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<blockquote data-quote="knightemplar" data-source="post: 5052668" data-attributes="member: 56260"><p><strong>General Equipment</strong></p><p></p><p><span style="font-size: 10px"><strong>General Equipment</strong></span></p><p> </p><p><u><span style="font-size: 10px">Environmental Suit</span></u></p><p> </p><p><span style="font-size: 10px">Whenever starship personnel visit planets with hostile atmospheres or enter the vacuum of space, they must wear environmental suits. While a Federation environment suit is comfortable and light, it still somewhat inhibits an untrained wearer's mobility; subrtract one die from Skill Tests in this case. Crew members with the Personal Equipment (Environment Suit) Skill do not suffer from this penalty. </span></p><p> </p><p><span style="font-size: 10px">An environment suit protects its wearer from pressure extremes (from vacuum to five atmospheres worth) and temperature extremes (from -100 C to 120 C). They are not heavily armored, however, and are easily punctured by most melee weapons and phasers. Most suits automatically repair rips and tears (self-sealing punctures of 4 points of damage or less). Larger punctures must be manually patched by the wearer; each suit typically carries six easily accessible patches. It requires an action to patch a suit, but no Test needs to be made. If a crew member performs any other actions on the same round, he will suffer Multiple Action Penalties on all actions requiring Tests.</span></p><p> </p><p><span style="font-size: 10px">The suit itself consists of a full-body jumpsuit with removable gloves and a transparent helm, as well as gravity boots which allow the user to walk on solid surfaces in zero gravity and even to climb steep surfaces under gravity - one may even attempt to walk clumsily on ceilings under full gravity (subtract three dice from Coordination and move no faster than a slow walk of 7 meters per round).</span></p><p> </p><p><span style="font-size: 10px">Based on microreplicator technology, the life support system can purify air and recycle drinking water for up to 25 hours. Wrist controls on the suit activate various functions: gravitic boots, a built-in communicator, and visor- and helmet-mounted lights. The energy signatures produced by an environmental suit are easily detectable by most sensors, making it nearly impossible to hide while wearing one.</span></p><p> </p><p> </p><p style="text-align: center"><img src="http://i223.photobucket.com/albums/dd124/knightemplar/starfleet/uniforms/EVA-2.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>1. Helmet </p><p>2. Sensors </p><p>3. Helmet left-right rotation servos </p><p>4. Headlights </p><p>5. Suit systems status monitoring display </p><p>6. Tricorder and main systems control pad</p><p>7. Stasis initiator buckle </p><p>8. Upper back pack: stasis field generator system </p><p>9. Lower back pack: air supply recycling system, suit's pressure controler </p><p>10. Starfleet emblem </p><p>11. Name tag </p><p>12. Federation emblem </p><p>13. Starship's identification patch </p><p>14. Power cell </p><p>15. Colored Stripes: Body temperature regulators (normal operation mode) - stasis field emitters (stasis mode) - department color indicators </p><p>16. Gloves </p><p>17. Gloves air seal </p><p>18. Magnetized boots </p><p>19 Boots air seal </p><p>20. Magnetized boots and body temperature control </p><p>21. Knee pads </p><p>22. Safety grapple connection rings </p><p>23. Regulation phaser pistol </p><p>24. Rank pips </p><p>25. Side pocket</p><p>26. Chest plate: other life support systems (heat generator,cooling system, vital signs monitoring)</p><p> </p><p><span style="font-size: 10px">Armor: 1 (Damage greater than 1 will puncture the suit)</span></p><p><span style="font-size: 10px">Size: 12 L (folded) + boots and helmet</span></p><p><span style="font-size: 10px">Mass: 8kg</span></p><p><span style="font-size: 10px">Duration: 25 hours</span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 10px"><u>Field Modulators</u></span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Force fields are in common use all over the known galaxy. There are two standard ways of reoveing a force field. Either it can be turned off, or it can be overloaded.</span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Concentrated phaser fire is the simplest method of overloading force fields. However, some force-fields are simply too strong to be overloaded with hand-held phasers, and others are in locations which could be easily damaged by high-energy phaser fire. Originally designed for emergency-rescue situations, field modulators were developed to provide an alternative method of circumventing force fields. Since their invention, these devices have proven to be quite popular with rescue workers and archaelogists investigating the ruins of highly advanced civilizations, as well as with thieves and intelligence operatives. