Small Arms Type-Id personal Phaser
The Phaser Id
is also a new Phaser designed
at AFY's R&D. This weapon has 8 settings rather than the standard 4 of the
Type Ic issued to most of Starfleet. The Type Id, due to this extra power
availability, is the standard 'back up' sidearm for Bravo Fleet, including the
Marines. This weapon is issued to away teams when having weapons visible could
be detrimental to the mission. This weapon has an additional Sarium Krellide
power cell embedded into the center section, this gives the Phaser the ability
to reach the extra 4 power settings and longer power cell life. As with any
sidearm, the main three type of beam are Stun, Heat, and Disruption. The added 4
settings allow for greater precision when using these functions and slightly
further range.
Type-IId hand Phaser
The Phaser IId
is the latest hand Phaser to come out of AFY's R&D. This weapon has 20
settings rather than the standard 16 of the Type IIc issued to most of
Starfleet. The Type IId, due to this extra power availability, is the standard
sidearm for Bravo Fleet, including the Marines. This weapon has an additional
Sarium Krellide power cell embedded into the center section, this gives the
Phaser the ability to reach the extra 4 power settings and longer power cell
life. As with any sidearm, the main three type of beams are Stun, Heat, and
Disruption. The added 4 settings allow for greater precision when using these
functions and slightly further range.
Rifles
Type-IVb Pulse Phaser
Rifle
The Marine
phaser rifle is a much larger, more sophisticated weapon than Type-III and
Type-IVa Phaser rifles Starfleet Security Officers are issued. It is capable of
firing phaser energy in pulses and at variable power levels. It uses an advanced
computer control system to allow for modulation characteristics to be modified
faster than in previous phaser rifles, important when dealing with the
Borg.
The Marine Phaser rifle also includes a much more effective and
elaborate targeting system and a larger energy reserve. The Rifle is equipped
with a gyro-stabilized targeting unit. This targeting unit incorporates
sensors capable of detecting and tracking life forms and can perform the
equivalent of tricorder short range biological scans. Images of the
targeted life forms would be displayed on the units display screen.
Phaser:
Power: Enlarged Sarium
Krellide power cell.
Power
consumption: 400 watts per shot
Casing: Classified organic sensor-opaque
covering
Range: 500 m
Settings:
1-16
Type-IIb Photon Rifle
The Marine
photon rifle is a heavy fire support weapon and much more sophisticated than
Type-IIa Photon rifle Starfleet Security Officers are issued. It is capable of
firing photon rounds known as a photonic pulse (essentially micro torpedoes) at
variable power levels. These are highly charged and focussed. They can pierce
most known armor and shielding. This weapon is very successful against the Borg
as no one Photonic pulse has the exact same modulation, and therefore the Borg
find it very hard to adapt to the 'base frequency'. It uses an advanced computer
control system to allow for manual modulation, important if the Borg do manage
to adapt.
The Marine Photon rifle also includes a effective and elaborate
targeting system, similar to the one used on the Type IVb Phaser rifle, except
this one can target objects further away. It carries a reserve of 20 shots. The
Rifle is equipped with a gyro-stabilized targeting unit. This targeting unit
incorporates sensors capable of detecting and tracking life forms and other
programmed targets. Images of the targets would be displayed on the units
display screen.
The photonic pulse shots this weapon fires are similar to
photon grenades, one of the most devastating personnel weapons developed by the
Federation. This weapon's use is strictly controlled and is usually limited to
wartime. They are effectively a controlled version of phasers set on overload.
The photonic pulse emits large bursts of rapid nadion particles which are found
in phaser beams. This rifle has five different power settings and may be set to
affect everything within a radius of between 3 and 10 meters from
impact.
Settings:
1 Flash: All humanoids
inside the blast radius without special eye protection are blinded for about
five minutes.
2 Heavy Stun: Stuns all humans, in
blast radius, for one hour.
3 Heavy Thermal: Melts
most metals in blast radius and pierces most known armor and shields.
4 Disrupt: Vaporize all
Humanoids within the blast radius.
