View Full Version : Weapons of Star Trek Online - Ranged Weapons
Disclaimer: I spent some time writing this some years ago when the other development team was working on StarTrek Online. I felt that now that the game is so far into development, it may be useful to fans who are unfamiliar with the weapons of Star Trek. Many of the terms included are common terms for MMO's. Please feel free to ask questions should they arise.
Weapons of StarTrek online – A comprehensive look at the possibilities:
StarTrek Online has a huge advantage over any MMORPG ever created to date. StarTrek has an unmatched comprehensive player database of information to dip into. This wealth of information exists on many fronts. One area where StarTrek has established a great multitude of material is that of advanced weapons. It is exciting to see the possibilities of extensive use of such material and its application for STO. With that in mind a study of such technology would lead to some practical applications.
(*editors Note: Please understand a lot of the content I include here has been adjusted or improved upon. If you are reading something on Type I Phasers for example, and see a strike radius of 7mm and in the series it is actually larger, please understand I tried to build this structure BASED on the current known information and in no way is an encyclopedia of StarTrek technologies.)
Ranged Combat:
The fist section will cover the Ranged weapons of Startrek. As much of the series and movies feature such constantly. This will likely be a great area of focus for Cryptic as it designs the combat engine. Such weapons will likely be the core elements of STO allowing for great diversity and choices. As that is the case the majority of information in my synopsis will focus in this section.
Melee Combat:
The second section will be devoted to the many aspects of melee combat that we see in StarFleet, Klingon and Vulcan Martial Art training. Just like the energy/ranged section of this publish it would be near impossible to address all species’ techniques. For now the focus will be only on the more popular weapons that we may have seen in lore. LINK TO THE MELEE DISCUSSION CAN BE FOUND HERE: http://forums.startrekonline.com/showthread.php?p=585690#post585690
Space Combat:
Space and ground will be equal in importance in STO. With that in mind I have devoted a section to address some important skills, weapons and technologies that we may see in Starfleet ships, or those the enemy will use against us. This section will talk about levels of power in weapon structure. Although the focus will be on StarFleet ships, there will be some discussion of banned weapons and other species application of exotic weapons. (LINK TO GO HERE ONCE POSTED)
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Ranged Combat:
As I mentioned already, ranged combat will likely be the core element in STO. With that in mind I have collected a large amount of data on types of ranged weapons, how they function and how rate in efficiency and power use against each other. The Ranged Combat section will be broken down into 3 categories.
1. Hand weapons (HHDEs):
These range from simple Phasers, to complex weapons that require much skill to use. Don’t let their size and looks fool you, these are more than capable of killing. Not all of these weapons are designed for such purpose, infact many are regarded as a tool or item of defense. Those with more destructive powers are not crafted nor distributed by StarFleet command.
2. High Power directed energy weapons (HPDEs):
These weapons are often in the form of a rifle. They are similar to their counterpart hand held models. Where this class of weapons differs is its function. These weapons are not tools. They are constructed for devastation in combat. Many of these weapons have increased range and accuracy, their precision and large capacity are what make them the first choice of the military and security sectors of StarFleet. Expect a wide range of options of these weapons for custom looks and design.
3. Exotic Energy Source weapons (XEs):
Quite often species get stuck on a technology. On earth it took years for humans to get past the use of the standard combustion engine automobile. Because of this mindset, humans have often hung onto the standard directed energy weapon design. First forms came in chemical explosive bullets, then charge particle counterparts. Because of this some species have developed armor and shields which allow easy damage migration from such weapons. Those same races have also developed unique weapons that have various effects as simple as incapacitation, to complete atomic disassemble of their victim.
Now that you have had an opportunity to see the basic layout of ranged weapons, I would like to talk about specific applications of such weapons. The following will include detailed information on our first subject:
1. HHDE’s - Hand-Held Directed Energy weapons:
Late in its post World War III era, Earth used projectile weapons in pressurized environments called chemical explosive weapons. They were crude, loud and had limitations on capacity and accuracy. With their replacement came more effective means of penetrating shielded components or personnel armor. Their replacements were capable of releasing charged particles with destructive power. This was the era of energy based weapons. Although there is armor capable of stopping some energy damage, such armor is near impossible to wear as it is very thick and heavy, or in some cases very difficult to even attain or very expensive to produce.
Thus became the usefulness of these energy hand units. First to be produced were laser and phase variations. These were crude variations of the modern weapons and had little benefit over their predecessors other than their lack of a loud report when fired.
