Away Team Special Equipment

EV Suit. The 24th century EV suit is a white tight-fitting suit. Some pieces of the suit are gender and species specific, allowing for a more customized fit. The helmet was smaller than its 22nd century counterpart but retained the clear and unopenable visor. Two ambient lights are present on each side of the helmet which illuminates the wearer's face. Audio equipment, such as microphone and speakers, are integrated. The life support unit consisted of a hard upper-torso body-shell, which is different for men and women with some species specific customization. This unit contained the essentials for survival: communication equipment, oxygen, EV controls, power supply, and again an extra oxygen hose that made it possible to share oxygen. Alerts are available visibly via the color-coded EV controls and also by audio. The gloves are connected to the EV suit via a self-sealing mechanism. The boots were made out of the same material as the EV suit and could be magnetized.

Thruster Pack Accessory. Spacesuit that also includes a thruster pack for maneuvering in space.

Orbital Skydiving Jumpsuit. Used for leaping from a spacecraft at exospheric altitudes for planetary landing. Jim Kirk used this and B'Elanna Torres have used this model

Flight Suit. Sleek, tight-fitting jumpsuits, the flight suits were black and gray with stark white shoulders and red trim. The uniforms featured high collars and distinctive closures running down the front

Starfleet Combat Uniform. Starfleet security personnel of the late 24th Century employed rigid armor around the torso along with a helmet, construed as light armor. During the Dominion War, Starfleet soldiers were fitted with light armor tunics. Composed of multiple layers of thick, rubbery-looking material, the suit allows survival of an indirect hit from a disruptor or something similar. Immediate medical care is still required. This shall be worn under your environmental suit. We have incorporated elements of both into the environmental suit itself. The thickness of the uniform is at least a centimeter thick. They are a vast improvement over the simple polymer-thread uniforms commonly employed. For situations that called for a Starfleet officer to serve in hazardous battle operations, a ground combat uniform was available by 2373. Made of a harder, more durable substance than standard uniforms, the combat uniform was worn like body armor over the standard duty uniform. Consisting of a black, textured material, the uniform's only distinguishing feature was a thick line of division color running across the yoke. While the uniform clearly provided added protection against bodily harm, it is unclear if the armor was able to withstand direct phaser fire. Retaining the same general appearance as its predecessor, the uniform used by Starfleet personnel in combat situations was a black tunic with a division color stripe running across the chest. The division color mock turtleneck was worn beneath the rubber-like body armor. Also known as Standard Operations Blacks, SOB's.

Security Protective Body Armor. Starship and base Security personnel wear body armor complete with helmets.

Ballistic Shield. Starfleet crews make use of ballistic shields; these handheld defensive items were employed against the projectile-weapon-based "Galactic Army of Light" on Nimbus III circa 2287. Despite protecting its user from projectiles, shrapnel and debris when deployed, the objects were nevertheless able to be rolled lengthwise into a small cylinder. It can be rolled up to store on top of backpack as shown below.

Life Support Belt. The life support belt is a personal forcefield that supplies the wearer with the appropriate atmosphere and protects them from the elements. It was in use by Starfleet in the late 2260s and the early 2270s aboard the USS Enterprise (NCC-1701). After the conclusion of the ship's third five-year mission, life support belts were no longer in service. Without modifications, it can withstand up to a phaser blast at setting #7. We have modified them as regenerative shields, an advanced shield system used by the Borg and subsequently adopted by other civilizations including Federation Starfleet, the Cardassian Union and the Remans. The basic principle of regenerative shielding is to quickly analyze an attacking weapon's frequency and then modulate shield frequency to increase damage mitigation without depleting shield energy. We recommend using a tricorder, instead of walking into the path of phaser fire like Borg Drones. You can’t use this as a forcefield too much, as it drains power very quickly, but it can make a difference. On continuous use (which is very energy depleting, the shield can have high tensile strength even against isolation door as demonstrated by Commander Scott of the Enterprise 1701. Not especially effective against very high momentum kinetic energy but great against electromagnetic and good against charged particles.

