Date: Sun, 4 Feb 2001 00:10:44 EST 
Subject: SO: Fearless/Gear 

FROM THE GM: 
Note that the M-75 phaser rifle (see the attached picture) is the standard issue rifle of Shadow Ops. Other weapons are available as well, but the M-75 is 
most likely to be used.

STANDARD SHADOW OPS EQUIPMENT 
Stardate 0102.03

TRICORDER*

A standard tricorder measures 8.5 x 12 x 3 cm and masses around 353 grams. 
The instrument is a full personal access display device which provides the 
user with a sensor data, visual images and multi-channel communications. 
Shadow Ops tricorder functions can be shifted between scientific use and 
tactical tracking.
===========================================================
PHASERS*

Type I   Personal Phaser-Small pocket version of the phaser sidearm. 
Settings
         available from 1-8.
Type II  Personal Phaser -- Larger sidearm version. Capable of settings 1-16.
Type III Phaser Rifle -- Rifle version with settings 1-16. Has 50% more
         power available and greater accuracy. These are commonly stored in
         a ship or starbase armory.
Type IV Phaser Rifle -- Under testing right now. Will be capable of
         automatic fire and higher settings. WILL BE ISSUED FIRST TO 
SHADOW
         OPS TEAMS

-- Here's a brief overview of phaser settings*--

Setting 1: Light Stun
Setting 2: Medium Stun
Setting 3: Heavy Stun
Setting 4: Thermal Effects (some epidermal damage)
Setting 5: Thermal Effects (severe burns to flesh)
Setting 6: Disruption Effects (skin and structual materials
           penetrated/disrupted)
Setting 7: Disruption Effects (death)
Setting 8: Disruption Effects (vaporization)
Setting 9: Disruption Effects (beginning of light structural vaporization)
Setting 10: Disruption Effects (heavy alloy vaporization)
Setting 11: Explosive/Disruption Effects (metal vaporized, light geologic
            displacement)
Setting 12: Explosive/Disruption Effects (medium geologic displacement)
Setting 13: Explosive/Disruption Effects (medium geologic displacement)
Setting 14: Explosive/Disruption Effects (heavy geologic displacement)
Setting 15: Explosive/Disruption Effects (heavy geologic displacement)
Setting 16: Explosive/Disruption Effects (heavy geologic displacement)
=========================================================
PERSONAL COMMUNICATOR
 
Comm Badge* -- This small communication device serves not only as a 
communicator, but as the uniform insignia for all officers. A special unit 
which can be carried in a pocket or disguised as a non-Starfleet badge or pin 
is used by Shadow Op personnel on covert missions. This unit contains heavier 
encryption circuits to scramble transmissions.
==========================================================
PERSONAL ACCESS DISPLAY DEVICE (PADD)*

Handheld control and display device, much like a laptop computer, which can 
access ship computer functions. A standard PADD is 10 x 15 x 1 cm and has a 
total memory capacity (isolinear rods) of 4.3 kiloquads. On Away Missions, a 
PADD can interface with the ship's computer in orbit and act as a transporter lock on. A larger PADD unit is available to Shadow Ops for covert operations 
where interfacing with an enemy computer is necessary. Various programs and 
subroutines can be written for PADDs.
=============================================================
UNIFORMS

While onboard a Starfleet vessel, Starbase or planetary facility, Shadow Ops 
officers wear standard uniforms -- black pants, boots tucked under the pant 
legs, a gray and black outer jacket, gray vest beneath with a turtleneck 
shirt beneath that in burgundy (command), gold/yellow 
(opertions/security/engineering), or green (science/medical). 

White dress uniforms with gold trim are worn only at VIP functions. 

On commando operations, Shadow Ops personnel are issued an all black combat 
uniform which is devoid of markings and has a hood which can be pulled over 
the head to further conceal the wearer. Harsh weather jackets, parkas or 
coverall suits are available in ship stores.

--Shadow Ops personnel frequently wear civilian clothing when off the ship 
and on missions.

* Copyright Paramount Pictures. All Rights Reserved. Information courtesy of 
the Star Trek: TNG Technical Manual, 1991, Pocket Books
============================================================
SHADOW OPERATIONS SPECIALIZED EQUIPMENT (the gadgets!!) UPDATE 8/8/99

PROBES

Visual Probe: A miniature device which can be attached to any surface and 
left to observe, transmitting a narrow beam signal back to the user's 
tricorder or other electronic scanning device. Feeds visual, electromagnetic, 
UV, thermographic and gamma radiation readings back to the user.

