Equipment

From Karriviki

Equipment

Star Trek depicts a universe in which humanoid ingenuity and inventiveness have achieved virtual "technotopias." In the 23rd and 24th centuries, various technologies enable devices to convert matter and energy almost instantaneously, generate artificial gravity, disintegrate objects and opponents, and perform many other miraculous phenomena. Most people rarely go a single day without using a variety of technological items any primitive culture would consider to be of magical or divine origin.

Acquiring Equipment

While most of the technological advancements presented herein are commonly available in the Star Trek universe, not all equipment is immediately available to everyone. Characters belonging to Starfleet or similar organizations usually employ the equipment assigned to them by their commanding officers. Characters can request specific items, but commanders don't typically issue specific weapons, devices, or technologies that don't facilitate mission parameters.

The following table provides a few sample prices, but the cost of goods fluctuates wildly based on availability, need, and location, among other factors. In the 24th century, latinum is the standard monetary unit among those societies that practice a traditional economic system. While many planets retain their own currency, such as the Klingon darsek, prices are often expressed in terms of latinum. Inside the Federation, the credit is the standard unit of exchange. Latinum comes in slips, strips, and bars (in ascending order of value).

1 slip 1/100 strip or 1/2,000 bar or 1 credit
1 strip 100 slips or 1/20 bar or 5 credits
1 bar 2,000 slips or 20 strips or 100 credits
ITEM PRICE (LATINUM STRIPS)
Food, Drink, and Entertainment
Holonovel (depending on complexity and legality) 20-500
Holosuite rental, per hour 5-150
Liquor, per drink 0.2-10
Liquor, bottle 3-50
Meal, replicated 0.2-15
Jewelry, costume (includes all replicated jewelry) 1-20
Jewelry, nonreplicated 50-5,000+
Suit of clothes, replicated 10-30
Suit of clothes, hand-made 30-500
Climbing gear 15-45
Personal Gear
Communicator 100-500
Dylec Memory Tent 90
Earpiece transceiver 125
Emergency beacon 50
EVA Suit 250-400
Holographic recorder 250-500
Injectable translator 750
Flight vest 4,000
PADD 1-20
Pattern enhancer (set of 3) 1,000
Powered binoculars 100-300
Rocket boots 2,500 (if available)
Transport inhibitor 1,000
Tricorder 180-600
Universal translator 500
Medical Kit
Anabolic protoplaser, basic 750
Anabolic protoplaser, surgical 900
Autosuture 150
Dermal regenerator 50
Drug ampule 5-150
Energy scalpel 800
Hypospray 25
Medical scanner 800
Neutral neutralizer 10,000 (black market only)*
Neural stimulator 250
Engineering Kit
Antigravity lifter 1,000
Gravitic calipers 100
Hyperspanner 75
Magnetic probe 80
Plasma torch 125
Polaron probe 625
Psychotricorder 5,000
Replicator multitool 800
Stasis backboard 6,000
Verteron inducer 400
Specialty Equipment
Anti-sensor belt 300-600
Camouflage hologenerator 9,000
Disguise kit 100
Exographic sensor 800
Field modulator 800 (black market only)*
Force field generator, portable 12,000
Gill pack 80
Holobase 18,000
Isolation suit 1,200
Night glasses 1,500
Replicator lock pick 2,5000 (black market only)*
Weapons
Disruptor 250-450
Disruptor rifle 600-1,200
Holdout phaser 3,000 (black market only)*
Isomagnetic disintegrator 10,000 (black market only)*
Knife (or similar weapon) 7-15
Phaser (Type I) 500 (black market only)*
Phaser (Type II) 1,000 (black market only)*
Photon grenade 1,000 (black market only)*
Photon mortar 40,000 (black market only)*
Stun grenade 500 (black market only)*
Stunrod 15-45
Sword (or similar weapon) 20-100
Targeting modulator 100-300
Tetryon pulse launcher 50,000 (black market only)*
  • Excluding Starfleet, which makes this equipment available to officers on a per-mission basis.

Obtaining Equipment in Starfleet

Standard Issue

It has long been the hallmark of starship quartermasters that any and every mission can be accomplished with the standard issue equipment package: a communicator, a phaser, and a tricorder, plus a medikit for the doctor. Many an away team lieutenant, eager to load his men down with verteron inducers and gill-packs "just in case" has head this irritating home truth from the first officer. It isn't any less irritating for being true: starship logs are full of planets pacified, cultures studied, and Romulan invasions foiled with nothing more than a phaser-II and a sufficiently fast hand on the transporter controls. It's vital to get every ounce of use out of the "standard issue" kit before requesting more equipment. Starfleet doesn't like to risk leaving technical gear behind anywhere, especially on primitive worlds (the Iotian precedent still rankles). Even on civilized planets, having state

Personal Equipment

This category describes common items and devices that can be worn or carried on one's person. With few exceptions, most organizations and governments grant unrestricted access to personal equipment and related technologies.

