Marines/gear

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"The issue is not simply war and peace, but rather, how best to preserve our freedom." Gen. Russell E. Dougherty, USMC

"This is my rifle..." Start of the US Marine Rifleman's Creed.

"Retreat? Hell, we're just attacking in another direction." MAJGEN Oliver P. Smith, USMC

"Casualties: Many. Enemy Losses: More than Many. Percentage of Dead:Unknown. Combat Efficiency: We are Marines, so we are winning." COL David M. Shoup, USMC 1968

"The deadliest thing in the world is a Marine and his rifle." Gen. "Black Jack' Pershing US Army. Commander US Forces, WWI

MFI Marine Corps Equipment

Contents

Personal Small Arms and Armor

Overview: Though a Marine's own hands can be considered deadly and effective weapons, it is most often preferred to use an actual technological weapon in combat in order to maximize your ability to complete mission objectives. This list is a small portion of some of the small arms (that is, hand held weaponry) available.

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


Hand Held Knife

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



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

The second generation phaser pulse pistol is the standard close combat sidearm issued to all Starfleet Marines. 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 Marine use, and the close combat situation which the PPP was designed to operate under, the Marine Corps has deemed these drawbacks acceptable and the PPP is the one weapon that every Marine, no matter their specialty, carries.


Type IIIb Phaser Rifle

Although an older weapon, the Type IIIb phaser rifle still finds its way into certain Marine battalions who swear by its capability, as well as those Marine squads or platoons who are tasked 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 Marine Corps 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 Marine Corps' primary small arm. Like the PPP, it is issued to every Marine as soon as they enter the service. First introduced in 2374, the IIIa revolutionized handheld 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.


M2-43 Plasma Pulse Rifle

The M2-43 is perhaps the current weapon most associated with the Starfleet Marine Corps. Developed exclusively for their use and based on the earlier TR-116 rifle, the PPR is a high-powered rifle which fires cased plasma rounds at a variable fire rate, but capable of over two thousand rounds per minute. The M2-43 is a hybrid weapon in that uses both kinetic and plasma energy in order to decimate the target. Using a high-powered subspace accelerator, the PPR feeds off a magazine (12x5x7cm) of 200 plasma rounds.

The plasma rounds themselves are small, but contain a massive amount of energy within them. Encased within a tritainum/duranium shell, the plasma energy is ignited by the subspace accelerator as it flung out of the rifle muzzle at near C. Upon impacting the target, the combination of the kinetic impact of shell and plasma mass, as well as the plasma's energy itself is devastating upon both unshielded and lightly shielded human size targets.

Especially effective when used in volleys by a squad, the M2-43 is capable of penetrating even some armored vehicles, opening up a second option if a dedicated anti-armor weapon is not available. The drawback of the M2-43 is its relatively short range. At 1km, the ignited plasma begins to dissolve the shell itself, and beyond 2km, the plasma has escaped the shell and dissipated over an area. The range limitation, however, can be compensated for through the use of a focused transporter emitter aligned with the rifle's subspace accelerator and mounted on the barrel of the rifle. With such an attachment and an exothermic imaging scanner (as pictured at right), the M2-43 becomes an outstanding sniper's rifle.

Beyond that, the M2-43 is an exceptional weapon. Easy to maintain, powerful against both unshielded and shielded targets, and psychologically devastating (the image of a fellow being shredded and spewed across the landscape in the blink of an eye can be quite unnerving), the M2-43 will be in use by the Starfleet Marine Corps for years to come


Other Small Arms

The weapons mentioned here are, of course, a small example of those weapons you'll find within almost every typical Marine division. Each Marine, however, can come across a weapon which he or she gains a personal attachment to, and decides to use as his baseline or supporting weapon (with approval). Some of these weapons include the likes of Concussion Rifles (which fire a small shell based on a concussion grenade, but with a little antimatter thrown in), Disruptor Slug Cannons (using anti-protons and protons within a heavy shell to obliterate tanks or other armor), Tachyon Pulse Launchers, or plasma, disruptor or other phased energy rifles.


Light Combat Armor ("The Clapper")

In low hazard situations, Marines 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.