Hunter Probe: A small probe capable of movement by remote guidance or 
pre-programming. This probe can be hidden at a location and given 
instructions to select a specific person from a crowd and attack him or her. 
A Type III phaser built into the device has smart-targeting technology. 
These can also be programmed to find a specific person and follow him or her 
at a distance, reporting movements back to the owner. In some cases, hunter 
probes have been deployed to follow or find someone, then attach themselves to a dwelling or ship near where the subject is located before detonating itself with a explosive pack concealed inside. These probes are usually flat, disk shaped objects, but can be slightly larger.
============================================================
WEAPONS

STUN GRENADE

A hand-held spherical device which, when activated and thrown, will release a 
powerful bioelectic pulse which will stun most humanoids in a 10m radius. A 
variation of this weapon discharges a electromagnetic pulse which briefly 
disables sensors, scanners, etc.

STARFLEET TYPE V PHASER SNIPING RIFLE

The Type V sniper rifle is a varient of the Type IV rifle that has recently 
gone into service among Starfleet. It provides an increased range and accuracy, but is much larger. An external power pack also provides increased power settings. 
It is fitted with energy dampeners, to mask the huge energy output typical of 
directed energy weapons. 

TR-116 SNIPING RIFLE (SO variant) -- as seen on DS9 Season 7 episode 
"Field of Fire"

Created by Starfleet R&D for use in situations where energy weapon fire is 
inhibited by dampening fields, the TR-116 is a rifle designed to fire a 10mm 
tritanium projectile. Attached to the barrel of the weapon is a 
micro-transporter device which allows the user to transport the bullet into 
another room at up to a 100 meter radius. User must be able to "see" the 
target, however, using an exo-graphic targeting sensor worn as a headset unit 
with eye reticle. This device allows the user to see through walls, doors, 
bulkheads, etc. so targets within 100 meters can be acquired. Once a target 
is acquired and the weapon is fired, the projectile is transported into the 
room or area occupied by the target, where it continues its path on to the 
victim. Production of the weapon did not occur, but the schematics were 
acquired by Starfleet's Shadow Operation division recently for possible use. 
Shadow Ops has modified the weapon to accept a seven round magazine .

TR-120 SUBRIFLE (Developed by Commander Kyril Vree, Bravo Squad)

 A modified rifle based on the TR116.  This 'subrifle' is essentially 
equivalent to the TR116, except in size, range, and the lack of the 
micro-transporter and exo-graphic sensor.  This particular model has a built 
in muzzle suppressor to reduce the muzzle flash and eliminate the sound of 
the firing round.  The unique multi-rollback chambers enable the smooth and 
noiseless loading of multiple rounds at a time, allowing them to be fired 
consecutively from already locked chambers.  This gives the subrifle almost no
recoil (only 0.05 point) which allows the user the accuracy on every shot 
that can mean the difference between life or death.  The rifle has only one 
trigger group: semi, three round burst, and full auto. (rifle designed for 
Shadow Operations usage only)

Calibre: 4mm
Weight: 6 lbs.
Length: 30.75 inches stock extracted, 24 inches retracted
Effective range: 70 meters
Rate of fire: 400 rounds per minute
Feed: 60 round magazine
Muzzle velocity: 283mps (928 fps)

M-75 MARINE TYPE 4A MEDIUM PHASER RIFLE (Submitted by Sgt. Jahkar of Bravo 
Squad)

   The Type4a Medium Phaser Weapon is an offshoot of the standard Type4. 
Slightly larger than the Type4, the 4a has many improvements detailed below. 
While not meant to replace the Type4, the 4a is added to the Shadow 
Operations arms compliment as an alternative for medium weapons fire. 