The more successful unit developed by StarFleet command is often called a Phase Pistol or “Phaser.” "Phaser" is an acronym for Phased Energy Rectification, the basic technology behind its function. The simplest weapon of StarFleet is the Type 1 Phaser. The Type 1 Phaser is a directed energy weapon. All Phasers release a focused energy beam from stored energy that goes though amplification and beam tighten technologies. Such weapons are capable of firing a beam of consolidated energy in a constant manner until the energy source is depleted. The beam contains high-energy particles or (as we will get into later) other energies.
Phasers are made powerful by particles that function in the RNE unit. This is the Rapid Nadion effect that causes energy passing through a crystal to produce particles called Nadions. These particles are not common in nature so often it is possible to see where a Phaser has been used by simple scans for concentrations of such particles.
The following weapons will be assumed to have three main buttons: Beam Intensity, Beam Width and the Trigger. If they are standard issue units they will all function in a similar way. Energy from the power cell passes through three modules that will be discussed later. Energy is then routed into shielded conduits to the prefire chamber, a sphere of gulium or similar arkenide-reinforced LiCu 521 material 1.5 cm in diameter or thicker. This energy is stored temporarily by a charge barrier, which then collapses the energy, discharging it through the LiCu. The LiCu will be called the Emitter Crystal when we refer to it here. The energy then leaves the charge barrier. The collapse of the charge barrier takes an average of .02 picoseconds, where a rapid Nadion effect coverts the energy through the Emitter Crystal into a tuned Phaser discharge. The effect is proportional to the energy in the prefire chamber, the higher the percentage of nuclear disruption the greater damage potential. Low to moderate Phaser settings are calibrated to fall short of this nuclear disruption threshold. This in turn limits the Phaser discharge to stun and thermal electromagnetic effects.
Examples of such hand held weapons are:
Phaser Type 1a: This Phaser fires phasing particles called Nadions. In the handheld model, settings include an output setting which can be adjusted from capabilities of heating rock and metal, to that of vaporizing dense material. This weapon has a very long range but is held with the palm of the hand limiting its accuracy when used over 20 to 30 meters. The beam of this weapon is focused for optimal tight configuration at 20 meters. This Phaser was designed for preserving life and use as a tool. As such it comes with the most often used setting of “stun,” which can incapacitate a victim. Particles from this weapon travel below the speed of light and at the slowest speed of all the federation Phasers.
Phaser Type 1b: With advances in battery life this standard issue Phaser has all the abilities of the Type 1a. Some new features include the option of setting the Phaser to “Overload.” The Phaser then operates much like a bomb. All the energy is directed out in a blast radius around when the Phaser is thrown or placed. The “Overload” setting is rarely used as it permanently damages the Phaser and causes large amounts of destruction. The Type 1b Phaser comes with additional settings for wide beam dispersion up to 3 feet in diameter. Such a setting can be used to incapacitate large groups of enemies, or on higher settings slice holes in walls or rock.
Phaser Type 1c: The Type 1c Phaser has a 10% increase in Emitter size over that of the Type 1a and with added technology to cell power life this tool becomes more like the advanced Phaser weapons available. The batteries of this Phaser show much improved power storage that is needed to handle the increase of Nadion output. The storage will allow the user to fire more shots on higher settings when necessary. Such high settings are capable of vaporizing a target, or ripping a hole on the inside of a ship if in close proximity. The higher settings of this Phaser are NEVER used inside a ship without much caution and reason. With a larger emitter the Nadions travel much faster than those of the Phaser Type 1a but are still well below the speed of light.
The effectiveness of these three basic Phasers (Type Ia, Ib, and Ic) is determined by 3 factors. Those include the density of the particles the Nadions travel through, the concentration and amount of Nadions produced by the Phaser and the duration the Nadions stream into the target. These particles cause damage by releasing the subatomic bonds of the particles they interact with. With the mass of the atom determining if the particle holds its shape and function, the Nadion may rip the particle it hits into subatomic structure, or may harmlessly “bump” past it. An example of this is that of a StarFleet ship with can take large amounts of Nadion strikes where a simple human limb would be incinerated, vaporized or turned to a mess of particle soup.
Because it is possible to moderate and control the effects of these high energy particles, variations of settings on advanced Phasers can produce the same effects mentioned for the Three Type I Phasers we have discussed already; However their real appeal is the additional functions they offer:
Phaser Type IIa: Introduced around 2340, the Type II still functions on the same technology as the Type Ia,b,c Phasers. Unlike the small hand/palm units, Type II Phasers have a larger handle type grip. This grip is necessary for added control that is needed to handle larger output from this weapon. Just as the Type Ic Phaser has a 10% larger emitter than the basic Type Ia,b’s, the Type IIa has a larger output emitter and crystal. The damage crystal is supplemented by a larger power cell in this class of weapon. The damage increase also includes added settings for stun levels and power-output levels.