MC-EVA Suit (The "Hard Suit")

Realizing the need for specialized combat suits for the Marines the Maquis Corps of Engineers created the MC-EVA suit. It's a hard bodied suit that serves the dual purpose of acting as an EVA suit as well as combat armor for the Marines. It's lightweight and flexible construction allows for the wearer to be more agile than in standard Starfleet EVA suits. Complete with gravity boots and helmet the MC-EVA suit allows for Marines to operate and fight in any environment. With all the functions of a standard EVA suit the MC-EVA has the additional feature of a retractable face plate on the helmet of the suit allowing the helmet to be used as a combat helmet as well. Built into the MC-EVA are communicators, Global Positioning Devices, and sensors capable of relaying back the medical condition of the wearer, this sensory relay also allows for medical personnel to offer limited medical treatment to an injured Marine and possibly sustain him/her until they can be taken to a medical facility.



Grenades

There are three major grenade types which the Marines in the MFI utilize: concussion, photon, and plasma. Concussion grenades detonate and use a pressure wave to incapacitate or kill their target. They are very stable, and have a large detonation range. However, the "kill" setting has proved to only internally fracture the target's bone structure rather than cause enough internal injury to cause death on most occasions.

Photon grenades are little changed since the 2200s, and are in a sense miniature photon torpedoes. They use a small amount of antimatter (a fraction of a gram) to achieve their effect. They are relatively stable; however, extreme situations can sometimes lead to premature detonation as the magnetic fields holding the antimatter separate collapse. Plasma grenades are the most unstable of the three grenade types mentioned here, but are also the most powerful. They are filled with plasma generated by a matter-antimatter reaction modified by dilithium -- essentially, warp plasma. When detonated, the grenade ignites the plasma, which expands in a wide radius, destroying nearly anything it comes into contact with.


TP-4 Heavy Repeating Phaser (Squad Automatic Weapon, or SAW)

Although all the weapons mentioned previously are excellent for squad combat, in the larger scale something bigger is needed to dispatch a superior enemy force. This is where the TP-4 heavy repeating phaser comes in. Larger than a Type IIIc or M2-43, but not exceptionally large either, the TP-4 delivers incredible firepower over a large area in a short period of time.

Operating at up to five hundred and forty rounds per minute, the TP-4 cycles six emitter crystals on an ovoid track to avoid detrimental thermal effects. Spewing phaser blasts down upon a landscape at this rate is an incredible sight, and is often more than enough to turn back an enemy's advance. Operating mainly on the standard phaser stream principle, the drawback of the SAW is that the position of the shooter is easily obtained. When nine beams of phaser energy per second ripple down from a position, it's hard not to pinpoint your target.

Nonetheless, the speed at which the SAW can devastate an unprepared enemy squadron is astounding, and it is for that reason that the TP-4 finds itself a mainstay of heavy weapons squads.

Most MFI Marine squads are assigned one TP-4 Heavy Repeating Phasers. The TP-4 can be easily pintle-mounted to the side access hatches of the Targa class assault runabout and used in support of a Targa drop to a hot landing zone.


TFL-16 Isomagnetic Disintegrator

Primarily an anti-armor weapon, the TFL-16 is a heavy energy weapon that uses a focused blast of zero point energy to obliterate its target. Mounted on the shoulder, and resembling the "bazooka" of early 20th century Earth, the ID is a devastating weapon. Upon gaining a target lock upon an enemy vehicle, the ID's mini-computer calculates the proper firing angle, taking into account speed, direction, and gravitational fields in order to maximize the chance of complete vehicle destruction.

When fired, the ID taps into the zero point domain and extracts a portion of energy, containing it within a magnetic shell. A subspace accelerator then rockets the ZPE bolt down the firing tube and upon the target.

If the computer has calculated the proper firing angle, the ZPE bolt should impact the target and disintegrate it from the continuum, resulting in a white hot flash followed by a thunderclap as air pushed out by the massive energy release rushes back to fill the gap of where the target once was. The ID can, however, be used as an area effect weapon if such results are desired.

