Weapons of The Federation

  Introduction 

Perhaps the most widely-used particle weapon in the Milky Way galaxy, the Phaser (or PHASed Energy Rectification) is an electromagnetic directed-energy weapon. Capable of stunning a humanoid for a few seconds or full-scale vaporization of a target, the Phaser is one of the most powerful weapons available. It should be noted, however, that the Phaser is actually a Disruptor weapon.

Phasers, classified as either sidearm or ship borne, currently come in a number of types. Types -1 through -4 are the personal weapon classes, while -5 through -13 are the current classes of ship borne Phaser weapons.

 

  Phaser Operation
All variants of the 23rd century phaser store energy in a sarium krellide cell. Sarium krellide stores a maximum of 1.3x106 megajoules per cubic centimeter. The power cell is connected in series to three control modules:  transceiver assembly (STA):
  • The beam control assembly includes the controls which alter the beam's intensity and width, as well as the trigger.
  • The safety interlock is used to identify and check the person using the phaser.
  • The STA is used as part of the safety system whilst on a Federation starship, automatically limiting power levels during firing when on board, usually to no more than heavy stun; it also has additional target sensors and processors for distance aiming.

Energy from the power cell passes through all three modules and is then routed through shielded conduits to the prefire chamber, a sphere of gulium arkenide-reinforced LiCu 521, 1.5 cm in diameter also known as(The Emitter Crystal). This energy is stored temporarily by a charge barrier, which then collapses the energy, discharging it through the emitter crystal as a pulse of energy.

The charge barrier collapse takes an average of  0.02 picoseconds, whereupon through a 'rapid nadion' effect the emitter crystal converts the pulse into a tuned phaser discharge. As with a ship's main phaser banks, the greater the energy in the prefire chamber, the higher the percentage of nuclear disruption. Low to moderate phaser settings are calibrated to fall short of this nuclear disruption threshold, limiting the phaser discharge to stun and thermal electromagnetic effects.

   Types Of Hand Weapons
  Phaser Type 1

Type-1: A small, concealable weapon used when more conspicuous weapons are undesirable, the Type-1 Phaser is often used as a last resort weapon, when a crew member's large and more powerful Type-2 weapon has failed. The Type-1 has three settings (Note: All settings will be compared to the Type-2 weapon):

Setting1-Stun: A medium-power stun setting, will render most humanoids unconscious for around five minutes.
Setting2-Heat: A low-power heat setting, will cause moderate surface burns to most unprotected humanoids.
Setting3-Disrupt: A low-power disruption setting, will kill most humanoids with a single shot without vaporizing.

   Type 2 Phaser
Type-2: The most common type of Phaser in the Federation. Much larger than the Type-1 device, the Type-2 is used more often than any other Phaser weapon aboard ship or on away missions with the exception of combat scenarios. Often referred to as "pistol" Phasers. The Type-2 has 16 settings: All Listed Below

  Type 3 Weapons 

 

Type-3: Introduced into widespread use shortly before the Dominion War (with the introduction of the Sovereign-class starship). Currently, the Type-3 Phaser rifle comes in four variants-

Type-3a, standard Phaser rifle (removed from production in 2371)
Type-3b, standard Phaser rifle, fires pulse shots.
Type-3c, compression Phaser rifle, fires compressed beam shots (high power).
Type-3d, military assault rifle, fires either beam or pulse shots (high power).

All Type-3 weapons possess the same 16 settings as the Type-2 variant, with the exception of the -3c and -3d versions. They also possess the settings: 17 - 19

  Isomagetic Disintegrator also known as a Type 4 Weapon
Developed in 2410, the Type-4 Phaser provides combat troops with high-power fire support. This weapon differs from the rifle versions in a number of ways: it has a much larger power capacity, it can track several targets at once within a 65 degree arc, and it is much heavier- so much so that it must be mounted on a shoulder harness, which also carries extra power supplies, a light shield generator and illumination beacons.

  Compression Phaser Rifle
A recent development Weapon, carried on newer starships such as the USS Voyager. It has an improved targeting light with grater range, two power clips and a new split emitter design.

  EVA Phaser Rifle
Specially designed for use with environment suits, the EVA rifle has two pistol-grips and no trigger-guard for ease of handling, as well as magnetized areas for securing in zero-gravity conditions.

  TR-116 Projectile Rifle

An experimental weapon developed by Starfleet Security. It fires tritanium projectiles propelled by expanding gases from a chemical detonation. This rifle was designed for use in areas of high electromagnetic (EM) interference (whether artificial or natural) that would render phasers useless. Access to the replicator pattern for this design is restricted to Starfleet officers only.

One unique aspect of the gun is its Exrographic Targeting System, a separate sighting device which communicates with the weapon. The operator wears a wire frame helmet with a monocle attached over one eye, and moves a mouse trackball (mounted on both sides of the weapon, making it ambidextrous) located on the rifle to zoom in to the target. The magazine is contained in the forward handgrip under the barrel, being removed by releasing a catch and sliding it forward.

