Type 3 Phaser Rifle TOS Era (TSO Era 2230-2330)
The Type 3 is a larger rifle sized handheld weapon designed for greater power and range over the hand phasers. Phaser rifles of this era were not standard issue for landing parties or for most starships, used only for heavy combat. This version had more power settings, as well as the beam width can be modified slightly, and the weapon could be used as a cutting tool on lower settings, and included a disintegration setting. The weapon itself is made up of the main body which is an open frame that is only connected at the bottom, which the handle is at the forward part. The open area is filled by three tubes which house the power core, power converters and other components. The control settings are at the rear of the housing. From the front of the main housing is the long barrel.
Type 3 Phaser Rifle (TOS Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8, 4d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 60 ft
Rate of Fire: Semi
Size: Large
Weight: 10 lbs
Ammo: 80 box
Purchase DC: 19 Mil (+3)
Notes: Stun setting Fort DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge. The stun setting can be set to affect a 60 foot long, 30 foot wide cone area, however this uses 5 charges, and the Fort save DC is only 15.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 25 or be disintegrated. A successful save deals 6d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Type 3 Phaser Rifle TNG+ Era
This is the modern version of the Type 3 phaser, which looks like a Type 2 phaser, except instead of a handle behind the cowling and controls is an extended body, about 3 feet long with two vertical handles. Each handle has a cover that can be opened that reveals a trigger, allowing the user to chose which to use, but only one can be used. On the top of the main body behind the forward grip is a flip up targeting scope. Immediately behind the cowling where it connects to the main body is an attachment space for tactical flashlights to be fitted. The Type 3 has all the same settings as the Type 2, with the controls, except for the trigger, in the same location. The Type 3 is only marginally more powerful, but had greater range and increased ammunition capacity, as well as a few new firing settings, as well as clips for a shoulder strap for easier carrying or stowing it behind the user's back.
Type 3 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d8, 2d8, 3d8, 4d8, 5d8
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 7 lbs
Ammo: 100 box
Purchase DC: 19 Mil (+3)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, has a rate of fire of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.
Type 4 Phaser Rifle TNG+ Era
The Type 4 phaser rifle is an advanced phaser rifle designed more along the lines of old projectile weapons, with the handle and trigger at the rear of the weapon, a narrow frame leading to the barrel, with an under barrel horizontal grip. The primary improvements of the Type 4 over the Type 3 is increased power, a bolt discharge option instead of a beam to allow faster firing, however this version is slightly less accurate. Possesses all the abilities of the Type 3 phaser.
Type 4 Phaser Rifle (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 1d10, 2d10, 3d10, 4d10, 5d10
Critical: 20x2
Damage Type: Energy/Fire
Range Increment: 100 ft
Rate of Fire: Semi, Auto (bolt mode)
Size: Large
Weight: 8 lbs
Ammo: 110 box
Purchase DC: 19 Mil (+3)
Notes: Stun setting DC 17 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Light stun setting on a successful Fort save DC only Dazes target for 2 rounds, a failed save Stuns target for 1d4 round.
Each damage setting above 1d8 uses 1 extra charge, thus a 3d8 shot uses 3 charges, stun setting uses 1 charge.
Can be used as a cutting torch, uses 1 charge per minute of cutting (if used for less than 1 minute, 1 charge is still used).
Disintegration Setting - This setting is designed a target up to a medium sized creature (typical humanoid), uses 5 charges, requires the target to make a Fort save DC 28 or be disintegrated. A successful save deals 7d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Beam Width - The phaser can change the width of the beam, however doing so reduces range. Beam can be set to 5 foot wide line, reduces range to maximum of 5 range increments but uses an extra charge for each power setting, Reflex save DC attack roll, or 30 foot wide cone out to 60 feet long Reflex save DC 15.
