Personnel Phasers
There are a wide array of methods available for dispensing [directed energy] such a discharge, from plasma weapons, lasers and phase weapons to modern Starfleet's phaser weapon, which fires particles called nadions. Another common energy discharge weapon is the disruptor, used by Klingons and Romulans. (TOS; TNG; DS9; ENT)--Directed Energy Weapon - Memory Alpha
Type 1 Phasers are the standard side arm of Starfleet officers. If the situation warrants it, Type 2 Phasers may be issued. Phaser Rifles are rarely issued during peace time. Starfleet phasers are far more versatile and expensive than the disruptors used by most other galactic powers. Rainbow Lasers are popular civilian weapons.
All these weapons use Beam Weapons skill to operate. The RoF (Rate of Fire) is determined by how long you choose to keep the beam on. E.g. choosing to fire are RoF 5 with a RoF 10 beam setting means you choose to keep the beam on for 0.5 seconds instead of a full 1.0 second. A ready maneuver is required to change the setting (e.g. Base Cycle Stun to Light Heat) or adjust the cone size (available for Base Cycle Stun and Heat settings only), or to set the RoF (e.g. selecting the maximum RoF to be 2 instead of 10).
There are two significant difference with this campaign setting and Star Trek cannon. Stunning is not automatic: there is a HT roll to resist and it can cause phaser burns. Disintegrate does not make you neatly vanish; it does tight beam burning damage.
Type 1 Phaser
Type-1 phasers are typically carried when it would be inappropriate to carry a larger weapon, such as on diplomatic missions, or "undercover" work.--Type 1 phaser - Memory Alpha
The Type-1 Phaser is the smallest, most basic weapon carried by Starfleet and other Federation personnel. It has five adjustable settings, ranging from stun to heat to Disintegrate and is fired by a trigger on the top of the unit. It takes a Ready maneuver to change from one setting to another or to adjust Wide Beam Mode. Use Beam Weapons (Pistols) skill to operate it, or Beam Weapons (Projector) to make use of Wide Beam mode. The Type-1 Phaser makes use of a rechargeable battery; replacement power cells are not easily reloaded.
Type 1 Phaser Stats
Stat | Value |
Accuracy* | 3 |
Weight | 0.29 + 0.05(B Cell) |
Shots† | 22(recharge) |
ST | 3 |
Bulk | -1 |
Recoil | 1 |
Cost | $2000 |
Legality Class | 3 |
Tech Level | 11^ |
|
Type 1 Phaser Setting
Setting | Damage | Range | RoF | Shots† |
1: Base Cycle Stunwb | HT-2 aff: stun (sec) | 10/20 | 1 | ¼@ |
| | 1d-3 burn |
2: Stun(wb) | HT-2 aff: uncs (min) | 10/30 | 1 | 1@ |
| | 1d-3 burn |
3: Light Heatwb | 1d burn | 100/300 | 10 | ½@ |
4: Heatwb | 2d burn | 100/300 | 10 | 1@ |
5: Disintegrate | 2d(3) burn | 300/900 | 10 | 1@ |
|
Type 2 Phaser Pistol
More powerful and larger in size than the type-1 phaser, type-2 phasers are a hand-held, directed-energy weapon used by Starfleet and United Federation of Planets personnel --Type 2 phaser - Memory Alpha
Federation type-2 phasers are characterized by an unmistakably gun-like appearance. Varying in color from black and white, gray and black, and gray and copper combination, the current model features identifiable barrel and trigger structures, with an elongated handle/power pack capable of being quickly swapped out and "reloaded". It has twelve adjustable settings, ranging from stun to heat to disrupt to disintegrate. It takes a Ready maneuver to change from one setting to another or to adjust Wide Beam mode. Use Beam Weapons (Pistols) skill to operate it, Beam Weapons (Projector) to make use of Wide Beam mode (and the laser torch setting as a melee weapon)
