KEY (and explanation)
FOR THE RAY GUN STATISTICS
&
THE PHASER SETTINGS

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WEAPONS KEY AND SETTINGS

For an explanation to the states see below.  For the Phaser (and Disruptor) settings scroll down or click here

The following color code and terms are used:
information from the TV Series
                    (Including TOS, TNG, DS9, and VOY)
information from the "Cannon" Tech Manuals.
                    (TNG Technical Manual, The Encyclopedia, Enterprise-D Deckplans......)
information from references written by those who work on the TV series
                    (ST TMP Blueprints, Science Logs....)
information from Franz Josephs works
                  (Star Fleet Technical Manual, Enterprise Booklet of General Plans)
information from Last Unicorn Games RPG:
                    (The DS9 Core Book, The Price of Freedom,....)
information from unofficial sources
                    (FASA, My own speculation, and other fan speculation.)
 
 

STAT KEY

CLASS
This designates the general size and method of operation of a weapon.  There are Palm Weapons (smaller then a hand), Pistol Weapons (designed to be held in one hand), Rifle Weapons (designed to be held in two hands), Shoulder Mounted Weapons (supported by the users shoulder), Mounted Weapons (requiring a large solid surface to operate), and Grenades (omni-directional blast).  The designation system is (more or less) of my own invention.

MANUFACTURE
This designates the government/race that produces this particular weapon.

START OF PRODUCTION
The year that the weapon went into production.  As you will see most of these dates are speculation on my (or other peoples) part.

MASS / LENGTH
The “weight” of the weapon in kilograms and the length of the weapon in centimeters

POWER CAPACITY
This is the energy stored in the weapons power cell.  It serves as the “ammunition” of the weapon as given in Kilojoules of energy.  A quick look at the TNG Technical Manual will reveal that all my power cost are off by a factor of precisely 1,000,000.  This was so that my numbers fit loosely with Last Unicorn Games (and common sense).  I did keep the ratios of power for all the weapons we have been given info on exactly as shown in the manuals I just reduced them by a factor of one million.  By reducing the power cell capability by this factor a Type II phaser can fire 16 shots at setting 16.  Which is ballpark for LUG which (as near as I can determine) used completely made up ammo capabilities.  Continuity purists can easily find the “canon” power levels by changing the Kilo prefix to Giga.  However this means that a Type II Phaser can fire for 52 days on setting 16.  This becomes 142 years if you use the cannon power costs listed in the Tech manual (see the ENERGY (KILOJOULS) below).

AVAILABLE SETTINGS
I love the ICON Combat System but the way they work damage is a major pain.  Each type of weapon has its own settings!  So to have the stats for a Phase Disruptor, a TOS Phaser 2 and a TNG Phaser I you need (count em) THREE damage charts.  But a quick glance shows that the only real difference between the settings is the NUMBER assigned to the setting.  Setting 2 on the TOS Phaser 2 is basically the same as Setting 3 on the TNG Phaser I.  So why force the GM (narrator) to have two charts when he can have one.  So I just say that the TOS Phaser 2 has the following TNG settings - 1,3,5,6,8,9.  So I now can cover just about every hand-held disintegrator with ONE 18 level chart.  The stats for the individual guns take up hardly any room. (For more info see SETTING below.)  To see the chart click here.

MAX RANGE
Another major time/space saver.  And this one has the benefit of being MORE realistic to boot.  The very nature of a directed energy weapon (that travels at Lightspeed) is such that it will be immune to most of the variation of range.  In fact aside from beam spread (which only effect maximum range) ALL beam weapons would have the same range characteristics.  Thus I adapted (read as ripped-off) the EXCELLENT range chart used by GURPS.  Here’s the version I use.
For Range use the modifier sets the difficulty.  For Size the modifier modifies the characters skill.

Range/Size Modifier
2 cm     -10
4 cm     -9
8 cm    -7
16 cm  -6
32 cm  -5
62 cm  -3
1 m      -2
2 m      0
4 m      +2
8 m     +3
15 m    +5
30 m    +7
60 m     +9
130 m    +11
250 m    +13
500 m    +14
1 km      +16
2 km     +18
4 km     +20
8 km     +21

All you need to know is the Max Range (the point at which the beam spread prevents it from doing damage) and you can use the above chart to find damage for ANY phaser/disruptor/particalbeam.
Obviously it’s more detailed then the 4 level ranges used by ICON, but it’s the ONLY range chart you’ll ever need.  Put it on you GM (Narrator)’s screen and your set!  I even have a convenient excel sheet you can use that puts the range chart and the damage chat on the same piece of paper!

