Difference between revisions of "Starfleet Away Team Equipment"
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===Type IIIC Phaser Rifle===
===Type IIIC Phaser Rifle===
Revision as of 01:35, 15 July 2018
Under normal situations, Starfleet Away teams are only issued personal defence weapons like Type II hand phasers and Tricorders. However, if the mission profile requires it, the Security and Strategic Response Unit have access to even more powerful items in their arsenal.
This list runs the full length of the TFE canon, and will be updated regularly as more periods are added.
- 1 Equipment
- 1.1 Melee Weapons
- 1.2 Hand Weapons
- 1.3 Rifles
- 1.4 Heavy Weapons
- 1.5 Phaser Rifles
- 1.6 Carbines and Specialist Phasers
- 1.7 Support Phaser Rifles
- 1.8 Personal Defence Phasers (PDP)
- 1.9 Specialist Weapons
Marine Combat Knife
The Marine combat knife has a multitude of uses. Without any major design changes for 300 years, the combat knife has been one of the staple pieces of equipment for ground forces from before humans left Earth's atmosphere to today's Star Fleet Marines. Its use has changed over the years from weapon to tool, however it can still be used as a weapon should the need arise.
The stun baton is the standard Marine and Security melee weapon. Capable of temporarily incapacitating a human with two blows on standard setting, the baton is a tremendously useful weapon when fighting in close quarters. The baton is extendable, and is harmless when not extended. Working from a small sarium-krellide power cell, the same power source as a phaser, the baton has sufficient charge to deal four hundred and fifty blows, on average, before requiring recharging.
Type 1D Hand Phaser
Type 2D Hand Phaser
Issued from 2350 to 2364, the Type 2D featured the new Sarium Krellide power cell. As with any sidearm, the main three type of beams are Stun, Heat, and Disruption. The Type 1d had six power settings that included the standard Stun, heat, kill, and vaporize, with a range of about 80 meters. Power settings were adjusted by the two small buttons on the top part of the weapon. It was fired by depressing the larger button behind the smaller two.
Type 2D-A Hand Phaser
Issued from 2365 to 2370, the Type 2D-A featured an updated sarium krellide power cell. As with any sidearm, the main three type of beams are Stun, Heat, and Disruption. The Type 2D-A had six power settings that included the standard stun, heat, kill, and vaporize, with a range of about 80 meters. Power settings were adjusted by the power level button on the top part of the weapon. This phaser also introduced a separate button that controlled beam width. It was fired by depressing the larger button behind the smaller two.
Type 2E Hand Phaser
First issued in 2371, the Type 2E featured an improved sarium krellide power cell over the Type 2D-A, a better protected prefire chamber, and a more ergonomic design. The Type 2E had eight power settings that included the standard heat, stun, kill, disruption, and vaporize, with a range of about 85 meters. Power settings were adjusted by the power level button on the top part of the weapon. This phaser also had a separate button that controlled beam width. It was fired by depressing the larger button behind the smaller two. This was Star Fleet's main sidearm thought the Dominion War. It was phased out of service in 2378.
Type 2F Hand Phaser
The Type 2F entered service in 2379 and is the current sidearm for both Star Fleet and the Marine Corps. This weapon has 18 settings rather than the standard 16 of the Type 2E. This weapon has additional sarium krellide power cells embedded into the center section, giving the phaser the ability to reach the extra power settings with a longer power life. As with any hand phaser, the Type 2F has four power settings: heat, stun, kill, and vaporize. The added settings allow for greater precision when using these functions. It has an effective range of 100 meters.
Type 23 Pulse Phaser Pistol
The Type 23 entered service early in 2370's and is the current sidearm for the Marine Corps and other specialist agencies. This weapon has a reduced number of power settings compared to the comparable hand phaser due to its circuitry configuration. The Pulse Pistol is configured to use the same powerpack as the type 2 hand phaser, but is inserted into the pistol grip. Compared to hand phasers, the Type 23 has three power settings: stun, kill, and vaporize. The pistol grip allows for greater precision when using these functions. It has an effective range of 100 meters.