Type 2 Phaser Stats
Stat | Value |
Accuracy* | 6 |
Weight | 1.2 + 0.5(C Cell) |
Shots† | 33(3) |
ST | 4 |
Bulk | -2 |
Recoil | 1 |
Cost | $14,000 |
Legality Class | 3 |
Tech Level | 11^ |
|
Type 2 Phaser Settings
Setting | Damage | Range | RoF | Shots† |
1: Base Cycle Stunwb | HT-4 aff: stun (sec) | 40/80 | 3 | ¼@ |
| | 1d-3 burn |
2: Stun(wb) | HT-2 aff: uncs (min) | 14/44 | 1 | ½@ |
| | 1d-3 burn |
3: Heavy Stun(wb) | HT-3 aff: uncs (min) | 23/70 | 1 | 1@ |
| | 1d-3 burn |
4: Light Heatwb | 1d burn | 178/534 | 10 | ¼@ |
5: Heatwb | 2d burn | 158/476 | 10 | ½@ |
6: Heavy Heatwb | 3d burn | 200/600 | 10 | 1@ |
7: Laser Torch | 8d6(2) burn | C,1 | | 1 hr. |
8: Disrupt-A | 1d cr, exp | 256/1068 | 10 | ¼@ |
9: Disrupt-B | 2d cr, exp | 316/952 | 10 | ½@ |
10: Disrupt-C | 3d cr, exp | 400/1200 | 10 | 1@ |
11: Disintegrate-A | 2d(3) burn | 476/1429 | 10 | ½@ |
12: Disintegrate-B | 3d(3) burn | 600/1800 | 10 | 1@ |
|
Type 3 Phaser Rifle
A phaser rifle (often referred to as a type-3 phaser) is a rifle variation of the standard phaser used by the Federation. --Type 3 phaser
Federation (type-3) phasers rifles are characterized by an unmistakably rifle-like appearance. Varying in color from black and white, gray and black, and gray and copper combination, the current model features identifiable barrel and trigger structures, with a removable shoulder stock that allows two power packs to be quickly swapped out and "reloaded". It has fifteen adjustable settings, ranging from stun to heat to disrupt to disintegrate. It takes a Ready maneuver to change from one setting to another or to adjust Wide Beam mode. They are two-handed weapons and use Beam Weapons (Rifle) skill to operate it, or Beam Weapons (Projector) to make use of Wide Beam mode.
Type 3 Phaser Stats
Stat | Value |
Accuracy* | 12 |
Weight | 4.5 + 1.0(2 C Cells) |
Shots† | 56(3) |
ST | 7 |
Bulk | -4 |
Recoil | 1 |
Cost | $46,300 |
Legality Class | 2 |
Tech Level | 11^ |
|
Type 3 Phaser Settings
Setting | Damage | Range | RoF | Shots† |
1: Base Cycle Stunwb | HT-4 aff: stun (sec) | 160/470 | 3 | ¼@ |
| | 1d-3 burn |
2: Stun(wb) | HT-2 aff: uncs (min) | 16/48 | 1 | ¼@ |
| | 1d-3 burn |
3: Heavy Stun(wb) | HT-3 aff: uncs (min) | 25/76 | 1 | ½@ |
| | 1d-3 burn |
4: Maximum Stun(wb) | HT-4 aff: uncs (min) | 40/120 | 1 | 1@ |
| | 1d-3 burn |
5: Light Heatwb | 1d burn | 451/1352 | 10 | ¼@ |
6: Heatwb | 2d burn | 406/1218 | 10 | ½@ |
7: Heavy Heatwb | 3d burn | 435/1306 | 10 | 1@ |
8: Maximum Heatwb | 5d burn | 500/1500 | 10 | 2@ |
9: Disrupt-A | 1d cr, exp | 902/2704 | 10 | ¼@ |
10: Disrupt-B | 2d cr, exp | 812/2436 | 10 | ½@ |
11: Disrupt-C | 3d cr, exp | 870/2612 | 10 | 1@ |
12: Disrupt-D | 5d cr, exp | 1000/3000 | 10 | 2@ |
13: Disintegrate-A | 2d(3) burn | 1215/3655 | 10 | ½@ |
14: Disintegrate-B | 3d(3) burn | 1306/3917 | 10 | 1@ |
15: Disintegrate-C | 5d(3) burn | 1500/4500 | 10 | 2@ |
|
Phaser Settings
Stun
If the victim fails his HT roll, he is stunned or unconscious for as many seconds or minutes as his margin of failure. DR offers no protection against a phaser in any stun sitting, unless the armor is sealed; in which case the stun effects are felt only if the burn damage exceeds the DR of the armor. Add a +3 bonus to the HT roll past 1/2D Range. The HT roll does not protect against burn damage; DR protects against this burn damage normally. The stun settings are a Neural Weapon superscience! improvement of Electrolaser and MAD technology [GURPS Ultra-Tech, p. 119-122]. Stun settings will not work underwater.