Phaser Type IIb: Introduced around 2368 the Type IIb is the same Phaser as Type IIa in technological sense, although the grip is more of a pistol grip in design. This was tested and found to have added bonuses over longer ranges, while adding control of use in close combat. Users of this type of grip have found increased accuracy over the 30 to 45 meter range compared to its predecessor, there is no loss in accuracy in close combat under 20m.
Type II Phasers will also come with the ability to be set to status “Overload.” This setting allows the user to transfer energy from the battery called a “power cell,” into the firing chamber and back into the power cell. Such fast cycling and building of energy after amplification causes a reaction in the power cell (which cannot reabsorb all the energy.) Eventually the device explodes with destructive force. Because of the immense energy capacity of the Type II Phaser power cell, the Overload feature has a 60 second timer which builds to explosion with a increasing high pitch whine.
Phaser Type IIc: This Phaser type was revolutionary in construction as well as design. Phasers limiting factors for function often centered around cell power, lower settings were forcibly used as higher power settings often depleted the Type Ia,b,c and IIa,b Phasers before their need for use was over. Thus the regenerative Phaser was designed. The regenerative Phaser Power cells are very expensive technology and are used only on the Type IIc Phaser. The need for such a weapon (which would allow constant use for very long periods of time, then would be able to slowly regenerate the depleted energy) makes these a standard issue item for StarFleet Commands officers.
Added bonuses to the upgraded technology of the Phaser Type IIc include its ability to operate where some Phaser Type I and IIa,b’s became useless. Some energy fields such as the duonetic fields, plasma fields and certain hostile environments will allow only the use of the Type IIc regeneration technology.
2. HPDE’s - High Powered Directed Energy weapons:
Phaser Type IIIa: The Type IIIa Phaser is often known as a “Phaser Rifle.” This distinction is made with the addition of a long barrel, stock and in some models a second grip. The Type IIIa Phaser comes with various levels of output just as the other Phasers, however much caution is needed when a stun setting is used. Near the higher output stun settings of this Phaser; comes added risk of permanent damage to Humanoid central nervous system, and 2 or more strikes often involves instant and painful death.
Phaser Type IIIb: The Type IIIb Phaser is know for a simple setting adjustment to the way the emitter can release energy beam particles. This setting allows for the use of pulse release. The result is pulses of charged particles. The effect can drastically increase the lifespan of the Type IIIb power cell; This feature allows for continuous high output damage in rapid succession. Much of StarFleet security is often trained in the use of such weapon for its accuracy and ability to target and strike multiple enemies in a very short period of time.
Phaser Type IIIc: This weapon is know as a Sniper Type. In best application the type IIIc Phaser is used from great distances. Known application has included planetary wars, or hostile away missions; where large expanses of ground are exposed to enemy advancement. This weapon has very high output but is limits on its re-fire rate. The reason is simply the emitter technology is pushed to the limit causing a needed cleansing and cooling recycle period in which the charge chamber, emitter and crystal are able regenerate from stress. With the type IIIc Phaser rifle often comes optical attachments that greatly increase the accuracy of the user. Some variations allow the use of open sights, and optical attachments making the weapon usable even at close range. Much training goes into the preparation and use of this weapon. Often the user is skilled with in its use to the point of perfection, causing nearly 100% accuracy on all strikes within optimal range.
Phaser Type IV: This is a portable turret of awesome, unmatched power. To give you an example of its power, the Type IV Phaser is currently used on shuttlecraft and other Starfleet space vehicles. The Type IV Phaser was designed as a portable unit by StarFleet Commands Military unit, with intent of using in heavy assaults. The unit is a standard Type IV shuttle Phaser that has been striped down. Its powered by revolutionary ultra small light power cells. Still the requirement for power is so great the Phaser is capable of only 1 setting, Vaporize. The user should be expected to only get about 4 to 5 shots from the unit. It is too large to haul around and has to be transported in on command. It arrives in turret like unit setup ready to use. After the power cell of this turret is depleted the user must initiate the recharge sequence. There is considerable time before the unit is prepared to fire again necessitating it's "beam in on demand" use.
The Type IV Phaser was shown in action mounted on the vehicle in the action sequence on Star Trek: Nemesis. The Cannon was stored in a recessed bay at the rear of the vehicle. When it was deployed it fired large golden bolts of goodness.