The user inputs the desired area of destruction (limited to 50 square meters for safety reasons), and fires. Enough ZPE energy is extracted to disintegrate anything within the given area, usually carving a meter down into the planet's surface at the same time.

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 Marine Corps to hit a target with a wide variety of indirect ordnance: concussion, photon, and plasma grenades. Smoke canisters, paralyzing agents, or targeting beacons are also 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.

In addition, a smaller, lighter version of the MR-65 platform (the MR-65b) can be mounted underneath the M2-43 rifles used by fire team leaders. This version has a shorter range than the MR-65a and is aimed and fired manually. As a result, constructing and maintaining them is quite simple and at any given time, Hornet might have as many as 25 or more MR-65bs aboard for ground use. Finally, a pintle-mount can be constructed to allow the MR-65a or MR-65b to be vehicle mounted. The MR-65a is obviously preferred due to the integrated guidance system


QT-7 Microtorpedo Sling

Based upon the TFL-16's configuration, the QT-7 instead substitutes micro-torpedoes in place of the zero point energy extractor. Microtorpedoes are only thirteen centimeters in length, allowing for a large number of them to be carried for area effect and anti vehicle use.

The operations are simple. Choose a target, point at it, and fire. The computer does the rest. It feeds the information into the microtorpedo's miniature computer, which alters its trajectory just as soon as it exits the tube, almost assuring a hit. A small anti-grav motor allows the microtorp to perform enough basic maneuvers to follow a target's movements before it impacts at about six thousand kilometers per hour.



Hypospray

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

This is a fairly recent addition to the Starfleet inventory, and was promptly stolen by Orion smugglers on behalf of the Maquis. Added 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 velcro 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.



Communicators

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. Early versions of the communicator were compact handheld units with a flip-up antenna grid. Starfleet briefly used wrist communicators, but more recent units have been incorporated into the Starfleet insignia worn on each crew member's uniform. These combadges have a dermal sensor that can be used to restrict usage to one authorized individual only. Starfleet combadges are programed to activate automatically when the casing is destroyed, a feature designed to help rescuers locate a seriously injured person. The current combadge device is constructed of a crystalline composite of silicon, beryllium, carbon - 70 and gold


Distress Beacons

The Distress Beacon is typically fitted to smaller Starfleet Runabouts and Shuttles, and is linked to the crafts communication system. Obviously, given the nature of the Maquis, we're not that fond of the things. However, if survivors of a crash-landing need to abandon ship, the unit can be dismantled and taken away. The Beacon is extremely rugged, sometimes the only piece of equipment still functioning after a crash landing, it can withstand being dropped on hard surfaces.

The beacon is designed for simple one-way signaling. Requiring minimum maintenance once activated, the communicator anticipates the operator may be weakened or injured and is able to run full system diagnostics to determine if recalibration is required. Measuring approximately a meter tall and weighing around 20 kilos.


Pattern Enhancers

Pattern enhancers are one of the main tools developed to safely increase the range and effectiveness of transporter systems. The devices are used to boost the molecular patters of an object or life form so that the pattern lock for transportation is stronger and more defined. These instruments are normally only needed to over come interference caused by electromagnetic shielding or naturally occurring phenomena.

Pattern enhancers are portable cylinders about a meter tall, and are normally used in groups of three. They are chrome colored, with a clear narrow dome on top that lights up when activated. A switch in the midsection releases three legs from the base, allowing the unit to stand alone and remain balanced on uneven ground.


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.


Desert Gear

Maquis Marine R&D has developed a multitude of outfits designed specifically for use on planets whose environments could be considered harsh. One of these, is designated as MFIMC Desert Gear. These suits are designed to reflect away sunlight and heat and their interiors are made specifically to keep the wearer's body at normal temperatures. Although these uniforms are not perfectly designed to keep one unaffected by exterior temperatures, they are much more comfortable then attempting to hike across a desert in standard duty uniform. The uniform is made up of a large hooded cloak designed to protect the wearer from the affects of direct sunlight. The undershirt has no sleeves and is composed of a light material, similar in many aspects to Quaverian cotton, but lighter, allowing more air flow through the uniform itself.