Communicators

SPECIFICATIONS: 5 x 4 x 0.5 cm, mass 0.01 kg

DESCRIPTION: On 24th-century starships and space stations, personnel initiate and maintain voice contact with each other via communicators (or combadges), small devices worn as part of the uniform. The user activates a com badge by tapping it or through voice activation; sophisticated computer subroutines recognize voices and spoken textual cues (such as "out," signaling the end of a transmission). The ship or station computer system analyzes the transmission and routes it to the intended recipient. All communicators have built-in translation algorithms (UT libraries) for all common languages known by the society manufacturing them.

DURATION/ENERGY: 1,000 hours + induction recharging

RANGE: 40,000 km or 60,000 km when boosted by a ship transceiver.

Dylec Memory Tent

SPECIFICATION: 10 x 10 x 20 cm folded, 2.5 x 1.5 x 1 m unfolded; mass 0.8 kg

DESCRIPTION: Consisting of an active biomimetic polymer fabric fitted with a keypad and microprocessor, the dylec memory tent expands and collapses with the press of a button. Once expanded, the keypad serves as a thermostat and environmental control, although the microprocessor is environmentally aware and self-adjusting to create a comfortable environment for the inhabitants.

DURATION/ENERGY: 100 hours

Earpiece Transceiver

SPECIFICATIONS: 6 x 2.5 x 2.5 cm; mass 0.03 kg

DESCRIPTION: Primarily used aboard 23rd-century starships, this device allows subvocal communication with the ship's computer or communications system without disturbing nearby personnel. The device fits into the ear, with a miniature speaker broadcasting messages to the user. A bone conduction microphone transmits the user's subvocalizations to the starship's communications or computer system. In emergencies, earpiece transceiver can also be used to communicate discreetly with the ship's computer without the knowledge of mutineers or invaders.

Emergency Beacon

SPECIFICATIONS: 30 cm tall x 5 cm diameter cylinder; 2 kg

DESCRIPTION: Standard equipment in shuttlecraft and many survival kits, the emergency beacon emits an invisible pulse signal at an effective range of 1 light-year. The unit also transmits positioning telemetry and an intermittent distress signal in case other means of communication have been lost. When linked through the subspace transmission assembly found on most shuttlecraft, the range of the beacon extends to 5 light-years.

DURATION/ENERGY: 2 weeks at half-hour intervals, 1 week at 1 5-minute intervals, etc.

RANGE: 1 light-year, extendable to 5 light-years via shuttlecraft transmitter assemblies.

EVA Suit

SPECIFICATIONS: folded: approx. 12 liters; 19.6 kg without backpack and full consumables load, 30.1 kg with them.

DESCRIPTION: Characters use EVA (extravehicular activity) suits whenever they have to work in the vacuum of space or any hazardous environment. The suit protects the wearer against pressure from 0 to 5 atmospheres, allows him to remain comfortable in temperatures from -100° C to 120° C, and provides for 25 hours of respiration. It also includes magnetic boots to facilitate movement across a ship's outer hull. The wearer can control and monitor the suit's functions via controls mounted at the forearm.

DURATION/ENERGY: 25 hours of power and consumables.

Flight Vest

SPECIFICATIONS: Depending on user, usually 2 x 1 m x 1.5 cm; mass 4 kg

DESCRIPTION: A combination of sporting device, emergency response vehicle, and commando gear, the flight vest occupies an anomalous position in Starfleet equipment inventories. Challenging to use, difficult to maintain, and dangerous to the unwary, flight vests seldom appear on mission manifests. However, the dream of personal flight has kept them popular in civilian areas, and in the hands of a trained specialist they can be as effective as any other means of transport.

The flight vest is a boronite whisker epoxy sheath wrapped around a personal antigravity generator coupled to a powerful turbine. In a normal class-M atmosphere it has a top speed of 30 kph. The vest can support a maximum of 210 kg of passenger and cargo, including the mass of the user. However, if the vest carries more than 120 kg, its top speed is reduced to 10 kph. In a vacuum the device adds a compressed-gas projector, and has an acceleration of 2 Gs, reduced to 0.5Gs if carrying more than 120 kg. Users control the vest by voice commands or through a special set of gloves linked to the vest by short-range transceiver. These gloves translate the user's finger movements into commands to the vest. All users learn both methods of controlling this device.

DURATION/ENERGY: 100 hours normal use; 10 hours of top-speed heavy use

Holographic Recorder

SPECIFICATIONS: 9.75 x 4.5 x 3 cm; .2 kg

DESCRIPTION: Similar to a 21st-century digital camcorder, the holographic recorder demonstrates exceptional image resolution and 3D capability. The recorder can capture both still and moving images at up to 1,000X magnification. It can also capture 3D stereoscopic sound.