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Field modulators set up destuctive interference patterns which will temporarily negate a force field. The devices come in pairs. One modulator must be placed to either side of the doorway or other opening protected by the force field. Then, using a tricorder or similar sensor, the resonant frequency of the force field must be determined. This process usually takes between 10 seconds and 10 minutes. Once the resonant frequency has been found, the field modulators are set to that frequency and the force field is temporarily removed. Certain high-security force fields use continuously variable frequency modulation to defeat such attempts. Defeating a common force field is a Routine Personal Equipment (Field Modulator) Test or a Moderate Systems Engineering (Shields) Test. Defeating a high-security force field may require a Challenging or Difficult Test, depending on the field, the character, and the skill used. A Starfleet Engineer would have an easier time bypassing a Starfleet high-security field, than he would a Cardassians. If the field modulators are set extremely carefully (+3 difficulty modifier to the test) any sensors connected to the force field might not even register that it has been disabled. </span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">As long as both field modulators are undisturbed the force field remains disabled. However, the field will reestablish itslf immediately if either of the modulators is removed or deactivated. The field modulators have enough power in their energy cells to run for up to 25 hours before needing recharged. </span></span></p><p><span style="font-size: 10px"></span></p><p><u><span style="font-size: 10px">Medical Kit</span></u></p><p> </p><p><span style="font-size: 10px">On Away Team missions, Starfleet doctors and medics carry medical kits and medical tricorders. A kit contains an autosuture, a dermal regenerator, a hypospray, and a neural stimulator. With these items, a doctor can perform most routine and emergency medical procedures on-site. Patients with severe injuries or illnesses, however, must recieve full diagnosis and treatment in Sickbay. A medical kit's devices are designed to work on all known humanoid life forms and on most DNA-based non-humans.</span></p><p> </p><p><em><span style="font-size: 10px">Autosuture: </span></em><span style="font-size: 10px">An autosuture uses molecular bonding technology to seal ruptured blood vessels, mend broken bones, and close wounds. None of these repairs can substitute for actual healing, but they stabilize a patient, allowing him to function until more extensive treatment can be delivered in Sickbay. Only trained medical personnel can use autosutures withou mishap ( a Moderate (7) Medical Sciences skill test is required).</span></p><p> </p><p><em><span style="font-size: 10px">Dermal Regenerator:</span></em><span style="font-size: 10px"> A dermal regenrator instantly heals small and moderate-sized wounds, performs scar removal and eradicates mild infections. It is extremely easy to use, even by untrained individuals: Simply run it over the surface of an injury. A dermal regenerator will heal any wound casued by no more than 3 points of damage. No roll is needed to use this device unless there are adverse circumstances, in which case a Routine (4) Medical Sciences Skill Test is required. The dermal regenerator, however, can not heal any wound longer or deeper than 8 cm; an autosuture must be used on such wounds. </span></p><p> </p><p><em><span style="font-size: 10px">Hypospray:</span></em><span style="font-size: 10px"> Hyposprays are Starfleet's primary form of drug delivery. When a hypospray is pressed against skin and activated, it sprays its drug through the patient's skin. It can deliver intravenous or intramuscular injections and will work through light clothing, such as a Starfleet uniform. A single hypospray holds up to five different drug ampules; each ampule provides ten injections. The user selects desired dosages with a simple touch pad. While anyone can use a hypospray, selecting the drugs and dosages takes some medical training and requires a Medical Sciences Skill Test. The difficulty varies with the patient and procedure: A medic unfamiliar with alien biology may find that setting tranquilizer dosages for a Vulcan is a Challenging task. Away team hyposprays usually contain stimulants, tranquilizers, pain-killers, tri-ox compounds (a drug allowing recipients to function more easily in low oxygen atmospheres or at high altitudes), and a broad-spectrum posion antitoxin. Additional doses, as well as antibiotics and antiradiation drugs, are usually stored in a medical kit. </span></p><p> </p><p><em><span style="font-size: 10px">Neural Stimulator:</span></em><span style="font-size: 10px"> This device increases or decreases a subject's nervous system activity (usually to suppress pain or seizures), returns an unconscious or comatose patient to consciousness, or even temporarily supports a severly injured or dying patient. Like the autosuture, the neural stimulator requires medical training for effective use and a Medical Sciences Skill Test. The difficulty depends on the patient's condition. Waking a patient with a mild concussion might be a Moderate task, while bringing a patient out of a weeks-long coma may be Difficult. </span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 10px"><u>Pattern Enhancers</u></span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Use