Heat
These are the preferred settings when thermal effects are desired; they are considered kill settings. The effective DR against heat settings is the average of torso DR and the DR of the least protected hit location exposed to the attack [G:B, p. 400]. Hit locations smaller than the torso my not be targeted. The heat settings are near-infrared high-energy laser technology [GURPS Ultra-Tech, p. 114-116]. In Wide-Beam mode, Light Heat will cut a 1 yard whole in 4” thick wood in about 8 seconds, using up 8 shots; Heat will cut a 1 yard whole in ¼” thick steel in 11 seconds, but would drain the phaser doing so. [G:B, p. 558] Underwater range is 0/1.
Laser Torch
Available only on the Type 2, this is the preferred setting for cutting through something. Use Beam Weapon (Projector). [G:UT, p. 80]
Disrupt
Not available on the Type 1, this is the preferred setting against nonliving targets; or, more accurately, against targets in which the tight-beam burning damage of Disintegration is not effective. It fires a beam wider than Disintegrate in short duration pulses. A hit causes a surface explosion, concussion, and blunt trauma--sometimes enough to knock a person down. It has a superior range, but inferior penetration compared to the Disintegrate. This changes the damage type from burning to crush with explosive which may actually cause knockdown. The Disrupt settings are near-infrared high-energy laser technology [GURPS Ultra-Tech, p. 114-116] with the Pulse Laser option [GURPS Ultra-Tech, p. 118-119]. Underwater range is 1 yard/2 yards.
Explosion inflicts collateral damage: roll for damage, ignoring the armor divisor, and divide the result by (3 x distance in yards from the center of the blast). DR protects normally. Incidental fragmentation damage is also possible: 2d3-4 for ordinary earth to 1d for an explosion on loose scrap. Fragments attack everyone with a skill of 15--apply range, posture, and size modifiers to this skill roll [G:B, p. 414-415]. The only defense against these effects is to dive for cover [G:B, p. 377].
Disintegrate
This is the preferred setting against armored targets. It is a polychromatic electromagentic beam which defocuses in vacuum. Divide range by 10 and ignore the armor divisor in vacuum or trace atmosphere. The underwater range is 1 yard/2 yards. [GURPS Ultra-Tech, p.116: Rainbow Lasers]
Wide Beam Mode
These settings project their energy in a beam wider than the tight beams of the other settings. This is how the Stun settings bypass non-sealed armor and why the Heat settings use an average of DR for the torso and the least protected body part. It is also the reason Heat settings do not get a (2) armor divisor. The default beam width is narrow enough that Beam Weapons (Pistol or Rifle) are the appropriate skills.
By using Beam Weapons (Projector) skill (or Beam Weapons (Pistol or Rifle)-4), the energies of the Base Cycle Stun and Heat settings (but not the other Stun settings) can be set to discharge in a cone [B413] wide enough to effect multiple targets. This cone may be set to expand by up to one yard per yard of range, but by no less than by two yards at half damage range. Anyone within the cone will feel its effects. Ignore the 1/2 Damage and Maximum Ranges; instead, apply a bonus to the HT roll (for Base Cycle Stun) or divide the damage done (for Heat) by an amount equal to the width of the cone in yards at the target's location. Targets that are screened by cover or that Dive for Cover [B377] will not be affected. E.g. if there are two people standing abreast in one hex, they will all be affected, but anybody behind them would be screened. [GURPS Basic Set: Campaigns, p. 413-414: cone attacks.]
