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“Justice is the set and constant purpose which gives every man his due.” ~ Marcus Tullius Cicero


Weapons & Equipment

Note: The list presented is standard, preferred gear available to all SSD Agents. Though an SSD Operative's own body can be considered a deadly and effective weapon, it is most often preferred to use technological weapons in combat situations, in order to maximize the ability to render the combatant inert without causing unnecessary injury or disability.

M41A3 10 mm Pulse Rifle

Manufactured under license by Maquis Defense Works Firing weight 4.9 kg Length(stock retracted) 69.5 cm Length(stock extended) 84.0 cm Muzzle velocity 840 m/s Maximum range 2,100 m Max effective range 600 m

M56A1 10 mm Smart Gun

Manufactured under license by Maquis Defense Works Firing weight 17.82 kg Length 122 cm Maximum range 3,000 m Max effective range 1,500 m

M-1A2 Hand Phaser

This is the SSD version of the venerable Type 1 Starfleet hand phaser. In cramped quarters, this extremely small weapon is ideal as it takes up little room yet packs a solid punch. The M- 1A2 is carried in a waistline or chest holster. Unlike the Fleet’s Type 1, though, the M-1A2 is painted solid matte black and has anti-dampening features to counteract enemy jamming or natural radiogenic interference.

SSD-57 Phaser Shotgun

This weapon is a short range field of effect weapon designed to fill the requirement for a man portable quick fire suppressive weapon. It fires a plane of energy which extends 60 degrees to either side of direct center. This field of effect extends to a range determined by the effect set for on the weapon’s control panel. The higher power required for the main effect, the less power available for the carrier signal, hence the shorter range. Stun effects have the longest range, potentially out to 250m. Disintegrate effects have the shortest range, 25-40m at the highest settings. Physically, the SSD-57 uses the grip, frame, and receiver modules from the M-116A2 with a drastically modified collimator/emitter unit. The weapon has no shoulder stock. It does carry the standard M-116A2 sighting mechanism though it is used mostly for low light situations.

Type III Phaser Pulse Pistol ("3P", "Triple P")

The second generation phaser pulse pistol is the standard close combat sidearm issued to all Special Security Operatives. Pioneered in the mid 2370s, the PPP uses a similar firing method found in the Type IIIa compression phaser pulse rifle, but compacts it into a 'handgun' style configuration. Research has proven that the design not only is much easier to fire and aim than the Type II, but also has a much more profound psychological impact upon the target. This is partially due to the profound "theee-wump!" sound that the PPP gives off as it fires. The refire rate on the PPP is staggering. The weapon is able to fire for extended periods, as fast as the user can pull the trigger. Depending on the setting, the side arm's power pack can fire as many as one hundred rounds (setting one).

The drawbacks to the PPP are it's increased size over the Type II, and its limitation of settings. There are only six options for power levels on the PPP. Two stun settings (equivalent to 2 and 3), two medium settings (equivalent to 4 and 6), and two heavy settings (equivalent to 7 and 9). However, the ease of use and ergonomics of the PPP outweigh these few limitations. Given the other side arms available for SSD use, and the close combat situation which the PPP was designed to operate under, the Special Security Division has deemed these drawbacks acceptable and the PPP is the standard weapon that every Operative, no matter their specialty, carries into situations where they must be armed.

Type IIIb Phaser Rifle

Although an older weapon, the Type IIIb phaser rifle still a very capable, reliable weapon; particularly with "low risk" assignments where the use of the heavier Type IIIc compression rifle is not warranted. Still built using the basic configuration of the original Type III rifle, the modern day equivalent, like the Type II, is virtually unchanged. The emitter crystal, like the Type II's, has been fully upgraded for a greater firing life and thermal resistance, but in addition to that, a second, larger power cell has been included to compliment the original cell. Limited to beam fire only, the Type IIIb suffers from a few drawbacks not present in the Type IIIa, such as the revealing nature of beam fire, the need to dwell the beam on a heavily shielded target, and the greater wear on the emitter crystal. However, the Type IIIb still serves the SSD with distinction, with its ability to mount virtually any scope or sensor systems on the almost universal attachment clamp.