of transporters in regions experiencing high levels of electrical or ionic interference can be extremely hazardous. The safest way to transport under such conditions is to have a working transporter on each end of the journey and to beam the subjects from one transporter to the other. However, using two transporters in the field is not always possible. In these situations the use of pattern enchancers can make transport during difficult confitions much safer. Pattern enhancers serve to boost and stabilize transporter signals in their vicinity. These devices boost signals transmitted both to and from the ship's transporter. </span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">To use a pattern enhancer it must be first placed at the target location. Normally, the pattern enhancers are simply beamed to the site. Since their patterns are so much less complex, transporting equipment is significantly easier and less risky than transporting living beings. Also, if there is a problem in transport it is a simple matter to try again. If for some reason the enhancers can not be beamed to the desired location, they can also be delivered by a short range probe. To be effective, at least three pattern enhancers are necessary and they must be arranged in a triangle. The fields of the devices then link together, and the signals for all matter transported in the triangle formed by the three devices are boosted. Each enhancer has enough power in its energy cell to run for up to 1,000 hours before needing recharged. </span></span></p><p><span style="font-size: 10px"></span></p><p><u><span style="font-size: 10px">Personal Access Display Device (PADD)</span></u></p><p> </p><p><span style="font-size: 10px">Personal access display devices are most common tools in the Federation; nearly every crew member and almost every inhabitant of an advanced planet has his own PADD. In essence, it is an extremely powerful hand computer capable of holding several billion pages of text and pictures in two isolinear optical chips. It consists of a high-resolution multifunction touch pads. It also contains a subspace transceiver equal in power to a combadge; a user can communicate and even control a starship up to 40,000 km away (assuming he has proper command access, of course). Civilians use these devices to keep track of appointments, play games and communicate with various planetary computer networks. On a starship, PADD's are often used to send and receive reports and to access the ship's computer. While its size significantly limits ease of use, a PADD can be configured to take over the functions of a starship control panel or workstation. However, the slower response time of a PADD makes this highly irregular for common use, and would require special Command level clearance in most cases. PADD's allow users access only to authorized functions. Command staff members know security override codes which allow them access to any ship function with a PADD.</span></p><p> </p><p><u><span style="font-size: 10px">Personal Communicatior (Combadge)</span></u></p><p> </p><p><span style="font-size: 10px">Intraship voice communications on Starfleet vessels is primarily performed via personal communciators housed in the Starfleet badges worn by all crew members. Radio frequency signals are picked up by local antennae routed to a local subproccessor, then through the Optical Data Network (ODN) to the intended recipient. Voice AI routines are quite intelligent and able to understand conversational contextual clues to route transmissions properly. Conversations may be ended with the properly contexted word "out", by opening a channel to another party, or by a ten-second pause. </span></p><p><span style="font-size: 10px">Ship to surface communications are very similar in performance. If a channel is opened by an Away Team member, the computer, which remembers that the member has recently transported or shuttled off ship and continues to keep tabs on his location while in range, woutes the signal to the subspace transceiver. Combadges have an effective range of about 500 meters under combadge power to more than 40,000 km if supported by local main communications devices. Personal communicators can be activated by voice as well as touch. A dermal sensor verifies a user's identity. </span></p><p> </p><p><span style="font-size: 10px"><span style="font-size: 10px"><u>Phaser Targeting Module</u></span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">While Type II phasers are considered adequate for the vast majority of combat environments, for highly dangerous situations, and in times of war, the Type III Phaser Rifle is used to provide additional firepower. Phaser rifles can be equipped with targeting modules useing gyroscopic stabilization which provides +1 to hit as well as advanced targeting scopes. These targeting scopes incorporate sensors capable of detecting and tracking lifeforms and perform the equivalent of tricorder short-range biological scans. Images of the lifeforms being observed are displayed on the targeting module's display screen. </span></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">The user can also link with the rifle's sensors directly into