Security & Marine Equipment


General Equipment
Molecular Binders Security personnel occasionally need to restrain an individual rather than rendering him or her unconscious.  For this, they use molecular binders, typically in the form of wrist and ankle restraints.  Microscopic fields of force around each restraining band increase the density of the air molecules adjacent to the subject’s wrist or ankle.  The result is a strong force field restricting the smallest amount of movement in any direction.  The settings can be varied according to the subject’s race and build, but the effect is always that of a vise-like grip.
Security Tricorder Though similar in design to the standard tricorder, the security tricorder has several specialized functions.  Default settings probe within a given radius for energy and power readings consistent with weapon systems in use by hundreds of civilizations.  Data in the security tricorder’s crystal banks identities the nature of a weapon by analyzing these energy transmissions.  The device performs similar analysis of defensive screen systems, and use special motion sensors to track the movement of life forms.
Portable Security Computer Similar to the standard Battle Computer used by Star Fleet Marines, this portable device provides specially trained Security teams with up-to-the-minute tactical and strategic information via microwave links to a ship’s main computer.  The portable computer can report enemy positions, movement, and disposition obtained from shipboard sensor relays, and also has control links to portable motion detectors that can be spread over a wide range of terrain.  In addition, the Security Computer can reliably predict enemy tactical options based on stored data about dozens of warlike races previously encountered by Federation forces.  The device also analyzes enemy strengths and weaknesses based on tricorder readings and examination of terrain.
Defensive / Protective Equipment
Environmental Suits
EVA Suits
EVA Suits used in ST: First Contact
Starfleet Environmental Suits (also known as "EVA Suits") are protective garments worn by personnel when exploring inhospitable environments.   While the suit is rather comfortable and light, it can still hinder the movements of untrained personnel. 

The suits protect the wearer from pressure extremes varying from a vacuum to five atmospheres worth, and temperature extremes ranging from -100 degrees Celcius to +120 degrees Celcius.  It is worth noting, however, they are not heavily armored and can easily be punctured by most melee weapons and energy weapons.  The suits are self-sealing for small breaches, but larger perforations must be manually patched by the wearer.  Each suit typically comes with a minimum of six easily accessible patches.

The suit itself consists of a full-body jumpsuit with removable gloves and an accompanying transparent helmet.  Gravity boots, which allow the user to walk on solid surfaces, and even climb steep inclines, in zero gravity are also usually standard issue with the suit.

A small belt-pack houses the environmental suit's life support system.   Utilizing microreplicator technology, the suit's life support system can purify air and recycle drinking water for a period of up to 25 hours. 

Control of the gravitic boots, built-in communicator, and visor and helmet mounted lights are activated on a control pad located on the wrist of the suit.

One disadvantage to the suit is the easily detectable energy signatures generated by the unit.  This makes it almost impossible to hide from sensors while wearing the environmental suit.  The entire ensemble weights a total of 8 kg.

A portable thruster unit is also available to allow rapid transportation across longer distances.  The thruster unit  is controlled by two arms with handgrips which allow the user to select direction and speed.

Cloaking Suits
(PREDATOR type personal holoprojector)
A suit similar to the EVA suit above, but allows the wearer to be "cloaked" from view.  A large power source is necessary to generate the cloaking device for all suits which carry small receivers on the arms.

This suit is most often used for covert observation of cultures, with the power source functioning behind a  holographhic "duck-blind".

Standard Body Armor The standard duralloy Battle Armor protects a Marine or Security Officer’s lower trunk, torso, upper-body and head area.  It is lighter than that of the Cardassian armor, with more flexible parts constructed from lightweight ceramic-alloy, microfiber pads, and specially treated reflective surfaces to provide maximum protection at long range and even some protection at point-blank range against a variety of high-energy and plasma beam weapons.  The helmet itself is equipped with communication and audio pickups, sensor modules and a environmental forcefield.  It permits even limited exposure to space.
Scout Battle Suit Same as the Standard Body Armor, but equipped with the PREDATOR personal holoprojector system.  This device has been design by a Klingon-Romulan-Federation research team for combat against the Borg.  When activated, the wearer becomes nearly invisible, only a slight distortion of the environment around the suit is detectable when the wearer moves in well lit areas areas.  A seperate power source is required for the use of these suits.  The use of this suit and the PREDATOR system is restricted and requires the approval of a flag rank officer.  It is not standard equipment.
Heavy Weapons Battle Suit A power suit, fully covered in armor, with the visor in the helmet operating the same as the visor in the Body Armor.  Hydraulic mechanics, a feedback suit worn underneath the Battle Suit, and the built-in computer system enables a person to move normally despite the suit's weight.  The Battle Suit is equipped with a SP-960 segmental shield system which encompasses the suit.  Shield integrity is capable of sustaining three full force, close range photon grenade blasts.
Shield Systems