Type IIIc Compression Pulse Rifle

Another weapon pioneered in the 2370s and perfected in the 2380s, this is the rifle that serves as the SSD's most used small arm. Like the PPP, it is issued to every Operative as soon as they join their fellow cadets for training. First introduced in 2374, the IIIa revolutionized hand-held phaser weaponry. Instead of firing a beam of energy, the IIIa used a high charge capacitance bank and a high-speed focusing coil which allowed the phaser discharge to be stored temporarily, and released as a layered pulse. The resulting pulse is much more difficult to disperse than a normal beam impact. Over the years, the IIIa has gone through some radical modifications, eventually evolving into the type IIIc. In addition to upgrades made to the power cells, emitter crystals, and the capacitance bank, the focusing coils were upgraded and modified to allow the user to choose whether or not he/she wishes the standard pulse, or like the IIIb, a stream. Though the stream option produces a blast much less effective than the dedicated IIIb, it gives the compression phaser rifle the versatility of being able to fire in both modes. The Type IIIc Compression Pulse Rifle is accurate, durable, and versatile. In addition, the rifle can mount a variety of sensor/tracking sights in order to enhance accuracy.

Other Small Arms

The weapons mentioned here are, of course, a small example of those weapons you'll find within almost every typical SSD team. Each Operative, however, can come across a weapon which she gains a personal attachment to, and decides to use as her baseline or supporting weapon (with approval from SSDHQ). Some of these weapons include the likes of Concussion Rifles (which fire a small shell based on a concussion grenade), Tachyon Pulse Launchers, or phased energy rifles.

S-12 Collapsible Baton

This nonlethal suspect control weapon is a matte black duranium baton which measures approximately 50cm extended and 15cm stowed. It’s base has a grip with two small, curved protrusions to aid in control: The baton is held with the backward-facing grip protrusion between the thumb and forefinger, so that the stun tip trigger is under the thumb tip. When held in this way, the forefinger can be wrapped around the opposite protrusion like a trigger. The rest of the fingers are then curled around the grip. Other grips can be used on the baton as needed—the aforementioned grip is only one common design. The S-12 can be used in a poking or striking manner, or to block strikes or stabs. It is for use primarily when stunning phaser energy is constrained (bystanders, flammable liquids in area, etc.). The baton collapses into the grip and is worn in a belt holster when not in use.

The very tip of the baton is capable of delivering a burst of stunning energy that is nearly equivalent to a hand phaser on setting one. It is delivered by contacting a suspect with the tip of the baton and depressing the trigger. The trigger may be depressed before contacting the suspect or after, but the tip must be in physical contact with the suspect before the charge will be delivered. A safety sensor prevents an air discharge of the energy burst.

Hand Held Knife

It should be noted that while the smallest item on this list is a hand phaser, the combat knife is still considered one of the SSD's arsenal, as it has been for hundreds of years. Knife selection is usually up to the Operative's personal preference, though there are several standard types available. In addition, many agents in the field supplement their technological arsenal with one or more small hand weapons such as garrotes, throwing stars or knives, bolos or the survival axe and machete.


Concussion grenades are the preferred thrown mortar of the SSD because they detonate and use a pressure wave to incapacitate but won't kill their target. They are very stable, and have a large detonation range. The "kill" range on a concussion grenade has proved to only fracture the target's bone structure rather than cause enough internal injury to cause death.

G-37 Smoke Grenade

The G-37 is the standard SFMC smoke hand grenade. It consists of the standard SFMC hand grenade chassis, an incendiary core of Clancium Oxide doped with Ferillium, and a toroid shaped container of smoke agent. The gripshell on this grenade is composed of three spaced layers of ferro-ceramic insulation.

The smoke agent is a special blend of prismatic micro-crystals of Duranium, Transparent Aluminum, and other energy resistant and reflective materials suspended in a liquid base. When detonated this solution produces a thick white smoke screen capable of obscuring the electromagnetic spectrum from 5 nanometers to 5 millimeters (Soft X-Ray Radiation to Extremely High Frequency Radio Wave ranges). This adequately protects any units from observation by any standard battlefield optical sensor and engagement systems; it will actually provide some protection from energy weapons fire as well.