In 2375, one of these rifles was modified on Deep Space Nine with a micro-transporter connected near the barrel exit. The rifle dematerialized the bullet after firing and rematerialized it just in front of the target, and could possibly have done it inside the victim. The person responsible, a traumatized Vulcan officer, murdered several Starfleet personnel before being wounded by another modified TR-116 and taken into custody.

  Phaser Settings
                               The Settings Below  apply to the Type 2 Phaser and Above.

    These settings are as listed in the Next Generation Technical Manual

  Setting: 1
Description: Light Stun

Discharge Energy Index: 15.75
Duration: 0.25 seconds
SEM:NDF Ratio n/a
Damage Index: 0
*
Notes:

  • This setting is calibrated for base humanoid physiology, and causes temporary central nervous system (CNS) impairment resulting in unconsciousness for up to 5 minutes
  • Higher levels of reversible damage to the CNS result from repeated long exposures
  • The discharge energy index is related to RNE protonic charge levels
  • Standard composite structural materials of median-density (consisting typically of multiple layers of tritanium, duranium, cortenite, lignin, and lithium-silicon-carbon 372) are not permanently affected, although some warming (from vibration) will be detected

*A standardized damage index is derived for setting comparisons; each whole number represents the number of centimeters of material penetrated or damaged at the molecular level.

  Setting: 2
Description: Medium Stun

Discharge Energy Index: 45.30
Duration: 0.75 seconds
SEM:NDF Ratio n/a
Damage Index: 0
Notes:

  • Base-type humanoids remain unconscious for up to 15 minutes
  • Resistant humanoid types will be rendered unconscious for up to 5 minutes
  • Long exposures produce low levels of irreversible damage to the CNS and epithelial layers
  • Structural materials are not affected, though higher levels of vibrational warming are evident
Setting: 3
Description: Heavy Stun

Discharge Energy Index: 160.65
Duration: 1.025 seconds
SEM:NDF Ratio n/a
Damage Index: 1
Notes:

  • Deep sleep for up to 1 hour
  • Resistant bio forms will be rendered unconscious for approximately 15 minutes
  • Single discharges raise 1cc of liquid water by 100ºC
  • Structural samples experience significant levels of thermal radiation
Setting: 4
Description: Low Thermal Effects

Discharge Energy Index: 515.75
Duration: 1.5 seconds
SEM:NDF Ratio n/a
Damage Index: 3.5
Notes:

  • Base-type humanoids experience extensive CNS damage and epidermal electromagnetic (EM) trauma
  • Structural materials exhibit visible thermal shock
  • Discharges of longer than five seconds produce deep heat storage effects within metal alloys
Setting: 5
Description: High Thermal Effects

Discharge Energy Index: 857.5
Duration: 1.5 seconds
SEM:NDF Ratio 250:1
Damage Index: 7
Notes:

  • Humanoid tissues experience severe burn effects but (due to water content) deeper epithelial layers will not char
  • Simple personal force fields are penetrated after five seconds
  • Large fields as used by Away Teams will not be affected
Setting: 6
Description: Light Disruption Effects

Discharge Energy Index: 2700
Duration: 1.75 seconds
SEM:NDF Ratio 90:1
Damage Index: 15
Notes:

  • Organic tissues and structural materials exhibit comparable penetration and molecular damage as high energy causes matter to undergo rapid dissociation
  • The 'familiar' thermal effects begin to decrease at this level
Setting: 7
Description: Moderate Disruption Effects

Discharge Energy Index: 4900
Duration: 1.75 seconds
SEM:NDF Ratio 1:1
Damage Index: 50
Notes:

  • Organic tissue damage causes immediate cessation of life processes as disruption effects become widespread
Setting: 8
Description: Medium Disruption Effects

Discharge Energy Index: 15000
Duration: 1.75 seconds
SEM:NDF Ratio 1:3
Damage Index: 120
Notes:

  • Cascading disruption forces cause humanoid organisms to vaporize, as 50% of affected matter transitions out of the continuum
  • All unprotected matter is affected and penetrated according to depth and time of application
Setting: 9
Description: High Disruption Effects

Discharge Energy Index: 65000
Duration: 1.5 seconds
SEM:NDF Ratio 1:7
Damage Index: 300
Notes:

  • Medium alloys and ceramic structural materials (of over 100 cm thickness) begin exhibiting energy rebound prior to vaporization
Setting: 10
Description: Extreme Disruption Effects

Discharge Energy Index: 125000
Duration: 1.3 seconds
SEM:NDF Ratio 1:9
Damage Index: 450
Notes:

  • Heavy structural materials absorb or rebound energy; there is a 0.55 second delay before material vaporizes
Setting: 11
Description: Slight Explosive/Disruption Effects