Belt Personal Shield. Belt Personal Shields are smaller devices which can produce forcefields. Lieutenant Worf crafted a forcefield emitter out of his communicator and a small pile of telegraph parts. It was sufficient to deflect several incoming bullets before failure, it is a last ditch defense, but effective against kinetic energy.

Personal Shielding. Significant advancements in personal shielding occurred to the late 24th Century. They are not very large devices. In 2369, Picard's covert strike team made use of small deflector shield emitters in the subterranean caves of Celtris III as a means of preventing pursuit. The tiny device was capable of creating a forcefield covering an area greater than four square meters. The devices would not only block bodies, but offer some resistance to weapons as well. The devices only produces a flat forcefield, however there can be difficulty setting it to cover the entire passageway when rushed.

Beacon, Emergency . Emergency beacons are large hand-held lamps that can be used to illuminate dark surroundings, similar to palm beacons and SIMs beacons. The beacon can be modified to emit only certain wavelenghts of light. In 2367, Data modified a emergency beacon to work on ultraviolet light. In order to do so, he had to replace the regular emitter module.
Beacon, Palm. A palm beacon is a flashlight-like device held in the palm of the hand, often used by away teams in dark areas. Palm beacons were used when away teams beamed down to the dark and foggy planet Tarchannen III. Susanna Leijten later advised turning off the beacons as the light was frightening the Tarchannen III species. In 2368, Data modified a palm beacon to emit an optical burst pattern that would counteract the effects of the Ktarian game. Deep Space 9's corridors were equipped with storage lockers (similar to weapons lockers) that held three palm beacons and two tricorders.
Beacon, SIMs . A SIMs beacon is a flashlight-like device that is worn like a wrist band, often used by away teams in dark areas. SIMs beacons were the improved successor to the palm beacons, leaving the user's hands free for other tasks. In 2376, Tuvok was in a phaser fight with his impersonator, Mobar, he used the opportunity afforded him when Mobar was admiring him to shine his SIMs beacon in his eyes and stun him. In 2377, Crewman Yosa was attempting to fix a power fluctuation in a Jefferies tube when someone that had been attacking former-Maquis (later found to be Tuvok under mind control) blinded him in a Jefferies tube before he could escape, and put him in a coma. In an alternate timeline where Voyager was destroyed and frozen on a planet in the Takara sector, Harry Kim and Chakotay were equipped with a future configuration of the SIMs beacon, no longer using an elastic-strap, but a solid rectangular band around the arm. Instead of two light sources, it had a single larger and more sleek one.

Thermal Deflector Units. Thermal Deflector Units were used as a literal firewall, creating a thermal perimeter around a Federation installation to withstand the firestorms on Bersallis III, blocking the storms temporarily. The units require personnel to operate.

Subcutaneous Transponder. A subcutaneous transponder (or subdermal transponder) is a small transponder inserted under the skin, which is used by Starfleet and others. Its function is to maintain contact between an away team member and their home ship. When Captain Kirk and Mr. Spock were imprisoned on Ekos in 2268, Mr. Spock fashioned a crude laser beam using an electric light, metal bands from a cot, and the rubindium crystals in his subcutaneous transponder. The beam was able to cut through the prison cell door lock. Subcutaneous transponders were used by William Riker and Deanna Troi in 2366, during a mission to investigate potential cultural contamination to the primitive culture on Mintaka III. In 2377, Chakotay and Neelix were implanted with subdermal transponders for their undercover mission to Quarra, where much of the USS Voyager crew had been brainwashed into the local workforce. The transponders allowed Voyager to beam them out through Quarra's shield grid. Constructed with some of the 15525 materials that cannot be detected by standard scans like the materials they make remat detonators out of. Plus a tiny feedback processor that sends out a false bio-signal like in the Juliana Soong-Type Android. Unless someone want to spend over 50 hours doing individual scans in science and know what they are looking for, they won't find it.