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.


EVA Spacesuit

The current operational EVA pressure suit used through out Starfleet and therefore the Maquisis the Type - 3 SEWG. This model is characterized by modular construction designed to fit most humanoid personnel.

The average suits 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 aluminium borotritonide and standard transparent aluminium is employed in the helmet face plate.


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.

M44 10 mm Sentry Perimeter Defense System

Manufactured under license by SSD Components Ltd.


Maximum range 2,500 m


Type IV Long Range, Hi Power Phaser Rifle

Items excluded from this list are described elsewhere in the Database. Not to be interpreted as complete.



Aceton Assimilators Weapons used by the ancient Menthars in their war with the Promellians a thousand years ago. Aceton assimilators could drain power from distant sources, such as an enemy ship, then use that power to generate deadly radiation to kill the ship's crew.

Agonizer Small device worn by each crew member on the I.S.S. Enterprise in the mirror universe. The agonizer was used for punishment and was extremely painful.

Agony Booth Torture device used to enforce discipline in the mirror universe aboard the I.S.S. Enterprise.

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

Antimatter Mines Explosive charges, often used as proximity bombs.

Antimatter Spread An impressive but harmless series of small explosive charges deployed from the saucer section of the Enterprise-D during its engagements with the Borg ship following the battle of Wolf 359 in 2367.

Aphasia Device Mechanism built by Bajoran terrorists, intended to distribute an aphasia virus into the food replicators of Deep Space Nine. The aphasia device was planted by the Bajoran underground when the station was under construction in 2351, as a weapon against the Cardassians.

Argine Explosive. Argine was used in a Ferengi locator bomb intended to kill Quark when he served as grand nagus in 2369.

Artonian Laser Coherent energy weapon.

Atomic Bomb Primitive weapon using explosive nuclear fission reactions in isotopes of uranium and plutonium.

Attack Satellite Spaceborne weapons system.

Attack Skimmer Flying assault platform.

Bio-Dart Natural biological defense system of the Voth people in the Delta Quadrant. The Voth are able to shoot small darts from special orifices on their forearms. The darts deliver a fast acting chemical that can temporarily render another individual unconscious.

Biogenic Weapon Extremely deadly biological armament, illegal under interstellar treaties. The components necessary to create biogenic weapons include biomimetic gel, retroviral vaccines, isomiotic hypos, and plasma flares.

Biomechanical Gene Disrupter Deadly nanobiogenic weapon used by both the T'Lani and the Kellerun during a war that lasted for centuries.

Biomolecular Warhead Weapon developed for use against an incursion into this galaxy by Species 8472 in early 2374. Biomolecular warheads were developed by the crew of Voyager in cooperation with Borg drone Seven of Nine. They were based on a Starfleet photon torpedo, customized to deliver a quantity of modified Borg nanoprobes to a Species 8472 bioship.The nanoprobes were successful in destroying the organic elements of the bioships.

Cardassian Phase-Disruptor Rifle Standard issue Cardassian field weapon. The Cardassian phase-disruptor rifle had a 4.7 megajoule power capacity, three millisecond recharge and two beam settings.

Cellular Disruption Technique used to kill intruders by the image of Losira, defending the Kalandan outpost in 2268. It causes individual cells to explode from within, resulting in a painful death.

Chroniton Torpedo Tactical weapon used by the Krenim of the Delta Quadrant. Chroniton torpedoes were able to penetrate defensive shields because they were in a constant state of temporal flux.The use of chroniton technology made the torpedo able to pass unimpeded through conventional deflector shields.

CRM 114 Large portable hand cannon made by the Breen.The CRM 114 was designed to destroy moving vessels and surface emplacements, and was guaranteed to cut through reactive armor in the 6 to 15 centimeter range. It could also penetrate shields up to 4.6 gigajoules in strength.

Disruptor Directed-energy weapon used by Romulans, Klingons, and the Breen.The Klingon disruptor was also known as a phase disruptor.

Disruptors, System 5 Type of large Cardassian weaponry used for planetary emplacements.