Tetryon Pulse Launcher: This Shoulder-mounted large caliber energy weapon made its first appearance in Star Trek: Insurrection. The cannon is held over the shoulder and fires large yield pulses of energy. The output of this weapon is designed to take out large vehicles or small aerial craft. This weapon could be used on personnel however in most cases would be overkill. But I would not put it past Cryptic to have some missions where such firepower would be necessary.
Those are the primary core of ranged StarFleet combat. The Types I – IV Phasers will be used more than any-other weapon in the fleet. Phaser Type-I’s typically have eight settings. These can vary depending on the model and where it was made. For example, Type I Phaser settings not included would be those found at the StarFleet Academy where cadets practice their aim with TAG settings (low emission non-destructive), or settings for holodecks that emit VLCPs (very low charged particles, used as not to disrupt the Holo-images produced by the emitters.) The primary eight settings are as follows:
Light Stun - can cause minor injury in humanoids; target may be rendered helpless for short period; usually non-lethal even with long duration blast. Target may experience loss of accuracy, precision and other attributes that control damage abilities and aim in combat. Very low power consumption, but not very effective at taking down a target.
Stun - short duration blast can render humanoid helpless or even unconscious; risk of injury is serious for long duration blasts. Target will likely take damage to health and constitution from such a strike. For long duration strikes the target may become immobile and unable to attack or perform special abilities. Still very ineffective at taking down a target permanently and quickly.
Heavy Stun - Heavy Stun comes with 3 levels of power. Humanoids are usually knocked unconscious from short duration blast; can cause serious injury; can kill when used for long duration. Most humanoid targets would be effected the same by stun levels 1-3, but for some species such as Vulcans or Klingons, added Constitution requires level 3 stun to immobilize your target. More effective means of immobilizing your target, still not very effective at taking them out.
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. Often in settings where lethal force is necessary this setting is most efficient at conserving cell power while dispatching enemies. There would be constant minor damage to the health of your target. Targets with shielded effect or armor will experience slight loss of health from such a strike.
Heavy Thermal Effects - severe skin burns to humanoids; can penetrate simple personal force fields; short duration blasts are usually deadly. No longer able to hide behind light force field shields your target becomes vulnerable to this more powerful attack. Such an attack does moderate damage while adding Duration Over Time (DOT) burn damage that will continue to effect the target until healed.
Disruptive Effects - matter disassociates and deeply penetrates organic tissue; can heat objects; any contact by humanoids is usually lethal. This setting will cause severe drain to the power cells if many shots are fired. The effects of landing a hit however, will be worth the pay off. The victim will experience severe DOT burn and shock damage.
7. Disruptive Effects - Kills humanoids; disruption becomes widespread. There is no avoiding damage of this level. Victims of this attack without instant medical relief will almost without-a-doubt die in a short period of time. The damage to the body is so traumatic that very large debuffs to stats and immobilization can be expected.
8. Disruptive Effects - Vaporizes humanoid organisms; chances of survival are slim, even from a short duration blast. This most powerful setting will deplete your Phaser almost as fast as an overload! Used only in extreme life and death situations, the effects on the victim are instantaneous. Complete incapacitation, vaporization of limbs or entire body is highly probable on a direct strike.
Type-II and III Phasers will include settings listed above, as an added bonus they may have additional high-level settings depending on their intended use and construction. These settings are:
Disruption Effects - medium alloy or ceramic structural materials over 100cm thickness begin exhibiting energy rebound prior to vaporization. Heavy shielding or armor protection would be necessary to survive a strike from any range on this setting.
Disruption Effects - heavy alloy or ceramic structural materials absorb or rebound energy. 0.55 sec delay before material vaporizes. Armor and Energy Absorption would be necessary to negate the level of damage one could anticipate from a Type II or III on this setting. Even a miss of a Phaser on Level 10 setting will cause incapacitation to nearby victims of the strike.
Explosive/Disruption Effects - ultra-dense alloy structural materials absorb/rebound energy before vaporization. Severe danger is present when this setting or higher is used onboard a starship. Entire sections of walls could be vaporized with a close proximity strike. This setting is never used onboard a StarFleet ship, and thus is often not included in the SFC issue Type II or III Phasers.
Explosive/Disruption Effects - ultra-dense alloy structural materials absorb/rebound energy .vaporization appears within 0.1 sec. Enemies that would receive a successful direct hit from this setting would damage nearby allies as they explosively vaporized. StarFleet weapons do not come with this setting unless it is a Type II or III Phaser issued by StarFleet Military Command.
