Starfleet Equipment
Created by Commodore Wilkan Targaryen on Wed Jan 3rd, 2024 @ 10:48pm
Starfleet Equipment
Standard Equipment
Communicator Badge

To use the Communicator a user will either tap the Starfleet insignia built into the device or activate the unit through voice. The internal software of the Communicator will then connect with the computer systems of the starship, routing the transmission to the appropriate receiver or the Main Computer itself should an information query be needed. Complex subroutines monitor the conversation and analyze the message, monitoring for any voice commands or to connect the user to needed information. Communications will end when the user taps the device, gives an "out" command, or no communication occurs for 30 seconds or longer (but notifies the Communications Officer that no command to close the channel was received for follow up).
While not as advanced as the Universal Translator used by the Ferengi Alliance, Starfleet Communicators are capable of interpreting any conversation it overhears by comparing spoken language to an internal library of over 300 languages. If the Combadge is unable to translate on its own, the device will connect to the Main Computer of the Enterprise through a background connection to assist with analysis. By design the Universal Translator will translate the conversation for both the transmitter and the receiver, allowing two-way communications for both parties.
Starfleet Combadges have an internal range of 60,000 kilometers, but this can be extended to over 100,000 kilometers when supported by the user's mothership. Capable of over 1,000 hours of continued use, a Communicator broadcasts a unique identification signal based upon the user's on file biometrics that Starfleet can use to track the user while they are within range of the spacecraft's sensors as well as to establish a transporter lock.
Desktop Terminal

The desktop terminal allowed the user to perform a wide variety of activities. Configurable to the needs of its user, the Desktop Terminal allowed its user a wide variety of data retrieval options as well as the ability to make log recordings and access to subspace communications, enabling face-to-face conferences. Aboard the Enterprise each Desktop Terminal is connected to the workstation of the assigned crew member, allowing the user access to their duty station from their personal quarters; however, only members of the Senior Staff or their designees can access critical systems remotely.
Personal Access Display Device (PADD)

With a variety of available functions, Starfleet issued PADDs are used for a variety of functions. Aboard the Enterprise, personnel commonly send and receive reports via their personal PADD and can configure their PADD to interface with any control panel or workstation aboard the ship, provided they have appropriate command clearance. In addition a PADD may be used to make appointments, communicate, and for recreation. In an emergency a PADD can be used to assume control over any shipboard function, again provided the user has the appropriate command clearance codes. In theory an authorized user could control the entire Starship Enterprise from a single PADD.
Tricorder

Tricorders incorporate advanced sensor equipment that can be used to detect and analyze a variety of phenomena and have an effective range of 5 kilometers for long-range scans and 50 meters for short-range scans. Extensive onboard computer databanks contain detailed files on a variety of subjects related to phenomenon that may be encountered by its user, allowing the Tricorder's user to identify energy sources, life-forms, other materials through comparison of readings to records. Routine scans can be nearly instantaneous while more concentrated analysis can take up to an hour of time, but simple tasks may be continued. Internal subspace communications equipment - similar to that of the Communicator - allow the Tricorder to connect with other Tricorders, the user's mothership, or even alien computer networks to transmit and receive data. Powered by an internal sarium krellide power cell, the Tricorder can operate for up to 1,000 hours of routine use or for 36 hours of continuous use. While advanced the Tricorder is not infallible as ionic and electromagnetic interference can disrupt or even prevent scans from occurring or decrease the Tricorder's effective range.
Tricorder Scan Types | ||
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Biological | A Tricorder can identify the species of a lifeform (if known to the Federation) or the type of lifeform as well as the lifeform's health status. | A Tricorder will detect and track the position of lifeforms within scanning range. |
Geological | The Tricorder can locate caves, small concentrations of mineral deposits, or concealed geological features. The chemical composition of a subject can also be determined. | Large caves, significant mineral deposits, and large geological features can be detected. |
Meteorological | Scans will determine the atmospheric composition of the local area and small-scale energy sources. | Large energy sources within range will be detected by this scan type, local weather patterns analyzed, and interference identified. |
Tricorder Peripheral Module