Subcutaneous Communicator. A subcutaneous communicator is a communicator implanted below the skin which allows the user to receive discreet audio transmissions, and is particularly useful for undercover work. It differs from a subcutaneous transponder in that it allows actual audio communication. In 2366 Dr. Crusher implanted subcutaneous communicators in Commander Riker and Counselor Troi when they were posing as Mintakans during their attempt to rescue Captain Picard. Constructed with some of the 15525 materials that cannot be detected by standard scans like the materials they make remat detonators out of. Plus a tiny feedback processor that sends out a false bio-signal like in the Juliana Soong-Type Android. Unless someone want to spend over 50 hours doing individual scans in science and know what they are looking for, they won't find it.

Viridium Patch. A Viridium Patch is a small device attached to your clothing. The patch emits a signal which can be detected up to two sectors away, but not detected unless you know its precise frequency. It was sufficient for Captain Kirk to be rescued from the Rura Penthe colony and not be detected by the Klingons even though they had been under long term custody.

Duck Blind. "Duck blind" is a term used for holographic masked/camouflaged cultural observation posts, when observers must be kept hidden. The power needed to maintain the duck blind required a fusion reactor with an output of 4.2 gigawatts. The blind is disguised by three holographic emitters, and also provided the masking fields for the team's isolation suits. All of our auxiliary vehicles are outfitted with these holographic emitters for camouflage. Portable units with a portable fusion reactor are available for sites away from the auxiliary vehicles.

Isolation Suit. An isolation suit is a type of clothing used by the Federation Starfleet. It is equipped with a holographic cloaking device, which make the person wearing it practically invisible, except to properly equipped monitoring stations. Starfleet uses isolation suits when observing a pre-warp civilization in order to prevent cultural contamination, in accordance with the Prime Directive. The isolation suit is camouflaged by an external holographic emitter. The isolation suits can be autonomous for 1, 6 or 9 minutes using the power cell from a Type 1, 2 or 3 phaser respectively.

Bio-Dampener. A bio-dampener is a small device developed by Erin & Magnus Hansen that cloaks the lifesigns of the person wearing it by creating a field around the body that simulates the physiometric conditions within the person's environment. Erin & Magnus Hansen used the device to board a Borg cube undetected while conducting research on the Collective in the 2350s. It acts as simple countermeasures to prevent unwanted teleportation, scanning or targeting, etc. At the very least it will inconvenience and slow them any would be opponents, who would then have to resort to more traditional methods which have simpler countermeasures. It only fools sensors, not vision.

Emergency Transporter Unit, An emergency transporter unit is a device used by Starfleet personnel during an away team mission to remotely activate the transporters of a starship or runabout for an immediate beam-up in the event of a dangerous situation if verbal communication is disabled, preventing a request for transport. This small, cylindrical device was designed to provide a single one-direction transport for one individual, thus allowing him or her to escape a potentially dangerous situation. The unit comprises of a type-7 phase discriminator and a subspace emitter. We employ the Emergency transport unit developed in 2379 by Lieutenant Commanders Data and Geordi La Forge, modified to produce a subspace isolation field to protect the crew of the Enterprise-D runabout from the effects of a temporal fragment. The subspace isolation field (or subspace forcefield) is a localized forcefield that contains its own pocket of subspace. An emergency transporter armband can be modified to produce such a field and a person within the field will be protected. In 2371 we see the localized subspace bubble used to penetrate a Kazon forcefield.

Transport Inhibitor. A transport inhibitor was a piece of primarily defensive technology in common usage by many species as late as the 24th Century that were deployed almost exclusively as a means of preventing the use of a transporter on a planet's surface. Transport inhibitors functioned by producing a scattering field which prevented the transmission of a coherent annular confinement beam, effectively negating the ability of a transporter to maintain matter cohesion. In the late 24th century transport inhibitors are standard equipment built into Starfleet ships like the Federation mission scoutship. Portable transport inhibitors are also carried as standard equipment onboard Starfleet ships. The Enterprise-E deployed several portable transport inhibitors on the surface of Ba'ku to keep the Son'a from gaining a transporter lock on the inhabitants. The working principle behind inhibitors is very similar to pattern enhancers which can boost the confinement beam of a transporter to increase its ability to transport in otherwise difficult or impossible situations. We supply each auxilary vehicle with a large area one with a range of a dozen meters or so, but we also include several personal transport inhibitors.

