Starfleet Armory -- Personnel Weapons


Personnel weaponry is stockpiled in various armories throughout Starbase Liberty for the safety of those working and living onboard.

Starfleet
Ka-BAR Knife
Carbon-ceramic alloy all-purpose knife.

Type I Phaser
The type I phaser is a small hand-held phaser, approximately the size of a pack of cards, that can be easily concealed. They can fire up to Setting 8, which causes total vaporization of humanoids as 50% of affected matter transitions out of the continuum. 

Type IIa Phaser
This is a larger hand unit. Early models of the type II phaser used a type I phaser clipped into a pistol grip, but modern weapons seem to have little in common with the smaller model. The modern type II phaser can fire up to setting 16, which causes the destruction of some 3,900 metric tons of rock per 0.28 second discharge.

 

Type IVb Compressed Phaser Rifle
The type IVb phaser, also known as the Compressed Phaser Rifle, is similar to the Type III phaser but is capable of creating a concentrated burst of phaser energy. The power release for each setting is the same but the effect is much more destructive in nature. Up to 50% more damage is capable.

To aid in the compression of the beam, the design team built a small isolinear artificial intelligence unit into the rifle which has complete control of the energy discharge. This approach met with considerable success in a testing program that was surprisingly free of difficulties. The use of a computer control system also allows the beam characteristics to be modified much more easily than in previous phaser rifles, a measure clearly important when dealing with the Borg.

The type IVb rifle also includes a much more effective and elaborate targeting system, a more powerful gyrostabilizer, and a larger energy reserve. The targeting unit is now being retro-fitted into earlier models of phaser rifle.

 


Starfleet Marine Corps
 Ka-BAR Knife
Carbon-ceramic alloy all-purpose knife.
Type IIb Phase Compression Pistol
At the beginning of the Dominion War, the Marine Corps was using the Type IIa Starfleet phasers as their sidearm.  It was found that in close-quarters battle, the Type IIa was easy to wrestle out of someone's hand.  The marines requested Starfleet R&D to provide them with a pistol version of the Type IIa.  The project to provide the Corps with a new sidearm took a new turn when phase compression technology was developed, it was decided that phase compression technology would be integrated with the prototype and thus was born the Type IIb Phase Compression Pistol. 

In the grip of the pistol is housed the power cell.  The power cell is loaded through the butt of the weapon, much like the magazines of projectile-firing pistols.  A tradeoff that was made due to the size of the weapon was the shots per sarium-krellide power cell.  At normal power settings (stun), the pistol is capable of firing forty-two shots per cell.  This was seen as an allowable tradeoff due to the nature of marine operations and the ease and speed of power cell changes due to the anatomy of the pistol design. 

The Type IIb only has two power settings, stun and lethal. 

(Range - 45 meters     Weight - 1.6 kg)

 

Mk 1 Multifunction Phaser Carbine
The Marine MPC 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 pre-fire energy compression chamber allows for several additional settings.

The MPC 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 are 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 MPC is also capable of two additional settings above the normal sixteen.

The MPC is equipped with an integral grenade launcher. This launcher has a capacity of five rounds. These grenades are propelled by the unit’s graviton accelerator.

(Range - 350 meters     Grenade Range - 1000 meters     Weight - 4.05 kg)

 

Type V Phase Compression Rifle
Primary marine sniper rifle.  Specially produced phase-crystals allow the phaser pulse to be invisible to the naked eye and thus create the ideal sniper weapon for Marine snipers.  Similar in design to the Type IX SSPW, it can be modified to fire rapidly but such action will destroy the fragile crystals that allow the weapon to fire invisibly.

(Range - 2,500 meters     Weight - 5 kg)

 

Type IX Rapid Compression Rifle (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.

There is also 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.

(Range - 450 meters     Weight - 6 kg)

 

Type IIb Photon Rifle
The Marine photon rifle is a heavy fire support weapon and much more sophisticated than the 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 focused. 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 an 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.

(Range - 500 meters     Weight - 4.8 kg)

M-2240 Portable Mortar Launcher
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.

Types of Mortar Rounds:
Fragmentary rounds 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 round with PEM (Passive ElectroMagnetic) 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 steer-able fins on the round. This allows the round to track and hit most targets very accurately.
Jammer round: this round does no physical damage, but can cause an enemy plenty of grief.  It contains a high output, 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 round: 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 a Self-Forging Penetrator or SEFOP. It is a stream of molten metal that hardens into a dart shape due to atmospheric resistance.  These SEFOPs 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 the 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 round: 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 meters is only 1.125 seconds.  It has a maximum range of 2000 meters.  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.

(Range - 5,000 meters     Weight - 25 kg)

 

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

(Range - 145 meters     Weight - 9.85 kg)

 

 

 

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 of 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.

(Range - throwing distance     Weight - 0.2 kg)

 

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