  Another thing you might notice is that the maximum ranges for my phaser rifles are MUCH longer then those listed in ICON’s books.  This is because their rifle ranges are unrealistically low. A good 21st century projectile rifle has far better ranges then 150 meters.  In fact these ranges aren’t supported by the only two pieces of canon range info I have found on Star Trek.  It has been stated in DS9 that Starfleet has abandoned research on projectile rifles.  This strongly implies that Starfleet has some sort of beam weapons with ranges over 2000 meters.  In VOY Paris remarks that an alien disruptor rifle with a range of 10,000 meters is not as accurate as phaser rifle.  He says that the primary benefit (in comparison to Compression Phasers) is the rapid fire.
   Clearly a Compression Phaser must have a range far in excess of the 160-meter value given by ICON.  My ranges are largely guesswork; based loosely on how easy it would be use a given rifle as a sniper weapon (the existence of a site, the feasibility of a stock, etc…).

NOTES
This includes the special features and deficiencies of each weapon.  Capabilities include:

Sight
Notes: only guns that have Sights can be aimed.
 Aim for 1 turn   +1
 Aim for 2 turns  +2 (total)
 Aim for 3 turns  +2 (total)

Stocked Weapons
 1st turn aim bonus  +1

Supported gun (BiPod or some such)
 1st turn aim bonus +1

Tripod
 1st turn aim bonus of +2

Wide Angle Fire
Covers and diameter of 8 meters wide.  Max range of 10 meters.  Each "shot" cost 3 times the normal power cost.

Continuous Fire
Adds 1d6 to attackers roll to hit the target. Use the Duration stat for each setting to calculate energy cost.  (A combat turn is 5 seconds long).

Subspace Transceiver Assembly
Allows the phaser to stay in contact with any transceiver system (range 200 km).  The phaser can be remotely controlled by a operator or a computer system.

Target Discriminator
Can be attached to a Phaser Targeting Module.  It prevents the phaser from firing at specific, preprogrammed, targets (aka it won't fire at Bajoran life signs).

 Phaser Targeting Module (aka Seeker/Tracker)
   Gyroscopic targeting function.      +1 to all aim bonuses
Tricorder scan (line of sight only)
 Notes: performs long-range tricorder functions.

Regenerative Systems
A Regenerative weapon is capable of functioning in the midst of a high level EM field (such as caused by a Thoron beam).  Phasers without this protection will be rendered in oprative by such fields.

Micro-Torp Launcher
This undermounted "plant on" holds 3 Micro-Torps and links to the Targeting Module for targeting
Class:                                 Plant-On Weapon
Manufacture:                   Starfleet
Start of Production:         2373
Mass:                                 2 kg (fully loaded)
Length:                              15 cm
Ammo:                              Clip holds 3 Micro Torpeados
Damage:                           200 (5 pts starship scale) (can be loaded with explosive, gas or biological warheads).
Ranges:                            5,000 / 10,000 / 18,000 / 24,000 meters
Notes: For more info see DS9 Tech Manual Page 149.

Tetryon Targeting System
+2 to all aimed shots bonus.

Removable Power Cell
The Powercell is easily removed and replaced (this counts as an action)
 
 

SETTINGS KEY
For the list of SETTINGS click here

SETTING
This in the numerical designation of the setting.  They range 1-18.  Each setting has different capabilities and effects on its target.  Not all weapons can fire on all settings.   I implemented this because I figure that 18 levels of damage is enough to keep any RPG campaign going.  I admit that its unlikely that the Romulans would have the exact same 18 levels of damage that Starfleet has but its such a massive time/space saver that I believe its worth the reduction.

DAMAGE (ICON)
These are stolen directly from the ICON system.  ICON’s TNG setting 5 does the exactly the same amount of damage as the BS setting 5.

DAMAGE (INDEX)
This is the penetration in centimeters of the beam when fired at a block of metal.  The numbers come from the TNG Technical Manual.