The Tricorder Peripheral Module is a specialized sensor probe that connects with a Tricorder through a remote secure wireless connection, allowing the device to conduct a more thorough analysis of a subject. Users can then use the specialized sensors of the probe to conduct detailed scans of a subject within at least five meters of the device. When within one meter of the subject the Tricorder can provide extremely detailed information about the subject down to its atomic structure. To assist in these close-range scans the probe can be disconnected from the Tricorder and held in the user's hand by pressing a control on the Tricorder housing to release the bond between the two devices; however, the device can also be left attached to the Tricorder while conducting scans.
Tricorder Peripheral Module Types | ||
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Engineering | Yellow | The Engineering Tricorder has been designed to locate and diagnose problems involving technological devices. |
Medical | White | A Medical Tricorder features enhanced bio-sensors that can diagnose medical conditions as well as take detailed scans of a life-forms anatomy. |
Psychotricorder | Green | Used by Counselors and law enforcement, the Psychotricorder analyzes a humanoid’s behavioral and emotional state. |
Security | Red | The Security Tricorder is used to locate contraband, hack computers, and identify and track criminals. |
Type I Hand Phaser

Employing a rapid nadion effect (producing highly energetic, short-lived particles) and superconducting crystals to emit powerful energy beams, a Phaser has both tactical applications and can even be used as a tool. To comply with local planetary regulations, the Type I features software restricting the weapon to the stun setting; however, an authorized officer can override this restriction to allow the kill setting to be used. While the Type I is limited to firing energy beams and does not have a pulse mode, the Starfleet model incorporates the option to overload if enough energy is available. An optional modification allows the Type I to fire beams more quickly than the standard model, but this reduces the accuracy of the weapon.
Containing a single prefire chamber, the Type I Phaser does not share the pistol design of the larger Type II Phaser and cannot be merged with the larger unit. Featuring a unibody construction, the Phaser was designed to be durable and was molded to comfortably fit in a humanoid hand. Essential components are all stored within the body of the weapon, including an internal sarium krellide power cell providing 100 charges prior to needing recharged through the EPS Taps aboard the Enterprise. The trigger to fire the Phaser was located on the top of the weapon at the base of a small operators panel capable of controlling the power level and showing the remaining charges until the ammunition is depleted.
Phaser Type I Power Settings | |||
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1 | Stun | 2 | Stun a Human for 15 minutes or a Klingon for 5 minutes. |
2 | Kill | 10 | Kill a humanoid. |
Overload | 50 | Vaporizes all objects within 15 meters of the Phaser. |
Uniform

While the color scheme had varied over time, Starfleet uniforms are classified by color with the current colors in practice:
- Command: The Command Division is responsible for the administration of starships, starbases, and space stations. These personnel are distinguished by red coloration.
- Operations: The Operations Division is the backbone of Starfleet and incorporates the engineering, operations, and security departments. This group is responsible for technological innovation and for maintaining and defending the Federation and typically wear uniforms with gold coloration.
- Science: The Sciences Division is the heart of Starfleet and comprises members of the exploratory, medical, and mental health departments within the fleet. Science personnel are identified by uniforms with teal coloration.
- Service: The Service Division fulfills all support roles within Starfleet and are identified by uniforms with silver coloration.
Engineering Equipment
Engineering Multitool