Explosive/Disruption Effects - shielded matter exhibits minor vibration heating effects. Heavy shielding becomes vulnerable to heat with a Phaser on this setting. Even the most powerful shields will falter and produce large amounts of heat under attack of this setting.
Explosive/Disruption Effects - shielded matter exhibits medium vibration heating effects. Heavy shielding becomes structurally unsound at this setting for any duration of time. Heat becomes a large factor, causing damage to anyone unshielded in proximity.
Explosive/Disruption Effects - shielded matter exhibits major vibration heating effects. Collapse of heavy shielding is emanate with any duration of strike at any range on this setting. Repeat successful strikes will destroy shields violently.
Explosive/Disruption Effects - shielded matter exhibits light mechanical fracturing damage. Instantaneous and permanent destruction of advanced shields causing decomposition of even the most dense materials known to StarFleet.
The above description of StarFleet Phasers assumes that basic structure for the weapons. The weapons themselves could vary in efficiency of power storage to use, efficiency of regeneration in Type IIc’s, accuracy, total power cell capabilities, and numerous other factors that would be calculated. Other options would include the visual presentation of such weapons; for exampole there could be many “stocks” for a Type III Phaser. Modifications to the Output crystal would also effect the why the Phaser beam looks when fired allowing for slight variations in color.
With that basis to build from I would like to take some time to speak about other possibilities I mentioned earlier for Ranged weapons:
3. Exotic Energy Source weapons (XEs):
Ranged weapons in STO would be primarily Directed Energy Charged Particle weapons that I have discussed in some details already. However we can expect to encounter races that use other types of technology to attack players in combat. That would seem to indicate that players may be able to recover some of those weapons for their private use.
I understand that StarFleet dose not currently (in the predicted timeframe) make such weapons as disruptors, Plasma weapons, phase weapons or lasers. However such weapons will likely still be in use by many Alien species. Let's take a look at some of these weapon technologies that we might expect to encounter.
TR-116: Although this weapon is a Directed Energy weapon, it fires tritanium projectiles propelled by expanding gases from a chemical detonation. This rifle was designed for use in areas of high electromagnetic interference that would render Phasers useless. Although regenerative Phasers such as the Type IIc have the ability of working in those circumstances, StarFleet Officers do have the ability to replicate these weapons and use them when needed. The TR-116 is unique in its Exographic Targeting System. It has a separate sighting device that communicates with the weapon. The operator wears a wire frame helmet with a monocle attacked over an eye. The operator moves a mouse trackball mounted on the side of the weapon (either side as it is ambidextrous) to zoom in to the target. The magazine for the weapon is in the forward handgrip under the barrel, being removed by releasing a catch and sliding it forward. We saw a modified version of this weapon in one of the DS9 shows. The weapon was fitted 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. This weapon could be modified to rematerialize the rounds on the other side of armor, rendering protection in the form of armor useless for such a weapon. I suspect we may encounter forces that still rely on this type of technology for use. As a personal note… I think we may eventually encounter a conflict with the Borg in this game. With that in the back of my mind, I thought the TR-116 would be a great weapon to use against them as energy weapons are detected and stopped by a forcefield before striking the drones. The reason the TR-116 would make contact is the drones do not leave the shield up at all times, just when their built in sensors can detect the energy pre-building in a nearby energy weapon. Perhaps these weapons would be as effective as the holographic “tommy-gun” used on the Borg drone in the holodeck on First Contact.
Plasma weapons: A (F)orced (P)lasma (B)eam is not dissimilar to the chamber dynamics of a rocket engine. The forces of pressure and heat cause hot gas to accelerate out of the engines exhaust port producing thrust for the vehicle. A FPB has a similar chamber where electrical-chemical action produces volatile Plasma. The Plasma is compressed and is directed along a beam of relatively harmless energy arc. The beam is perhaps one of the slowest moving of all energy weapons, and in nature is not unlike flamethrowers of early Earth history.
The Ferengi Hand Phaser uses a FPB. The capabilities of such a weapon are severely limited. The range determines the damage done and any successful hits beyond 25meters will diminish in damage dealt. The big advantages of such a weapon include its unique ability to cut through most armor and its ability to do “(s)plash (d)amage.” SD is damage dealt in a tight area around where the FPB strikes. The Ferengi FPB Phaser is a formable weapon for taking out large groups of attackers, but one vs. one the weapons accuracy leaves its usefulness lacking.
