klingons would be reliant on swords and knives. Against that kind of opposition the TR-116 was more than adequate.


The development of regenerative phasers which can also operate within energy-hostile environments made the TR-116 obsolete, and Starfleet dropped the program as soon as they were confident of its replacement. For some years the design remained merely a forgotten replicator pattern, but in 2375 a modified TR-116 was used to commit three murders on board Deep Space Nine.


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

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


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’s and wearer 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 up to 20,000 km from their current position. Can be used once per 5 standard minutes.
--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