A Positronic chip built into the handle of the device stores the patterns of hundreds of different tools, allowing for a variety of equipment options but with some limitations. To operate the device, the user identifies the desired tool either through selection on the built-in monitor or by voice command. Once selected, the multitool uses microreplicator technology and force field projectors to produce the selected object at the end of the device. When activated it takes five seconds to produce the tool and an additional two seconds to deactivate the tool when power is turned off. While capable of almost 25 hours of continuous usage, the multitool has difficulty producing high-energy tools like laser cutters or welding lasers as they can rapidly drain the power cell.
Common Engineering Multitool Devices | |
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Coil Spanner | The Coil Spanner is used to make phase adjustments to equipment. |
Field Destabilizer | Capable of destabilizing forcefields, the Field Destabilizer determines the forcefield's harmonics and temporarily overwhelms them. |
Gravitic Caliper | Gravitic calipers reroute plasma flow, isolating components without disrupting power to an entire system. |
Hyperspanner | A Hyperspanner analyzes and modulates plasma flows. |
Magnetic Probe | Magnetic probes regulate warp core antimatter flows to expedite repairs. |
Maintenance Jack | A Maintenance Jack is used to remove security braces or divert power inside an EPS junction. |
Micro-Optic Drill | A precise hand tool, the Micro-Optic Drill can drill small holes through common materials. |
ODN Recoupler | An ODN Recoupler is used to modify Optical Data Network circuitry. |
Phase Decompiler | The Phase Decompiler is used to work on plasma distribution networks. |
Plasma Torch | An all-purpose cutting tool, a Plasma Torch uses a super-heated, ionized beam to cut through materials. |
Sonic Driver | The Sonic Driver is a general-purpose tool used to either attach or remove screws, bolts, and other fasteners. |
Medical Equipment
Hypospray

Through the usage of a noninvasive transport mechanism of compressed air, an injectant is inserted into the base of the Hypospray and transferred from the device into the subdermal layer below the skin of the body or artery without the the need of a needle. Oftentimes the Hypospray injection site is the side of the neck, to the carotid artery, but the Hypospray can inject even through clothing if necessary. As the Hypospray is bloodless, the skin of the patient was not punctured during use and reduced the risk of infection or pain at the site of injection. As the medication is not contaminated by use the medication can be injected into multiple patients until the Hypospray is depleted without risk of spreading blood-borne illness.
When needing to extract liquids from a body, a user can reset the device to pull liquids from a body rather than inject them into one. Utilizing a needleless reactant, the Hypospray will pull blood or other liquids from the body and into the device. The vial may then be removed and sent for analysis.
Common Medications | |||
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Alkysine | Neurostimulant | ||
Anesthezine | Anesthetic | ||
Anetrizine | Anesthetic | ||
Arithrazine | Treats Radiation Exposure | ||
Axonol | Anesthetic | ||
Cervaline | Antirejection medication | ||
Chloromydride | Cardiostimulant | ||
Cordrazine | Stimulant | ||
Corophizine | Antibiotic | ||
Cortolin | Pulmonary Stimulant | ||
Delactovine | Stimulant | ||
Dermaline | Burn Treatment | ||
Dexalin | Counteracts Oxygen Deprivation | ||
Dylovene | Antitoxin | ||
Hydrocortiline | Pain Relief | ||
Hyronalin | Treats Radiation Exposure | ||
Inaprovaline | Cardiostimulant | ||
Kayolane | Sedative | ||
Lectrazine | Cardiovascular and Renal Stabilizer | ||
Melorazine | Sedative | ||
Retinax | Optical Stimulant | ||
Terakine | Pain Relief | ||
Tri-Cordrazine | Stimulant | ||
Tri-Ox Compound | Pulmonary Stimulant | ||
Vertazine | Counteracts Vertigo |
Medical Multitool

A Positronic chip built into the handle of the device stores the patterns of hundreds of different medical devices, allowing for a variety of equipment options, but with some limitations. To operate the device, the user identifies the desired tool either through selection on the built-in monitor or by voice command. Once selected, the multitool uses microreplicator technology and force field projectors to produce the selected object at the end of the device. When activated it takes five seconds to produce the tool and an additional two seconds to deactivate the tool when power is turned off. While capable of almost 25 hours of continuous usage, the multitool has difficulty producing high-energy tools like exoscalpels as they can rapidly drain the power cell.
Common Medical Multitool Devices | |
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Anabolic Protoplaser | An Anabolic Protoplaser is designed to repair torn veins and arteries by uniting the nerves and muscle fibers. |
Autosuture | Using specialized molecular bonding technology, an Autosuture is used to heal physical injuries. |
Cardiostimulator | Applied to the chest, the Cardiostimulator is used to stabilize irregular heartbeats or even restart a stopped heart. |
Cortical Stimulator | Applied to the head, the Cortical Stimulator uses electrical impulses to normalize, or even restart, neural activity. |
Dermal Regenerator | By stimulating natural healing processes Dermal Regenerators accelerate the repair of injuries and mild infections. |
Exoscalpel | Exoscalpels use a low-power cutting beam to cleanly cut through flesh, bone, or other organic material to a predetermined depth. |
Micro-suture | A micro-suture was a microscopic suture used to connect two separate things. |
Osteo Regenerator | An Osteo Regenerator is used to repair bone fractures. |
Thrombic Modulator | This Thrombic Modulator changes the coagulation ratio of blood within the body. |
Tri-laser Connector | Used to treat neurological trauma, the Tri-laser Connector repairs reconstructs damaged brain tissue. |
Vascular Regenerator | A Vascular Regenerator is used to repair blood vessels and stop bleeding. |
Scientific Equipment
Security Equipment
Grenade