One other species known to use FPB weapons include the Borg. Most Borg drones are equipped with a standard forced plasma beam. Its usefulness for proximity cutting of various materials makes it an easy choice for standard drone equipment. Although I doubt we may be running around STO pointing a Borg arm at one another, we may infact face other previously not well known species that prefer its use as a weapon.
Lasers: Although this weapon seems to be obsolete in the technology of the future, its applications are still powerful. Lasers require tremendous amounts of power to become a formidable weapon. To make a useful laser it would require large Power Cells in a Rifle or Shoulder mounted unit. These weapons would be capable of destructive assaults of high-energy photons. The effects could include the ability to blind the target, cause loss of orientation and reduction in damage avoidance. The power lasers might also be a significant way of increasing allies target abilities as a constant low-level mode might be applied to keep the target “painted,” then a high-power mode could be applied to do constant low damage. The members of the fighting group would be better able to seek targets by tracing such beams to there destination… the victim. Caution would be necessary as the opponent would be just as easy to trace the beam back to the wielder.
Phase Weapons: One of the most widely used weapons in all of the StarTrek Series. Species such as the Andorians, Borg, Breen, Cardassians, Dominion, Ferengi, Gorn, Klingons, Lysians, Rigelians, Romulans and countless other species have employed the use of such weapons on a large scale. Examples of these weapons work on the same principle of the StarFleet Phaser. They are similar in the respect that they operate by using directed-energy technology. The Phase weapons of most species are a particle weapon capable of bombarding a target with energetic destructive particles via a particle beam. Other than that fact the differences on the weapons vary greatly. Some are capable of settings such as stun or overload. Most however only come in one setting, kill. Considered a less efficient weapon than its counter-part (the disruptor) most of the aforementioned species have abandoned the use Phase Weapons to adopt the more deadly disruptors.
Type I Phase Weapon: Damage is moderate-low, output is high, constant charged energetic particles. This weapon comes with a stun, high and low setting.
Type II Phase Weapon: Damage is moderate, output is high, constant charged energetic particles. This improved version often contains extended power cell life. There is very little damage improvement over Type I.
Type III Phase Weapon: Damage is High. The Type III version of this weapon uses power cells and emitters in polarized parallel alignment greatly increasing the damage output of this weapon.
Disruptors: Disruptors come in many variations but all operate on the same principle. A type of charged particle is accelerated along a beam path. The charged particle causes massive destruction as it interacts with less dense particles it encounters. Most disruptors come in smaller hand units with pistol grips, or larger disruptor rifle versions. The Disruptor rifle is perhaps one of the most deadly of all known weapons. Such weapons are employed by military forces of the Klingons, Romulans and Cardassians. They give off more energy than the pistol versions. These rifles increase the extent of residual heat damage and charged particle output.
Jem’Hadar soldiers use Disruptors in the form of a Rifle similar to that of a Type III Phaser. These weapons were designed to leave no wounded. Often a simple strike of a Jem’Hadar disruptor will leave the victim dead without immediate medical attention. The cause of death is often not the strike itself but from the anti-coagulants that are left in the blood stream of the victim. These weapons leave gaping holes in the wounded which in-turn bleed the victim to death speeding the process with the anti-coagulants. These weapons work very well on conventional Humanoids such as Humans of course.
Type I Jem’Hadar Disruptor: no stun. This is a high damage weapon. Chance of delivering anti-coagulants into the blood stream is there but low.
Type II Jem’Hadar Disruptor: no stun. This Type II Disruptor has a high chance of delivering anti-coagulants to the target.
Type III Jem’Hadar Disruptor: no stun. Very accurate, deadly rifle version.
Romulan Disruptors are just as deadly. They often leave behind residual antiprotons (the main charged particle released by the device) that can remain for several hours. This “calling card” effect will allow a user of any small detection device to determine if a Romulan Disruptor has been fired recently. Likely a more telling sign will be the body or bodies of those lying around. Characteristic of the Romulan disruptor, the victim almost always is incapacitated by severe burns before dying. At higher settings the Disruptor is just as capable as the Phaser at vaporizing the victim.
Type I Romulan Disruptor: the only version of the Romulan disruptor to have a stun setting, if it can be called that. The stun setting causes burn damage but is capable of incapacitating the target. If struck in the heart or head the victim may experience permanent physical damage.
Type II Romulan Disruptor: no stun. A larger output with similar power cell life, this weapon can be very useful in close quarter combat.
Type III Romulan Disruptor: no stun. One of the few Type III Disruptors that comes in a pistol version as well as the Rifle. The option of the high output pistol has often been the favorite of the secret Romulan Police Forces.