The default timer setting is I+10 or Impact plus .10 seconds. The Ferrilium doping prevents the Clancium Oxide from exploding and forces it into a slow burn at a moderate temperature. Due to this construction, this grenade has no explosive burst radius. Though it is generally assumed to be safe for use as a signaling smoke, it is not recommended for this use due to the inability to change colors. It is also not recommended to allow its detonation in close proximity to friendly forces, even though some have proposed this in certain riotous situations due to the device’s safety record.

G-7 Stun Grenade

The G-7 Stun Hand Grenade is the latest in a long line of less-than-lethal weapons which have, for centuries, been termed “Flashbangs”. It is a two stage grenade with an electronic component as well as an explosive component. The explosive component consists of the core of 114g of Thallarian Dioxide. Thallarian Dioxide is a fast burning, very low energy explosive that is generally considered a useless noisemaker. Its 180db report is virtually its only explosive effect. Within minutes after use, the remains of a G-7 can be safely picked up and disposed of in a standard waste container. The electronic component is the fl ash circuit connected to the 4 large light emitting panels on the sides of the grenade. The electronic component delivers a flash of two million candlepower lasting 1/50th of a second.

The electronic package goes off first, delivering its blinding flash, followed 3/1000ths of a second later with the deafening report. The practical application of these two effects is a stunning effect overloading the optical and aural receptors of the brain of anyone inside the target area. In an enclosed area of 225m2 (2421sqft), a single G-7 should disable and disorient everyone without protective eye wear and hearing protection. Default timer setting is I+50 or Impact plus one half second. Facing of persons in the target area is of little or no consequence. Operatives deploying the G-7 should, themselves, be equipped with protective eye wear and hearing protection.

MR-65 Projectile Launcher

Direct weapons are all well and good, but sometimes a target needs to be hit with something a little more basic. For that reason, the MR-65a is in use by the SSD to hit a target with a wide variety of indirect ordnance: concussion grenades, smoke canisters, paralyzing agents, or targeting beacons are some of the ordnance that might be found in the MR-65's six round magazine. A basic weapon, the MR-65 has a limited targeting computer which computes the proper firing angle and power for the proper trajectory upon a chosen target. The user then simply aligns the MR-65's cross hairs into the proper position on the readout, and pulls the trigger. A magnetic accelerator lobs or rockets the ordinance to the given location, depending on the user's field of view. The MR-65a has an approximate range of 2,000 meters, depending on the ordnance used and can be used free-standing on its own supports or mounted, depending on the terrain.

These other forms of weaponry are rarely, but sometimes, utilized by SSD Operatives:

Andorian Fighting Knife

A bladed weapon that covers the knuckles of the wielder's closed fist, it's handle fitting within the fist. Though not all have them, some of these weapons have pommels that are spiked as as to cause stabbing damage as easily as the blade cuts flesh. Most are made of Duranium, though in ancient times they were carved from ice.


Vulcan weapon made of a single leather strip that could be used as a whip or noose.

Ferengi Energy Whip

Handheld Ferengi weapon used to fire high-energy plasma discharges at a target.


A traditional weapon of the people of planet Ligon II, used in ritual combat. Resembling a gauntlet-length oversized glove, the glavin has a large, vicious hook at the end and is covered with poison-tipped spines.


A short pole arm with cleaver-like blades along one side. The kar'takin was a favored weapon of Jem'Hadar soldiers.


Three-sided bladed weapon used by tribal warriors on planet Capella IV. At ranges up to 100 meters, the kligat could be thrown with deadly accuracy.


A Vulcan weapon with a razor sharp curved blade at one end and a heavy bludgeon on the other.


Curved blade used on the planet Tilonus IV.


A meter long, rod-like weapon that was used by cadre forces fighting for control of the Turkana IV colony. The weapon was capable of delivering a powerful electric shock to an opponent.

Theragen Nerve Gas

This toxic agent is primarily used by the Klingons, instantly lethal if used in its pure form.

Invasive Computer Program

Software weaponry designed by Enterprise-D personnel in 2368 for the purpose of destroying the Borg collective consciousness. The program was a paradoxical geometric construct which, when introduced into the Borg system, was expected to form a recursively insoluble puzzle. It was intended to implant the program into the Borg individual known as Hugh, just prior to his planned return to the Borg collective. Once returned, the invasive program was expected to cause a fatal overload in the entire Borg system, effectively destroying their civilization and all its members.

