This serum contains unidentifiable elements that attack and neutralize the Warden nanites. It is of Borg origin.
:Phaser, type-2
Medium sized hand-held weapon used by Starfleet personnel. It emits a focused beam of directed energy. Extremely versatile in design, this weapon is capable of only two settings...stun or kill. Most personnel are trained in its use, and are armed with at least a type-2 phaser, or better, as a standard sidearm.
:Phaser Rifle
Hand-held phaser rifle weapon that is extremely powerful. It is seldom used on "routine" Starfleet missions due to the power and versatility of the type-2 phaser. However, the missions that the Away Team Division faces require its use on a regular basis. It has a greater range, and does more damage, than a type-2, though it will take longer to recharge. Only certain security personnel, and special Starfleet officers, are trained in its use.
:Neural Disruptor
This weapon is a short-range only weapon, and must be used within a few feet of its intended victim. It emits a tight energy beam that lethally disrupts the target's brain pattern, permanently overloading the neural dendrites controlling body functions. The neural disruptor requires a high degree of skill to use effectively. Because of this, only highly trained medical personnel can use the device.
:Sniper Rifle
Long range weapon that allows victims to be eliminated from a distance, quickly and silently. The rifle emits a packet of phased molecular particles that electrochemically discharge upon impact. This is a "one shot, one kill" weapon, and it is extremely powerful and useful in situations where the target cannot be snuck up on and must be taken down swiftly. However, this weapon takes large amounts of power to use, and it only has a limited number of charges in its ammo clip. The shots taken must be well thought out and planned, as the charges for this weapon are too valuable to waste. Sometimes recharge packets can be found in enemy territory that can recharge the weapon, but those are rare and difficult to access.
:Proximity Mines
A small anti-personnel mine that is triggered by motion. Once activated, the slightest motion of an enemy unit close to it will cause it to detonate, killing everyone within its area of effect. While not a stealthy weapon, it is highly effective in taking down enemy troops. Only highly trained security and command Officers can use this weapon.
:Remote Mines
This weapon is a small anti-personnel mine that is triggered by remote control. Once placed, the electrical backlash is detonated with a remote trigger that can only be used by a demolitions expert. The electrical charge takes down enemy troops in much the same way that the neural disruptor works, though it can be used for an area effect. Make sure the team is not within the blast area when the charge is detonated. Only trained security and command personnel are able to operate this weapon.
:Antimatter Charges
These charges contain a microscopic amount of antimatter sealed in a magnetic containment field. This weapon is primarily used for taking out large targets such as buildings and structures. Once placed, the charges are detonated after the away team has left the mission area, as the explosion is extremely massive. These charges can only be placed by a demolitions expert due to their extreme volatility. These charges must be placed on or next to their target for full detonation power.
:Concussion Grenade
A thrown weapon that detonates and causes massive amounts of damage to anything within its area of effect. The explosion itself is a micro-phased pulse charge, and shreds just about any body armor or personal shielding that a target may have. The concussion grenade is extremely effective against organic and non-organic objects, such as defensive systems. Make sure the rest of the team is out of the area when this device is being used.
:EM Pulse Grenade
A thrown weapon that emits an electromagnetic pulse upon detonation. This EM pulse temporarily disables electronic circuitry within its area of effect, rendering security cameras useless for a specified amount of time. This EM pulse is selective, and does not affect the inner workings of some types of devices, such as hand-held weaponry and certain gadgets that the away team member (or an enemy) may be carrying. This EM pulse is also ineffectual against organic objects, and does them no damage.
:Tricorder
Multipurpose scientific and technical instrument developed for Starfleet. The tricorder incorporates state-of-the-art sensors, computers and recorders in a convenient, portable form and is an essential part of starship missions and operations. Every member of the away team has a tricorder as standard issue, and it can be utilized to scan numerous objects to glean clues and assistance in deciding upon the next move. It can provide invaluable assistance in completing the mission objectives.
:Medical Tricorder
Based on the same technology as the tricorder, the medical tricorder has been developed for medical personnel. The medical tricorder incorporates state-of-the-art sensors, computers and recorders in a convenient, portable form and is an essential part of the medical officer's inventory. It can provide invaluable assistance in completing mission objectives.
:Hypospray
Medical instrument used for subcutaneous and intramuscular administration of medication. The hypospray uses an extremely fine, high-pressure aerosuspension delivery system, eliminating the need for a needle to actually penetrate the skin. Using this device will heal a certain amount of damage on an injured away team member. However, the hypospray will have a limited number of charges per mission.
:Hypospray Recharge
Recharge for the medical hypospray. It is usable by medical officers only.
:Audio Decoy
This device makes a light impact sound in any spot that you specify within a certain radius from the player. The sound can be projected through walls or any solid objects, and can be used to lure enemies in directions away or towards the player.