the firing mechanism with a Routine Energy Weapon (Phaser Rifle) Skill Test. When this is done, the module automatically retargets the phaser beam onto the target, lowering the Difficulty number for the shot by 2. If the target moves out of range or behind a cover that blocks tricorder scans (heavy minerals, radioactives, some force fields), the lock is broken and must be reacquired. The automatic retargeting will not hit any target more than 30 degrees away from the muzzle of the weapon. Locking a phaser rifle on target may only be done for up to three targets at a time and takes one action to perform. The targeting module has a range up to 150 meters. Using the targeting module also draws power from the phaser rifle; each shot made using the targeting module uses 3 additional charges. </span></span></p><p><span style="font-size: 10px"></span></p><p><u><span style="font-size: 10px">Tricorders</span></u></p><p> </p><p><span style="font-size: 10px">Tricorders are extremely compact and powerful sensory devices. In addition to containing a wide range of minature electromagnetic, magnetic, audio, chemical, and subspace sensors, tricorders also include extremely detailed databanks on a wide range of scientific and historical information. The computer in the tricorder can rapidly identify known lifeforms, materials, and energy sources by comparing its sensory reading with its databanks. Tricorders can also attempt to analyze unknown lifeforms, materials, and energy sources, although this could take up to an hour, during which the tricorder may still be used for other tasks. Tricorders also contain subspace communicators with ranges like those of personal communicators. Tricorders can send and receive data of all types from a starship computer or other distant source. </span></p><p> </p><p><em><span style="font-size: 10px">Engineering Tricorder:</span></em><span style="font-size: 10px"> An engineering tricorder is simply an ordinary tricorder with a special engineering peripheral (EP) added on one end. The EP contains a number of specialized engineering sensors capable of detecting minute energy fluctuations and a wide variety of particles and exotic energy signatures. The EP also contains an extensive database with detailed information on all ships and devices used by a all known species, and a detachable high-resolution probe. This remote probe only has a range of 2 meters, but can determine the exact composition of any substance, as well as detecting precise details like minute energy residues, or microfractures and flaws in a material's crystalline structure. </span></p><p> </p><p><em><span style="font-size: 10px">Medical Tricorder:</span></em><span style="font-size: 10px"> A medical tricorder is an ordinary tricorder with a special medical peripheral (MP) added. The MP contains specialized medical sensors as well as an enormous database of information on more than 200 humaniod and nonhumaniod aliens, and hundreds of thousands of diseases and medical problems. The sensors on the MP can identify species and detect vital signs at a range of 25 meters. Within 5 meters, these sensors can analyze a being's internal structure similiar to a 20th century CAT scan or MRI; broken bones, internal injuries or other problems can be detected. The MP also contains a detachable high-resolution probe. This remote probe only has a range of 1 meter, but is capable of extremely detailed observations, including DNA typing, blood chemistry analysis and detection of all known drugs, posions, bacteria, viruses and prions. </span></p></blockquote><p></p>
[QUOTE="knightemplar, post: 5052668, member: 56260"] [b]General Equipment[/b] [SIZE=2][B]General Equipment[/B][/SIZE] [U][SIZE=2]Environmental Suit[/SIZE][/U] [SIZE=2]Whenever starship personnel visit planets with hostile atmospheres or enter the vacuum of space, they must wear environmental suits. While a Federation environment suit is comfortable and light, it still somewhat inhibits an untrained wearer's mobility; subrtract one die from Skill Tests in this case. Crew members with the Personal Equipment (Environment Suit) Skill do not suffer from this penalty. [/SIZE] [SIZE=2]An environment suit protects its wearer from pressure extremes (from vacuum to five atmospheres worth) and temperature extremes (from -100 C to 120 C). They are not heavily armored, however, and are easily punctured by most melee weapons and phasers. Most suits automatically repair rips and tears (self-sealing punctures of 4 points of damage or less). Larger punctures must be manually patched by the wearer; each suit typically carries six easily accessible patches. It requires an action to patch a suit, but no Test needs to be made. If a crew member performs any other actions on the same round, he will suffer Multiple Action Penalties on all actions requiring Tests.[/SIZE] [SIZE=2]The suit itself consists of a full-body jumpsuit with removable gloves and a transparent helm, as well as gravity boots which allow the user to walk on solid surfaces in zero gravity and even to climb steep surfaces under gravity - one may even attempt to walk clumsily on ceilings under full gravity (subtract three dice from Coordination and move no faster than a slow walk of 7 meters per round).