Isokinetic Cannon

A weapon capable of penetrating shields of heavily armored vessels.

Laser Weapons

Energy weapon used aboard early Federation starships. These took the form of pistol side arms, as well as larger artillery sized cannons.

Photon Grenades

Short range, variable yield energy weapon that creates a powerful electromagnetic pulse. At lower settings, capable of stunning humanoid life forms in an enclosed area.


A handheld weapon that used a small chemical explosive to propel a metal pellet.

Sonic Disruptor

Handheld weapon used by civil authorities on the planet Eminiar VII. Similar weapons were used by Klingon warriors as well.

Standard Equipment

SSD Operatives are not only security detail, but often the first responder to emergency situations that can involve life-saving skills and techniques. With this in mind, there are a number of peices of standard equiptment that an Operative will either carry with them or have nearby for such use.


The Hypospray is a hand-held device used for subcutaneous and intravenous administration of carefully-controlled dosages of medication on a subject. The Hypospray injects the subject by use of a pinpoint, high-pressure, low-volume, microscopic, aerosuspension stream. It allows medication to be given through the skin or clothing without mechanical penetration. It takes one second to remove and one to replace a medicine vial. The air cartridge is good for 100 injections. It takes one second to remove and one second to replace the air cartridge. Weight is 1/2 lb.

Wrist Beacon

Added to standard equipment for SSD, SOC and the MFMC in 2371, it was designed with the idea of providing away teams with a way to produce extra illumination in a hand's off capacity. The Type VI produces two beams of light, and attaches to the wrist by way of a strap. It is extremely sturdy and will remain in place through even the most treacherous movements. Included on the Type VI is an emergency transporter beacon which can be used to enhance the wearer's signal in case of an emergency beam out.


Personal communications device used by Maquis personnel. Communicators provide voice transmissions from a planetary surface to an orbiting spacecraft or station, and between members of a landing party. Communicators also provide a means for a ship's transporter system to determine the exact coordinates of a crew member for transport back to the ship. The Maquis insignia worn on each cell member's uniform has a dermal sensor that can be used to restrict usage to one authorized individual only. These comm-badges are programed to activate automatically when the casing is destroyed, a feature designed to help rescuers locate a seriously injured person. The current comm-badge device is constructed of a crystalline composite of silicon, beryllium, carbon - 70 and gold

Dermal Regenerator

The Dermal Regenerator, is a Starfleet Medical instrument used to repair damaged epidermal tissue. If it's good enough for the Fleet, it's good enough for the Maquis.

Thermal Gear

Maquis Thermal Gear is designed for an environment that is exactly opposite of that intended for Starfleet Desert Gear use. They are intended for planets that have ambient temperatures that are below freezing or just slightly above. The uniform is composed of several layers. The first is a thick jacket designed to absorb surrounding heat, a pair of long johns of the same design and material make up the second layer. Finally there is a mask and a pair of interactive goggles. The goggles contain night vision enhancement sensors along with a built-in communication system.

Medical Kit

The Medikit is a small, strap-on case designed to carry emergency medical supplies. A Full Standard kit would include: 1 - Anabolic Protoplaser 1 - Bandage assortment 1 - Cardiostimulator 1 - Dermal Generator 2 - Hyposprays 1 - Medical Tricorder 1 - Neural Stimulator 1 - Respirator 1 - Sampling kit and doses of Medication.

Medical Tricorder

This tricorder is a modified TR-580 with an extra external medical probe and scanner attachment. It has the following capabilities: Biosampler Bioscanner Chemscanner Datalink Environmental Analysis Medscanner Multiscanner Radscanner

For its size, the Medical Tricorder can maintain and store vast amounts of data in its own memory, which it uses to help evaluate conditions on site. The Medical Tricorder has an external hand-held sensing device.

This peripheral contains over 100 sensors, and the Tricorder contains a specialized medical database that provides detailed medical diagnostic tools in the field including tomographic and micrographic imaging. A small diagnosis wand fits into the top of the peripheral and is occasionally used by the physician to provide close high resolution scans. Effective range is about three yards.