Klingon versions of the Disruptor include an induction coil. The induction coil is a cheap way to produce the desired increased output. Their use however causes the induction coil to degrade in quality over time. Eventually the Klingon Disruptor becomes inoperable and is useless. If the Klingon Disruptor is used for many shots in a short period of time, the weapon can speed the destruction of the induction coil in a matter of minutes rather than uses. Its my personal belief that Klingons dislike for such things as “cowardly ranged weapons” have left the induction coil in the Klingon Disruptor production, as when the weapon will no longer work they get so swing their shiny swords…
Type I Klingon Disruptor: Almost disposable, this Disruptor is made for doing large amounts of damage over a short period of time. After the power cells are depleted this weapon is rarely recharged.
Type II Klingon Disruptor: no stun. Like the Type II, this Disruptor is often discarded after the Induction Coil is no longer functioning at optimal performance.
Type III Klingon Disruptor: no stun. This version of the Disruptor is rarely found in combat, it is extremely deadly but is very expensive to produce and is not any more technologically advanced then similar weapons. As such it is large and bulky. If the user does not have the Stamina of a Klingon they can expect loss of accuracy while wielding it.
Cardassian Disruptors were built for tough combat. Their output is not very high for destruction, but unlike the Klingons version it is a preferred weapon. As such the Cardassians have engineered the weapons to last even the most intense combat conditions. These weapons have a faster fire rate due to the very small perfected system. Unlike the other Disruptors in wide use, the Cardassian version has very few settings and very few components.
Type I Cardassian Disruptor: built to last, these weapons are very precise.
Type II Cardassian Disruptor: precision is matched with power with this enhanced model.
Type III Cardassian Disruptor: Capable of higher power output then many similar class rifles.
Breen Disruptors have an unusual construction. The focus for the Breen version of the weapon is unique. Unlike the similar Disruptors, the Breen Disruptor is capable of very fast fire rate and accuracy. The design is attributed to two Charged Particle Emitters (CPE’s.) The CPE’s work together for amplification to the beam. Thus the output from the Power Cell allows for faster firing, when the Dual combined beam system allows for similar output as other disruptors.
Type I Breen Disruptor: Fastest type one weapon known of the more common weapons.
Type II Breen Disruptor: This disruptor has little improvement in output, however does have increased power cell abilities allowing for extended use.
Type III Breen Disruptor: This sleek, fast shooting rifle will rival any in its class for speed matched with decent accuracy.
Subatomic Disruptors: Subatomic Disruption guns are as deadly as Standard Disruptors. Their horrific method of operation separates matter on a subatomic level. Releasing the cohesion of the molecules that it targets, the effect is deadly. The weak electromagnetic force that bonds the parts of the atom is effected causing the release of some of the parts. The Atoms become puddles of atom parts. Attacks with such a weapon result in massive wounds. Although standard shields are incapable of preventing such damage, some types of armor construction can render this item useless.
Sonic Disruptors: Sonic Disruptors were experimented upon by almost all races in the known timeline. Many abandoned their application as Energy based weapons replaced their use. The damage of from a Sonic Disruptor is solely from Amplification of sound waves. Manipulation of certain frequencies of sound can cause destructive force with the sounds are accelerated beyond normal speed. As sound at much lower level can manipulate matter by vibrating objects to the point that they move, likewise a Sonic Disruptor is capable of extreme vibrations ripping flesh from bone, stopping cardiac function, or interrupting brainwave activity.
Type I Sonic Disruptor: Victim is assaulted with a tight beam high damage output.
Type II Sonic Disruptor: An adjustment to the Type I SD includes a much larger emitter structure. The effect is a much larger output at close ranges.
Type III Sonic Disruptor: Massive damage at close ranges, this is one of the few Rifle type weapons that requires close proximity for effectiveness. That is due to the nature of the weapons technology.
The Varon-T disruptor The VTD is a hand-held directed energy weapon. Its production and use was banned in the Federation due to its vicious nature. In its use, the VT will rip the body apart as it dissolves it. The process is slow and perhaps on of the most excruciating deaths by an energy weapon. This weapon was replicated by Orion Syndicate in recent history. It now seems to be among one of their most popular weapons of choice for that crime organization. The Varon-T has no settings, just a simple hair trigger capable or releasing a barrage of massive damage.
Radiation Pulse weapons (RADs): These weapons were created for devastation. They include limited range but massive area output. Some species prefer such weapons to those of the directed energy counterparts due to there main advantage: they destroy organic life while preserving technology in a radius. Trained in their use a few players wielding these can lay havoc to large amounts of enemies if close quarter combat is called for. Safe for use on ships at the highest setting these have become widespread in use for defensive, yet deadly combat.