DURATION/ENERGY: Power cell supports up to 24 hours of nonstop recording time.

Injectable Translator

SPECIFICATIONS: Implanted, negligible mass

DESCRIPTION: The biggest drawback to universal translators is their extreme visibility. For someone wishing to appear to be a native speaker of a language a universal translator is useless. Implanted into the user (usually by hypospray injections), a microminiaturized translator translates subvocalized words into the correct speech, transmitting them through the user's larynx for amplification. Thus, the user seems to be speaking the programmed language like native, in his natural voice. Most versions of this implant also contain a miniature beacon for keeping a transporter and sensor lock on the user.

This device, originally known as the subcutaneous transponder, was designed to allow Federation anthropologists and first-contact specialists to live covertly among aliens while not revealing off-world technology. Because of this usage, translation implants are shielded from all scans except for close-range scans, such as those performed by a Federation medical tricorder, or extremely powerful ones, such as shipboard transporter sensors. Today, legitimate merchants, as well as spies and con artists, also make use of the injectable translator implant.

DURATION/ENERGY: 1,000 hours + induction recharging

PADD (Personal Access Display Device)

SPECIFICATIONS: 10.16 x 15.24 x .95 cm, 0.2 kg

DESCRIPTION: Perhaps the most common piece of technology found in the Federation and comparable societies, the PADD resembles a flat metal casing housing a viewscreen and multifunction touch-pad controls. It contains a powerful microcomputer holding data equivalent to billions of pages of text and images on two isolinear chips (or similar storage systems). PADDs also feature subspace transceivers equivalent to standard communicators.

Both civilians and Starfleet personnel use PADDs regularly. Civilians use theirs to track appointments and contacts, communicate with friends, write notes, play games, and carry the contents of entire libraries around in their hands. Starship personnel can do all of these things, but also send and receive reports via PADD. Furthermore, they can configure PADDs to remotely control the functions of any control panel or workstation aboard the ship. When within communicator range, personnel can use PADDs to transmit security override codes and wrest control of any ship function. Theoretically a single person could run an entire starship using a PADD, though this would be practical only for routine (noncombat, noncrisis) operations.

DURATION/ENERGY: 100 hours (Starfleet or Romulan), 37.5 hours (Cardassian), 50 hours (Ferengi), 47.5 hours (Klingon), + induction recharging for each

Pattern Enhancer

SPECIFICATIONS: 1.5m tall x 8 cm diameter cylinder, plus a tripod base; 6 kg

DESCRIPTION: Pattern enhancers created in the 24th century boost and stabilize transporter beams, making it easier to transport through phenomena such as raw kelbonite, large volumes of solid rock, particle-scattering fields, ion storms, and subspace ruptures that interfere with or inhibit routine operation. When used properly, pattern enhancers define a temporary transport area similar to a transporter pad. To be effective, pattern enhancers must be used groups of three, placed in a triangle no longer than 4 meters per side. The devices may be placed by hand, by transporter, or by short-range probe. Anyone transporting into or out of the defined area gets the benefit of the pattern enhancement.

DURATION/ENERGY: 1,000 hours + induction recharging

Powered Binoculars

SPECIFICATIONS: 15 x 10 x 2 cm, 0.2 kg

DESCRIPTION: Powered binoculars enhance the user's range of vision, providing up to 1 000X magnification (the user sees at 50 meters what he could see with the naked eye at 1 meter). They also perform precise range-finding calculations to a distance of 50 kilometers and permit EM radiation scanning (including infrared and ultraviolet). Additionally, powered binoculars can perform short and long-range biological and energy scanning, just as a tricorder (see below), translating gathered information into false-color images or text readouts projected onto the bottom of the viewfinder display.

DURATION/ENERGY: 1,000 hours + induction recharging

Rocket Boots

SPECIFICATIONS: Roughly 30 x 20 cm; mass 4 kg

DESCRIPTION: Even more insanely dangerous than flight vests, 23rd-century rocket boots combine antigravity projectors with small plasma rockets for personal propulsion. Only hobbyists continue to use them in the 24th century. Rocket boots can speed the flier at 60 kph in a normal class-M atmosphere, and support a maximum of 210 kg including the wearer. They are controlled by toe-click interface, or by voice command.

DURATION/ENERGY: 10 hours; 1 hour of top-speed heavy use

Transport Inhibitor

SPECIFICATIONS: 1.5 m tall x 8 cm diameter cylinder, plus a tripod base; 6 kg

DESCRIPTION: Created in the 24th century, a transport inhibitor generates a globular field of tetryonic energy in a 10-meter radius around itself. This field interferes with or completely disrupts a transporter's annular confinement beam, making it difficult to transport into, out of, or through the energized area. Characters can set up multiple inhibitors to effectively shield a large area.