Background: 
   After interviewing many Federation Marine officers, it was determined that 
a more robust medium capability weapon design was necessary. The need for a 
multi-plane firing weapon (shoulder, mid-section, hip), with the ability to 
provide rudimentary target tracking was specified. The ability to activate 
key functions without taking a hand away from the weapon was also specified. 
   While thoroughly tested in-house, the Type4a is still in the experimental 
stage. Field tests where decided and bestowed upon the Marines. It is 
believed that with direct input from the Marines, the Type4a can be finalized 
and put into use for the Marine Corps and Starfleet special operations. 
    At the height of the Dominion War in early 2376, a shipment of M-75s were 
sent to Starfleet's Shadow Operations special forces unit for continued field 
testing. Each Shadow Ops vessel has been issued 12 of the M-75 weapons.

Key Functions: 

1. Stock. The Type4a includes a "swing-out" type stock that, when folded, is 
more completely out of the way for single-handed and non-shoulder use of the 
weapon. When extracted, the relatively tiny stock, made of tri-polymers for 
strength, fills the requirements for a shoulder-fired weapon. 

2. Ammunition Cell. The ammunition cell is loaded from the back of the 
weapon. The design of the cell is compact - for ease of carry - yet holds a 
yield equal to that of the larger variation. The cell itself also includes a 
trigger mechanism for use as a stand-alone explosive, detonation upon impact. 

3. Tactile Control Surface. The Tactile Control Surface (TCS) is a hybrid of 
that found on the standard Type2 phaser and that of a standard tricorder (see 
graphic for detail). Functions include weapon mode settings as well as a 
limited tricorder-type Range Finder (RF). Though limited, the RF is meant to 
augment the Marines' helmet-mounted tricorder functions (or with Shadow Ops, 
the NVVs). Showing only horizontal azimuth distance, the RF allows the user 
to track targets - in a limited fashion - in the event the helmet is 
non-operational or present. The RF displays targets in a sweep mode, showing 
only what it can detect in the direction the weapon is aimed. As with a 
tricorder, the RF can detect life signs through objects, however the function 
is limited. Susceptible to interference and jamming signals, the RF is not 
fool-proof nor meant to replace tricorder functions. Distance of the Range 
Finder is limited to one hundred feet and can be tuned down to display lower 
ranges by the user. 

4. Pop-up Imaging Sight. The Pop-up Imaging Sight (PIS) is linked directly to 
the TCS Range Finder, displaying horizontal and vertical azimuth images of 
detected targets. When looking through the PIS, targets are displayed as 
small red squares, the more distant the target, the lighter the hue of the 
square. Objects are also displayed in the PIS reticle, hue saturation 
displayed according to distance. 

The PIS is only activated by pressing and holding the PIS target tracking 
Tactile Thumb Pad on the weapon (see #5 below). This allows the user to 
activate the PIS functions only when needed. For example, in the event there 
are multiple targets saturating the area, activating the PIS might obscure 
the sight making it difficult for the user to aim the weapon. In that event, 
without pressing and holding the PIS Tactile Thumb Pad, the sight stays in 
its inert mode and functions as a standard weapon sight. 

5. Tactile Thumb Pads. The Tactile Thumb Pads are located on either side of 
the weapon housing, just out of "lazy" reach of the users' thumb. 
Having the pads placed in this manner requires the user to reach for them, thus 
negating any accidental activation. The four pads include the following 
functions: PIS target tracking, weapon mode toggle (single-beam/pulse), PIS activation toggle (up/down), and power cell eject. 

6. Replaceable Long Life Power Cell. The Replaceable Long Life Power Cell is 
the weapons main power source. Operating the TCS and PIS functions, the cell 
has a standard life of six months. In the event of no ammunition, the cells' 
power can be rerouted to ammunition with an extremely limited capacity. 
The Replaceable Long Life Power Cell can be set to overload as a means of 
last resort. 

In the event the Replaceable Long Life Power Cell becomes depleted, power can 
be rerouted from the ammunition cell to provide power to the TCS and PIS. 
Doing so, however, seriously diminishes the life capacity of the ammunition 
cell. 

7. Optional Grenade Launcher. The Optional Grenade Launcher can quickly and 
easily be fitted to the Type4a providing single-load and shot capability of 
the standard Type7 Marine grenade. Loaded from the rear of the launcher, the 
grenade is placed in the launcher housing. A single cock of the launcher 
readies the grenade for launch. A press of the launcher firing pad, located 
on either side of the launcher, releases the grenade. The launcher is a 
point-and-shoot weapon only, with a maximum distance of two hundred feet. The 
grenades themselves are equipped with a trigger mechanism for use as a 
stand-alone explosive, detonation upon impact. 