Grenades used by Starfleet are primarily designed to be fired from a Grenade Launcher or from a Mortar, but they may double as a hand grenade in extreme circumstances. When fired from a Phaser Rifle the grenade round has an effective range of 400 meters, and an accurate range of around 180 meters while a Mortar can launch the grenade up to 2 kilometers in any direction. Despite its main purpose as a launched projectile, each grenade can be employed as a hand-thrown grenade by flipping off the plastic cap and depressing the button beneath. This will trigger a three second fuse, after which the round will detonate. Normally, the grenade would be thrown immediately after the safety cap was removed, but could be held for additional time to make the weapon detonate sooner. Presently, no grenade incorporates a safety feature once activated and the detonation will have an equal effect on friend or foe alike.
Grenades | ||
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Electromagnetic Pulse | Green | Disables all unshielded technologies in a 15-meter radius of the detonation. |
Flare | Yellow | Provides illumination for approximately 60 seconds. |
Forcefield | Blue | Generates a high-powered containment forcefield dome for 5 minutes. |
Photon | Red | Vaporizes all objects within 5-meter radius of the detonation. |
Quantum | Purple | Vaporizes all objects within 10-meter radius of the detonation. |
Stun | Orange | Stuns all Humanoids for 1 hour or a Klingons for 15 minutes in a 10-meter radius of the detonation. |
Transport Enhancer | White | A beacon that allows a target to be transported through interference. |
Transport Inhibitor | Black | A beacon that prevents an individual from being transported. |
Type II Phaser Pistol

Operating through the rapid nadion effect (producing highly energetic, short-lived particles) and superconducting crystals to fires concentrated pulses of energy in its default setting, a Phaser can stun most targets at lower settings or cause disintegration at higher levels. Each Phaser can be modified to fire in a beam to conserve power at the expense of range, with further options to fire continuously, in a preprogrammed pattern, or even in a wider arc to impact multiple targets. Internal circuitry continually changes the energy modulation of the Phaser to help prevent an enemy from adapting to a specific frequency.
With an effective range of 100 meters, users of the Phaser can select from one of five power levels through the simplified control interface on the side of the weapon. A Phaser can only be operated by its designated user with their genetic profile programmed into the weapon's memory and are not carried by the Enterprise's crew as standard duty equipment. Should an unauthorized user, even another Starfleet Officer, try to fire a Phaser not assigned to them the weapon will emit a stun pulse to incapacitate them. Normally, Phaser Type IIs may not exceed the stun setting and are closely monitored by the Enterprise's computer for compliance; however, an authorized officer can override to allow higher settings to be used. Further, if enough energy is available, the safety interlocks could be disabled to allow the Phaser to overload, creating an explosive that will detonate 30 seconds afterward.
In previous Type II Phaser Pistols the handgrip of the Phaser was the power cell; however, like the model introduced in 2287, Phaser Pistols aboard the Enterprise have an extractable charging magazine containing the sarium krellide power cell. Inserted into the unit's grip, the angled magazine provides 250 charges prior to needing recharged, with a side mounted ammunition counter showing the remaining number of charges. Personnel could recharge their Phaser through the Enterprise's EPS Taps, or replacement cells could be acquired in the armory. As an optional modification a targeting system could be fitted to aid with targeting, even at long distance.
Phaser Type II Power Settings | |||
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1 | Stun | 2 | Stun a Human for 15 minutes or a Klingon for 5 minutes. |
2 | Thermal | 5 | Cut a 1 m hole in 10 cm of steel or rock. |
3 | Kill | 10 | Kill a humanoid. |
4 | Vaporize | 25 | Vaporize any substance. |
5 | Disrupt | 50 | Explode 500 cubic meters of rock into rubble. |
Overload | 100 | Vaporizes all objects within 30 meters of the Phaser. |
Type III Phaser Rifle