Regenerative Phasers. Regenerative phasers are designed to function in the presence of duonetic fields, plasma fields, and other environments in which a normal phaser would not operate.

Regenerative Phaser Type-I. The "Little Cricket™" Regenerative Phaser Type-I with eight adjustable settings and a small flip-up "sight", fired by a trigger on the bottom front of the unit.

Regenerative Type-II Phaser. The new sleeker and more compact Regenerative Type-II Phaser with sixteen power settings, incorporated a removable Type-1 Phaser as the source of the beam and removable power packs which could be quickly swapped out to "reload" a depleted phaser.

Regenerative Type-III Phaser Rifle. A phaser rifle (often referred to as a type-3 phaser) is a rifle variation of the standard phaser, used by the Federation with 16 power settings.

Compression Phaser Rifles. Compression phaser rifles are one of the most powerful personnel-carried weapons in the Starfleet arsenal and are an alternative to the type-3 phaser rifle. These powerful weapons are assigned to starships that could possibly see intense close-quarters or surface combat. When set to wide beam, they fire over a large area potentially taking out a large group of individuals in one shot. On more hazardous missions, Starfleet officers carry the Compression Rifle as a greater source of firepower. The rifle fires pulses of a similar but more powerful type to the Phaser in a tight beam. The Compression Rifle also fires a more deadly and silent sniper shot, which requires more energy but can be very effective on infiltration missions.

Type-III Phaser Cannon. Phaser cannon is type of directed energy weapon, specifically a modified and enhanced phaser, which could be utilized as a hand-held or starship mounted weapon. The phaser cannon, unlike a conventional phaser array, fired bolts of energy rather then a beam discharge. This points to a considerably different design. They were more powerful than a normal phaser, due to the destructive energy being delivered onto the target all at once, instead of a steady beam like a conventional phaser, and have shorter range than traditional, ship mounted phaser arrays. The weapon is more effective than conventional phaser arrays at piercing shielded objects, and was originally designed to defend against a Borg attack. A smaller, personnel-operated version was developed and used at the end of the 2370's. The Argo shuttlecraft, attached to the USS Enterprise-E, was equipped with a buggy which was armed with such a device. In a pulse phaser, the energy emissions are instead stored in a magnetic field, allowing them to coalesce and agitate to higher energy states. The field is then redirected, forcing the burst of Phaser energy toward the target. This process is repeated rapidly using multiple magnetic field generators, and the result is a stream of phased energy projectiles. Although the range of such a weapon is much less than the standard Phaser due to rapid dissipation, from close range the pulse Phaser can do more damage than most Phaser types. The user-end of the phaser cannon contains an LCARS display for targeting and use.

Rapid Nadion Effect LiCu 521 Superconducting Crystal. Phasers are based on the Rapid Nadion Effect, whereby energy is passed through a special phaser crystal resulting in a discharge of short-lived nadion particles. Often the detection of nadion discharges is a key sign that a battle has recently taken place. The Technical Manual explicitly states that a Galaxy Class doesn't carry Type III Phasers in its armory and there is also no training offered for phaser rifles. Why make a big deal about not carrying any? In the Deep Space Nine Technical Manual they state the DS9's armory has several of the older Type III phasers, which had been out of production for six years. O'Brien went to the trouble to "upgrade" the outdated phasers. There are only five Varon T disruptors in the Galaxy, this is meaningless if they can be replicated; Disruptors can't be replicated either. There is only one component in a phaser that isn't found in other device that are known to be replicatable - the stabilized LiCu 521 superconducting crystal. The DS9 tech manual makes a big deal about how hard the Phaser Crystals used by Defiant's Phaser Cannons are to MANUFACTURE. These crystals (the "heart" of a phaser) are responsible for the unique stream of nadions that is the phaser beam. Since the LiCu 521 superconducting crystal cannot be replicated, it is advisable to keep a spare LiCu 521 Superconducting Crystal.