Doomsday Machine Automated spacegoing weapon from outside our galaxy that entered Federation space in 2267, destroying the planets in star systems L-370 and L-374.Several kilometers in length, with a hull composed of pure neutronium, it smashed planets into rubble, and used the matter as fuel. Kirk theorized that it was a weapon, a doomsday machine built primarily as a bluff used in a war uncounted years ago in another galaxy.

Dreadnought Maquis designation for an experimental Cardassian tactical missile weapon that was launched around stardate 46437. The Dreadnought was programmed to destroy a Maquis munitions base on planetoid Alpha 441 in the Badlands. The weapon carried a charge of a thousand kilograms of matter and an equal amount of antimatter, enough explosive power to destroy a small moon.Dreadnought was controlled by a sophisticated computer system that was highly adaptable, capable of evasion, and equipped with advanced defensive weaponry.

Echo Papa 607 An automated weapons drone system created by the now-dead arms merchants of planet Minos, built for use during the ancient Erselrope Wars.Build by the Minosians as the ultimate in weapons system technology, the Echo Papa 607 was a small free-flying unit with a powerful energy projector and a cloaking device. The 607 was designed to be effective against ground personnel as well as deep space vehicles, and could also be programmed for information gathering.Most significantly, the 607 embodied dynamic adaptive design, enabling it to learn during combat situations so that mistakes would not be repeated.

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

Fusion Bomb Weapon of mass destruction that generates a massive nuclear explosion from the fusion of hydrogen isotopes into helium.

Galor-Class Plasma Banks Heavy weapons array designed for Cardassian Galor-class warships.

Glavin 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.

Gol, Stone of Ancient Vulcan artifact, a powerful weapon dating back to the Time of Awakening, 2,000 years ago.Long thought to be mere legend, the stone was a psionic resonator that operated by focusing and amplifying telepathic energy, enabling its bearer to kill by telepathy, turning an opponent's violent thoughts and emotions against him.The Stone of Gold was actually three interlocking artifacts covered with ancient Vulcan glyphs and symbols. These writings mostly warned of death to anyone who opposed the stone, but one set of three glyphs showed the symbol for peace.

Gravimetric Torpedo Sophisticated energy weapon. Captain Kathryn Janeway of the U.S.S. Voyager used a gravimetric torpedo on stardate 51781 to destroy about 200 million Omega molecules.

Gravitic Mine Graviton based weapon used against space vehicles.

Harvesters Deadly nanobiogenic weapon used during the centuries long war between the T'Lani and Kellerun. Harvesters, which virtually wiped out the population of planet T'Lani III, were clear cylinders containing about two liters of lethal orange gel.

Heavy Graviton Beam A directed energy weapon considered for possible use against the Borg during the Borg offensive of 2367. The idea was abandoned when it was determined that local field distortion generation would be ineffective against Borg defenses.

High-Energy X-Ray Laser Coherent energy beam weapon.

Hunter Probe Automated weapon. A hunter probe could be programmed only to attack a specific target.

Iconian Computer Weapon A computer software weapon employed by the ancient Iconians. The weapon, a destructive computer program, was delivered to an enemy spacecraft by means of a transmitter in a short range space probe. The program would then alter the target vessel's computer software, causing failure of critical systems.

Invasive Program Computer software weapon 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 Weapon capable of penetrating shields of heavily armored vessels.

Isolytic Subspace Weapon Weapon of mass destruction. Isolytic subspace weapons were highly unpredictable and could cause dangerous tears in the subspace fabric.

Isomagnetic Disintegrator Large shoulder mounted directed energy weapon used by the Federation.

Kar'takin A short polearm with cleaverlike blades along one side. The kar'takin was a favored weapon of Jem'Hadar soldiers.

Kligat 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.

Krenim Temporal Weapon Ship In an alternate timeline, an incredibly powerful weapon of mass destruction. The ship created a focused temporal shockwave that actually removed an object from the continuum. Not only did the object disappear from history, but all effects of that object throughout the timeline also vanished. The ship operated in a state of temporal flux, outside normal space/time, so that it was immune not only to the effects of its temporal shock waves, but it was also impervious to most forms of attack.