Type 3 Phaser RifleStarfleet Security or away teams need more firepower than a sidearm, they turn to the phaser rifle. Type 3 is the first rifle introduced by Starfleet in over 100 years. First issued in 2363, the Type 3 is capable of firing phaser energy in beams and at variable power levels over a distance of 400 meters. The phaser rifle also includes an effective targeting system and decent energy reserve. The rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms. Later models can even mount beacons for illumination. The Type 3 has been phased out as the main rifle for Starfleet officers and relegated to a reserve role, although it did see a brief rise in popularity as the Dominion War's demand for phaser rifles outpaced the availability of the newer Type 3B and 3C rifles. Some older starships still have a small supply of these aboard, usually stored aboard auxiliary craft and in small weapons lockers.
By 2377 the Type 3 Phaser Rifle was completely phased out of service.
Type 3A Phaser Rifle2367 aboard the ill-fated Nova-class starship USS Equinox and issued to the fleet in 2371, the Type 3A is capable of firing phaser energy in beams or pulses and at variable power levels. It uses a computer control system to allow for modulation of many characteristics, which is important when dealing with the Borg. The rifle has a range of 500 meters. The phaser rifle also includes an effective targeting system and a decent energy reserve. The rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms. The Type 3A has been phased out as the main rifle for Starfleet and relegated to a reserve role with the introduction of newer phaser rifles. Many older starships have a small supply of these aboard, usually stored aboard auxiliary craft and in small weapons lockers. The main reason for this relegation is the unwieldy nature of the weapon, with its connected foregrip and oversized design, it was deemed too large for active use aboard starships outside the most stringent circumstances.
Like the Type 3, by 2377, the Compression Phaser Rifle was completely phased from active use.
Type 3D Phaser RifleDefiant-class star ship, and at variable power levels. The Type 3D phaser rifle is a larger, more sophisticated weapon than Type 3B or 3C. It uses an advanced computer control system to allow for modulation characteristics to be modified faster than in previous phaser rifles, important when dealing with the Borg. The rifle has a range of 600 meters. First placed in service in 2373, the Type 3D phaser rifle also includes a much more effective and elaborate targeting system and a larger energy reserve over the Type 3C. The rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms and can perform the equivalent of a tricorder's short range biological scans. Images of the targeted life forms would be displayed on the units display screen. The Type 3D is being phased out as the main rifle for Star Fleet officers with the introduction of the Type-3e. However, many star ships and Star Fleet facilities - and even some Marine units - have a supply of these aboard, usually stored aboard large auxiliary craft such as runabouts, and in smaller weapons lockers.
Type 3E Phaser Rifle
Marine Assault Rifle
Type 1A Photon Rifle
Type 1B Marine Photon Rifle
TR-116 Sniper Rifle
Marine Corps Squad Support Phaser Weapon
Tetryon Pulse Launcher
A newly designed weapon for the use by Star Fleet ground forces and security personnel, the tetryon pulse launcher is perhaps the most powerful hand held weapon in Star Fleet’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 the Avalon R&D facility to grow nearly flawless emitter crystals in a ground-based micro-gravity environment, the pulse launcher is effectively a miniaturized version of the pulse phaser used on starships. While, much of this theoretical research has been applied to the current generation of phaser rifles, making them the first true hand-held transitional-phase accelerators, the tetryon pulse launcher takes this a step further. As such, this weapon lacks the variety of power settings typical of a Type 2 or Type 3 phaser. 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 the acquisition sub-systems. A rapid-discharge sarium krellide power cell, coupled with high-speed plasma accelerator coils and a ten-stage cascading prefire chamber, allows for longer periods than previous models of phasers. The beam emerges as a focused pulse of superheated, rarefied plasma. While the typical Type 1 phaser is capable of emitting no more than 1.05 kilojoules per hour, the pulse launcher emits energy comparable to a Type 4 phaser emitter. The Tetryon pulse launcher incorporates the safety interlocks and subspace transceiver assembly common to standard-issue phasers; it is capable of firing using continuous or wide beam settings.