Sarium-Krellide Power Cells. You never know when you will need a spare power cell. Sarium krellide is a material which stores large amounts of energy and which is usually used in power cells or explosives.

Non-Vocal Microphone. A non-vocal microphone; it fits on your collar near your neck. This way you can communicate without making any noise.

Synaptic Stimulator. A synaptic stimulator, a small, metallic device, worn behind the ear. Known as the poor man's holodeck. It is a neural interface that displays visual information directly into the user's visual cortex. Not high resolution or bandwidth enough for holo-recreation use, but good enough for data and sensor remotes visual info like a viewscreen display.

Dataport. A dataport is a device that allows a person to interface directly with a computer, allowing the information to be transferred to or from a person's mind, including memories, which can then be stored in data crystals. They can also allow two people to link minds. The typical dataport has two parts: one which is implanted behind the person's ear, and the other which attaches to the target computer via wireless. Although they are not illegal, they are frequently used by criminals to bypass security programs. The drawback to using dataports is that certain security measures send energy surges back through the connection, damaging the user's nervous system, known as being "spiked".

Desealer. A desealer is a device that can unscramble most locking mechanisms. It takes some time to do so, and one must be careful not to get caught while the desealer does its work.

Hyperspanner. A Hhperspanner is an adaptable multipurpose engineering tool carried aboard starships. It can be modified to house a small portable replicator that can be powered off the same sarium-krellide power cells as the phasers. Replication has a high energy cost. The Hyperspanner is a standard engineering tool.

Sonic Screwdriver. A sonic driver is a standard tool used in the Federation during the 2360s. Commander William Riker requested a sonic driver from Chief Engineer Sarah MacDougal to use during their combined attempt to deactivate a force field that was created by Wesley Crusher in Main Engineering that was preventing crew access to vital ship systems.

PADD. PADD (Personal Access Display Device) is a hand-held computer, typically has a large touchscreen (compared to that of a tricorder) and a minimalist control panel. PADDs are powered by sarium-krellide power cells. It can be used to observe work shifts, manifests, library records, diagnostic reports, and system checks. These devices became so versatile one could theoretically emulate a starship's control panels to manage major ship functions. Usually running on LCARS software, it could interface with the main computers and other portable devices such as tricorders, communicators and other PADDs via wireless link.

Portable Replicator. A portable replicator, hyperspanner sized for tiny objects and food objects. A larger unit for parts. The hyperspanner sized portable replicator was invented by Commander Spock, which he demonstrated to generate Vulcan Marshmelon Brand Marshmallows.

Exographic Targeting Sensor. An exographic targeting sensor is a head-mounted sensor capable of visually penetrating almost any surface allowing its user to literally see through walls. Its range can be adjusted to allow the user to see up to only a certain point.

TR-116 Rifle. A very accurate high speed projectile rifle in the traditional style of Earth Marine Corps Services Sniper Rifle. It is a compact projectile weapon for use in dampening fields or radiogenic environments where conventional energy weapons would be useless or inconvenient. The rifle fires a chemically propelled tritanium bullet. Starfleet decided not to produce the weapon after the advent of the regenerative phaser. Shields are susceptible to momentum more than E/M and energy particles; a projectile weapon should be standard issue. Micro-transporter cannot be utilized with a directed energy weapon.

Micro-Transporter. Micro-transporter that Science Officer Chu'lak used to murder fellow Starfleet officers Hector Ilario, Greta Vanderweg, and Zim Brott aboard Deep Space 9. The micro-transporter, which allowed him to beam the bullet into another room, only 8 centimeters from its target. The exographic targeting sensor allowed Chu'lak to scan through walls and target victims anywhere on the station from his quarters. We also have one as a snap-on attachment to the modified TR-116A sidearm, but not as accurate. Micro-transporter cannot be utilized with a directed energy weapon.

