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HAND WEAPONS AND OTHER TOOLS
Located on
deck 5- Top Saucer Module, the security section of the Agamemnon is the
primary operations center for coordinating security activities and related
functions aboard the ship. The section is composed of several offices
as well as storage areas. In addition, the first of two main armories
onboard is located there. Typically stored under lock in the armories are
heavier assault weapons, explosive devices, and other dangerous weapons.
Type III phaser rifles are often stored here.
In addition
to weapon storage, the security section contains a brig area. Composed
of smaller individual cells, the brig is designed to hold occupants in
a safe and confined area. Each brig is protected by powerful
forcefields, preventing escape of any person(s) inside. Working in
conjunction with the forcefields are complex dampening fields which prevent
the occupant from beaming out via transporter, or communicating with any
outside forces.
Weaponry for security personnel and landing party use is stored
within a locked, phaser resistant chambers. All armory bulkheads
are lined with a layer of abalative armor.
Access to each of the weapons storage chambers is furnished via a reinforced
door on one wall of the armory foyer. The clearance desk outside
the door is manned at all times by two security officers behind a protective
forcefield, whose duty it is to check in and out all weaponry.
Palmprint and DNA scan insures that no unauthorized personnel check
out equipment at any time.
The main armory has a repair department for damaged weapons and a analysis
area for studying new alien weapons or if any technical problems should
arise.
A wide range of weapons types and sizes are stored within the armory
chambers. Phasers Type I, II, and III stored in quantity, as are the newer
Compression Phaser Rifles. Anti-Matter mortars, Stun Grenades, Concussion
Grenades, Timed Explosives, Phaser Power Packs, Molecular Binders, Utility
Belts, Photon Cannons and Portable Forcefield Projectors. Enough
hand phasers, stored in racks, are contained here to arm the entire crew,
if necessary. Security armor hangs against one wall.
The chamber door is unlocked by punching a preset code into a panel
beside the door. The security code is changed at the beginning of
every duty shift, and is known only to the ship’s Captain, First
Officer, Chief of Engineering and Security Chief, and to those security
agents guarding the room.
Phaser Power Settings
The power levels available to both the Type I and Type II phasers are
designated 1 to 8. The
Type II has an additional eight levels, from 9 to 16, all involving
high proportions of nuclear
disruption energy. TheType III Phaser Rifle has power levels
similar to the Type II Personal
Phaser, except that its power reserve is nearly 50% greater.
The Compression Phaser Rifle is
also similar to the Type III Phaser Rifle but it can inflict the same
damage in half the time.
Light Stun
Setting 1: Damage Index: 0. This setting is calibrated for humanoid
physiology, and causes temporary central nervous system (CNS) impairment.
It can rendered a subject unconscious for 5 minutes. Repeated long exposures
can cause CNS damage.
Medium Stun
Setting 2: Damage Index: 0. Base-type humanoids are rendered
unconscious for up to fifteen minutes, resistant humanoids up to five minutes.
Long exposures produce low levels of irreversible CNS and epithelial damage.
Heavy Stun
Setting 3: Damage Index: 1. Base humanoids remain in a sleep
state for approximately one hour,
resistant bioforms for fifteen minutes. Repeated exposures can
cause servere irreversible CNS and
epithelial damage.
Thermal Effects
Setting 4: Damage Index: 3.5. Base humanoids experience extensive
CNS damage and epidermal EM trauma. Structural materials exhibit
visible thermal shock. Discharges of longer than five seconds produce
deep heat storage effects within metals.
Setting 5: Damage Index: 7. Humanoid tissue experiences serve
burn effects but, due to water content, deep layers will not char.
Simple personnel forcefields are penetrated after five seconds.
Disruption Effects
Setting 6: Damage Index: 15. Organic tissues and light structural materials
exhibit comparable
penetration and molecular damage effects are higher energies cause
matter to dissociate rapidly.
Setting 7: Damage Index: 50. Organic tissue damage is lethal
at this power setting.
Setting 8: Damage Index: 120. Humanoid organisms are vaporized
instantly.
Setting 9: Damage Index: 300. Medium alloy or ceramic structural
material over 100 cm thick is
vaporized after .50 seconds.
Setting 10: Damage Index: 450. Heavy alloy structural materials
over 100 cm thick is vaporized after .55 seconds.
Explosive/Disruption Effects
Setting 11: Damage Index: 670. Ultradense alloys structural materials
over 100 cm thick is vaporized in .20 seconds.
Setting 12: Damage Index: 940. Ultradense alloys structural materials
over 100 cm thick is vaporized in .10 seconds.
Setting 13: Damage Index: 1100. Shielded matter exhibits minor
vibration heating affects.
Setting 14: Damage Index: 1430. Shielded matter exhibits
medium vibration heating affects.
Setting 15:Damage Index: 1850. Shielded matter exhibits major
vibration heating affects.
Setting 16: Damage Index: 2450. Shielded matter exhibits light
mechanical fracturing damage.
Type I Personal Phaser
This small,
hand-held, easily concealed side arm combines the latest in microcircuitry
and energy flow alignment techniques. Indeed, the new Type
I boast a maximum power output three times that of the first old model.
Characterized by its wafer-thin styling, the Type I Phaser is less than
10 centimeters long and 2.5 centimeters wide. 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. 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
When ship’s personnel
are expecting danger or need a show of force, the heavier Type II Hand
Phaser is an appropriate weapon. With its broom-handle design, this
slender and light weapon is usually worn in a velcro 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
of penetrating 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.
As with other phaser designs, the Type II offers a variety of lethal and
non-lethal settings.
Type III Phaser Rifle
The Type III Phaser Rifle was designed for use by Federation Security
and Marine detachments
in prolonged combat conditions against heavily armed opponents.
Standing 1.2 meters in
length, 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.
Type III-(A through D) Compression Phaser Rifle
The much larger and heavier Type III-(A through D) Compression Phaser
Rifle was 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.
There is four current versions of the Compression rifle.
Version A:
This model
of phaser aboard the USS Voyager NCC-74656. It fires a yellow beam,
and is used more frequently than the preceding models.
Version B:
Although
they all function in the same way,there are several models of phaser rifle
available in the 2370’s. This model features a double-handed grip
that is similar to that of its immediate predecessor.
Version C:
Type C is
constructed of light weight material and can be carried in one hand.
Some models, such as this one, have a single grip. For accuracy in aiming,
the user can support the barrel with his or her free hand without danger.
Version D:
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.
Battle Armor
The standard duralloy Battle Armor protects a Marine or Security Officer’s
lower trunk, torso,
upper-body and head area. Lightweight ceramic-duralloy bonding
and specially treated
reflective surfaces 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.
Photon Cannon
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 stored
aboard ship. 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.
Anti-Matter Grenade Launcher
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.
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.
Phaser Cannon
The Model IV shoulder-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.
Stun Grenade
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
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
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.
CLICK ON YOUR COMMUNICATOR TO LOOK AROUND SECURITY.