DURATION/ENERGY: 1,000 hours + induction recharging.

Tricorder

SPECIFICATIONS: Starfleet model: 15.81 x 7.62 x 2.84 cm, 0.3 kg

DESCRIPTION: Tricorders are all-purpose handheld sensory devices employed by members of Starfleet and similar organizations, including civilian scientific, and exploratory teams, prospectors, and security officers. They contain powerful sensors for detecting and analyzing electromagnetic, subspace, chemical, biological, meteorological, and geological phenomena and substances. They house extensive computer databanks containing detailed information pertaining to thousands of subjects. Tricorders also contain on-board subspace communicators (with ranges equal to personal communicators), allowing them to transmit and receive data with other tricorders or to link with a ship's computer.

A character can use a tricorder to scan an environment for harmful gases or toxins, analyze a soil sample, identify an uknown life-form, predict the weather, and trace unusual energy fluctuations. A simple scan or analysis requires only a round or two; more detailed analysis can take up to an hour, though the tricorder can perform other simple functions during that time.

Because tricorders are so versatile, organizations develop specialized models with permanent "optimization" bonuses. An optimized model often includes a peripheral module attached to the top of the tricorder. The user can detach it and use it as a remote probe (with a range of 1-2 meters) to perform more detailed scans of objects.

DURATION/ENERGY: On average a tricorder provides 1,000 hours of intermittent usage or 36 hours of continuous use.

RANGE: 5/25/ 500/2000/+0. As with other sensors, interference (electromagnetic, physical, or other) can inhibit a tricorder's range or function.

Specialty Equipment

Access to the following items is usually restricted to certain professions, such as doctors, engineers, security forces, or espionage agents. On critical missions or under unusual circumstances, these devices may be issued to multiple members of an away team. Specialty equipment falls into one of three general categories—medical equipment, engineering tools, and security and surveillance devices.

Medical Equipment

Most 24th-century medical equipment works equally well on a wide variety of species. At the Narrator's option, however, medical devices created by some isolated or ethnocentric species (such as the Cardassians) may not perform as well on other species.

Medical Kit

SPECIFICATIONS: 21 x 20 x 5 cm case, 1 kg

DESCRIPTION: A standard "medkit" contains all the portable equipment doctors need to treat injuries and ailments in the field. Typical medkits include a medical tricorder, an autosuture, a blood infuser, a defibrillator, a dermal regenerator, two or more hyposprays, a neural stimulator, and a PADD.

Most starships, space stations, and other facilities store medkits in strategic locations.

DURATION/ENERGY: See individual device descriptions.

Autosuture

SPECIFICATIONS: 15 x 4 x 2 cm, 0.2 kg

DESCRIPTION: Autosutures exploit molecular bonding technology to heal a variety of physical injuries, including broken bones, cuts, lacerations, ruptured vessels, and damaged organs.

DURATION/ENERGY: 50 hours + induction recharging

Dermal Regenerator

SPECIFICATIONS: 20 x 5 x 2 cm, 0.2 kg

DESCRIPTION: Dermal regenerators heal minor cuts, scrapes, and bruises in a matter of minutes. Anyone can apply and activate a dermal regenerator; no skill test is required.

DURATION/ENERGY: 1,000 charges + induction recharging

Hypospray

SPECIFICATIONS: 15 x 3 x 3 cm, 0.1 kg

DESCRIPTION: Doctors use hyposprays to inject drugs, medical nanoprobes, and serums into patients. The device generates a stream of compressed air that forces the medication painlessly through the patient's clothing and skin. A hypospray holds five 10-dose ampules, from which the user selects the drug and dosage with a touch pad.

DURATION/ENERGY: 50 injections

Neural Stimulator

SPECIFICATIONS: 10 x 6 x 0.2 cm, 0.02 kg

DESCRIPTION: This device can adjust patient's neural functions to relieve or seizures, awaken an unconscious person, and counter the stun effects of phasers and similar weapons.

DURATION/ENERGY: 300 charges + induction recharging

Engineering Equipment

Engineering Kit

SPECIFICATIONS: 21 x 20 x 5 cm case, 1 kg

DESCRIPTION: A typical engineering kit includes an engineering tricorder, a pair of gravitic calipers, a hyperspanner, a magnetic probe, a PADD, two or more plasma torches, and common replacement parts (isolinear chips or rods, power cells, etc.).

RULES: See individual device descriptions.

DURATION/ENERGY: See individual device descriptions.

Gravitic Calipers

SPECIFICATIONS: 1 m long, 1.1 kg

DESCRIPTION: Engineers cannot always deactivate a system or take it off-line before making repairs. Gravitic calipers enable the engineer to reroute the plasma flow by generating a small graviton field, and then service the isolated component without disrupting power to the entire system.

