Howdy!
I am currently working on a Borg adventure for my Seventh Fleet victims...uh....masocists...uh...players, and I've encountered a bit of an impasse.
The Activision Star Trek game Voyager: Elite Force introduced a weapon called the Infinity Modulator, which was essentially a heavy-duty phaser rifle to which the Borg could not adapt.
This was, of course, a cop-out designed to keep the game "winnable", since no video game created (then or now) could allow for the sheer scope of adaptability and inventiveness necessary for a Federation away team to survive in extended contact (let alone combat) with the Borg.
The problem is, of course, that such a weapon is a physical and scientific impossibility- even with a scrambler chip that adapts the weapon after every shot, there are only so many possible combinations. The weapon's molecular structure cannot be infinitely flexible, and there are only so many settings for a particle beam that will do damage.
Sooner or later, the weapon will exceed either its own tolerances or the bandwidths that will allow a particle weapon to do damage.
Simply put, a particle beam cannot be "infinitely" adaptable and
Like a gun that will fire any caliber of bullet, it's still firing a bullet. Eventually, the Borg will adapt to all of them.
The normal rules for Borg adaptation to weapons are that for every shot fired (after the first) both the attacker and the Borg player (or the GM) each roll two d6. If the numbers match, the weapon has been adapted to- even if remodulated. If the numbers are different, the weapons works according to expectations, but the Borg remember that number if it comes up again.
So how would you model the I-Mod (sounds like an Apple product, doesn't it?) such that it reflects the profound flexibility of such a weapon without it "breaking" the game?