:Holographic projector
This item constructs a holographic image at any specified spot within a radius from the team member using it. Due to the complexity of making the device portable, there must be a line of sight between the point specified and the holographic projector for the hologram to stay cohesive. The image is that of a Starfleet officer. The image can be used to lure enemies to specific spots or cause them to start firing at a specific spot. The holographic projection is equipped with a light containment field that allows it to take several phaser hits before the hologram is overloaded and disappears.
:Invisibility Band
This armband device makes the character not able to be seen in the visible spectrum. This ability lasts for a short period of time, as the portable device works off of an internal power source that becomes depleted. It is a highly sophisticated piece of equipment, and only Ivan has the technical knowledge to keep the internal mechanisms functioning.
:Portable Stasis Field
Specially shaped stasis field that is automatically emitted from a portable device dropped on the ground. It instantly traps anyone touching its circular field within a stasis field, "freezing" them in place. There is no limit to the amount of personnel that can be put in stasis by this device. This device can be used to stop enemy troops in a particular spot, or can be used to block a doorway. This device is highly specialized, and can only be used by Brexen Ijoula.
:Psychic Rack
This unique skill allows Slovaak to control the actions of an enemy unit within a radius of effect. This is a skill that Slovaak has honed his Vulcan mind to attain, and allows him to project his mind on top of the will of another being and manipulate their actions. This effect has a limited duration, and Slovaak's body cannot move during the control process. Slovaak himself also sustains some of the damage that the person he has taken over sustains because of the intensity of the link.
:Teleportation Brig
This device teleports bodies of deceased enemies out of the view of roving enemy units. Before use, the brig must be set up ahead of time, where the containment field generators have space to operate. Once the containment field area has been established, the team member has a small, handheld device that can be used on the body of a deceased enemy. The body is then teleported back into the space within the containment field generators where it is effectively captured and away from other enemy units. The teleportation brig provides a substantial and necessary stealth element to get rid of the bodies that are sure to be created by the away team.
:Scientific Extractor
This object is used by a trained science officer to extract botanical elixirs from specific plants throughout the galaxy. Depending upon the training the officer has received, they can extract healing elixirs or paralysis toxins. The healing elixir is used just like a medical officer's hypospray. However, the extractor is only half as effective as the hypospray. The paralysis toxins inject a minute amount of an extremely toxic substance, causing an immediate chemical reaction in the target and shutdown of certain bodily systems. Immediate paralysis is the result. Because of the breakdown of the herbal agents, the elixirs are only good on the mission that they are collected.
:Vulcan nerve pinch
A Vulcan technique in which finger pressure is applied to certain nerves at the base of the neck, instantly and nonviolently rendering that individual unconscious. This can be very useful in certain stealthy situations when you want to only stun enemy troops for a shorter period of time.
:Romulan Disruptor
Directed energy weapon used by Romulan troops. This gun is not normally aboard a Federation vessel, and it must be taken from enemy troops during a mission for an away team member to use it. This weapon has roughly the same weapon damage and range as a Starfleet phaser, type-2.
:Klingon Disruptor
Directed energy weapon used by Klingon troops. This gun is not normally aboard a Federation vessel, and it must be taken from Klingon troops during a mission for an away team member to use it. This weapon has the same weapon damage and range as a Starfleet phaser, type-2. The Klingon disruptor is also known as a phase disruptor.
:Flask of Romulan Ale
A powerfully intoxicating beverage that is light blue in color. While Romulan ale is illegal in the Federation, it will be possible to find stores of ale in enemy holds and their private quarters. These could be used to attract enemy units to or away from certain areas. If the unit were allowed to walk away with the ale, he could drink it. The ale would affect his aim and decision making later were he to do so.
:Computer Systems
This skill is necessary in accessing and referencing computer databases that utilize Federation, Klingon, Romulan and Borg technology. All science officers have this skill.
:Security Doors & Systems
This skill allows the science officer to bypass security protocols that require coded entry. This skill also allows for the disruption of the normal sweep patterns of a security camera system provided the team can find the security camera controls. It does not allow access through doors that require coded isolinear chips or other physical input.
:Plasma Suppression Field
This field suppresses plasma induction at a molecular level, causing all weapons within its radius of effect to become non-functional for a short period of time. While this skill cannot be used often due to power flow problems, it may be extremely helpful in getting the team out of a sticky situation.
:Terminal Repair
The engineering tech kit allows engineering officers to perform various repairs on a multitude of devices and terminals. All engineers have this skill.
:Weapon Enhancement
This skill allows the engineer to temporarily increase the shot damage and range of all weapons in the target away team member's possession.
:Item Enhancement
This skill allows the engineer to temporarily increase the effectiveness of all gadgets and items in the target away team member's possession.