DURATION/ENERGY: 150 hours + induction recharging

Hyperspanner

SPECIFICATIONS: 25 x 4 x 4 cm, 0.25 kg

DESCRIPTION: A hyperspanner analyzes and modulates plasma flows within electroplasma systems (EPS), enabling engineers to gather information about impulse drives and make quick adjustments and repairs.

DURATION/ENERGY: 100 hours

Magnetic Probe

SPECIFICATIONS: 25 x 3 x 3 cm, 0.3kg

DESCRIPTION: A magnetic probe can regulate warp core antimatter flows and expedite repairs. When diagnosing and repairing warp drives, magnetic probes work well in conjunction with hyperspanners (see Hyperspanner).

DURATION/ENERGY: 100 hours

Plasma Torch

SPECIFICATIONS: 10 x 15 x 5 cm, 0.3 kg

DESCRIPTION: Resembling a laser scalpel, the plasma torch is an all-purpose cutting and welding device used by engineers and technicians. It emits an oscillating positron beam, compressed and shaped by nickel-rhombium ceramic magnets. In a pinch, the device may be used as a weapon (similar to a phaser), but is limited by the relatively short range of the beam (.5 m).

DURATION/ENERGY: 5 hours

RANGE: 0/0/.5/0/+0 m

Security and Surveillance Equipment

Security and surveillance equipment is popular among spies and rogues as well as law enforcement officers and security guards. The acquisition and possession of some equipment depends on local laws and the owner's intent. A civilian in possession of an antisensor belt and replicator lock pick, for example, is often a cause for suspicion and possible questioning by authorities. Starfleet officers, however, often use security equipment in the pursuit of their duties, such as wearing isolation suits while covertly observing a primitive culture.

Anti-sensor Belt

SPECIFICATIONS: 2-3 cm wide, variable length; .2 kg

DESCRIPTION: Anti-sensor belts outwardly resemble an ordinary part of any standard uniform. If the belt were cut open, an investigator would discover circuitry, a microprocessor, and a small power supply, revealing the belt's true purposes. The purpose of the belt cannot be determined by physical examination alone and requires a thorough forensic investigation. An anti-sensor belt makes the wearer invisible to sensor scans of all varieties, enabling him to move about secure areas virtually undetected. It also prevents transporter lock and tricorder scans (including medical scans). The device may be activated or deactivated by depression of a concealed button on the clasp.

ENERGY/DURATION: 100 hours

Disguise Kit

SPECIFICATIONS: 50 x 30 x 7.5 cm case, 6 kg

DESCRIPTION: The disguise kit contains all of the components an entertainer, spy, or criminal needs to impersonate members of select species or organizations. The case contains a medical tricorder (for scanning a subject and gaining specific anatomical data), a biopattern duplicator (for simulating fingerprints), a voice-print implant (for mimicking speech), and multiple isolinear chips (for programming a replicator to produce cosmetic bioforms and fake uniforms, insignia, and so on).

Field Modulator

SPECIFICATIONS: 30 cm tall x 2 cm diameter cylinder, 1 kg

DESCRIPTION: Field modulators work in pairs to disable portions of a static force field barrier. The units must be positioned next to the force field at a distance no greater than 2 meters apart, where they work in conjunction to create a destructive interference pattern capable of negating the field between them. Via the control pad located on the master unit, the user can also set the device to activate or deactivate at chosen times or intervals (for example, activate for 5 minutes at a certain time each hour), thereby conserving energy and potentially preventing the device from being detected.

DURATION/ENERGY: 3 hours continual use

Gill Pack

SPECIFICATIONS: 15 x 20 x 8 cm face mask, 0.8 kg

DESCRIPTION: Resembling a full-face scuba mask, the gill pack enables the wearer to breathe underwater at pressure up to 3 atmospheres. The device splits oxygen atoms from water molecules, and therefore doesn't require the user to carry a portable air supply (like a scuba tank). The gill pack falters in high pressure and cannot be used effectively more than 1 00 feet (in Earthlike gravity) below the surface. It also does not work in liquids other than water.

DURATION/ENERGY: Indefinite

Isolation Suit

SPECIFICATIONS: humanoid dimensions, 12 kg

DESCRIPTION: Consisting of a one-piece jumpsuit, helm or hood, gloves, and boots, the isolation suit contains thousands of omnidirectional holodiodes dotting its high-density tripolymer-diselenide shell. Controlled by a computer built into the belt, the isolation suit reflects electromagnetic radiation and sensor emissions, thereby rendering its user invisible to the naked eye as well as to tricorders and ship sensors.

DURATION/ENERGY: Indefinite within range of transmitter: The isolation suit is powered by a broadcast power support system maintained at a base camp (range 1,000 m) or orbital satellite station (range 25,000 m).