EVA Spacesuit

The current operational EVA pressure suit used throughout the Maquis Forces is the Type - 3 SEWG. This model is characterized by modular construction designed to fit most humanoid personnel. The average suit's empty mass is 19.6 kilograms, and 30.1 kilograms with backpack and full consumable loading. All flexible inner pressure bladders are constructed from 59 alternating microlayers of duranium hexylamide and 2,1,3 polyurmedane, with a total thickness of 0.86 centimeters. The outer thermal micro meteoroid covering consisting of 61 layers of woven disellenide-carbonitrium fibers jacketed with plasma-sprayed silica excelerine, with a total thickness of 1.2 centimeters. The helmet, backpack and chest plate are typically molded from aluminum borotritonide and standard transparent aluminum is employed in the helmet face plate.

Light Combat Armor ("The Clapper")

In hazardous situations, SSD Operatives usually don the light combat armor, which is composed of 18 separate, but interconnecting armor segments which are snapped in place over a thermal and energy resistant body glove. The so called "clapper" suit (named due to the clapping noises made by the armor segments slapping together under quick movement) provides complete protection from energy blasts below level three, moderate protection up to level five (the armor may experience burn through, but the body glove will absorb the majority of energy which penetrates (akin to bulletproof vests of the 20th century), and protection from the lethal effects up to level eight (but medical treatment will be immediately necessary). The strap on helmet of the "clapper" includes a complex communication's suite, and an articulated visor with built in anti viral, anti chemical filters, macro binoculars, and a basic sensor system.

The AST-7X Leviathon All-Modes Craft

This new shuttle class ship is most often used by Marines, and sometimes by SOC or SSD, due to it's flexibility. It is not only capable of short range missions between starbases and starships, but has the ability to adapt to surface environment needs to become an aerial attack vessel or drop ship, a surface hover-capable craft to transport troops, munitions or equipment. And it also has the ability to act in a submersible capacity to avoid sensors and surface scanning detection technologies. Some Leviathons have been retrofitted within proper guidelines to act in the capacity of Medvac craft or - when the shield-generator separation unit for the hold and cockpit is in place - Prison Transport shuttles, as well. Do to this modular diversity, the SSD prefers to utilize Leviathon shuttles when traversing the corridors of the Badlands.

AST-7X Leviathon.jpg

Category: Shuttle/Auxilliary Length: 9.5 meters Width: 5 meters Height: 3.25 meters Mass: 19 metric tons

Crew: 2 Hold: Passengers: 10 Maximum: 40 Cargo: Maximum Capacity: 4 metric tons 8.25 meters 3.5 meters 2 meters Commisioned: 2382

Phasers: 2 Type II Pulse Phaser Cannons (1f, 1a), 1 M-250 VMC Phaser turret. Torpedo Launchers: Micro-Quantum (1fs, 1fp, 1a), 1 extendable SM-344C LI ML turret pack system (12 R/SL-51 Tomahawk missles) Warp Reactor: M/ARA Normal Cruising Speed: 1 Max Cruising Speed: 4 Maximum Speed: 4.75 Armor Rating: Force Field Rating: Deflector Shield Rating: Airframe Durability: Agility Factor: 7 Acceleration Factor: 9 Endurance: 48 @ std cruise Sensor/Computer Levels: 5

Computers: The main computer core is the primary computer processing facility on board any Federation starship or space station. The computer core is designed to run every system onboard a start ship from weapons to propulsion systems. The computer core and its functionality can be access by the crew of a starship through the Library Computer Access and Retrieval System, or LCARS, which provides verbal and keypad interfaces.

Standard Federation computer system design includes two fully redundant computer cores on board this shuttle craft. These cores are cylindrical in shape and are each .65 meters tall and .15 meters in diameter. Two main computer cores are placed in the cockpit area, between the pilot and co-pilot chairs under a contained access panel; both are 100% redundant, if either core fails the other core can assume the full load of computer processing with no interruption. Each core it able to control all primary systems onboard the shuttle.