Item

Weight/Range

Description

Personal shielding system 3.8KG 
3 cubic meters
The SP-30 personnel shield is fed from a class II phaser energy cell and is able to sustain 30 seconds of direct level 8 phaser energy exposure before failing.
Medium portable shielding system 96KG 
16 cubic meters
The SP-960 object shielding system provides the same coverage for 960 seconds before failing.  It is fed by a microfusion reactor which either comes with a Heavy Weapons Battle Suit where the system is built in or with a portable reactor.  The shield cocoon is segmented to provide cascaded breakdown over immediate failure.
Weaponry

Weapon

Range / Mass

Description

Type I Personal Phaser ("Cricket")
Type I phaser
50 Meters

1/2 KG

Small, hand-held, very easily concealed.
Characterized by its wafer-thin styling, the Type I Phaser is less than 10 centimeters long 5 centimeters wide, and 3 centimeters thick.  Inside this slim housing are two power converter chips that can be recharged from a portable energy packs or from an adaptable connector on standard tricorders, it is capable of settings 1-8 and can discharge up to 15 KJ of energy in 2 second bursts.  Unique to this design is the hand-print security coding, which makes each weapon responsive only to a single set of fingerprints.  This surface plate of Type I Phaser contains two pressure- sensitive energy regulators:  the left-hand activator controls non-lethal energy discharges and the right-hand plate deals with more destructive energies.  In normal use, the user selects the amount of energy to be released from the appropriate activator by the amount of finger pressure on the proper plate, thus eliminating the need to adjust settings at a critical moment.
Type II Personal Phaser
Type II phaser
75 Meters

1 KG

A heavier Phaser with a stronger power source for more range.  It's dimensions are 22 CM long, 7 CM wide by 16 CM thick, and is usually worn in a hip-holster that doubles as a recharging unit.  The Type II combines two interlocking phased-particle beams in collimator field to produce a single-charged particle beam.  The resulting firepower is far greater than earlier models, and is capable levles 1-16 and can penetrate the strongest alloy or reflective defensive armor at close range.  By altering the frequency of the beam’s dispersal pattern, the Type II power collimator can also reduce the electron flow, generating a simple laser or a variety of plasma like beams suitable for non-combat emergencies when communications or energy transmission are required.
Type IIa
Type IIa phaser
75 Meters

1 KG

This upgraded version of the Type II became standard issue in 2360, and has all but replaced the original model.  It's dimensions are 22 CM long, 9 CM wide and 6 CM thick.  This phaser is mountable to the arm of the standard Security body armor and can be fired through the suit's control system.  Sensors prevent the phaser to be fired while the hand is in the way of the beam or ungloved.  Otherwise if functions like the normal Type II Phaser above.  Both are capable of producing 1.55 X 10J of energy in .25 second bursts.
Type III Phaser Rifle (standard)
Type III phaser
250 Meters

5 KG

The Type III Phaser Rifle was designed for use by Federation Security and Marine detachments in prolonged combat conditions against heavily armed opponents.  Standing 83 CM in length, 13 CM wide, and 22 CM thick with extended power packs in the weapon’s duralloy stocks.  Extended focusing apparatus along the barrel permit pinpoint accuracy with the high-energy beam.  Separate attachments for data links to tricorders allow the use of several computer-enchanced optical aids, an early-warning system, improved fire-control, and automatic tracking.
Power output is similar to the Type II phaser but for longer duration bursts.
Type III-(A through C)
Compression Phaser Rifle
Phaser Rifles
There are three versions.  Listed below.
120 Meters - 500 Meters

2.2 KG - 
6.9 KG

The much larger and heavier Type III-(A through D) Compression Phaser Rifles were introduced to combat  the arrival of the Borg.  It has similar features of the Type III Phaser Rifle except its beam is  more focused, capable of inflicting damage much quicker and a larger power pack capacity.  During the start of the Dominion war, the Compression Phaser Rifles gave the Federation forces much needed firepower.
It is a pulsed phaser fed from two class II power cells.  Due to the additional power drain that comes with pulsed phaser fire, this weapon has twice the energy demand of a type II weapon while offering 120% impact on unshielded targets.  The advantage is the ability to wear down shielding at 250% rate of the linear model and the better short range coverage compared to type II phaser.  When attached to a stable frame, a photon grenade launcher can be mounted.
After Starfleet’s initial encounters with the Borg it becomes clear that in order to prove effective against all species the phaser will have to be adjusted.  All models of phaser rifle in use in 2373 can be programmed to automatically alter the frequency of the beam, making it harder for an opponent to generate effective shields.