Note: The Exographic, TR-116A and the Micro-Transporter are programmed and calibrated to work together. An experienced user can fire the projectile within a few centimeters of its target.

TR-116A Pistol. It is not always appropriate to walk around with a TR-116 rifle over your shoulder, so based on the specifications of the TR-116 Rifle; we replicated a very accurate high speed projectile pistol in the traditional style of Earth Marine Corps Services Officer Sidearm. It is a compact projectile weapon for use in dampening fields or radiogenic environments where conventional energy weapons would be useless or inconvenient. The pistol fires a chemically propelled tritanium bullet. Starfleet opted not to produce the weapon after the advent of the regenerative phaser. Shields are susceptible to momentum more than E/M and energy particles; projectile weapons should be standard issue. Micro-transporter cannot be utilized with a directed energy weapon.

Levitation Boots. Levitation boots are Starfleet-issue combination jet & antigravity boots are used to propel an individual to heights that the user would normally have to reach by climbing or using bulky equipment. The boots are of a fairly standard size, with the thruster and booster in the heel of the boot and most likely propellant fore of the booster. The Levitation Boot method of propulsion is similar to the thrusters used on a starship. Jet boots are modeled to propel only a certain weight (presumably about 600 pounds) but can be modified for use of heavier officers and species. Levitation boots are capable of firing the "boosters" which expands a great amount of fuel in a short amount of time, resulting in a very accelerated speed. The boots have some kind of anti-gravity unit, which allows the user to hover in the air even while the boots are inverted.

Argo Buggy™.
The Argo Buggy™ was an all-terrain vehicle that was attached to Federation shuttlecraft. The Argo Buggy™ was designed with special off-road tires and soft suspension that let it grip and turn with ease on rocky or sandy terrains. It had a tubular framework that is very flexible, yet strong. Although not recommended, the buggy can be driven at very high velocities, and can withstand most bumps and impacts with little damage. The buggy can be armed with a rear-mounted, high power phaser cannon that was operated by one of the rear passengers. It had a dashboard-mounted display console, comprising a scanner and a remote control device for sending commands to the shuttle. The shuttle can be launched and totally controlled from the buggy. The buggy had storage spaces for equipment -- one between the two front passenger seats, and a large space at the back of the buggy.

Hovercar. A Hovercar is a vehicle that utilizes gravity manipulating technology to "hover" over the ground and drive through streets similar to Earth automobiles. They don't run on gasoline. Hovercars first came into general use on Earth in 2036.

Anti-Grav Device. An anti-grav device is capable of nullifying the force of gravity, usually to lift loads of an extremely high mass. Anti-grav devices were seen in use primarily during the 23rd century. At various times these devices were used to transport Nomad, to handle an anti-matter bomb, and later to carry the Medusan Ambassador Kollos around the USS Enterprise. By the 24th century, these devices were upgraded into the larger anti-grav sled. Wheelchairs using anti-grav units were also available.

Anti-Grav Sled. An anti-grav sled, sometimes referred to simply as an anti-grav is a device used to carry objects which are too heavy to lift manually. The technology used is similar to a hovercraft or anti-grav lift.