Night Glasses

SPECIFICATIONS: 13 x 5 cm folded, 0.1 kg

DESCRIPTION: Night glasses amplify ambient light a hundredfold or more, enabling the wearer to see clearly in near-total darkness. Some versions are also fitted with infrared sensors, allowing the wearer to switch modes and read the heat signatures of his environment, effectively enabling him to see in total darkness.

DURATION/ENERGY: 1,000 hours

RANGE: Normal vision (tests not range-dependent)

Replicator Lock Pick

SPECIFICATIONS: 10 x 6 cm, 0.1 kg

DESCRIPTION: This small, flat device employs replicator technology to produce keys and key cards for any locking mechanism requiring a physical key. Within 5 seconds of pressing the back of the device against the lock, the replicators materialize a fully functional key. Unfortunately for spies, this device provides no mechanism for foiling the bio-imprint and voice-activated locks employed by Starfleet and most other advanced organizations.

DURATION/ENERGY: 15 replications

Weapons

Weapons fall into one of two main categories: ranged weapons (including energy weapons, projectile weapons, and archaic weapons) and melee weapons.

Energy Weapons

Among advanced societies such as the Federation and Klingon Empire, energy weapons are more prevalent than more primitive weapons. They are more versatile and dependable than weapons relying on chemical reactions (such as slug-throwers).

Phasers

SPECIFICATIONS: Varies (see below)

DESCRIPTION: The phaser (short for PHASed Energy Rectification) is the standard weapon issued by Starfleet to its personnel. Phasers employ a rapid nadion effect and superconducting crystals to emit powerful beams of energy. Depending upon the amount and intensity of energy released, a phaser can inflict damaging effects ranging from mildly stunning a target to destroying large volumes of matter via subatomic disruption. Because phasers can function as versatile tools (clearing vegetation, heating rocks to radiate heat, cutting through a bulkhead), Starfleet prefers them to disruptors, which are primarily useful only as weapons.

In the late 24th century, Starfleet uses five basic models of phaser, ranging from the small, handheld Type I phaser to the large Type III and IV phaser rifles. Starfleet equips each of its phasers with a subspace transceiver so the ship or station computer can monitor usage and limit the weapons to setting 3 (Heavy Stun). The captain or other authorized officer can countermand this safety protocol by issuing a voice command monitored by the computer voice print security system. Phasers also have bioelectric field sensors that prevent anyone but designated user(s) from firing the weapon.

Characters can fire phasers in one of four modes: standard beam, pulse, continuous beam, and wide beam.

SETTINGS: Phasers possess a number of power settings to adjust the destructive potential of the weapon. Phaser settings range from level 1 through 16, with lower settings emitting weaker beams that consume fewer charges from the power cell. Not all phasers are equipped with all 16 settings; smaller Type I phasers, for example, possess 8 settings and cannot generate the power required to warrant additional settings.

DURATION/ENERGY: Phasers use sarium krellide power cells containing a number of charges depending on phaser type (see below). A phaser can be recharged by being inserted into a holding clamp that taps into the EPS of a starship. Phasers recharge at the rate of 10 charges per minute.

RANGE: Varies (see below)

Type I Phaser

SPECIFICATIONS: 12 cm long, 0.3 L in volume; 0.2 kg

DESCRIPTION: The Type I phaser is a small model that fits easily in a pocket or up a sleeve, and is usually issued to away teams.

SETTINGS: 1-8

DURATION/ENERGY: 160 charges

RANGE: 5/1 0/25/50/+10 meters

Type II Phaser

SPECIFICATIONS: 25 cm long, 0.8 L in volume; 0.6 kg

DESCRIPTION: The pistol-sized Type II phaser is too large to fit in a jacket pocket and is often holstered at the hip. Starfleet issues Type II phasers for missions where significant threats or dangers are anticipated.

SETTINGS: 1-16

DURATION/ENERGY: 1,000 charges

RANGE: 5/20/50/100/+20 meters

Type III Phaser Rifle

SPECIFICATIONS: 55 cm long, 1.6 L in volume; 1.1 kg

DESCRIPTION: Starfleet usually reserves the Type III phaser rifle for security officers and Starfleet Ground Forces personnel.

SETTINGS: 1-16

DURATION/ENERGY: 1,500 charges

RANGE: 5/40/80/1 60/+40 meters

23rd-Century Phasers

Although less technologically advanced, 23rd-century phasers remain potent weapons and tools. Their technological refinement keeps them from being quite as versatile (they possess fewer power settings), but their range of power is still quite effective.

Although 23rd-century phasers possess power settings similar to those of their 24th-century counterparts, their setting increments are cruder and reflect less versatility.