The Auto-Grenade Launcher (AGL) is a support weapon version of the grenade launcher found on the Marine phaser assault rifle. It can fire in both semi-, and full-automatic modes. In full-automatic mode, three and five round bursts can be selected, as well as what the Marines nickname "spray-and-pray" mode. This weapon uses the same rounds as the rifle-mounted launcher, but has a much more powerful graviton accelerator that allows for greater range and velocities. The weapon is equipped with a dual feed mechanism allowing for two fifty-round magazines to be loaded and the mixing of rounds during firing. The feed mechanism is also equipped for hand-loading and insertion of single rounds for special purpose use. The weapons integral tripod incorporates its own inertial damping system that totally nullifies what little recoil that occurs from the weapon’s firing even at high cyclic rates. The main role of this weapon is area suppression as it can deliver a large volume of ordnance to the targeted area accurately and promptly. Though less accurate, the AGL can be fired in an indirect firing role rather than direct. This method, though not as accurate, gives the weapon the ability to fire over obstacles, and provides even greater range. Mounts for a variety of targeting and sighting aids are present. Launchable grenade round types include:
- High-Explosive Fragmentation (HEFRAG): This is the most common of the rounds. When the round detonates, it releases 300 fragments into a burst radius of 5 m. This type of grenade is designed to inflict wounds with both concussion effect and shrapnel.
- High-Explosive Anti-Personnel (HEAP): This grenade is a light armor piercing and/or bunker busting weapon. It contains a shaped charge which is used to blast through targeted materials. Iit is ineffective against heavily armored targets. It has a burst radius of 2 m.
- Flechette: This grenade is essentially a large “Shotgun” rd containing fin stabilized metallic darts. This round has a range of 30 m. Extremely effective for close in engagements such as boarding/anti-boarding operations.
- Flash-bang: Flash-bang grenades are designed to incapacitate lifeforms with an ear splitting sonic pulse and an extremely bright flash of light that overloads the targets' optic nerves.
- Chemical: This grenade can contain one of many chemical agents (see your medical officer for more detail). Upon detonation, the agent is spread in an approximate 10 m radius from impact.
- Beanbag: This round contains a Cyrenlon “Bean Bag” round filled with heavy polytrinium alloy "marbles" suspended in a gel. This “Bean Bag” fans out after firing to spread its impact over a wide area. The grenade is designed to incapacitate its target without doing any permanent damage. A target hit by the grenade is usually knocked down.
The M-2240 Mortar system is a self contained short-barreled 60 mm mortar with powered elevation and servo traverse. It is also equipped with a encrypted comm unit, inertial positioning sensor, and a computerized fire control system. This unit is the size of a large backpack and has a unloaded mass of 25 kg. To deploy the user sets the unit on the ground and folds out three stabilizing legs. The mortar is fed from a 4 rd magazine, or individual rounds can be loaded manually. One key feature is the fact that once setup, the mortar’s fire control computer can be accessed by troops with the proper codes via the mortar system's integrated communications unit. Once the proper codes are used, the unit can be targeted and fired remotely. This ability makes the unit valuable in ambush/counter ambush operations, decoy tactics, and providing fire support for units engaged in unconventional warfare operations where normal support is impractical. The rounds are propelled by a micro-graviton accelerator similar to that used in the grenade launchers. Round types include:
- Fragmentary rounds are designed to inflict wounds with both concussion effect and shrapnel. They have a 15 meter blast radius. These rounds use an ultraviolet laser fuse to determine the proper height above the ground/surface to detonate for maximum effect.
- High-explosive dual-purpose (HEDP) rounds with Passive Electro Magnetic (PEM) imaging guidance: for anti-armor (top attack), and anti-personnel missions. The round has a blast radius of only 10 meters, but has fairly good armor penetration ability. Once the round has reached its maximum height in its trajectory, the passive electro-magnetic sensor unit activates. Depending on how the unit was set prior to firing, the sensor unit locks on the selected type of energy (neutrino from a power cell, body heat, radio waves from a transmitter etc.). The unit controls a set of steerable fins on the round. This allows the round to track and hit most targets very accurately.
- Jammer round: This round does no physical damage per-se, but can cause an enemy plenty of grief. It contains a high power, short span ECM generator. This unit can interrupt and/or disrupt sensors and communications for a 2 kilometer radius.