Marine Phaser Assault
Rifle:
The Marine CPR is a much larger, more sophisticated weapon than its Type 3 Phaser rifle counterpart. It is capable of firing phaser energy in either beams or pulses of variable length. It uses a computer control system to allow the beam characteristics to be modified much more easily than in previous phaser rifles, a measure clearly important when dealing with the Borg. As well, the addition of a fifth prefire energy compression chamber allows for several additional settings. The Marine Phaser rifle also includes a much more effective and elaborate targeting system, and a larger energy reserve. The Rifle is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms and can perform the equivalent of tricorder short range biological scans. Images of the targeted life forms would be displayed on the units display screen. The frequency of the beam can be varied so that on settings 1 to 6 the phaser beam can be set on a special wide-beam setting that only effects carbon-based living tissue. Though this is an exceptionally useful feature, it uses ten times the normal energy required by normal beams. In addition, the Marine Phaser Rifle is also capable of two additional settings above the normal sixteen. The Marine Phaser Rifle is equipped with an integral grenade launcher. This launcher has a capacity of five rds. These grenades are propelled by the unit’s graviton accelerator.
Size: .6 m x .2 m
x .1 m
Weight: 4.05 kg
Power: Enlarged Sarium Krellide power cell, with
hot swap capability.
Power consumption: 500
watts per shot
Casing: Classified organic
sensor-opaque covering
Range: 350 m
Settings: 1-18
Low
velocity grenade launcher: Magazine: 5 rds
Range: 1000 m
Marine CQB Carbine Phaser:
After several operations involving close quarters battle [CQB] that resulted in unacceptable losses, Star Fleet Marine Corps resolved to manufacture a lighter, more effective version of the standard phaser rifle. The result of this decision was the Mk I CQB Carbine The twelve stage plasma accelerator has been placed further back in the stock, over the power cell contained in the stock. The targeting unit has been placed forward under the muzzle. Also on the top of every unit, there is a hard point for any sight deemed tactically necessary (though with CQB this will be seldom employed). Typically a laser designator or tactical aiming-light are used instead given the more intuitive benefit of actually showing where the shot will hit. Another difference from the normal phaser rifle is that the long-range fire aiming mechanisms are not present in the Mk I CQB Carbine since the weapon is intended for close to short range engagements. At the muzzle end, various sensors for electromagnetic and subspace detection are placed and act as a tricorder unit, freeing the hands of a user to concentrate on aiming instead of fumbling with one. This targeting unit incorporates sensors capable of detecting and tracking life forms and can perform the equivalent of tricorder short range biological scans. Like its Type 3 Phaser Rifle cousin, the Mk I CQB Carbine has two grips, one forward near the muzzle, and one placed forward of the butt. The layout of the weapon is of a bullpup configuration. The real improvement for CQB, however, is the capability to fire in pulse mode as opposed to a continuous beam. This allows faster target engagements and quicker follow up shots. The down side to this is that the Carbine lacks the variable settings of its rifle counter part.
Size: .6 m (butt
collapsed) x .2 m x .1 m
Weight: 3 kg
Power: Enlarged Sarium Krellide power cell
Power consumption: 500 watts per shot
Casing: Classified organic sensor-opaque covering
Range: 200 m
Settings: 1-18
Sensors: Subspace/Passive Electromagnetic cluster at
muzzle
Squad Support Phaser Weapon (SSPW):
Star Fleet Marine Corps realizing the need, resolved to manufacture a lighter, more rapid firing version of the common phaser rifle. The result was the SSPW . The differences between it and its distant cousin the Type IV Phaser Rifle is that the SSPW is designed for rapid pulse Phaser fire. In order to accommodate its additional mechanisms, its height had to be expanded (although its width was unchanged). The SSPW uses high strength polymers in its construction in an attempt to cut down on weight yet still retain strength. Also on the top of every unit, there is a hard point for any sight deemed tactically necessary. Like its cousin, the Type IV Phaser Rifle, the SSPW has one grip forward of the butt, and a collapsible bipod near the muzzle. The is the new rapid firing capability. The SSPW utilizes not one, but five firing chambers with associated emitter crystals to avoid crystal recovery/reload time when expended. The firing chambers are arranged internally in a "Gatling" arrangement around an elliptical axis. The unit also has two over/under tandem subspace transceiver assemblies to help with the increased firing load. In order to save weight and size, the power cell for the unit is not built very large to hold energy for tremendous intensive shots that can detonate solid material or vaporize living material. The danger of destroying a high value target or ricochets off shielded items is not a necessary risk.