MASS DISINTEGRATED
This is the amount of normal matter disintegrated by a single “shot” at this setting.  The units used are Kilograms.  Most of these numbers come directly from the TNG Tech Manual.  Unusual materials such as tritainium or durainium are MUCH more resistant to disintegration.
Note: Rock has a density of 6000 kg per cubic meter.
Note: for every kilogram of regular matter that is disintegrated .002 Kilograms of Tritainium is disintegrated.
For every kilogram of regular matter that is disintegrated .00000004 kg (4x10^-8) of Duranium is melted.

ENERGY (KILOJOULS)
This is the energy consumed by each “shot” fired at this setting.  This allows number crunching gamers to determine how much energy a phaser has left in its power cell.  The ratios of the power costs are taken directly from the TNG Technical Manual.  It should be noted that I have increased the power cost of all the settings by a factor of 1000 from that listed in the Technical manual.  This is because is IMPOSSIBLE to make rocks glow using the power costs given.  By impossible I mean more impossible then warp drive.  Purist may reduce the power cost of all settings by a factor of 1000 to make their game more “canon.”  However this will increase the total number of shots of the weapons by a factor of 1000. Thus a TNG Type II phaser will be able to fire 16,000 times at setting 16.  If you also use the “canon” numbers for the capacity of the power cell you will discover that a Type II phaser can fire on setting 16 for about 142 YEARS.  For these reason I prefer to keep the ratios and adjust the actually numbers. (see POWER CAPACITY above)

DURATION
The duration of one “shot.”  I.E. if the trigger is pushed once then the beam will last this many seconds.  These numbers come from the TNG Technical Manual and can be used to calculate the maximum number of shot a Character can fire in a 5 second combat turn or to determine the total power cost of a weapon on continuos fire.

NOTES
A small note as to the type of damage the weapon does.
 

SETTINGS

SETTING                             0
Name:                                   Flash
Damage (ICON):                 0
Damage (Index):                 0
Mass disintegrated:          0
Energy (kilojouls):            .001
Duration (seconds):         .01
Notes:                                 Any humanoid without protective eyewear is blinded for 5 minutes.

SETTING                             1
Name:                                   Light Stun
Damage (ICON):                 2+2d6 (stun damage)
Damage (Index):                 0
Mass disintegrated:          0
Energy (kilojouls):           .028
Duration (seconds):         .25
Notes:                                 Stuns most humanoids for 5 minutes.

SETTING                             2
Name:                                  Medium Stun
Damage (ICON):                4+2d6 (stun damage)
Damage (Index):                0
Mass disintegrated:          0
Energy (kilojouls):            .082
Duration (seconds):          .75
Notes:                                  Stuns most humanoids for 15 minutes.  Resistant species (such as klingons) are only stunned for 5 minutes.

SETTING                             3
Name:                                  Heavy Stun
Damage (ICON):                6+4d6 (stun damage)
Damage (Index):                1 cm
Mass disintegrated:          0
Energy (kilojouls):            .29
Duration (seconds):          1.03
Notes:                                  Stuns most humanoids for 60 minutes.  Resistant species (such as klingons) are only stunned for 15 minutes.

SETTING                             4
Name:                                  Light Thermal
Damage (ICON):                8+2d6
Damage (Index):                3.5 cm
Mass disintegrated:          0
Energy (kilojouls):            .93
Duration (seconds):          1.5
Notes:                                  Burns a 1 meter hole in 10 cm of wood in 3 minutes

SETTING                            5
Name:                                  Heavy Thermal
Damage (ICON):                10+2d6
Damage (Index):                7 cm
Mass disintegrated:          .001 kg
Energy (kilojouls):             1.5
Duration (seconds):          1.5
Notes:                                  Burns a 1 meter hole in 10 cm of steel in 3 minutes

SETTING                            6
Name:                                  Light Disrupt (light kill)
Damage (ICON):               12+3d6
Damage (Index):                15 cm
Mass disintegrated:          .03 kg
Energy (kilojouls):             4.9
Duration (seconds):          1.75
Notes:                                  Causes cellular disruption in organic targets.  Often fatal.

SETTING                            7
Name:                                  Heavy Disrupt (heavy kill)
Damage (ICON):                14+4d6
Damage (Index):                50 cm
Mass disintegrated:          4 kg
Energy (kilojouls):             8.8
Duration (seconds):          1.75
Notes:                                  Causes fatal cellular disruption in organic targets.