"My Little Tricorder" (™) Mark 12. Customized version of the standard Federation Starfleet Tricorder, utilizing features of previous standard Starfleet Tricorders, including specialized interfaces and sensor peripherals, as well as features from other groups as made available in LCARS Database.
- An individual can be instructed in the use of the tricorder, by reading the included tricorder operations manual with directory structure and a map is included in the main directory. The initial screen starts with the reassuring words, “Don’t Panic.”
- Touch interface control surfaces. An upper portion containing most controls and the display readout, which pivoted open. a middle section containing data chips, hidden behind a foldout door. a lower compartment which could be adapted for special purposes. standard unit casing is mostly black, trimmed in silver. the heavy duty model is built out of a blue gray material with two grips on either side of the body. standard unit is streamlined and made much smaller and lighter but a larger heavy-duty version for landing party use, constructed with a durable casing, but will be destroyed by a phaser set to disintegrate. Waterproof to a depth of at least several dozen feet.
- The top of the device 9s slightly sloped. Compact design with a flip-open lid. All tricorder functions and controls can be accessed from beneath the lid on the top of the device. Resembled a PADD with a large touchscreen dominating the face of the device. a hinged cover, but feature more touch control surfaces as opposed to toggle switches.
- Several sensor clusters, multi-channel communications assemblies and multiple databank modules. Encompassing visual displays and standard graphic touch pad interface, it provides easy means for on the spot archive retrieval, the recording of away mission events and constant scientific measurements including biological, geographical or meteorological.
- Equipped with a bioscanner, can function as a makeshift medical tricorder if necessary. Medical can provide detailed genetic analyses with only a scan as a base reference.
- To prevent interference or detection, it can be set to perform passive scans. can be locked into a continuous scan, thereby recording data, even when the lid is closed.
- Quantum dating capability, that gives at-least general approximation of when something was created, even in the future.
- Scan for temporal variance in chroniton fields.
- Small antenna acts as a scanner. An extra attachment, housing a small palm-sized detachable sensor hand scanner that was used to pinpoint a specific area for a detailed scan. The medical hand scanner is more advanced and can provide detailed scans of an entire individual, or give focus to a single area. The scanner can be separated from the tricorder, either to feed data to another source or not be attached to the tricorder at all. It is not necessary to use the scanner for the tricorder to function.
- Additional sensor ports for peripheral scanning devices or interfaces for other tasks.
- Emit a polaric field if connected to a polaric ion generator, allowing a user to scan for subspace fractures caused by a polaric detonation.
- A flux coordinating sensor was a hand-held device consisting of an upper section readout screen with four lights on the right and a lower section with ten buttons and five sliders. It was angled at its mid-point by about 30 degrees.
- Can be configured to work with devices such as a mnemonic memory circuit and allow retrieval of temporal information.
- Can communicate with many Starfleet devices, including PADDs and starship computers. Can communicate with non-Starfleet computer systems.
- Can be networked with other tricorders and/or PADDS to operate together, to act as a small computer system or to act as a relay to transfer information to other locations.
- Equipped with holographic imaging diodes, capable of playing holographic messages and feature a built in universal translator.
- Interface with starship systems such as forcefield controls and can be configured to briefly disrupt a forcefield.
- Interface to override the automatic locking mechanisms as well as the key recognition.
- Interface with other systems, such as deactivating An explosive device
- Read a planet's core from the surface.
- Long-range lifeform scans.
- Read extra-atmospheric phenomena.
- Quick sweep of a room for bugs or other listening devices.
- Determine whether there has been movement through a cave within the past ten hours.
- Detect the residual thermal traces of someone's buttocks, hours after they were seated, in a sunlit spot, despite interference from Borg dampening field severely limiting tricorder range and effectiveness.
- The species of a person can be almost-identified from the thermal traces of their posterior
- Determine how many people were running around in a cave within the last two days.
- Provides audible warning when someone appears in a room but within the shadows.
- Able to determine the operation of and manipulate electronic devices.
- Disrupt powerful electromagnetic fields.
- Disrupt certain types of forcefield.
- Start fires with a beam from the scan head
- Emit the lifesigns of another race, based only on DNA readings obtained from a 1,400 year old piece of cloth. - Mask a person's infrared signature.
- Linked together for additional processor power or in a security link.
- Can be used as an automatic distress beacon.
- Sensor emissions from can cause unpredictable changes in certain temporal distortions.
- Unable to detect certain subspace phenomena such as neutrino emissions without specialized peripheral devices for detecting neutrinos.
- Has difficulty detecting chlorinide leakage.
- Unable to detect Talarian subspace proximity detonators.
- Certain genetically-engineered microviruses are not detected by a standard medical scan.
- High concentrations of thoron particles prevent any credible readings.
- The Gorn even locked on to Spock's tricorder scans and produced a feedback that resulted in the tricorder's destruction.
- In The Siege of AR-558, we learn that on the front lines of a battlefield both sides sometimes use their scanning devices to jam the sensors of the other side, rendering tricorders virtually useless.

