SFMC Equipment Guide: Difference between revisions

No edit summary
 
Line 27: Line 27:
=== Weaponry ===
=== Weaponry ===


* Phaser Weapons - The standard beam weapon for all Federation troops, Naval and Marine, is the phaser. Phasers (PHASed Energy Rectifiers) carefully modulate wavelength and amplitude to produce the most versitile type of beam weapon. This careful modulation can produce effects from bioelectric shock which will stun most organic targets to heat to sub-atomic disruption which can vaporize or explode targets. Phasers are rated by the ultimate power output capacity of their emitters and by beam type.
* Phaser Weapons - The standard beam weapon for all Federation troops, Naval and Marine, is the phaser. Phasers (PHASed Energy Rectifiers) carefully modulate wavelength and amplitude to produce the most versatile type of beam weapon. This careful modulation can produce effects from bioelectric shock which will stun most organic targets to heat to sub-atomic disruption which can vaporize or explode targets. Phasers are rated by the ultimate power output capacity of their emitters and by beam type.
** Type I - The type I phaser is the standard palm phaser. It is small and easily concealable. Although capable of killing most humanoid targets, it has limited firing power and limited duration. The weapon has 8 power level settings.  
** Type I - The type I phaser is the standard palm phaser. It is small and easily concealable. Although capable of killing most humanoid targets, it has limited firing power and limited duration. The weapon has 8 power level settings.  
** Type II - The type II phaser, the phaser pistol, is the standard Marine and Naval security sidearm. It has much greater power reserved than the type I phaser and is capable higher power output rates. The weapon has 16 power level settings.  
 
** Type III - The type III phaser, the phaser rifle, is carried in most ship stores for emergency situations. Type I and type II weapons are suitable for most situations. The type III has the same 16 beam settings of the type II, a multiple target acquisition system, a gyrostabilized beam emitter, and a larger power reserve than either the type I or II.  
** Type II - The type II phaser, the phaser pistol, is the standard Marine and Naval security sidearm. It has much greater power reserved than the type I phaser and is capable higher power output rates. The weapon has 16 power level settings.
** Type IV - The type IV phaser is a heavy ground or light space weapon. It may be mounted on a tripod or vehicle, including shuttle craft, reconnaisance skimmers, personnel transport skimmers, and as an auxilliary weapon on hover tanks. The power system configuration allows the type IV to deliver short blasts at near overload intensity for the emitter. All type IV phasers emit a pulsed blast which has earned the weapon the moniker of "phaser machine gun." In its tripod mounted form, it is often carried by 4-man heavy weapons teams as part of a marine heavy weapons squad. One person carries the weapon proper, 2 carry power cores, and 1 carries the tripod.  
 
[[Image:phaser-typeII.png|114px|right]]
[[Image:phaser-typeIII.png|224px|right]]
[[Image:phaser-typeIIIa.png|194px|right]]
 
** Type III - The type III phaser, the phaser rifle, is carried in most ship stores for emergency situations. Type I and type II weapons are suitable for most situations. The type III has the same 16 beam settings of the type II, a multiple target acquisition system, a gyrostabilized beam emitter, and a larger power reserve than either the type I or II. The type IIIa is a compact "phaser carbine" which has the capabilities of a standard phaser rifle in a smaller overall form factor. Is stabilization system is generally considered to be less effective than the standard type III.
 