Discharge Energy Index: 300000
Duration: 0.78 seconds
SEM:NDF Ratio 1:11
Damage Index: 670
Notes:

  • Structural materials utilizing ultra dense alloys absorb or rebound energy with a 0.20 second delayed reaction before vaporization
  • Light geological displacement, as approximately 10 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge
Setting: 12
Description: Light Explosive/Disruption Effects

Discharge Energy Index: 540000
Duration: 0.82 seconds
SEM:NDF Ratio 1:14
Damage Index: 940
Notes:

  • Structural materials utilizing ultra dense alloys absorb or rebound energy with a 0.1 second delayed reaction before vaporization
  • Moderate geological displacement, as approximately 50 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge
Setting: 13
Description: Moderate Explosive/Disruption Effects

Discharge Energy Index: 720000
Duration: 0.82 seconds
SEM:NDF Ratio 1:18
Damage Index: 1100
Notes:

  • Shielded matter exhibits minor vibration heating effects
  • Medium geological displacement, as approximately 90 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge
Setting: 14
Description: Medium Explosive/Disruption Effects

Discharge Energy Index: 930000
Duration: 0.75 seconds
SEM:NDF Ratio 1:20
Damage Index: 1430
Notes:

  • Shielded matter exhibits medium vibration heating effects
  • Heavy geological displacement, as approximately 160 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge
Setting: 15
Description: High Explosive/Disruption Effects

Discharge Energy Index: 1.17 x 106
Duration: 0.32 seconds
SEM:NDF Ratio 1:25
Damage Index: 1850
Notes:

  • Shielded matter exhibits major vibration heating effects
  • Extreme geological displacement, as approximately 370 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge
Setting: 16
Description: Extreme Explosive/Disruption Effects

Discharge Energy Index: 1.55 x 106
Duration: 0.28 seconds
SEM:NDF Ratio 1:40
Damage Index: 2450
Notes:

  • Shielded matter exhibits light mechanical fracturing
  • Catastrophic geological displacement, as approximately 650 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge
Setting: 17
Description: For Type 3 Weapons only
A high-power disruption setting, will cause minor geological displacement.
Setting: 18
Description: For Type 3 Weapons only
A high-power disruption setting, will cause moderate geological displacement. Melting of starship-grade armor occurs after prolonged firing.
Setting: 19
Description: For Type 3 Weapons only
A high-power disruption setting, will cause moderate geological displacement. Completely negates personal and light vehicle shielding and armor.
  Ship borne Phasers

  

Starship Phasers, as would be expected, are of much greater power than any personal weapons. Most Phasers have an effective range of around 300,000 km (around one light-second), but some, most noteably the new Type-12a and -13 Phasers have an increased range closer to 400,000 km. Pulse Phasers, due to the increased energy in the actual packet, do not possess enough kinetic energy to reach these distances, and typically have an effective range of around half standard phasers.

Thanks to today's superior fire-control computers, Starship Captains have a much greater degree of control over their Phasers- in both precision targeting and power levels. A Starship Phaser, if it could power down low enough, could easily discharge enough energy to render a 35 year-old human man weighing 120 kg unconscious for exactly two minutes. However, due to the massive energy levels involved, ship borne Phasers cannot power down to such a low level. The accuracy remains, however.

Between the first ship borne Phaser, the Type-5, and today's latest model, the Type-13, the only real difference is in power and range. While Type-5 weapons functioned only at around 165,000 km, the latest Type-13 weapons have an effective reach of over 400,000 km.                            

 

Sub-section 1:Meson Phasers

Meson Phasers are Phasers of greatly increased power. Meson units saw action from their introduction until 2413, when production of starships large enough to accomodate them slowed in order to revert the trend of "bigger is better".

Mesons (in certain forms) are weakly interacting particles with short, but predictable, lifespans. While they exist, mesons behave in a manner indistinguishable from neutrinos, and pass through matter unimpeded. At the end of the meson's life it decays, releasing photons. If the meson is of high enough energy, these will be in the form of gamma rays.

A Meson's lifespan can be controlled by it's velocity - the higher the apparent velocity, the longer the apparent lifespan. As a result of this, a meson accelerator can be used to place a gamma-ray burst at a percise location by controlling the velocity of the beam. Since mesons can be weakly interacting, a meson beam could be fired through a target's shields without being impeded - effectively ignoring them.

Mesons have a lifespan of only a few hundred milliseconds, giving a meson battery a similar range to a conventional phaser array. Also, since targets can rarely be located exactly in space, and in any case the beam's "focus" would not be percise, a proportion of the beams energy (perhaps as much as 2/3rds) would be wasted as mesons decayed outside the target's shields. A decaying meson beam (i.e. one near it's target) would be easily detected by observers, since the photons are emitted in random directions from a decaying Meson. Lastly, the apparatus to generate a Meson beam of a given power output is much bulkier then a phaser array.