Each core has a series of subspace field generators, similar to those in the warp engines, which create a warp field around the computer core. This field allows the core to operate at faster than light processing speeds. Bio-neural gel packs are the latest advance in Starfleet computer systems. Starfleet has deployed them on the newest classes of starships such as the Intrepid class, they have recently begun using this technology on smaller vessels within the shuttle class range. These gel packs consist of a traditional isolinear interface and a package of gel containing artificial fibers that resemble human neurons. These fibers are capable of forming billions of inter-connections, which has the effect of creating a complex computer architecture.

The gel packs are designed to use “fuzzy logic”, or best guess algorithms, when processing data making them very similar to how living organisms operate. Calculations that traditional isolinear chips are incapable of solving are easily guessed by the gel packs. The primary function of the gel packs on board these shuttles is to perform optimal fuel and warp calculations; also working within perameters of assisting with targeting guidance calculations, sensor retreival and sumbersable/depth level calculations.

[Special note: Since the gel packs are made of organic material, they can become infected with viruses and bacteria, but are treatable by standard human medical procedures.]

Life Support: Since MFMC Armor often fight on non-Class M worlds, every vehicle must be capable of self-contained life support for 48 hours without re-gassing. Additionally, an overpressure NBC system in the vehicle can use outside air (when available) for life support. It scrubs the air of toxins (natural or of NBC origin) and maintains a slightly higher pressure inside the vehicle than outside it. This way open hatches can leak good air out, but won’t let bad air in.

Leviathon hulls have the capacity to “airlock” their crew compartments by suctioning out the interior atmosphere and storing it for later use, replacing the inside environment with the ambient so that the hatch can be opened without losing air. On crew reentry, the process is reversed. Their primary hull is also actually water-tight, and has micro-bilge pump units should damage cause a leak while submersed.

Weapons: Missles: The R/SL-51 Tomahawk, use a combination of optical sensors and internal guidance programs to traverse a great distance to a target, using landmarks and waypoints for navigation, and dive down only on the target it has been programmed to recognize.

Phasers: Phasers, or PHASed Energy Rectification, are the primary sub-light weapon used by most advanced space-faring races, most notably the United Federation of Planets, for ship-to-ship and ship-to-ground combat.

The first phasers were designed to replaced primitive EM weapons such has lasers and particle beam accelerators. Phasers and EM weapons both share a common design lineage in practical directed energy devices created for early starship to clear dust and small meteorites from their flight path. Phasers in their current form came into wide spread service during the 2200's, with most Starfleet ships being equipped with them by the 2250's. Today phasers are used on board starships to place a high energy beam on a hostile target's hull in order to damage or destroy the vessel. Phasers can also be configured for multiple non-destructive purposes such as low energy scans or drilling operations.

The energy released by phasers is created by the rapid nadion effect (RNE); nadions are subatomic particles that interact with certain types of superconducting crystals called fushigi-no-umi. When the nadions interact with the crystal, the strong atomic force is freed from the nuclei of the crystals' atoms; the strong force is then transferred to the phaser's output beam.

The basic component of the Leviathon's phasers is the emitter. The phaser emitter is composed of an EPS power system, a pref ire chamber, and several emitter crystals to allow discharge in multiple directions. A couple hundred phaser emitters may be arranged linearly to form large phaser arrays. The phaser emitters are powered by the ships EPS system, when the firing sequence starts, plasma from the EPS conduits is discharged into the plasma distribution manifold. Plasma flows from the manifold to each of the phaser emitters where it enters the prefire chamber. In the prefire chamber the plasma energy undergoes an EM spectrum shift and is released to the emitter crystals to create the RNE effect. Once the energy is discharged from the emitter crystal it flows into the neighboring emitter due to force coupling effects. Energy from each emitter segment converges to a final discharge point where the phaser beam is released. The starship's firing computer can control the direction and power level of the beam emitted by controlling the flow of EPS plasma of each emitter and the direction it is released to the emitter crystal.

Phaser safeties are engaged before the weapons array is turned on-line and the phaser cannons charged to full power. When the cannons are charged, 15-percent plasma is bled to the phaser matrix. There is also a separate phaser generator from the emitters. Phaser reserves can also be emptied, for example to strenghten structural integrity. The phaser cannons of the Leviathon have a maximum power output of 3.5 MW per emitter segment and an effective range of 300,000 kilometers. Phaser recharge time is less the 0.5 seconds with a sustained full power fire time of 25 minutes.