** Type IV - The type IV phaser is a heavy ground or light space weapon. It may be mounted on a tripod or vehicle, including shuttle craft, reconnaissance skimmers, personnel transport skimmers, and as an auxiliary weapon on hover tanks. The power system configuration allows the type IV to deliver short blasts at near overload intensity for the emitter. All type IV phasers emit a pulsed blast which has earned the weapon the moniker of "phaser machine gun." In its tripod mounted form, it is often carried by 4-man heavy weapons teams as part of a marine heavy weapons squad. One person carries the weapon proper, 2 carry power cores, and 1 carries the tripod.  
** Type V - The type V phaser is the heaviest phaser weapon normally used by the marines. It is mounted on fighter and strike combat shuttle craft, marine dropship shuttle craft, and as the main weapon on many hover tanks. It is the most powerful beam weapon deployed by the Federation for atmospheric use.
** Type V - The type V phaser is the heaviest phaser weapon normally used by the marines. It is mounted on fighter and strike combat shuttle craft, marine dropship shuttle craft, and as the main weapon on many hover tanks. It is the most powerful beam weapon deployed by the Federation for atmospheric use.
** Type VI through X phasers are ship-mounted weaponry, but are included for completeness. Firing time and maximum power output are dependant upon the support systems for the phaser, not on the emitter itself.  
** Type VI through X phasers are ship-mounted weaponry, but are included for completeness. Firing time and maximum power output are dependent upon the support systems for the phaser, not on the emitter itself.  
*** Type VI - The type VI phaser array is the most power weapon allowed aboard non-military craft. Its installation is starships and other space craft is strictly regulated. It is used primarily for asteroid mining operations.  
*** Type VI - The type VI phaser array is the most power weapon allowed aboard non-military craft. Its installation is starships and other space craft is strictly regulated. It is used primarily for asteroid mining operations.  
*** Type VII - The type VII is, essenitally, an outdated main battle phaser. It is no longer used in large numbers on combat ships in the United Federation of Planets. Because of the efficiency of streamlining production to one class of phaser emitter, some vessels, notably non-combat oriented frigates whose power needs would be satisfied by the type VII emitter, carry type X emittters.  
*** Type VII - The type VII is, essentially, an outdated main battle phaser. It is no longer used in large numbers on combat ships in the United Federation of Planets. Because of the efficiency of streamlining production to one class of phaser emitter, some vessels, notably non-combat oriented frigates whose power needs would be satisfied by the type VII emitter, carry type X emitters.  
*** Type VIII - The type VIII emitters has, in parallel with the type VII, been phased out of common use in most Federation starships. The most common use of the Type VIII class emitter is aboard older Star Fleet transport ships which often carry limited armament for defense.  
*** Type VIII - The type VIII emitters has, in parallel with the type VII, been phased out of common use in most Federation starships. The most common use of the Type VIII class emitter is aboard older Star Fleet transport ships which often carry limited armament for defense.  
*** Type IX - The type IX phaser was long the main stay of the cruiser fleets of the Federation. Like the type VII and VIII, it has been phaser out in favor of standardization to the type X phaser. Additionally, many modern cruiser types need the expanded power handling capabilities of the type X phaser.  
*** Type IX - The type IX phaser was long the main stay of the cruiser fleets of the Federation. Like the type VII and VIII, it has been phaser out in favor of standardization to the type X phaser. Additionally, many modern cruiser types need the expanded power handling capabilities of the type X phaser.  
*** Type X - The standard array on most Federation capitol ships is the Type X. These are the most powerful arrays available for use on a starship. The normal configuration for these elements is a long strip array. This array may consist of hundreds of individual elements connected in parrallel which appear as a slightly raised strip on the hull with most of the active components of the array hidden and only the emmitter visible. There are several specialized varients of the basic type X emitter.
*** Type X - The standard array on most Federation capitol ships is the Type X. These are the most powerful arrays available for use on a starship. The normal configuration for these elements is a long strip array. This array may consist of hundreds of individual elements connected in parallel which appear as a slightly raised strip on the hull with most of the active components of the array hidden and only the emitter visible. There are several specialized variants of the basic type X emitter.
*** Type Xa - The Type Xa pulse phaser cannon mounts one or more standard type X phaser emitters in a ball turret. The turret is much like those used on the old CONSITUTION-class vessels. What makes this phaser empalcement different is the power source. The power system configuration allows the Xa to deliver short blasts at near overload intensity for the Type X emitter. The net effect is an extremely rapid series of high powered packets of phaser energy which delivers an increased punch at somewhat shorter ranges. Because of the power configuration needed to operate in pulsed mode, these phasers cannot operate as a continuous beam.  
*** Type Xa - The Type Xa pulse phaser cannon mounts one or more standard type X phaser emitters in a ball turret. The turret is much like those used on the old CONSITUTION-class vessels. What makes this phaser emplacement different is the power source. The power system configuration allows the Xa to deliver short blasts at near overload intensity for the Type X emitter. The net effect is an extremely rapid series of high powered packets of phaser energy which delivers an increased punch at somewhat shorter ranges. Because of the power configuration needed to operate in pulsed mode, these phasers cannot operate as a continuous beam.  
*** Type Xc - The Type Xc phaser cannon links type X emitters in series rather than parallel. The net effect in this case is a much higher power beam; however, beam focus breaks down and the range of the weapon is more limited than the standard parallel emplacement. Like the pulse phaser, this is an offensive weapon system employed on very few vessels.  
*** Type Xc - The Type Xc phaser cannon links type X emitters in series rather than parallel. The net effect in this case is a much higher power beam; however, beam focus breaks down and the range of the weapon is more limited than the standard parallel emplacement. Like the pulse phaser, this is an offensive weapon system employed on very few vessels.  
*** Type Xf - The Type Xf long range phaser directs energy stored in type X phaser banks into a tightly focused beam which is emitted in short bursts from a dedicated turret. While this allows for effective ranges greater than that of any other phaser, it also requires an enhanced targeting or sensor system to be effective and twice the recharge time of the type X (it also drains the phaser banks twice as fast).  
*** Type Xf - The Type Xf long range phaser directs energy stored in type X phaser banks into a tightly focused beam which is emitted in short bursts from a dedicated turret. While this allows for effective ranges greater than that of any other phaser, it also requires an enhanced targeting or sensor system to be effective and twice the recharge time of the type X (it also drains the phaser banks twice as fast).  
Line 45: Line 52:
* Electromagnetic Projectile Weapons - While Star Fleet seldom uses projectile weapons, there are cases where they are more effective than either phasers or plama weapons. Shaped charge projectiles are often the most effective way to deal with armored individuals. Moreover, projectile weapons have certain advantages over phaser and plasma weapons. These advantages include the ability to spin a projectile in order to curve its flight path. That is, certain projectiles weapons are capable of literally shooting around corners. This latter ability is particularly used in sniper weapons.
* Electromagnetic Projectile Weapons - While Star Fleet seldom uses projectile weapons, there are cases where they are more effective than either phasers or plama weapons. Shaped charge projectiles are often the most effective way to deal with armored individuals. Moreover, projectile weapons have certain advantages over phaser and plasma weapons. These advantages include the ability to spin a projectile in order to curve its flight path. That is, certain projectiles weapons are capable of literally shooting around corners. This latter ability is particularly used in sniper weapons.