Employing a rapid nadion effect (producing highly energetic, short-lived particles) and superconducting crystals, the Phaser Rifle fires concentrated pulses of energy at a target. Due to Starfleet's experiences with the Borg Collective, despite the Borg having been defeated in 2401, internal circuitry within the rifle continually changes the energy frequency of the Phaser to help prevent an enemy from adapting to a specific modulation. Like its counterparts, usage of the Phaser Rifle is closely monitored by the Enterprise's computer; however, the rifle does not have governor limitations on its power setting due to the selective nature of its deployment. Also, like other Phasers, the Phaser Rifle is fitted with sensors in the grip to ensure the proper operator is using the weapon and will deploy countermeasures of an unauthorized user attempts to use it in a fight. A top mounted ammunition counter monitors the rifle's extractable sarium krellide power cell magazine, showing the remaining amount of the unit's 500 charges available, and has an effective range of 1,000 meters.
Compared to its predecessors, the current model Phaser Rifle features more customization options based upon the mission profile. An extended magazine is available to increase the available charges to 750, while an accelerator module can be used to enhance the rate of fire beyond manufactured limits, but at the expense of higher recoil and ammunition management. The rifle can be fitted with an underslung Grenade Launcher that consists of a barrel, breech and magazine. Fired using a trigger built into the forward grip, Grenades must be hand-loaded into the launcher's four-round magazine, which are then loaded into the breech and primed to fire via pump action. A further modification allows users to replace the grenade launcher with an under barrel mounted 15 round shell launcher that is based upon technology designed for the TR-116 rifle in the 24th Century, allowing the rifle to be used when an operator encounters a dampening field or shielded target.
Additional modifications increase the rifle's abilities in engaging ranged targets. The rifle's accuracy could be improved through the incorporation of a targeting module, which assists the user via a Tricorder module mounted on the rifle. The tracking system could be further enhanced through a specialized stock that could steer the rifle toward the target, but the user could override this by manually directing the rifle to their preferred target. Should the user engage a long-distance target, a state-of-the-art reconnaissance scope capable of identifying and displaying threats as far as 2 kilometers away was available, essentially making the Phaser Rifle into a Sniper Rifle. This mode features additional modifications to suppress the rifle's sound and flash for a better accuracy, but with reduced stopping power.
Phaser Rifle Power Settings | |||
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1 | Stun | 2 | Stun a Human for 15 minutes or a Klingon for 5 minutes. |
2 | Heavy Stun | 3 | Stun a Human for 1 hour or a Klingon for 15 minutes. |
3 | Thermal | 5 | Cut a 1 m hole in 10 cm of steel or rock in 3 minutes. |
4 | Heavy Thermal | 7 | Cut a 1 m hole in 10 cm of steel or rock in 30 seconds. |
5 | Kill | 10 | Kill a humanoid. |
6 | Light Disrupt 1 | 15 | Cut a 1 m hole in a duranium bulkhead in 10 minutes. |
7 | Light Disrupt 2 | 20 | Vaporize resilient alloy. |
8 | Medium Disrupt 1 | 25 | Vaporize any substance. |
9 | Medium Disrupt 2 | 35 | Explode 100 cubic meters of rock into rubble. |
10 | Heavy Disrupt | 50 | Explode 500 cubic meters of rock into rubble. |
Overload | 150 | Vaporizes all objects within 60 meters of the Phaser. |