For example, a 23rd-century Phaser I has five power settings that discharge energy equal to 24th-century power levels 1, 2, 5, 6, and 8. Because the energy increments are fixed by the weapon, a 23rd-century Phaser I simply cannot generate a power setting 3 stun effect or power setting 7 light disrupt effect.

Phaser I

SPECIFICATIONS: 11 cm long, 0.26 L in volume;, 0.2 kg

SETTINGS: 1, 2, 5, 6, and 8

DURATION/ENERGY: 100 charges

RANGE: 5/10/20/30/+1 meters

Phaser II

SPECIFICATIONS: 22 cm long, 0.71 L in volume; 0.5 kg

SETTINGS: 1, 2, 5, 6, 8, and 10

DURATION/ENERGY: 250 charges

RANGE: 5/20/40/80/+2 meters

Phaser III

SPECIFICATIONS: 70 cm long, 2.5 L in volume; 1.6 kg

SETTINGS: 1, 2, 5, 6, 8, 10, and 11

DURATION/ENERGY: 1,000 charges

RANGE: 5/50/100/200/+50 meters

Phaser Damage

Phasers can stun, damage, or vaporize an opponent depending on the power setting used. Increasing the power setting inflicts more damage at the cost of increased power consumption. Settings 1—3 cause stun effects. Settings 4-7 inflict damage causing wounds and injury. Settings 8 and above prove lethal to a humanoid target.

Disruptors

SPECIFICATIONS: Varies (see below)

DESCRIPTION: Favored by Klingons, Romulans, and a few other races, disruptors are functionally similar to phasers, but are more powerful and less versatile. They convert miniscule amounts of antimatter into highly charged plasma bolts. Bolts created at lower settings stun the target through concussion and neural shock; more powerful bolts cause lethal damage via thermal energy conduction. A disruptor bolt creates an antiproton residue that lingers for several hours in the area where the weapon was fired.

Disruptors possess fewer settings than phasers and can fire only in standard, pulse, and continuous modes. They also store more energy than comparable phaser types. When the user exhausts the antimatter power cartridge, he must remove it and insert a new one; he cannot recharge the weapon by inserting it into to a recharging cradle.

DURATION/ENERGY: Varies (see below)

RANGE: Varies (see below)

Disruptor (Pistol and Rifle)

SPECIFICATIONS: 20-30 cm long, 0.7-1.1 L in volume; 0.6-1.2 kg

SETTINGS: 1, 2, 5, 7, 10, and 16

DURATION/ENERGY: 1,200 charges

RANGE: (Pistol) 5/20/50/100+20 meters, (Rifle) 5/40/80/1 60/+40 meters

POWER SETTING CHARGES NOTES
1 Light Stun 1 Stun a Human for 5 minutes
2 Medium Stun 2 Stun a Human for 15 minutes or a Klingon for 5 minutes
3 Heavy Stun 3 Stun a Human for 1 hour or a Klingon for 15 minutes
4 Light Thermal 5 Cut a 1 m hole in 10 cm of wood in 3 minutes
5 Medium Thermal 8 Cut a 1 m hole in 10 cm of steel in 3 minutes
6 Heavy Thermal 12 Cut a 1 m hole in 10 cm of steel or rock in 30 seconds
7 Light Disrupt A 15 Kill a humanoid; cut a 1 m hole in a duranium bulkhead in 10 minutes
8 Light Disrupt B 20 Vaporize a humanoid
9 Light Disrupt C 30 Vaporize resilient alloys (beam may ricochet)
10 Medium Disrupt A 40 Vaporize any substance (energy rebound prior to vaporization common)
11 Medium Disrupt B 50 Explode 10 cubic meters of rock into rubble
12 Medium Disrupt C 60 Explode 50 cubic meters of rock into rubble
13 Heavy Disrupt A 70 Explode 100 cubic meters of rock into rubble
14 Heavy Disrupt B 80 Explode 160 cubic meters of rock into rubble
15 Heavy Disrupt C 90 Explode 400 cubic meters of rock into rubble
16 Heavy Disrupt D 100 Explode 600 cubic meters of rock into rubble
Targeting Module

SPECIFICATIONS: 12 x 8 x 4 cm; 0.04 kg

DESCRIPTION: Starfleet sometimes equips phaser rifles with targeting modules that use sensors and advanced gyroscopic stabilization to improve a shooter's aim. The module resembles a wedge-shaped scope that attaches to the top of the weapon.

DURATION/ENERGY: Each shot made using the targeting module costs +3 charges.

RANGE: Equal to that of weapon

22nd-cenrury Laser Weapons

SPECIFICATIONS: Varies by type (see 23rd-century disruptors)

DESCRIPTION: During the 22nd-century lasers were state of the art in weapon technology. Typical laser weapons of the day took the form of pistols, rifles, and heavy rifles, supported by internal power cells (except for the heavy laser rifle, which used an external power supply worn as a backpack). In appearance, these weapons resembled the early disruptors of the 23rd century.

