Starfleet Weapons (2390s)
Created by Captain Aviram Drell on Tue Aug 6th, 2019 @ 1:02am
Overview
Phasers are the most common and standard directed energy weapon in the arsenal of Starfleet and several other powers. Most phasers are classified as particle weapons and fire nadion particle beams, but some like the Ferengi hand phaser are classified as plasma weapons and fire forced plasma beams. Based on the intensity and field of the beam and a variety of adjustments, a wide variety of effects can be achieved.
All Starfleet phasers follow a similar naming convention with the lowest being handheld and each higher number becoming larger and more powerful in size. After the Type III, phasers are too unwieldy to be hand-operated and require such power that they are only suitable to be attached to vehicles, vessels, or outposts.
Type I “Cricket” Phaser
The Type I Phaser (sometimes referred to as a “Cricket” phaser) is the smallest, most basic weapon carried by Starfleet and other Federation personnel.
Type I "Cricket" Phaser (introduced cir. 2360s) |
The Type I has eight adjustable settings ranging from stun to heat through disruption to disintegration. They can also be programmed to fire automatically at set intervals. A low power variant of the Type I is also available with only three settings from light to heavy stun.
Easily concealable, the Type I is typically carried when it is inappropriate to carry a larger weapon such as on diplomatic missions or “undercover” work.
Type II Hand Phaser
The Type II Hand Phaser is the typical hand-held, directed energy weapon used by Starfleet and Federation personnel. It is the standard weapon used aboard all Starfleet vessels, starbases, and planetary installations.
Type II Hand Phaser (introduced cir. 2368) |
By the 2360s, the Type II had evolved past the pistol-like configuration of its predecessors. Units of this type are sleek, silver-colored devices with a handle flowing into the form of a muzzle cowling and emitter. Two small buttons control the beam width and intensity while a single large button fires the device. A large illuminated readout just above these buttons indicates the Type II’s power level.
More powerful and generally larger in size than Type I Phasers, the Type II retains the functionality of previous designs but with increased power and versatility. These units can be adjusted for use as cutting tools or power sources. They can also be set to overload, becoming a powerful explosive device.
Type III Phaser Rifle
The Type III Phaser (often simply referred to as a Phaser Rifle) is the largest standard phaser issued to Starfleet personnel.
Type III Phaser Rifle (introduced cir. 2370s) |
Type III Phaser Rifle (EVA "Variant") |
As of the 2370s, Type III units incorporate a shoulder stock as well as a rear pistol-like and front under-barrel grip. They also have a combined sight and tactical light along with an integrated shoulder sling for ease of carrying.
The Type III has sixteen power settings, fully autonomous recharge capability, multiple-target acquisition, and gyro-stabilization. Adaptations to the emitters on Type III units allow the weapons to fire both single beam and pulses of energy at will by the operator. A unit can be modified to fire an expanding energy pulse low enough to avoid damaging equipment, but high enough to affect changelings.
A variant of the Type III specifically designed for EVA missions includes several unique features such as two pistol-like grips for ease of handling, no trigger guard to allow for use by personnel wearing EV suits, and magnetic areas allowing the rifle to be attached to a ship’s hull.
Phaser Power Settings
Note: Type-1 phasers have the first eight settings; Type-2 phasers have all sixteen settings
1. Light Stun - can cause minor injury in humanoids; target may be rendered helpless for short period; usually non-lethal even with long duration blast.
2. Stun - short duration blast can render humanoid helpless or even unconscious; risk of injury is serious for long duration blasts.
3. Heavy Stun - humanoids are usually knocked unconscious from short duration blast; can cause serious injury; can kill when used for long duration.
4. Light Thermal Effects - extensive neural damage and skin burns to humanoids; causes metals to retain heat if applied for over five seconds; short duration blast can kill humanoids.
5. Heavy Thermal Effects - severe skin burns to humanoids; can penetrate simple personal force fields; short duration blasts are usually deadly.
6. Disruptive Effects - matter disassociates and deeply penetrates organic tissue; can heat objects; any contact by humanoids is usually lethal.
7. Disruptive Effects - kills humanoids; disruption becomes widespread.
8. Disruptive Effects - vaporizes humanoid organisms; chances of survival are slim, even from a short duration blast.
9. Disruption Effects - medium alloy or ceramic structural materials over 100 centimeter thickness begin exhibiting energy rebound prior to vaporization.
10. Disruption Effects - heavy alloy or ceramic structural materials absorb or rebound energy, 0.55 second delay before material vaporizes.
11. Explosive/Disruption Effects - ultra-dense alloy structural materials absorb/rebound energy before vaporization.
12. Explosive/Disruption Effects - ultra-dense alloy structural materials absorb/rebound energy, vaporization appears within 0.1 second.
13. Explosive/Disruption Effects - shielded matter exhibits minor vibration heating effects.
14. Explosive/Disruption Effects - shielded matter exhibits medium vibration heating effects.
15. Explosive/Disruption Effects - shielded matter exhibits major vibration heating effects.
16. Explosive/Disruption Effects - shielded matter exhibits light mechanical fracturing damage.
Sources
Phaser Descriptions: adapted from Memory Alpha & USS Theurgy Wiki
Phaser Images: from Memory Alpha
Power Setting Descriptions: Unknown (adapted from general use simulation references)
Updated: 08/05/2019
Categories: Star Trek Reference