Phasers can be countered by the use of EM shielding used by some threat vessels. Depending on technology level, a single phaser hit may not be able to penetrate a vessel's shields, but continuous phaser hits should start to weaken the shielding, overwhelming the shield generator power systems. Shields may also be overcome by matching the phaser and shield frequency. A vessel's own shields will not affect phaser fire due to the polarization of the shields.

Phaser advance now allow phasers to be used at warp speed by use of an annular confinement beam around the phaser. This prevents dissipation of the phaser energy in the presence of warp fields. Other phaser improvements include pulse fire cannons – as used on the Leviathon and phaser frequency rotation.

The quantum torpedo is Starfleet's replacement for the standard photon torpedo aboard starships. It operates through super string theory, specifically zero point energy, where an eleven dimensional membrane is created and twisted into a form of a Genus 1 then pinched off from the background vacuum energy. This act calls into existence a large number of new sub-atomic particles and freeing energy used to power the warhead. This process is similar to the event that created the universe in the big bang.

The design of the quantum torpedo consists of the zero-point field reaction chamber with an EM initiator attached to one end of the chamber along with an EM recti fier, waveguide bundle, subspace field generator, and continuum distortion emitter. The zero point reaction is powered by an uprated photon torpedo warhead with a yield of 21.8 isotons. The energy of the antimatter detonation is funneled into the initiator where the membrane reaction occurs.

Engines: Anti-grav Propulsion: The Leviathon is equipped with low-profile propulsion unit which consists of six third-generation antigraviton generators distributed evenly under the vehicle, propulsion thrusters in the rear, and maneuvering thrusters around the perimeter.

Twin Rotor-blade Turbines: Whether locked in place at the rear of the vehicle or re-positioned to work as effectively Above and extended to the sides of the craft, the Leviathon's turbofan engines force air (or water, when submersed) through a series of chaimbers to propel the shuttle upward and fore/aft/port/starboard to operate with less chance of sensor detection over (or under) hostile terrain.

Impulse Engines: Impulse engines are the main form of sub-light propulsion on board Federation shuttles and starships. Impulse drive is mainly used within solar systems or areas of space where warp drive is no available. Normal operation of the impulse engines will propel a Federation starship at up to speeds of 0.25c. The impulse engine reactors are also the main source of power for the ships EPS power systems.

Onboard the Leviathon, there is one main impulse drive mounted on the rear of the secondary hull. This drive is used for the primary propulsion of the ship during standard operation.

Impulse engines are composed of four main parts. The first part of the engine is one fusion reaction chamber. This reaction chambers is supplied deuterium from the ships primary storage tank; here it undergoes a fusion reaction producing high energy plasma. The plasma is directed out of the chamber into the accelerator/generator stage. During times when the impulse engines are not being used to propel the ship the output of the reaction chamber are directed into the ships EPS system. When being used to propel the ship, the plasma is accelerated and passed into the driver coil assembly. The driver coils are similar to those found in the ship's warp engines; these coils have the effect of reducing the ships apparent mass allowing the reaction to drive the ship. After leaving the driver coils the plasma is sent though the vector exhaust ports, driving the ship forward.

Prolonged use of the impulse engines are not recommended due to the effects of special relativity, especially at speeds higher than 0.25c.

Warp Drive: Warp engines are fueled by the reaction of matter (deuterium) and antimatter (antideuterium), mediated through an assembly of dilithium crystals, which are nonreactive with antimatter when subjected to high-frequency electromagnetic fields. This reaction produces a highly energetic plasma, called electroplasma or warp plasma, which is channeled by plasma conduits through the electro-plasma system (EPS). The electro-plasma is funneled by plasma injectors into a series of warp field coils, usually located in remote warp nacelles. These coils are composed of verterium cortenide and generate the warp field.

Transporters: A two person transporter unit is included in the hold of every Leviathon vessel, allowing for insertion/extraction missions or emergency beam to the nearest Maquis medical facility.

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return SSD Main Page
--Bpickett May 2012

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