Source Material for the Type 1 Phaser
Accuracy, Weight, Shots, ST, Bulk, Recoil, Cost, Tech Level, Legality Class, Range, and RoF are all GURPS standard for the palm-sized weapons from GURPS: Ultra Tech [UT] that the Type-1 Phaser is based on. Damage values are GURPS standard d6's. (Prime Directive claim the Type 1 Phaser weighs 0.5 lbs.; Last Unicorn and Decipher claim 0.4 kg or 0.44 lbs.)
Type 1 Phaser Cost and Weight Analysis
Setting | GURPS Equivalent | Cost | Combo | Wt. | Combo | TL | LC | Refn |
Base Cycle Stun | Electrolaser | $250 | $125 | | | 9 | 4 | UT120 |
Stun | Neural Weapon | $500 | $500 | 0.30 | 0.150 | 11^ | 4 | UT122 |
Heat | High-Energy Laser | $300 | $150 | 0.35 | 0.350 | 10 | 3 | UT115 |
| variable settings: +50% | $150 | $75 | | | | | ??? |
Disintegrate | Rainbow Laser | $300 | $150 | 0.35 | 0.175 | 11 | 3 | UT117 |
| | | $1,000 | | 0.675 | 11^ | 3 | UT16, UT119 |
| compact: x2, ÷2 | | $2,000 | | 0.340 | | | UT23 |
Half of 0.675 lbs is 0.3375 lbs; 0.34 lbs is a rounded value.
Base Cycle Stun is TL9 electrolaser technology [UT119] updated to TL11. Figuring a 4x increase in battery power for each TL increase [Pyramid 3/37, p14] implies this setting should use only 1/16 the “shots” of its old TL9 counterpart. However, this stun setting projects a ranged cone attack which uses 4x the amount of energy as the TL9 beam. Thus, the Base Cycle Stun setting uses ¼ of a “shot”.
Stun is the Neural Stun of TL11^ neural weapon technology [UT121-2]. It is based on the Holdout Nerve Disruptor [UT122]. This setting uses the given GURPS energy cost: each shot uses up 1 “shot”.
Light Heat is half the power of the Heat setting. It does half the damage. Each shot uses up ½ “shot”.
Heat is TL10 near infrared laser technology [UT114] updated to TL11. It is based on the Holdout Laser [UT115]. This implies that each shot should use ¼ of a “shot”. However, it is projected as a cone rather than a tight beam, so each shot uses up 1 “shot”.
Disintegrate is the TL11 rainbow laser [UT116] technology. It is based on the Holdout Rainbow Laser [UT117]. This setting uses the given GURPS energy cost: each shot uses 1 “shot”.
Source Material for the Type 2 Phaser
Accuracy, Weight, Shots, ST, Bulk, Recoil, Cost, Tech Level, Legality Class, Range, and RoF are all GURPS standard for the pistol weapons from GURPS: Ultra Tech [UT] that the Type-2 Phaser is based on. Damage values are GURPS standard standard d6's. (Prime Directive and Decipher claim type-2 phasers weigh a pound.)
Type 2 Phaser Cost and Weight Analysis
Setting | GURPS Equivalent | Cost | Combo | Wt. | Combo | TL | LC | Refn |
Base Cycle Stun | Electrolaser | $1,800 | $900 | | | 9 | 4 | UT120 |
Stun | Neural Weapon | $2,600 | $2,600 | 1.8 | 1.80 | 11^ | 4 | UT122 |
| variable settings: +50% | $1,300 | $1,300 | | | | | ??? |
Heat | High-Energy Laser | $1,100 | $550 | 1.5 | 0.75 | 10 | 3 | UT115 |
| pulse option: +100% | $1,100 | $550 | | | | | UT119 |
| variable settings: +50% | $550 | $275 | | | | | ??? |
Disintegrate | Rainbow Laser | $1,100 | $550 | 1.5 | 0.75 | 11 | 3 | UT117 |
| variable settings: +50% | $550 | $275 | | | | | ??? |
| | | $7,000 | | 3.30 | 11^ | 3 | UT16, UT119 |
| compact: x2, ÷2 | | $14,000 | | 1.70 | | | UT23 |
Half of 3.30 lbs is 1.65 lbs, but 1.7 is rounded.