Examples of RADs include the RAD Pulse Pistol and Rifle. These are capable of on Area of Effect damage. The damage includes DOT radiation burns to all successful hits on victims in the area of damage.
Neural Disruption weapons (NEDs): Such weapons are very effective at taking out humanoids. They can temporarily disrupt the target causing loss of functions. Such weapons are not efficient however, and require very large energy to use. As such the effects of the weapons are often not longlasting and with the exception of a few variations are rarely deadly.
A neural disruptor is rarely the preferred weapon of technologically efficient species. The design of a neural disruptor takes into account that most species of Humanoids have main motor-function in a distributive neural network. These weapons shoot variations of energy in small precise distribution capable of striking their victim at close range. The effects of such a weapon render the victim incapable of responding to the attack.
Hirogen’s are one species of humanoids that use such weapons. Their version has perfected the optimal power of the weapon allowing the unit to cause permanent neurological damage to the target. The effects of such a device are more “humane” then that of the Standard Disruptors, yet still just as deadly.
Some of the major faults of these weapons are their ability to be blocked by certain repression systems. That includes light shielding or energy absorbing armor. If used on someone not equipped with such technologies they can be a very formidable weapon. Yet due to the large power cells for their operation and constant need for precision tuning, this weapon is rarely a first choice for combat.
Ranged weapons in STO would include the default weapons distributed by StarFleet command or security on ships and HUBs. Additionally there would be quests where players could get enhanced, unique ranged weapons. Most StarFleet issue Phasers will be identical in looks. However options such as internal “gyroscopic stabilizers,” buttstocks, or additional grips can be expected to be added by those knowledgeable with weapon experimentation. I suspect that these improvements would display rewards when the weapon is used. Such modifications might increase accuracy or damage.
Besides the standard modifications to such weapons, the possibilities of modifying the ranged weapon components themselves are always a possibility. The Sarium Krellide cell, for example, could be replaced in the StarFleet Phasers with a more advanced model. Sarium Krellide stores a maximum of 1.3x106 megajoules per cubic centimeter. Perhaps missions might discover a limited quantity of 1.35x106 megajoules per cubic centimeter cells. Other modifications could be more drastic such as casing redesigns and adding more Power Cells which are connected in series. Normally they would be connected to the Beam Control assembly, the safety interlock and subspace transceiver assembly (STA.)
The beam control assembly includes the controls with alter the beams intensity and width as well as the trigger. Perhaps some adjustments to this assembly could increase speed for refire while decreasing the damage slightly.
The safety interlock is use to identify and check the person using the Phaser. This feature will undoubtedly be included in the game. Perhaps if its necessary to change the owner of the Phaser in a trade or sale, one would have to first disable the weapon by removing the safety interlock. The new owner would have to get a new interlock installed by Security before they could continue use on that weapon.
The STA is used as part of the safety system. On a StarFleet ship it will automatically limit the power levels. Usually the maximum level the STA will allow will be Heavy Stun. This unit also controls target sensors and processors for distance aiming.
Where exotic weapons will unlikely have such controls, they will without a doubt be unusable while inside or onboard a ship. These weapons may be recovered while in combat on away missions and there is a possibility they would be able to be used on such missions.
At this time I will not include a comparison chart for damage, however after some discussion I have plans on showing damage potential, energy storage and possibilities for modifications.
The next section I will be submitting will included some details on Hand to Hand and Melee combat. Keep an eye out for it here in the Star Trek Discussion board. I will post a link to it in this thread as well.
For those of you that took the time to read this, thank you. I took some time to compile the information.
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Tribbler
06-12-2009, 01:14 PM
1st! And I will say it again 1st!
Chillee
06-12-2009, 08:20 PM
Wow. Impressive. With the exception of the regenerative phasers, quite canon too.
Wow. Impressive. With the exception of the regenerative phasers, quite canon too.
Thank you for reading, I did compile my information from a number of sources, some of which are not considered necessary "canon." There are elements like regenerative phasers and portable phaser turrets that in there as "could be's."
I'd love to hear what else people would like to see included. Keeping it "plausible" and as close to canon as possible.
jakeguy99
06-12-2009, 08:57 PM
Thank you for reading, I did compile my information from a number of sources, some of which are not considered necessary "canon." There are elements like regenerative phasers and portable phaser turrets that in there as "could be's."
I'd love to hear what else people would like to see included. Keeping it "plausible" and as close to canon as possible.
yes it was very informative and interesting.