DURATION/ENERGY: Pistol (50 charges), rifle (100 charges), heavy rifle (1 50 charges). Laser weapons consume 1 charge per shot.

RANGE: Varies by type

19th- through 21st-century Projectile Weapons

SPECIFICATIONS: Varies by type

DESCRIPTION: Prior to acquiring laser technology, most early civilizations employ chemically powered slug-thrower projectile weapons, including pistols, rifles, assault rifles, and submachine guns. While varying somewhat in appearance and function depending on the era and species of manufacture, these weapons all function similarly.

DURATION/ENERGY: n/a; projectile weapons fire expendable ammunition (bullets/rounds). Typically, they store a number of rounds in clips: pistols (10), rifles (15), assault rifles (15), submachine guns (30-50).

Archaic Ranged Weapons

SPECIFICATIONS: Varies by type

DESCRIPTION: Prior to the advent of gunpowder, primitive civilizations rely on thrown and slung projectiles, including knives, spears, bows, and crossbows.

DURATION/ENERGY: n/a RANGE: Varies by type

Close Combat Weapons

While Starfleet generally does not issue knives and clubs to its personnel, many species, particularly the Klingons, maintain a tradition of armed melee combat. Some of the close combat weapons characters might encounter include the Vulcan lirpa and Klingon bat'leth.

Ahn-woon

SPECIFICATIONS: 2 meters long; 1 kg

DESCRIPTION: The ahn-woon is a single leather strip weighted on both ends, which can be used as both whip or noose.

Bat'leth

SPECIFICATIONS: 116 x 50 x 2 cm, 5.3 kg

DESCRIPTION: The bat'leth, or traditional Klingon "sword of honor," resembles a crescent-shaped blend of a sword and a shortened quarterstaff. Descended from a weapon wielded by Kahless himself, it features a bladed forward edge, two sharp tines on either end, and a blunt rear edge. Made of baakonite, a metal similar to tritanium, the bat'leth is a powerful, versatile weapon in the hands of a properly trained user (untrained users usually just end up hurting themselves).

Club

SPECIFICATIONS: 40-60 cm long, 0.5-1.5 kg

DESCRIPTION: Any moderate-sized blunt object—from a carved stick of wood to bottles, stools, chair legs, and the like—can function as a club.

D'k tahg

SPECIFICATIONS: 50 cm long, 1 kg

DESCRIPTION: This Klingon combat dagger has a large central straight blade, with two smaller curved blades that pop out to either side of the main blade at the press of a button (conferring a +1 parry modifier). The pommel has small spikes and can function as a fist-load. Klingon warriors also use this weapon as a ceremonial knife, especially for committing ritual suicide.

Knife

SPECIFICATIONS: 15-30 cm long, 0.2-0.4 kg

DESCRIPTION: A basic tool and weapon found in virtually every humanoid society in myriad forms, a knife consists of a short, single- or double-edged blade attached to a hilt. Some knives are balanced for use as a throwing weapon.

Lirpa

SPECIFICATIONS: 160 x 30 x 20 cm, 5.6 kg

DESCRIPTION: This ancient Vulcan ritual weapon resembles a polearm with a crescent-shaped blade on one end and a large club on the other. Vulcans use it in martial arts training and in the koon-ut-kal-if-fee mating duel during Pon farr.

Mace

SPECIFICATIONS: 40-60 cm long, 1.5-2.5 kg

DESCRIPTION: A mace resembles a short baton fitted with a weighted metal head to deliver powerful crushing blows. Sometimes, mace heads are equipped with studs or spikes to inflict extra damage.

Mek'leth

SPECIFICATIONS: 70 cm long, 2.5 kg

DESCRIPTION: A Klingon "short sword" with a forward-curving blade, the mek'leth has a heavy tip for raw shearing power. The weapon's guard is sharp along the outer edge and can injure a foe as easily as the larger blade.

Staff

SPECIFICATIONS: 1.5-2 m long, 3-5 cm diameter; 2-3 kg

DESCRIPTION: Staves are common to primitive cultures, especially those demonstrating high regard for martial arts. Any long pole made of wood or similar material can be considered a staff.

Stunrod

SPECIFICATIONS: 50 cm long, 3 cm in diameter; 0.5 kg

DESCRIPTION: Found in most advanced civilizations throughout the galaxy, a stunrod consists of a padded club with a built-in stunning device. Security forces use it to capture and restrain dangerous persons without causing them serious injury.

DURATION/ENERGY: 200 charges

Sword

SPECIFICATIONS: 1 m long, 2 to 3 kg

DESCRIPTION: A sword represents any variety of long bladed weapon, such as a rapier, saber, or cutlass. Many are fitted with cross guards, bell guards, or basket hilts to protect the wearer's hand during parries.