Base Cycle Stun is TL9 electrolaser technology [UT119] updated to TL11. It is based on the Electrolaser Pistol [UT120]. Figuring a 4x increase in battery power for each TL increase [Pyramid 3/37, p14] implies this setting should use only 1/16 the “shots” of its old TL9 counterpart. However, this stun setting projects a ranged cone attack which uses 4x the amount of energy as the TL9 beam. Thus, the Base Cycle Stun setting uses ¼ of a “shot”.
Stun is a half the power of the Heavy Stun setting. As every +3 to HT is equivalent to ½ Damage [UT122], every +1 to HT is equivalent to a 0.7937 factor reduction Damage or a 0.7937 factor decease in Range. This half power setting results in a +1 to HT and a 0.6300 (0.7937†) factor reduction in range. Each shot uses up ½ “shot”.
Heavy Stun is the Neural Stun of TL11^ neural weapon technology [UT121-2]. It is based on the Nerve Pistol [UT122]. This setting uses the given GURPS energy cost: each shot uses 1 “shot”. (Note: I believe the “66” Shots for the Nerve Pistol on UT122 should be “33”.)
Light Heat is a quarter the power of the Heavy Heat setting. As Heavy Heat does 3d GURPS damage, each ¼d is equivalent to a 0.8909 factor drop in Range. In this case, Damage is reduced by 2d and Range by a factor of 0.8909. Each shot uses up ¼ “shot”.
Heat is half the power of the Heavy Heat setting. As Heavy Heat does 3d GURPS damage, each ½d drop in damage is equivalent to a 0.7937 factor drop in Range. In this case, Damage is reduced by 1d and Range by a factor or 0.7937. Each shot uses up ½ “shot”.
Heavy Heat is TL10 near infrared laser technology [UT114] updated to TL11. It is based on the Laser Pistol [UT115]. This implies that each shot should use ¼ of a “shot”. However, it is projected as a cone rather than a tight beam, so each shot uses up 1 “shot”.
Disrupt-A, B, C is TL10 near infrared laser technology [UT114] used in a Pulse Laser mode [UT118]. This does not effect power requirements, but does not allow for the wide-beam mode option. They use the same number of shots as the Heat settings.
Disintegrate-A is half the power of the Disintegrate-B setting. As Disintegrate-B does 3d GURPS damage, each ½d drop in damage is equivalent to a 0.7937 factor drop in Range. In this case, Damage is reduced by 1d and Range by a factor of 0.7937. Each shot uses up ½ “shot”
Disintegrate-B is the TL11 rainbow laser [UT116] technology. It is based on the Rainbow Laser Pistol [UT117]. This setting uses the given GURPS energy cost: each shot uses 1 “shot”.
Source Material for the Type 3 Phaser
Accuracy, Weight, Shots, ST, Bulk, Recoil, Cost, Tech Level, Legality Class, Range, and RoF are all GURPS standard for the rifle (carbine) weapons from GURPS: Ultra Tech [UT] that the Type-3 Phaser is based on. Damage values are GURPS standard standard d6's. (Decipher and Unicorn claim phaser rifles weigh 3.5 lbs., Prime Directive claims 4 lbs.)
Type 3 Phaser Cost and Weight Analysis
Setting | GURPS Equivalent | Cost | Combo | Wt. | Combo | TL | LC | Refn |
Base Cycle Stun | Electrolaser | $3,900 | $1,950 | | | 9 | 3 | UT120 |
Stun | Neural Weapon | $8,000 | $8,000 | 5.0 | 2.5 | 11^ | 4 | UT122 |
| variable settings: +50% | $4,000 | $4,000 | | | | | ??? |
Heat | High-Energy Laser | $4,600 | $2,300 | 5.6 | 5.6 | 10 | 2 | UT115 |
| pulse option: +100% | $4,600 | $2,300 | | | | | UT119 |
| variable settings: +50% | $2,300 | $1,150 | | | | | ??? |
Disintegrate | Rainbow Laser | $4,600 | $2,300 | 5.6 | 2.8 | 11 | 2 | UT117 |
| variable settings: +50% | $2,300 | $1,150 | | | | | ??? |
| | | $23,150 | | 10.9 | 11^ | 2 | UT16, UT119 |
| compact: x2, ÷2 | | $46,300 | | 5.5 | | | UT23 |
Half of 10.9 lbs is 5.45 lbs; 5.5 lbs is a rounded value.