NANOPROBES (information thanks to player David Bolger)

Type I Nano-Probe: Equal to a small phaser with only settings 1-4, no
trigger, timed. Possible use: Decoy

Type 2 Nano-Probe: Explosive device, explodes on impact.
Possible use:  Taking out a large amount of enemy troops at once

Type 2B Nano-Probe: Explosive device, timed explosion.
Possible use: Demolition

Type III Nano-Probe: Emits a high frequency tone that disrupts
primitive 'radio' transmissions and renders creatures with
hyper-sensitive hearing unconscious.
Possible use: Communications Disruption/Non Lethal Attack

Nano-Camera: Small circular device equal to 20th Century Camera.
Possible use: Covert Surveillance

Nano-Stunner: The device emits a small electric pulse when held up the
victims head, temporarily rendering them unconscious.
Possible use: Personnel Acquisition.

VIRULENT PROBE (designed by Lt. Kindred Dakota)

Virulent probe (v probe for short, whole name is a mouthful) A small 
spherical device that fits into the palm of the hand.  Dull gray in color, 
the probe is encircled by pores that will secrete a gas or toxin into the 
air.  Inside the sphere is a ball filled with the toxin and tubes 
leading to the small pores.  The probes can be configured by using a tricorder to select the target, normally a certain species to which the toxin will effect, and will hunt until the target is found and toxin released.  Each probe can only contain one substance but will stop emitting once commanded and be used again.  These probes are lightweight and easily transportable.
============================================================
VISUAL ENHANCEMENTS

Photochromatic Contact Lens: Worn over the lens of the eye to protect
it from sudden flashes of light, preventing temporary blindness causes
by flash-weapons. They are not visible to the average observer and do
not change the color of the wearer's eyes. The photochromatic element
in the lens reacts to a sudden flash of light by darkening to total
blackness just long enough to shield the eyes, then they instantly
revert back to being clear.

VISUAL ENHANCEMENTS 2 (designed by Commander Jack Dark,)

Tricorder Output Contact Lenses:  These are basically a Heads Up Display for 
a Tricorder when someone is using a personal cloaking device.  Since the 
cloaking field makes you and any small object invisible there is no other way 
to see what the Tricorder is displaying when you use it.  The energy used to 
broadcast from the Tricorder to the Contact Lenses is so small it is 
undetectable 5 feet away.  Most Tricorders stay within 3 feet of the Contact 
Lenses anyway.  Since the Tricorder is touch sensitive a shadow 
representation of your fingers on a Tricorder will appear on your HUD so you 
can see where you are placing your finger when you manipulate the Tricorder 
controls.
============================================================
FLEXABLE BODY ARMOR (credit goes to Lt. Commander Tyrian M. Summers)

Worn under uniform, doesn't restrict movement too much. Made of many 
different fibers from different parts of the galaxy intertwined together, 
making a thin suit (like a dive suit) about 3/8" thick. Stops phaser blast of 
up to setting five, and offers a little protection against higher settings 
depending on severity of shot. Face mask, gloves, and boots also available.
==========================================================
SUB VOCAL COMM UNIT (Credit goes to Commander Kyril Vree)

Basically a modified Shadow Ops comm badge, except that it's separated
into three different pieces with modifiable frequencies. The throat piece is 
worn right below the adams apple, so clothing will hide it.
The ear piece is also small enough to fit inconspicuously inside the ear. To 
change the set frequencies, tap the throat piece. The little clicking noise 
will only be heard through the ear piece, so there is no noise for using the 
gear. The third piece is a little controller attachable to a wrist 
chronometer or elsewhere on the body. The controller allows the agent to 
change the set frequencies, have a setting to turn it on so it will stay on 
or off all the time, and also be able to switch between the set frequencies. 
Various transmission scrambling chips and algorithms are included.
===========================================================
VOCAL CHIP (Credit goes to Lt. Commander Ayer)

A small chip 5mm in diameter which is implanted into the base of the throat. 
The chip will tie in with the vocal chords and give the user the ability to 
mimic any voices that has been programmed into the chip(a maximum of 5 voices 
can be programmed into the chip). It also has a special recording ability and 
can record up to one minute's worth of conversation within a 10m radius.
===========================================================
HOLOGRAPHIC IMAGER (Credit goes to Lt. Commander Ayer)