Virtually all modern projectile weapons use an electromagnetic linear accelerator to lauch the projectile. In the common vernacular, these are referred to as "Gauss" rifles and pistols. Most Gauss weapons fire an explosive dart. The sniper version of the weapons actually fire an explosive sphere. An additional accelerator hung around the barrel of the sniper weapons allows the user to spin the spherical projectile to produce different trajectories that give the weapon a limited ability to shoot over barricades and around corners.  
Virtually all modern projectile weapons use an electromagnetic linear accelerator to launch the projectile. In the common vernacular, these are referred to as "Gauss" rifles and pistols. Most Gauss weapons fire an explosive dart. The sniper version of the weapons actually fire an explosive sphere. An additional accelerator hung around the barrel of the sniper weapons allows the user to spin the spherical projectile to produce different trajectories that give the weapon a limited ability to shoot over barricades and around corners.  
* Electromagnetic Cannons - When indirect fire capabilities are needed, electromagnetic cannons are used as artillery or to replace the main armanent on hover tanks. These weapons operate similarly to their smaller rifle and pistol counterparts, though they are never fitted with the relatively delicate sniper spin control mechinism for reasons of maintainability in battle conditions. These weapons fire a variety of types of shells. These can include conventional high explosive, armor piecing, anti-matter, concussion, sonic, and anestesia gas rounds.
* Electromagnetic Cannons - When indirect fire capabilities are needed, electromagnetic cannons are used as artillery or to replace the main armament on hover tanks. These weapons operate similarly to their smaller rifle and pistol counterparts, though they are never fitted with the relatively delicate sniper spin control mechanism for reasons of maintainability in battle conditions. These weapons fire a variety of types of shells. These can include conventional high explosive, armor piecing, anti-matter, concussion, sonic, and anesthesia gas rounds.


In the case of anti-matter rounds, the Federation strictly limits the size of charges to limit collateral damage. The maximum charge deployed in the field is a 5 kiloton TNT equivalent charge containing 120 mg of antimatter. (Note: The bomb that destroyed Hiroshima had the energy equivalent of about 20 kilotons of TNT.) Most artillery shells fired carry a 12 mg charge, 500 ton TNT equivalent.  
In the case of anti-matter rounds, the Federation strictly limits the size of charges to limit collateral damage. The maximum charge deployed in the field is a 5 kiloton TNT equivalent charge containing 120 mg of antimatter. (Note: The bomb that destroyed Hiroshima had the energy equivalent of about 20 kilotons of TNT.) Most artillery shells fired carry a 12 mg charge, 500 ton TNT equivalent.  
* Grenades, Mortars, and Missiles - Grenades, mortars, and missiles all carry warheads similar to, but small than those of, artillery shells. These classes of weapons use the same basic canister load for the actual charge and different delivery and fusing casings. These can include conventional high explosive, armor piecing, anti-matter, concussion, sonic, and anestesia gas rounds.
* Grenades, Mortars, and Missiles - Grenades, mortars, and missiles all carry warheads similar to, but small than those of, artillery shells. These classes of weapons use the same basic canister load for the actual charge and different delivery and fusing casings. These can include conventional high explosive, armor piecing, anti-matter, concussion, sonic, and anesthesia gas rounds.