Base Cycle Stun is TL9 electrolaser technology [UT119] updated to TL11. It is based on the Electrolaser Carbine [UT120]. Figuring a 4x increase in battery power for each TL increase [Pyramid 3/37, p14] implies this setting should use only 1/16 the “shots” of its old TL9 counterpart. However, this stun setting projects a ranged cone attack which uses 4x the amount of energy as the TL9 beam. Thus, the Base Cycle Stun setting uses ¼ of a “shot”.
Stun is a quarter the power of the Maximum Stun setting. As every +3 to HT is equivalent to ½ Damage [UT122], every +1 to HT is equivalent to 79% Damage or a 0.79 factor decrease in in Range. This quarter power setting results in a +2 to HT and a 0.3969 (0.794) factor decrease in range. Each shot uses up ¼ “shot”.
Heavy Stun is half the power of the Maximum Stun setting. As every +3 to HT is equivalent to ½ Damage [UT122], every +1 to HT is equivalent to 79% Damage or a 0.79 factor decrease in Range. This half power setting results in a +1 to HT and a 0.63 (0.79†) factor drop in Range. Each shot uses up ½ “shot”.
Maximum Stun is the Neural Stun of TL11^ neural weapon technology [UT121-2]. It is based on the Nerve Rifle [UT122]. This setting uses the given GURPS energy cost: each shot uses 1 “shot”.
Light Heat is an eighth the power of the Maximum Heat setting. As Maximum Heat does 5d GURPS damage, each 1/8d is equivalent to a 0.96.59 factor drop in Range. In this case, Damage is reduced by -4d and Range by a factor of 0.90.13 (0.96593). Each shot uses up ¼ “shot”.
Heat is a quarter the power of the Maximum Heat setting. As Maximum Heat does 5d GURPS damage, each ¼d is equivalent to a 0.9330 factor drop in Range. In this case, Damage is reduced by -3d and Range by a factor of 0.81.23 (0.93303). Each shot uses up ½ “shot”.
Heavy Heat is half the power of the Maximum Heat setting. As Maximum Heat does 5d GURPS damage, each ½d drop in damage is equivalent to a 0.87 factor drop in Range. In this case, Damage is reduced by -2d and Range by a factor or 0.87. Each shot uses up 1 “shot”.
Maximum Heat is TL10 near infrared laser technology [UT114] updated to TL11. It is based on the TL10 Laser Carbine [UT116]. This implies that each shot should use ¼ of a “shot”. However, it is projected as a cone rather than a tight beam, so each shot uses up 1 “shot”. But note that the GURPS Laser Carbine only gets 28 shots from 2 C cells; so this setting uses up 2 "shots".
Disrupt-A, B, C, D is TL10 near infrared laser technology [UT114] used in a Pulse Laser mode [UT118]. This does not effect power requirements, but does not allow for the wide-beam mode option. They use the same number of shots as the Heat settings.
Disintegrate-A is a quarter the power of the Disintegrate-C setting. As Disintegrate-C does 5d GURPS damage, each ¼d drop in damage is equivalent to a 0.9330 factor drop in Range. In this case, Damage is reduced by -3d and Range by a factor of 0.8123 (0.93303). Each shot uses up ½ “shot”.
Disintegrate-B is half the power of the Disintegrate-C setting. As Disintegrate-C does 5d GURPS damage, each ½d drop in damage is equivalent to a 0.8706 factor drop in Range. In this case, Damage is reduced by -2d and Range by a factor of 0.8706. Each shot uses up 1 “shot”.
Disintegrate-C is the TL11 rainbow laser [UT116] technology. It is based on the Rainbow Laser Carbine [UT117]. Note that the GURPS Rainbow Laser Carbine only gets 28 shots from 2 C cells; so this setting uses up 2 "shots".