SETTING                            8
Name:                                  Light Disintegrate
Damage (ICON):                16+4d6
Damage (Index):                120 cm
Mass disintegrated:          50 kg
Energy (kilojouls):             27
Duration (seconds):          1.75
Notes:                                  Vaporizes 50 kg of normal matter.

SETTING                            9
Name:                                  Medium Disintegrate
Damage (ICON):                24+5d6
Damage (Index):                300 cm
Mass disintegrated:          1340 kg
Energy (kilojouls):             117
Duration (seconds):          1.5
Notes:                                  None

SETTING                            10
Name:                                  Medium Disintegrate
Damage (ICON):                30+9d6
Damage (Index):                450 cm
Mass disintegrated:          6080 kg
Energy (kilojouls):             225
Duration (seconds):          1.3
Notes:                                  None

SETTING                            11
Name:                                  Heavy Disintegrate
Damage (ICON):                40+12d6
Damage (Index):                670 cm
Mass disintegrated:          60,000 kg
Energy (kilojouls):             540
Duration (seconds):          .78
Notes:                                  Explosive disintegration.

SETTING                            12
Name:                                  Heavy Disintegrate
Damage (ICON):                60+12d6
Damage (Index):                940 cm
Mass disintegrated:          300,000 kg
Energy (kilojouls):             972
Duration (seconds):          .82
Notes:                                  Explosive disintegration.

SETTING                            13
Name:                                  Heavy Disintegrate
Damage (ICON):                80+12d6
Damage (Index):                1,100 cm
Mass disintegrated:          540,000 kg
Energy (kilojouls):             1,296
Duration (seconds):          .82
Notes:                                  Explosive disintegration.

SETTING                            14
Name:                                  Heavy Disintegrate
Damage (ICON):                100+12d6
Damage (Index):                1,430 cm
Mass disintegrated:          960,000 kg
Energy (kilojouls):             1,674
Duration (seconds):          .75
Notes:                                  Explosive disintegration.

SETTING                            15
Name:                                  Heavy Disintegrate
Damage (ICON):                120+12d6
Damage (Index):                1,850 cm
Mass disintegrated:          2,200,000 kg
Energy (kilojouls):             2,110
Duration (seconds):          .32
Notes:                                  Explosive disintegration.

SETTING                            16
Name:                                  Heavy Disintegrate
Damage (ICON):                160+12d6
Damage (Index):                2450 cm
Mass disintegrated:          3,900,000 kg
Energy (kilojouls):             2,800
Duration (seconds):          .28
Notes:                                  Explosive disintegration.

SETTING                            17
Name:                                  Heavy Disintegrate
Damage (ICON):                240
Damage (Index):                 2910 cm
Mass disintegrated:          5,600,000 kg
Energy (kilojouls):             3940
Duration (seconds):          .1
Notes:                                  Explosive disintegration.

SETTING                            18
Name:                                  Heavy Disintegrate
Damage (ICON):                300
Damage (Index):                 3640 cm
Mass disintegrated:           7,200,000 kg
Energy (kilojouls):             5067
Duration (seconds):          .1
Notes:                                  Explosive disintegration.
 
 
 

Other  Junk
Note: The cost of the Phaser is determined by the cost to manufacture the LiCu crystal that serves as an emitter
LuCu Phaser emitter (See equation) 2F  TNGTM 123
 Cost = [1.1(range) + 130] [.38(setting) - 2]
Note: The cost of the Rifles and Heavy Weapons don't fit the above formula because I find LUG's ranges absurd and use my own.
 I will post my adjusted ranges in a coming update.

if 100 meters =1000 UFP cred then 2000 meters = 10000 UFP creds
if setting 16 = 1000 UFP Creds than setting 9 = 250 UFP creds.
if setting is 0 and range is 0 then cost >= 0

Note:  All Starfleet phasers normally have a firing frequency of 50,000 Gigahertz.

STAR TREK WEB-O-RAMA
ST EQUIPMENT
ST RAY GUNS
SPACEFLIGHT CHRONOLOGY
HOME REPLICATORS
PERSONAL GUNS TECHNICAL INDEX
DR. WHO STUFF ECONOMY
MOUNTED GUNS


EQUIPMENT LIST
WEAPONS KEY AND SETTINGS



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