[/SIZE] [SIZE=2]Based on microreplicator technology, the life support system can purify air and recycle drinking water for up to 25 hours. Wrist controls on the suit activate various functions: gravitic boots, a built-in communicator, and visor- and helmet-mounted lights. The energy signatures produced by an environmental suit are easily detectable by most sensors, making it nearly impossible to hide while wearing one.[/SIZE] [CENTER][IMG]http://i223.photobucket.com/albums/dd124/knightemplar/starfleet/uniforms/EVA-2.jpg[/IMG][/CENTER] 1. Helmet 2. Sensors 3. Helmet left-right rotation servos 4. Headlights 5. Suit systems status monitoring display 6. Tricorder and main systems control pad 7. Stasis initiator buckle 8. Upper back pack: stasis field generator system 9. Lower back pack: air supply recycling system, suit's pressure controler 10. Starfleet emblem 11. Name tag 12. Federation emblem 13. Starship's identification patch 14. Power cell 15. Colored Stripes: Body temperature regulators (normal operation mode) - stasis field emitters (stasis mode) - department color indicators 16. Gloves 17. Gloves air seal 18. Magnetized boots 19 Boots air seal 20. Magnetized boots and body temperature control 21. Knee pads 22. Safety grapple connection rings 23. Regulation phaser pistol 24. Rank pips 25. Side pocket 26. Chest plate: other life support systems (heat generator,cooling system, vital signs monitoring) [SIZE=2]Armor: 1 (Damage greater than 1 will puncture the suit)[/SIZE] [SIZE=2]Size: 12 L (folded) + boots and helmet[/SIZE] [SIZE=2]Mass: 8kg[/SIZE] [SIZE=2]Duration: 25 hours[/SIZE] [SIZE=2][SIZE=2][U]Field Modulators[/U][/SIZE] [SIZE=2]Force fields are in common use all over the known galaxy. There are two standard ways of reoveing a force field. Either it can be turned off, or it can be overloaded.[/SIZE] [SIZE=2]Concentrated phaser fire is the simplest method of overloading force fields. However, some force-fields are simply too strong to be overloaded with hand-held phasers, and others are in locations which could be easily damaged by high-energy phaser fire. Originally designed for emergency-rescue situations, field modulators were developed to provide an alternative method of circumventing force fields. Since their invention, these devices have proven to be quite popular with rescue workers and archaelogists investigating the ruins of highly advanced civilizations, as well as with thieves and intelligence operatives. [/SIZE] [SIZE=2]Field modulators set up destuctive interference patterns which will temporarily negate a force field. The devices come in pairs. One modulator must be placed to either side of the doorway or other opening protected by the force field. Then, using a tricorder or similar sensor, the resonant frequency of the force field must be determined. This process usually takes between 10 seconds and 10 minutes. Once the resonant frequency has been found, the field modulators are set to that frequency and the force field is temporarily removed. Certain high-security force fields use continuously variable frequency modulation to defeat such attempts. Defeating a common force field is a Routine Personal Equipment (Field Modulator) Test or a Moderate Systems Engineering (Shields) Test. Defeating a high-security force field may require a Challenging or Difficult Test, depending on the field, the character, and the skill used. A Starfleet Engineer would have an easier time bypassing a Starfleet high-security field, than he would a Cardassians. If the field modulators are set extremely carefully (+3 difficulty modifier to the test) any sensors connected to the force field might not even register that it has been disabled. [/SIZE] [SIZE=2]As long as both field modulators are undisturbed the force field remains disabled. However, the field will reestablish itslf immediately if either of the modulators is removed or deactivated. The field modulators have enough power in their energy cells to run for up to 25 hours before needing recharged. [/SIZE] [/SIZE] [U][SIZE=2]Medical Kit[/SIZE][/U] [SIZE=2]On Away Team missions, Starfleet doctors and medics carry medical kits and medical tricorders. A kit contains an autosuture, a dermal regenerator, a hypospray, and a neural stimulator. With these items, a doctor can perform most routine and emergency medical procedures on-site. Patients with severe injuries or illnesses, however, must recieve full diagnosis and treatment in Sickbay. A medical kit's devices are designed to work on all known humanoid life forms and on most DNA-based non-humans.[/SIZE] [I][SIZE=2]Autosuture: [/SIZE][/I][SIZE=2]An autosuture uses molecular bonding technology to seal ruptured blood vessels, mend broken bones, and close wounds. None of these repairs can substitute for actual healing, but they stabilize a patient, allowing him to function until more extensive treatment can be delivered in Sickbay. Only trained medical personnel can use autosutures withou mishap ( a Moderate (7) Medical Sciences skill test is required).