About the size of a tricorder, but is able to scan a person or an area(2x2M) and be able recreate the exact image as a hologram. Only one hologram can 
be stored or recreated. The hologram will exist for as long as the tricorder 
is activated. Up to 10 seconds worth of holographic movement can be 
displayed. This is strictly a hologram, not a solid, thinking computer 
generated beings as would be found on a holodeck.
=========================================================
PERSONAL CLOAKING SUITS

This technology is in the prototype stage. The entire unit is incorporated 
into the soldier's uniform. It makes the wearer almost invisible to sight, 
almost shielded from sensors, but still vulnerable to heat tracking and 
motion sensing devices. Ten of these cloak suits have been developed for each 
Shadow Ops ship. They function off a standard power pack, which provide about 
15 minutes of constant use. Extra power packs are too bulky to carry along. 
Being these are prototype units, ANYTHING can go wrong with them. 
==========================================================
SHC EXPLOSIVE

A small device that is attached to the targets person, then burrows into the 
targets skin. It waits a set amount of time until it starts self combustion, 
using the targets body fat as a fuel until both target and device are ashes. 
Used when reason for death is better known by the local authorities. 
USE OF THIS EXPLOSIVE DEVICE IS RESTRICTED WITHOUT PRIOR AUTHORIZATION OF AN 
ADMIRAL, THE FEDERATION SECURITY COUNCIL, OR THE FEDERATION PRESIDENT.
===========================================================
EOU TABLET

A tablet taken to simulate 'death' for exactly 45 minutes, after which users 
pulse and vital signs return *Only Viable on Humans, Vulcans, Bolians and 
Romulans.
=========================================================
HYPOSPRAY GLOVE (developed by Lt. Kindred Dakota)

   The new hypospray works off the same principles as the normal hypospray.  
A black latex glove is covered with a gray rubber skeletal looking structure 
(similar to Seven's hand from Voyager, couldn't think of anything else 
similar).  The five "fingers" would converge in the middle of the hand to a 
small gray box that appears to be similar to a muscle stimulator.  On the 
left side of the box is a small panel, inside are six viles that can be 
removed and refilled.  To the right of the panel are the three buttons that 
normal hypos have to decide which spray to use.  Alongside the buttons is a 
light bar that intermittently blinks.  The only purpose of this is to make it 
appear similar to a stimulator.  A small tube runs along the index finger 
under the "bone."  This leads to the injection point that is located under 
tip of finger. 
The "needle" is disguised by the latex and plastic and well hidden.  
Upon close inspection, you can see the injection point.  The hypospray can 
be triggered after a short three digit code is entered by using the buttons.  
The injection is input when the index figer is pressed on the skin of the 
patient.
============================================================
EXO-GRAPHIC SENSOR (credit to Commander Kyril Vree, who thought of it before 
DS9)

A small flat device that can see and hear through walls. Approximately the 
size of an index card (3.5x5) that you attach to the wall, and it can see 
through it.  Good for a thickness up to 10cm. Can be used in the flat, card 
form (with built in screen) or as a heads-up display unit in a targeting unit 
(see DS9 episode "Field of Fire" for more information). Vulnerable to 
dampening fields and forcefields.
===========================================================
TRANSPORTER TECHNOLOGY

PERSONAL TRANSPORTER (credit to Commander Kyril Vree, who thought of it before DS9)

Portable personal transporter than can beam 1 person to someplace nearby, not 
more than 200 meters. Can also be used to transport items, etc. 
Hindered by shields, transport inhibitators and dampening fields. Also comes in 
micro-transporter form (see DS9 "Field of Fire" episode).

TRANSPORTER INHIBITATORS (from ST: Insurrection)

Devices that can be placed in an area to produce an efrect that will prevent 
a transporter from locking on to beings or objects in that area. Each device 
covers a 100 meter radius.

ISOLINEAR TAGS (from ST: Insurrection)

Can be worn by an away team to allow a transporter to lock on and beam them 
out quickly. Acts as a personal transporter pattern enhancer. Also can be 
fired on a dart to "tag" and individual who does not wish to be transported. 

END TRANSMISSION