Size: .92 m x .2
m x .1 m
Weight: 5 kg
Power: Enlarged Sarium Krellide power cell
Power consumption: Variable according to setting
Casing: Classified organic sensor-opaque
covering
Range: 450 m
Maximum setting: 7 (Damage index: 50)
Type IV Phaser Sniper Weapon:
The Phaser Sniper Weapon was developed using some of the data from the Compression rifle program. First of all, a new LiMg 502 crystal was synthesized that rectified energy bolts in a constant alternating subspace frequency. Though extremely expensive to synthesize, it has been produced in small amounts that can be mounted in phaser sniper rifles The weapon also incorporates a series of self adjusting graviton emitters that change their own frequency as well. Each of the emitters is set at a different frequency and contributes equally to the formation of a graviton shell. As each graviton frequency resonates around the rectified energy, this keeps the subspace vibration of normally ungravitated phaser blast from degrading, thus keeping its cohesion longer after release. Like the Compression Rifle, a buffer system is setup to force a charge buildup in the pre-fire chamber, resulting in a much more energetic discharge. The LiMg 502 crystal does not have the luminous properties of its cousin the fushigi-no-umi family. This gives the sniper superiority in terms of concealment. The approach vector of his blast will not be traceable except by highly sophisticated sensors designed to pick up fluctuations in temperature, atmospheric stimulation, and subspace distortion. In the field, the Mk IV Phaser Sniper Weapon is unmatched currently for its ability to give commanders a tactical option of concealed fire. Sights range anywhere from iron (non-magnification) to WSV (Wide Spectral Visual) to PEM (Passive Electromagnetic) sensors. Size: .92 m x .2 m x .1 m Weight: 5 kg Power: Enlarged Sarium Krellide power cell Power consumption: Variable according to setting Casing: Classified organic sensor-opaque covering Range: 2000 m Settings: 1-16
Support Weapons: Isomagnetic Disintegrator:
This large, shoulder mounted weapon resembles an ancient Earth bazooka. Much of the technical data on this weapon remains classified, under Starfleet security directive 24168.9 Using a portable magnetic charge inducer, the weapon fires a collimated beam of Isomagnetic energy which affects the targets’ inner ear, effectively stunning the opponent. On moderate settings, it causes temporary impairment of the target’s central nervous system. When fired at its highest setting, the Isomagnetic disintegrator changes the target’s protonic charge, reducing it to a cloud of dust and static. The beam affects a 1 meter diameter area upon impact. The unit is powered by a heavy duty sarium krellide power cell inserted just to the rear of the shoulder mount. Size: .128 cm long; 5 liters in volume Weight: 3.85 kg Power: heavy duty Sarium Krellide power cell Power consumption: Variable according to setting Casing: Classified organic sensor-opaque covering Range: 145 m Settings: 1= stun a human for five minutes 2= stun a human for fifteen minutes, or Klingon for five minutes. 3= stun a human for thirty minutes, or a Klingon for fifteen minutes 4= vaporize 200 cubic meters of steel or rock 5= vaporize 400 cubic meters of steel or rock; 200 meters of Duranium. 6= vaporize 600 cubic meters of steel or rock; 400 meters of Duranium.
Tetryon Pulse Launcher:
A newly designed weapon for the use by Starfleet ground forces and security personnel, the Tetryon Pulse Launcher is perhaps the most powerful handheld weapon in Starfleet’s arsenal. The device was designed as a single-person plasma cannon for use against small craft and heavily fortified emplacements. Building on the success of the SF Avalon R&D facility to grow nearly flawless emitter crystals in a ground-based micro-gravity environment, the pulse launcher is effectively a miniaturized version of the pulse phaser used on starships. While, much of this theoretical research has been applied to the type-IVb phaser assault rifle, making it the first true transitional-phase accelerator, the Tetryon pulse launcher takes this a step further. As such, this weapon lacks the variety of power settings typical of a type-II or type-III phaser. When the trigger is depressed, the weapon fires a collimated beam of Tetryon particles which rebound from the target to the unit, providing range and vector information to the acquisition sub-systems. A rapid-discharge Sarium Krellide power cell, coupled with high-speed plasma accelerator coils and a ten-stage cascading prefire chamber, allows for longer periods than previous models of phasers. The beam emerges as a focused pulse of superheated, rarefied plasma. While the typical type-I phaser is capable of emitting no more than 1.05 kilojoules per hour, the pulse launcher emits energy comparable to a type-4 phaser emitter. The Tetryon pulse launcher incorporates the safety interlocks and subspace transceiver assembly common to standard-issue phasers; it is capable of firing continuous or wide beam settings. Size: .135 cm long; 4.08 liters in volume Weight: 3.1 kg Power: heavy duty Sarium Krellide power cell Power consumption: Variable according to setting Casing: Classified organic sensor-opaque covering Range: 145 m Settings: 1= Vaporize most substances (energy rebound prior to vaporization common) 2= Explode 10 cubic meters of rock into glowing rubble 3= Explode 50 cubic meters of rock into glowing rubble 4= Explode 100 cubic meters of rock into glowing rubble 5= Explode 160 cubic meters of rock into glowing rubble 6= Explode 400 cubic meters of rock into glowing rubble 7= Explode 600 cubic meters of rock into glowing rubble 8= vaporize 50 cubic meters of Duranium. 9= vaporize cubic meters of Duranium, explode up to 1,200 cubic meters of rock into rubble.