Binoculars. Binoculars are simple passive visual enhancement devices. Binoculars are not really necessary in most circumstances; a tricorder is able to readily provide a zoomed-in view of anything, providing more data than a visual scan as it does so. But, whereas a tricorder can put out trackable signals, be jammed, et cetera, binoculars are a very simple passive sensor device and cannot be jammed or tracked
- The red glow is awful for nighttime operations, a dead giveaway of one's position; an unforgivable design flaw.

- The various night-vision devices of Starfleet were similarly glowy

- More normal binoculars from over a couple hundred years prior are still available. Below, see them (with brightness contrast enhancement) in use, with a side view for scale. Although looking normal from the outside, the view as seen was digitized in a manner akin to the view out of the night-vision monocle. The binoculars are capable of things other than basic zooming.
- The red glow of the binoculars was not a lasting design flaw. Starfleet binoculars employed are similar in design to the binoculars of several decades prior, but slimmer and without the red outer glow.

- Binoculars shrunk quite a bit over the next seven years, resulting in these small binoculars. (The older units were still employed in the same year, however, and are seen in use on AR-558.)

Grenade Launcher / Mortar. A grenade launcher is any of a number of devices used to propel a small explosive charged called a grenade. Grenades are often thrown, grenade launchers are used when greater range and accuracy are required than can be achieved by throwing. Captain James T. Kirk used a grenade launcher that had survived the Gorn attack on the Cestus III and force the Gorn to decamp so that his landing party could escape their ambush. The grenade was launched to impact at a range of about 1200 yards; which, according to tactical officer Kelowitz, was "a little close". At that range, there was little shock wave or debris, presumably, the danger would be from radiation. Similar to a mortar; it is clearly a tube based, indirect fire weapon. The ammunition has no visible guidance system or aerodynamic attachments. Adjustments for range and azimuth were made on the tube. Either the tube communicated this information to a guidance system within the grenade, or the device was strictly ballistic.

Photon Grenades. Photon grenades are short-range, variable-yield explosive devices that generate a powerful electromagnetic pulse. These devices are capable of stunning humanoids in an enclosed area at lower settings. Photon grenades can also be launched with a mortar, to attack an enemy hiding in a defensive position and out of direct line-of-sight.

Pressure Grenade. The pressure grenade is a hand-held explosive anti-personnel device. The Cardassians frequently used pressure grenades to booby-trap supplies they left behind for the enemy. The grenades would explode when the supply crates were opened.

Plasma Grenade. A plasma grenade is a type of weapon used by various groups and races. Tri-nitrogen chloride is used in them.

Sonic Grenade. A sonic grenade is a type of field weapon used by Klingon occupational forces during the mid-23rd century.

Stun Grenade. A stun grenade is a weapon designed to stun targets. Effective against most humanoid and anthropoid species. Earth Starfleet utilized this type of hand-held weapon during the 22nd century. These grenades are designed to have time-delay function.

Isomagnetic Disintegrator. The Isomagnetic Disintegrator is a shoulder-mounted artillery weapon similar to an ancient Human bazooka. Isomagnetic Disintegrators look exactly like Tetryon Pulse Launchers.

Tetryon Pulse Launcher. The tetryon pulse launcher is a type of anti-personnel weapon which fires pulsed tetryon particles. Tetryons can disable directed energy weapons, making a tetryon pulse launcher a possible denial weapon. Tetryon Pulse Launchers look exactly like Isomagnetic Disintegrators.

Ultritium Concussion Shell. The ultritium concussion shell is an ultritium-based artillery weapon used by the Dominion to bombard ground targets.

Plasma Charge. A plasma charge is an explosive device used by Starfleet and the Bajoran Resistance which utilizes the high-energy state of matter known as plasma.