[/SIZE] [I][SIZE=2]Dermal Regenerator:[/SIZE][/I][SIZE=2] A dermal regenrator instantly heals small and moderate-sized wounds, performs scar removal and eradicates mild infections. It is extremely easy to use, even by untrained individuals: Simply run it over the surface of an injury. A dermal regenerator will heal any wound casued by no more than 3 points of damage. No roll is needed to use this device unless there are adverse circumstances, in which case a Routine (4) Medical Sciences Skill Test is required. The dermal regenerator, however, can not heal any wound longer or deeper than 8 cm; an autosuture must be used on such wounds. [/SIZE] [I][SIZE=2]Hypospray:[/SIZE][/I][SIZE=2] Hyposprays are Starfleet's primary form of drug delivery. When a hypospray is pressed against skin and activated, it sprays its drug through the patient's skin. It can deliver intravenous or intramuscular injections and will work through light clothing, such as a Starfleet uniform. A single hypospray holds up to five different drug ampules; each ampule provides ten injections. The user selects desired dosages with a simple touch pad. While anyone can use a hypospray, selecting the drugs and dosages takes some medical training and requires a Medical Sciences Skill Test. The difficulty varies with the patient and procedure: A medic unfamiliar with alien biology may find that setting tranquilizer dosages for a Vulcan is a Challenging task. Away team hyposprays usually contain stimulants, tranquilizers, pain-killers, tri-ox compounds (a drug allowing recipients to function more easily in low oxygen atmospheres or at high altitudes), and a broad-spectrum posion antitoxin. Additional doses, as well as antibiotics and antiradiation drugs, are usually stored in a medical kit. [/SIZE] [I][SIZE=2]Neural Stimulator:[/SIZE][/I][SIZE=2] This device increases or decreases a subject's nervous system activity (usually to suppress pain or seizures), returns an unconscious or comatose patient to consciousness, or even temporarily supports a severly injured or dying patient. Like the autosuture, the neural stimulator requires medical training for effective use and a Medical Sciences Skill Test. The difficulty depends on the patient's condition. Waking a patient with a mild concussion might be a Moderate task, while bringing a patient out of a weeks-long coma may be Difficult. [/SIZE] [SIZE=2][SIZE=2][U]Pattern Enhancers[/U][/SIZE] [SIZE=2]Use of transporters in regions experiencing high levels of electrical or ionic interference can be extremely hazardous. The safest way to transport under such conditions is to have a working transporter on each end of the journey and to beam the subjects from one transporter to the other. However, using two transporters in the field is not always possible. In these situations the use of pattern enchancers can make transport during difficult confitions much safer. Pattern enhancers serve to boost and stabilize transporter signals in their vicinity. These devices boost signals transmitted both to and from the ship's transporter. [/SIZE] [SIZE=2]To use a pattern enhancer it must be first placed at the target location. Normally, the pattern enhancers are simply beamed to the site. Since their patterns are so much less complex, transporting equipment is significantly easier and less risky than transporting living beings. Also, if there is a problem in transport it is a simple matter to try again. If for some reason the enhancers can not be beamed to the desired location, they can also be delivered by a short range probe. To be effective, at least three pattern enhancers are necessary and they must be arranged in a triangle. The fields of the devices then link together, and the signals for all matter transported in the triangle formed by the three devices are boosted. Each enhancer has enough power in its energy cell to run for up to 1,000 hours before needing recharged. [/SIZE] [/SIZE] [U][SIZE=2]Personal Access Display Device (PADD)[/SIZE][/U] [SIZE=2]Personal access display devices are most common tools in the Federation; nearly every crew member and almost every inhabitant of an advanced planet has his own PADD. In essence, it is an extremely powerful hand computer capable of holding several billion pages of text and pictures in two isolinear optical chips. It consists of a high-resolution multifunction touch pads. It also contains a subspace transceiver equal in power to a combadge; a user can communicate and even control a starship up to 40,000 km away (assuming he has proper command access, of course). Civilians use these devices to keep track of appointments, play games and communicate with various planetary computer networks. On a starship, PADD's are often used to send and receive reports and to access the ship's computer. While its size significantly limits ease of use, a PADD can be configured to take over the functions of a starship control panel or workstation. However, the slower response time of a PADD makes this highly irregular for common use, and would require special Command level clearance in most cases. PADD's allow users access only to authorized functions. Command staff members know security override codes which allow them access to any ship function with a PADD.