Auto-Grenade launcher:
The Auto-Grenade Launcher (AGL) is a support weapon version of the grenade launcher found on the Marine Assault Phaser Rifle. It can fire in both Semi, and Full Automatic modes. In Full Auto mode, three and five round bursts can be selected. This weapon uses the same rounds as the rifle weapon, but has a much more powerful Graviton accelerator that allows for greater range and velocities. The weapon is equipped with a dual feed mechanism allowing for two fifty round magazines to be loaded and the mixing of rounds during firing. The feed mechanism is also equipped to hand the loading/insertion of single rounds for special purpose use. The weapons integral tripod incorporates its own inertial damping system that totally nullifies what little recoil that occurs from the weapon’s firing even at high cyclic rates. The main role of this weapon is area suppression as it can deliver a large volume of ordnance to the targeted area accurately and promptly. Though less accurate, the AGL can be fired in an indirect firing role rather than direct. This method though not as accurate, gives the weapon the ability to fire over obstacles, and provides even greater range. Mounts for a variety of targeting and sighting aids are present. Mass: 9.5 kg
M-2240 Mortar:
One of the largest problems with modern warfare’s reliance on small unit actions, is the problem of providing fire support. The M-2240 Mortar system is a self contained short-barreled 60 mm mortar with powered elevation and servo traverse. It is also equipped with a encrypted comm unit, inertial positioning sensor, and a computerized fire control system. This unit is the size of a large backpack and has a unloaded mass of 25 kg. To deploy the user sets the unit on the ground and folds out three stabilizing legs. The mortar is fed from a 4 rd magazine, or individual rounds can be loaded manually. One key feature is the fact that once setup, the mortar’s fire control computer can be accessed by troops with the proper codes via the units comm unit. Once the proper codes are used, the unit can be targeted and fired remotely. This ability makes the unit valuable in ambush/counter ambush operations, decoy tactics, providing fire support for units engaged in unconventional warfare operations where normal support is impractical. The rounds are propelled by a micro-graviton accelerator. Effective Rng: 5 km
Types of Rounds
Fragmentary rds
are designed to inflict wounds with both concussion effect and shrapnel. They have a 15 meter blast radius. These rounds use an UV LADAR fuse to determine the proper height above the ground/surface to detonate for maximum effect.
HEDP rd with PEM (Passive Electro Magnetic) imaging guidance:
for anti-armor (top attack), and FERRET missions. First of all the warhead is of the High Explosive Dual Purpose variety. It has a blast radius of only 10 meters, but has fairly good armor penetration. Once the round has reached its maximum height in its trajectory, the passive electro-magnetic sensor unit activates. Depending on how the unit was set prior to firing, the sensor unit locks on the selected type of energy (neutrino from a power cell, body heat, radio waves from a transmitter etc.). The unit controls a set of steerable fins on the round. This allows the round to track and hit most targets very accurately!
Jammer rd:
This round does no physical damage per-say, but can cause an enemy plenty of grief. It contains a high out, short life ECM generator. This unit can interrupt/disrupt sensors and communications for a 2 km radius. Very handy for cutting off that lone OP or LP.
SEFOP Anti-Armor rd:
SEFOP anti-armor artillery rounds are designed to strike armored vehicles from above, where they are most vulnerable. These rounds work by delivering what is known as an Self-Forging Penetrator or SEFOP. It is a stream of molten metal that hardens into a dart shape due to atmospheric resistance. These SEFOP travel at velocities in excess of 6,560 ft/s (2,000 m/s) and are usually capable of punching through the relatively thin upper armor of many vehicles. These munitions are also sometimes used against underground bunkers and fuel storage sites. The now solid penetrator reduces the effect of electrostatic armor and makes explosive reactive armor completely ineffective. Once at its peak of its trajectory, it deploys a drag chute. Then a PEM sensor unit activates. As the warhead swings around under the chute, it scans for a target. When it is aimed at a target and within its effective range (100 meter radius), It simply fires.