- SEFOP Anti-Armor round: anti-armor artillery rounds are designed to strike armored vehicles from above, where they are most vulnerable. These rounds work by delivering what is known as an Self-Forging Penetrator, or SEFOP. It is a stream of molten metal that hardens into a dart shape due to atmospheric resistance. These SEFOPs travel at velocities in excess 2,000 m/s and are usually capable of punching through the relatively thin upper armor of many vehicles. These munitions are also sometimes used against underground bunkers and fuel storage sites. The now solid penetrator reduces the effect of electrostatic armor and makes explosive reactive armor completely ineffective. Once at its peak of its trajectory, it deploys a drag chute. Then a PEM sensor unit activates. As the warhead swings around under the chute, it scans for a target. When it is aimed at a target and within its effective range (100 meter radius), it simply detonates, creating the SEFOP.
- Metallic Incendiary Smoke round: these rounds are intended to obscure enemy observation/sensors. The round generates a cloud of dense smoke through the combustion of certain compounds. This smoke is heated and contains metal particulates. These factors degrade/prevent the use of IR/Thermal and certain types of active scans (LADAR, RADAR, etc).
Slayer Multi-Purpose Individual Munition/Short Range Attack Weapon (MPIM/SRAW) is used for direct anti-armor/fortification capability at squad level and organic aerospace defense capability. In the nose of the Slayer is an PEM imaging sensor which is used to lock on to a target. Behind the sensor unit is the HEDP warhead. The minimum range is 17 m (determined by warhead arming safety) making it an ideal weapon for ambushes in urban or wooded terrain. Maximum velocity is 600 m/s, and the flight time to 500 m is only 1.125 seconds. It has a maximum range of 2000 m. The Slayer round has two components. The missile round in a 5 kg disposable launch tube, and the reusable 2 kg Command Launch Unit (CLU). The Slayer gives the rifle squad its lethality back against armor, aerospace craft, and other heavy targets.
Type 4B Phaser CannonArgo-class runabouts. The cannon is stored in a recessed bay at the rear of the vehicle, housed perpendicular to the direction of travel until activated and deployed, whereupon it is operated by a rearward-seated crew member. Includes a targeting screen for better aiming. The weapon is too large to be carried by ground troops or used aboard ship. Its range is roughly 1000 meters.
Type IIIC Phaser Rifle
Carbines and Specialist Phasers
Type 4A Phaser Carbine
Type 6 Pulse Phaser Rifle
Type 7 Phaser Suppression Rifle
The Type 7 was built to counter larger man-portable phaser cannons of races like the Klingons and Romulans, to give smaller units of Starfleet personnel the same amount of firepower that a larger assault team, but without risking manpower. It is a dedicated Squad Support weapon favored by Starfleet Strategic Response Units, MACO and Marine Forces, especially those forces where the standard deployment was under ten.
A Standard loadout would be one Type Seven per team
Support Phaser Rifles
Type 5A Squad Support Phaser Rifle
Type 5B Squad Sniper Phaser Rifle
Personal Defence Phasers (PDP)
Type 36A Personal Defence Phaser
The Mark 36 is a Personal Defence Weapon utilised by Starfleet Strategic Response Units, MACO and Marine forces as a suppliment to the larger, more popular Type III-F Compression Rifle. It is designed following tactical encounters with both the Borg and Reman Remanant Ground forces aboard Starfleet Vessels to be used in conditions where the larger rifle has been found to be unwieldy, namely in counterboarding operations where the possibility of SRU, MACO and Marine response teams have to move between decks via a starships Jefferies Tube System; a method of travel made almost impossible when using a Type-III.
Designed to utilise the same Sarium Krellide Powercells of standard phasers and rifles, the Mk 36 is also designed to mount additional combat packages, to increase its usefulness. The downside to the smaller frame of the Mk 36 is that it is useless as an improvised melee weapon as the Type 3 has been used in the past. However its size far smaller than most 'assault' weapons of races marked by Starfleet Intelligence as 'potential threats' means that Starfleet SRU, MACO and Marine personnel are less likely to tire from extended operations of having to carry a larger, heavier rifle