[/SIZE] [U][SIZE=2]Personal Communicatior (Combadge)[/SIZE][/U] [SIZE=2]Intraship voice communications on Starfleet vessels is primarily performed via personal communciators housed in the Starfleet badges worn by all crew members. Radio frequency signals are picked up by local antennae routed to a local subproccessor, then through the Optical Data Network (ODN) to the intended recipient. Voice AI routines are quite intelligent and able to understand conversational contextual clues to route transmissions properly. Conversations may be ended with the properly contexted word "out", by opening a channel to another party, or by a ten-second pause. [/SIZE] [SIZE=2]Ship to surface communications are very similar in performance. If a channel is opened by an Away Team member, the computer, which remembers that the member has recently transported or shuttled off ship and continues to keep tabs on his location while in range, woutes the signal to the subspace transceiver. Combadges have an effective range of about 500 meters under combadge power to more than 40,000 km if supported by local main communications devices. Personal communicators can be activated by voice as well as touch. A dermal sensor verifies a user's identity. [/SIZE] [SIZE=2][SIZE=2][U]Phaser Targeting Module[/U][/SIZE] [SIZE=2]While Type II phasers are considered adequate for the vast majority of combat environments, for highly dangerous situations, and in times of war, the Type III Phaser Rifle is used to provide additional firepower. Phaser rifles can be equipped with targeting modules useing gyroscopic stabilization which provides +1 to hit as well as advanced targeting scopes. These targeting scopes incorporate sensors capable of detecting and tracking lifeforms and perform the equivalent of tricorder short-range biological scans. Images of the lifeforms being observed are displayed on the targeting module's display screen. [/SIZE] [SIZE=2]The user can also link with the rifle's sensors directly into the firing mechanism with a Routine Energy Weapon (Phaser Rifle) Skill Test. When this is done, the module automatically retargets the phaser beam onto the target, lowering the Difficulty number for the shot by 2. If the target moves out of range or behind a cover that blocks tricorder scans (heavy minerals, radioactives, some force fields), the lock is broken and must be reacquired. The automatic retargeting will not hit any target more than 30 degrees away from the muzzle of the weapon. Locking a phaser rifle on target may only be done for up to three targets at a time and takes one action to perform. The targeting module has a range up to 150 meters. Using the targeting module also draws power from the phaser rifle; each shot made using the targeting module uses 3 additional charges. [/SIZE] [/SIZE] [U][SIZE=2]Tricorders[/SIZE][/U] [SIZE=2]Tricorders are extremely compact and powerful sensory devices. In addition to containing a wide range of minature electromagnetic, magnetic, audio, chemical, and subspace sensors, tricorders also include extremely detailed databanks on a wide range of scientific and historical information. The computer in the tricorder can rapidly identify known lifeforms, materials, and energy sources by comparing its sensory reading with its databanks. Tricorders can also attempt to analyze unknown lifeforms, materials, and energy sources, although this could take up to an hour, during which the tricorder may still be used for other tasks. Tricorders also contain subspace communicators with ranges like those of personal communicators. Tricorders can send and receive data of all types from a starship computer or other distant source. [/SIZE] [I][SIZE=2]Engineering Tricorder:[/SIZE][/I][SIZE=2] An engineering tricorder is simply an ordinary tricorder with a special engineering peripheral (EP) added on one end. The EP contains a number of specialized engineering sensors capable of detecting minute energy fluctuations and a wide variety of particles and exotic energy signatures. The EP also contains an extensive database with detailed information on all ships and devices used by a all known species, and a detachable high-resolution probe. This remote probe only has a range of 2 meters, but can determine the exact composition of any substance, as well as detecting precise details like minute energy residues, or microfractures and flaws in a material's crystalline structure. [/SIZE] [I][SIZE=2]Medical Tricorder:[/SIZE][/I][SIZE=2] A medical tricorder is an ordinary tricorder with a special medical peripheral (MP) added. The MP contains specialized medical sensors as well as an enormous database of information on more than 200 humaniod and nonhumaniod aliens, and hundreds of thousands of diseases and medical problems. The sensors on the MP can identify species and detect vital signs at a range of 25 meters. Within 5 meters, these sensors can analyze a being's internal structure similiar to a 20th century CAT scan or MRI; broken bones, internal injuries or other problems can be detected. The MP also contains a detachable high-resolution probe. This remote probe only has a range of 1 meter, but is capable of extremely detailed observations, including DNA typing, blood chemistry analysis and detection of all known drugs, posions, bacteria, viruses and prions. [/SIZE] [/QUOTE]
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