Version A:
Phaser Rifle

120 Meters
(launcher 60M)

2.2 KG
(launcher +1.1KG)

This is the standard model found aboard most ships, and is used more frequently than the preceding models.  It is constructed of light weight material and can be carried in one hand.  Some models, have a single grip.  For accuracy in aiming, the user can support the barrel with his or her free hand without danger.

Version B:

250 Meters 
(60 with 
diffuser)

2.8 KG 
(3 with 
diffuser)

This model features a double-handed grip that is similar to that of its immediate predecessor.  Provides ample linear phaser power at short to medium range and little weight.  A good choice in rougher terrain and urban environment.  When equipped with an energy diffusor the weapon is equivalent to a shotgun, making for an excellent choice in narrow vicinities with the demand for quick firepower to cover a large area at short range.  Drawbacks are the short target range and the amount of waste heat the diffuser system produces.

Version C:

500 Meters

6.9KG + 
frame 8.6KG

Type C is a pulsed phaser fed from a class III multiple pack power unit in a backpack or through umbilicial feed from a vehicle or mobile generator, and is the weapon of a dedicated and especially trained gunner, providing the heavy firepower for the squad.  It can either be mounted in a body suspension frame worn by the gunner for mobile use, vehicle mounted or put down on the attachable bipod.
Stun Grenade Varies
(throwing range or 60 M with launcher)

1/2 KG

Like phaser weapons, the Stun Grenade has a light, medium and heavy stun settings with the same effects.  The blast range of a detonating grenade is roughly 10 meters.  Other settings includes, detonating on impact, or up to a 30 second delay or by target approximately.
Concussion Grenade Varies
(throwing range or 60 M with launcher)

1/2 KG

A much more lethal grenade.  It can be set from a loud noise maker that can disorient a target or powerful enough to blast a hole through a medium alloy or ceramic structure nearly 30 cm thick.  Its effective range at maximum strength is 25 meters, any organic humanoids caught within its blast range is lethal.  Other settings includes, detonating on impact, or up to a 30 second delay or by target approximately.
Tangler Grenade Varies
(throwing range or 60 M with launcher)

1/2 KG

An exploding tangler grenade throws out hundreds of strong, sticky polymer threads.  These threads stick to everything within a 3 meter radius.  An entangled individual can not move until the threads decay (in 30 minutes) until solvaway is spread over the threads.
Anti-Matter Grenade Launcher 550 Meters - 4 KM

10 KG

The Anti-Matter Grenade Launcher delivers a less powerful blast than the Photon Cannon, but it is still lethal enough and can cover a wide area.  With its 300-degree arc of fire and range of 550 meters to 4 kilometers, the launcher is a good supplement of the Photon Cannon when ground-base Security teams are under attack or wish to provide fire support.  A single grenade contains 2.8 grams of anti-matter, capable of destroying or immobilizing targets within its firing arc and range.
Phaser Cannon 10 KM

10 KG

The Model IV shoulder or tripod mounted Phaser Cannon, is the latest in the ground-to-air defence.  The targeting and tracking computer is very reliable, that the user only has to aim at the target they wish to shoot at and wait for the computer to lock onto it then pull the trigger.  The Phaser Cannon at extreme range can hit ships in low orbit from the planet's surface and is also capable at maximum power of knocking down large assault shuttles and atmospheric fighters.  However its power packs can supply only 5 shots at full power before needing to be replaced.  The Phaser Cannon has no stun settings.
Photon Cannon 2 KM

20 KG

To protect members of an Away Team from hostile indigenous populations or to abort a close assault on a ground installation, Security can use one of several Photon Cannons.  The Photon Cannon is a short range, but incredibly destructive, weapon descended from laser and phaser projectors.  Once the cannon is beamed down, it can maneuver on a self-propelled platform.  It has access to virtually limitless power from the command ship’s microwave relay projectors to accelerate high-energy anti-photons in a magnetic chamber.  When the cannon is fired, the stream of charged particles is powerful enough to penetrate the heaviest armor or energy-screen defences.  Because of short halflife of the rapidly decaying anti-photons, the Photon Cannon’s range is limited to two kilometers.  This is sufficient to meet most ground threats.