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

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

Locator Bomb Sophisticated anti personnel weapon capable of seeking out a specific person and detonating a sorium argine explosive to kill the target. The locator bomb used sensors designed to lock on to the target's pheromones.

Merculite Rockets Obsolete weapons system found in older spacecraft.

Metagenic Weapon Sophisticated biological weapon using genetically engineered viruses, designed to destroy any form of DNA. These viruses could mutate rapidly and were believed able to destroy entire ecosystems within days. After thirty days the metagenic agent itself died, having destroyed all biological life on a planetary scale, while leaving all the technological aspects of a culture intact. Because of the extreme danger of these weapons, treaties were established to ban their use and all of the major powers of the period, including the Federation, the Ferengi, and the Romulans agreed to the ban.

Microvirus A genetically engineered murder weapon designed to attack only cells with a very specific DNA sequence. The organism attached itself to parasympathetic nerves and blocked the function of the enzyme cholinesterase, thus blocking autonomic nerve impulses, but only of very specific individuals.

Nisroh Curved blade used on the planet Tilonus IV.

Paralysis Field Weapon that the Kelvans used against the Enterprise crew to gain control of the starship in 2268. The weapon blocked nerve impulses to the voluntary muscles.

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.

Pistol Handheld weapon that used a small chemical explosive to propel a metal pellet.

Plasma Torpedo Weapon first employed by the Romulan bird of prey in 2266 against a string of Federation outposts along the Romulan Neutral Zone. The plasma torpedo consisted of a small but powerful forcefield generator which fired from a standard torpedo tube. The generator would then establish a small but very powerful forcefield around itself and a much larger concentric field with a radius of about one hundred meters.

Pulse Phaser Cannon The Pulse Phaser Cannon, ie one of the "next generation" weapons. It works by using a large emitter crystal and high speed beam focusing coils to temporarily store a phaser beam for up to 2.3nanoseconds before releasing it as a layered pulse. This has the advantage of not only creating an altogether more powerful energy packet, but because the pulse is layered like an onion, it can not be as easily distributed across shields and armor therefore causing more damage to the target area. Pulse phaser cannons have one major disadvantage however - they will only fire in the direction at which the emitters are pointed, and the emitters can not be directed anywhere other than the forward arc of the ship.

Pulse-Wave Torpedo Explosive device used by a Vulcan spaceship in a futile attempt to repair a subspace rupture in 2169. A pulse wave torpedo was also used when a subspace rupture was believed to have formed near DS9 in 2369.

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

Stunstick A meter long, rodlike 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.

Subspace Proximity Detonator Triggering mechanism employed by small explosive devices used in the Koinonian war a thousand years ago.

Tal-Shaya Ancient method of execution on Vulcan that was considered a merciful form of death. Pressure was applied to a specific portion of the victim's neck until it snapped, causing instantaneous death.

Tantalus Field Covert murder weapon used by the alternate Captain Kirk in the mirror universe aboard the I.S.S. Enterprise. The Tantalus field was a device with a small viewscreen located in the mirror Kirk's quarters and was used to eliminate enemies. The Tantalus field tracked it's intended victim, enabling the operator to vaporize the victim by remote control.

Telepathic Memory Invasion A form of criminal assault on the Ullian homeworld, the forced telepathic intrusion on an unwilling mind, usually inflicting painful memories on the victim.

Theragen Nerve gas used by the Klingons, instantly lethal if used in its pure form.

Tholian Web Energy field used by the Tholians to entrap enemy spacecraft. The tractor field is spun by two Tholian ships that remain outside of weapons range. Upon completion of the web, the field is contracted, destroying the ship within.

Tri-Cobalt Satellite Energy weapon in the war between the planets Vendikar and Eminiar VII that ended in 2267. None of these devices were used for 500 years, but simulations of them were used in the computer war between the two planets.

Ultritium A powerful chemical explosive, virtually undetectable by transporter scanners.

Varon-T Disruptor A small pistol, banned in the Federation. Only five of these devices were manufactured A vicious weapon, the Varon-T disrupted the body from the inside out, causing a slow and painful death.

Veridium Six A slow acting, cumulative poison.


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