In order to control damage distribution antimatter charges are normally limited to 24 micrograms (2.4x10-5 g), though a maximum of 7.2 mg may be loaded into a shell. The 24 microgram shell has the explosive potential of 1 ton of TNT. The 7.2 mg shell has the explosive potential 300 tons of TNT. Larger charges are only used with mortar and missile delivery systems to help insure that the user is not caught in the blast radius.
In order to control damage distribution antimatter charges are normally limited to 24 micrograms (2.4x10-5 g), though a maximum of 7.2 mg may be loaded into a shell. The 24 microgram shell has the explosive potential of 1 ton of TNT. The 7.2 mg shell has the explosive potential 300 tons of TNT. Larger charges are only used with mortar and missile delivery systems to help insure that the user is not caught in the blast radius.


Grenades have a small case with a timed or impact fuse. Grenades may either be thrown or delivered by a Mk IV grenade laucher. The Mk IV has a similar appearance to a type III phaser rifle with a shorter, broader barrel. It has the same basic targetting system and the type III phaser.
Grenades have a small case with a timed or impact fuse. Grenades may either be thrown or delivered by a Mk IV grenade laucher. The Mk IV has a similar appearance to a type III phaser rifle with a shorter, broader barrel. It has the same basic targeting system and the type III phaser.


One type of grenade, deployed to special forces units, is not normally found in mortar or missile form. That is the time-lapse grenade. The time-lapse grenade effects the brain through the optic nerves and works on most species to black out everyone in the area of effect of the grenade (about 5 m radius) for between 30 minutes and 2 hours. The grenade also effects short term memory so, unless obvious changes to the area have occured or there is other clear proof, the subject will generall believe that he was fallen asleep. (Very useful on guards late at night.) An auto-blackout face shield which affixes to a normal helmet is the companion of this device, but physically shielding the eyes with another opaque object will suffice in an emergency. Eyelids are not sufficiently opaque to prevent the functioning of the device.
One type of grenade, deployed to special forces units, is not normally found in mortar or missile form. That is the time-lapse grenade. The time-lapse grenade effects the brain through the optic nerves and works on most species to black out everyone in the area of effect of the grenade (about 5 m radius) for between 30 minutes and 2 hours. The grenade also effects short term memory so, unless obvious changes to the area have occurred or there is other clear proof, the subject will generall believe that he was fallen asleep. (Very useful on guards late at night.) An auto-blackout face shield which affixes to a normal helmet is the companion of this device, but physically shielding the eyes with another opaque object will suffice in an emergency. Eyelids are not sufficiently opaque to prevent the functioning of the device.


Mortars are high arc indirect fire weapons. The mortar rounds carry their canisters in an aerodynamic round with stabilizer fins at the tail of the round. These roungs are electromagnetically propelled from a short tube. The tube has a computer targetting system that may be fed data from remote sensors or targeted manually based on spotter information.
Mortars are high arc indirect fire weapons. The mortar rounds carry their canisters in an aerodynamic round with stabilizer fins at the tail of the round. These roungs are electromagnetically propelled from a short tube. The tube has a computer targeting system that may be fed data from remote sensors or targeted manually based on spotter information.


Missiles are chemically propelled, computer targetted, and guidable. The guidance system may either be located within the missile or they may be remotely controlled from the launcher.  
Missiles are chemically propelled, computer targeted, and guidable. The guidance system may either be located within the missile or they may be remotely controlled from the launcher.


== Credits ==
== Credits ==


The contents of this page come directly from [http://alt-starfleet-rpg.org/library/manual/g.htm Appendix G] of the [http://alt-starfleet-rpg.org/library/manual/index.htm ASR Manual], developed and compiled primarily by Jeffrey Jenkins.
The contents of this page come directly from [http://alt-starfleet-rpg.org/library/manual/g.htm Appendix G] of the [http://alt-starfleet-rpg.org/library/manual/index.htm ASR Manual], developed and compiled primarily by Jeffrey Jenkins.
Bureaucrats, developer, editaccount, Interface administrators, staff, Administrators
1,478

edits