Star Trek Federation Type I Phaser

Name: Type I
Model: Starfleet Type I Phaser
Type: Energy Weapon
Scale: character
Length: 12 cm
Weight: 0.2 kg
Skill: Blaster: Type I Phaser
Ammo: 160
Range: 5-10/25/50 m
Damage: Varies based on Setting
| Setting | Setting Name | Damage | Charges Used |
| 1 | Light Stun | 2D+1 (Stun) | 1 |
| 2 | Medium Stun | 3D (Stun) | 2 |
| 3 | Heavy Stun | 4D (Stun) | 3 |
| 4 | Light Thermal | 1D+2 | 5 |
| 5 | Heavy Thermal | 2D | 8 |
| 6 | Light Disrupt A | 2D+2 | 12 |
| 7 | Light Disrupt B | 3D | 15 |
| 8 | Light Disrupt C | 3D+2 | 20 |
Firing Modes
- Standard mode is the one typically used. It does the weapon's basic damage.
- Pulse mode involves increasing the damage the weapon does by firing a series of rapid pulses of energy. You can simulate this by increasing the weapon's damage with extra power, or as a form of single-weapon multifire. Pulse phasers cannot use this rule; they are already optimized for this type of fire only (which is why they do much more damage than normal phasers of the same type).
- Continuous fire mode involves maintaining a beam for longer than normal, making it easier to hit the target. This provides +1D to roll when making an attack Test to hit the target. Pulse phasers cannot fire in continuous mode.
- Wide Beam mode allows a beam to affect a much broader area. Instead of a narrow beam, the beam widens by 10 meters for every 1D of damage sacrificed. In combat, for every 1D (1D = 3 pips) of damage sacrificed to widen the beam, the user receives a +1D bonus to hit the target. Out of combat, a sufficiently wide beam on low power settings has many uses as a tool.
| Mode | Notes | Charges |
| Standard Beam | Base Damage | - |
| Pulse Beam | Damage: +1D | +2 |
| Continuous Beam | Fire Control: +1D | +2 |
| Wide-Beam | (See Description) | 3 times normal |
Description: A type-1 phaser is the smallest, most basic weapon carried by Starfleet and other Federation personnel. Type 1 phasers are typically carried when it would be inappropriate to carry a larger weapon, such as on diplomatic missions, or "undercover" work.
The type 1 has eight adjustable settings, ranging from stun to heat through disruption to disintegration. The 23rd century type 1 in use in the 2260s incorporated a small flip-up sight. (TOS: "A Private Little War") Several versions of the type 2 phaser incorporated a type 1 phaser into their design.
A 23rd century type 1 phaser did not possess sufficient power to harm a silicon-based lifeform such as a Horta. (TOS: "The Devil in the Dark")
24th century type-1s could be programmed to fire automatically at set intervals. (TNG: "The Game")
Source:
- Memory Alpha: Type 1 phaser
- Star Trek DS9 Core Game Book (page 237)
- Star Trek TNG RPG Core Book (page 236)
- thedemonapostle