Expanding Energy Pulse - This setting creates a large bolt that expands out to just over 3 feet shortly after it is fired, but has shorter range but is able to strike multiple targets along its path. The pulse will strike anything along its path, out to only 5 range increments, Reflex save DC attack roll, but if used in narrow spaces, such as standard ship corridors, Reflex saves suffer -2. Uses up 3 additional charges per setting, fire rate of single. Additionally, the air along the path the pulse takes is heated for 2d6 rounds afterwards, and anyone passing through the area must save against as if they where in a severely hot area, Fort Save DC 15 or suffer 1d4 hit points.
Bolt Mode - Instead of firing a beam, the Type 4 can be set to fire a concentrated bolt of energy, this allows for full automatic rate of fire, but suffers -1 to attack rolls.
Disruptors
Disruptors are a type of energy weapon, typically thoron-based giving them a typically green coloured energy bolt, with high damage potential, but lack the multiple settings, and beam control that Federation phasers are capable of. Disruptor hand weapons typically only had 2 or 3 settings, which included a stun, normal and disintegration. Most disruptors aren't as accurate as phasers, due to the nature of the weapon, however most species that use them, favour them for their destructive power, easily allowing for minor lose in accuracy as even a glancing hit can cause severe wounds. Federation worlds typically ban disruptor weapons, however races that are allied with the Federation, such as the Klingons, depending on era, are only allowed to carry these weapons as part of security or honour guards, during war times with mutual enemies.
Typical Disruptor Pistol (TOS Era 2230-2330)
A typical disruptor pistol was very much shaped like a typical projectile weapon, handle and trigger, with main body above leading to the barrel/emitter, typically large and intimidating. Only controls accessible by the thumb were to switch between stun, if one was included, normal mode, and disintegrate mode. These weapons typically did more damage than Federation phasers, with greater range, but had lower ammunition capacity. If the weapon had a stun setting, the target would, upon regaining consciousness would be more sluggish and be in notable pain as disruptor energies caused minor damage to the nervous system, even on a stun setting.
Typical Disruptor Pistol (TOS Era PL 6, Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lb
Ammo: 15 internal
Purchase DC: 15 Res (+2)
Notes: Inaccurate - Suffers -1 to attack rolls.
Stun setting DC 15 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d8 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Typical Disruptor Pistol (TNG+ Era 2330+)
This is the modern version of the typical disruptor pistol, usually based on Klingon designs, has slightly improved damage, range and ammo capacity. The greatest improvement to disruptors has been increased range and ammunition capacity.
Typical Disruptor Pistol (TNG+ Era PL 6, Personal Firearms Proficiency)
Damage: 3d10
Critical: 20x3
Damage Type: Energy/Fire
Range Increment: 40 ft
Rate of Fire: Semi
Size: Medium
Weight: 4 lbs
Ammo: 30 internal
Purchase DC: 15 Res (+2)
Notes: Inaccurate - Suffers -1 to attack rolls.
Stun setting DC 16 (failed save by more than 5 rendered unconscious for 1d4 hours, successful save Stunned, otherwise stunned for 1d4 rounds). Upon regaining consciousness, the target will be -2 to all rolls (attack, skill, etc) for another 2d6 rounds due to the pain and sluggishness they feel as the after effects of a disruptor stun setting blast.
Disintegration Setting - This setting is designed for a target up to a medium sized creature (typical humanoid), uses 3 charges, requires the target to make a Fort save DC 27 or be disintegrated. A successful save deals 5d10 damage, if this is enough damage to kill/reduce to 0 hit points, target is disintegrated.
Klingon Disruptor Note: Klingon disruptors are amongst the most common found, and many races will base theirs on Klingon designs. However Klingon disruptors have more kinetic energy to their discharges. Anyone struck by a Klingon built disruptor must make a Reflex save DC 15 or be knocked prone. A failed save of more than 5 throws the target back 5 feet. Klingon disruptors also have 25% larger magazines.
Romulan Disruptor Note: Romulans also use disruptors, but with some notable differences. Romulan disruptors fire a beam, like phasers, instead of the typical bolt, which increases their accuracy and range, but decreases their damage slightly. Romulan disruptors do not suffer the -1 to attack rolls, increase their range by 25%, reduce damage by 1 die type (instead of d8, use d6).