Metallic Incendiary Smoke rd:
these rounds are intended to obscure enemy observation/sensors. The round generates a cloud of dense smoke through the combustion of certain compounds. This smoke is heated and contains metal particulates. These factors degrade/prevent the use of IR/Thermal and certain types of active scans (LADAR, RADAR, etc)
Slayer MPIM/SRAW:
(Multi-Purpose Individual Munition/Short Range Attack Weapon) for direct anti-armor/fortification capability at squad level and organic Aerospace defense capability. In the nose of the Slayer is an PEM imaging sensor which is used to lock on to a target. Behind the sensor unit is the warhead of HEDP variety. The minimum range is 17 m (determined by warhead arming safety) making it an ideal weapon for ambushes in urban or wooded terrain. Maximum velocity is 600 m/s, and the flight time to 500 m is only 1.125 seconds. It has a maximum range of 2000 m. The Slayer system has two components. The missile round in a 5 kg disposable launch tube, and the reusable 2 kg Command Launch Unit (CLU). The Slayer gives the Rifle Squad its lethality back against Armor, Aerospace craft, and other heavy targets.
Explosives/Pyrotechnics M-160 Command Detonated Anti-Personal Mines:
The M-160 Mine is a directional fixed fragmentation mine primarily for anti-personnel use, and is also effective against thin-skinned vehicles. When detonated, a hourglass-shaped area of effect. Spherical metallic fragments are projected over a 60-degree horizontal arc, covering a casualty area of approximately 6 m wide by 75 m long forward. A rear cone of approximately 6 m wide by 6 m long. These cone shaped zones are connected by a 6 m diameter blast circle centered on the mine. The M-160 can be set to be fired by a variety of triggers or any period of time delay up to 72 hours. While the M-160 mine can accept input from just about any type of sensor, it comes with a passive IR motion detector and a trip wire. There is on the back of the unit a molecular adhesion strip for attaching the M-160 to various surfaces. Length: 20.0 cm Width: 3.0 cm Height: 12.0 cm Weight: 500 g
Breeching charges:
Breeching charges are self-contained shaped explosive charges used for rapid/dynamic entry. The force of their blasts are used to blow holes in surfaces to allow for rapid entry/exit from one area to another. Breeching charges come in a variety of shapes and sizes depending on the job they are intended for. Frame style charges are composed of sections of “angle iron” like structures containing a measured amount of explosive. They can be assembled/liked into a variety of shapes and sizes. Because they are a shaped charge, the majority of the blast is focused in one direction. This results in little or no back-blast/collateral damage to the surrounding area.
Projected Line Charges:
This is a suit case sized unit. When the case is laid down of the ground and opened, a pop-up launch tube is deployed. When the unit is fired, a rocket propelled projectile is launched. Trailing behind the round is a thin line. The core of this line is composed of a stable high explosive compound. The round trails this line out to a distance of 200 m. Upon impact down range and the settling of the line to the ground. The operator has the choice/ability to detonate the explosive line. The resulting detonation sets off any or all mines concealed within its blast area. This in turn creates a safe passage for vehicles/personal to pass.
Photon Grenades:
Photon grenades are one of the most devastating personnel weapons developed by the Federation. Their use is strictly controlled and is usually limited to wartime. They are effectively a controlled version of phasers set on overload. Photon grenades emit large bursts of rapid nadion particles which are found in phaser beams. These grenades may be set to explode upon impact, at some altitude above the ground, or at some preset time, up to 9.99 hours, after impact. Both the power level and blast radius og these grenades may also be carefully controlled. They have five different power settings and may be set to affect everything within a radius of between 3 and 10 meters from impact. Mass: 0.2 kg
Settings:
1 Flash: All humanoids inside the blast radius without special eye protection are blinded for about five minutes. 2 Heavy Stun: Stun all humans in blast radius for one hour. 3 Heavy Thermal: Melts most metals in blast radius 4 Light Disrupt: Vaporize all Humanoids within the blast radius 5 Heavy Disrupt/Explode: 1000 cubic meters of rock into rubble.
Launchable Grenade Rounds:
HEFRAG:
HEAP:
Flechette:
This grenade is essentially a large “Shotgun” rd containing fin stabilized metallic darts. This round has a range of 30 m. Extremely effective for close in engagements such as boarding/anti-boarding operations.
Flash/Bang:
CHEM:
Beanbag:
This round contains a Cyrenlon “Bean Bag” round filled with heavy polytrinium alloy marbles suspended in a Gel. This “Bean Bag” fans out after firing to spread its impact over a wide area. The grenade is designed to incapacitate its target without doing any permanent damage. A target hit by the grenade is knocked down.