10 Star Trek Phasers, Ranked

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Star Wars may have lightsabers, but Star Trek has unquestionably cornered the marker on cool ray guns. Like so many other parts of the franchise, phasers have developed a lexicon and terminology all their own. In addition, timeline changes and the need to make each new Star Trek series distinctive have resulted in numerous versions of the same basic gizmo.

Phasers are divided into three basic categories. Type I phasers are about the size of a garage door opener and are designed for concealment. Type IIs are larger and have a pistol grip, with more power and a longer range. Type IIIs are rifles, used only in times of war or when facing a serious threat. Below is a loose list of the 10 best in the franchise.

RELATED: 10 Sci-Fi Tropes That Aged Poorly

10 Star Trek: Picard Assault Phaser Rifle

Star Trek: Picard moved the franchise's timeline to the very end of the 24th century, about 20 years after the final Next Generation movie ended. That meant new updates to the weapons, most notably the phasers.

Season 1, Episode 5, "Stardust City Rag," revealed an "assault phaser rifle." It was blockier than the Type IIIs it replaced, with a sighting array further down the barrel. It benefited from a wild introduction, as Seven of Nine took one in each hand to ruthlessly cut down a squad of attacking minions.

9 Star Trek: Discovery 32nd Century Type II Phaser Pistol

Season 3 of Star Trek: Discovery launched the crew into the 32nd Century to find the Federation shattered and Starfleet all but nonexistent. Weaponry of the time had changed, of course. Sleeker and simpler than earlier phasers, it emphasized the firing port more than the controls, stressing just how much damage it could cause.

It also acknowledged that there were limits to how the basic design could be improved. While Discovery made innovative technical leaps for things like transporters and starship shields, the phasers still looked more or less like they always had. The ray-gun notion could never be entirely vanquished.

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8 Star Trek: First Contact Type II Phaser Pistol

The Next Generation went through a series of designs for their phasers, which often looked difficult to hold. It eventually resulted in the "boomerang" phaser, first introduced in Star Trek: First Contact. The curved handle matched the aesthetic of the phasers used in The Next Generation while making it a little more stylish.

The design proved durable and was used throughout the remainder of The Next Generation 's feature-length films. Star Trek: Deep Space Nine and Star Trek: Voyager also used it. That makes it emblematic of the franchise's "renaissance" period in the mid-to-late 1990s.

7 Star Trek: Enterprise MACO Pulse Pistol

Star Trek: Enterprise took place in Starfleet's infancy, and as such, the protocols were much different. MACOs -- Military Assault Command Operations -- served as de facto marines onboard ship. They were beholden to a different chain of command and used more effective weapons than their colleagues in Starfleet.

That included the pulse pistol: a precursor to the phaser based on the slightly friendlier versions used by Captain Archer and his crew. They had a mechanical look that spoke to new technology. More importantly, they looked dangerous, something that rarely comes to mind with other phaser designs.

6 'The Cage' Type II Phaser Pistol

The original Star Trek pilot "The Cage" drew heavily on previous space opera epics for its aesthetics, including the likes of Forbidden Planet and the Flash Gordon serials of the 1930s. The franchise's very first phasers retained a larger-than-life look but were also clearly human in design, avoiding excessively outlandish touches.

It made for a strong opening statement on the issue and helped pave the way for the classic phaser design of The Original Series . More importantly, it looked cool, and its stylish design helped it hold up in the ensuing decades.

RELATED: 10 Controversial Star Trek: TOS Episodes That Wouldn't Fly Today

5 Star Trek III Type II Phaser Pistol

Phasers didn't really appear in Star Trek: The Motion Picture, while Star Trek II: The Wrath of Khan went with an updated look that felt more of a kind with its predecessor. For Star Trek III: The Search for Spock , the saga went back to the phasers from The Original Series , with a slight update and redesign.

The new versions worked for the next three movies before more or less retiring with the original crew. And like Picard 's phaser rifles, they benefited from a memorable introduction. In their case, it was Commander Uhura, suddenly turning on her overconfident coworker.

4 Star Trek Enterprise MACO Pulse Rifle

Even more than the pistols, the MACO's pulse rifles spoke to how dangerous the Final Frontier could be. They resembled modern assault rifles rather than sleek laser emitters, with a two-handed grip reminiscent of the far less endearing Type III rifles of The Next Generation .

Over and above their immediate purpose as deadly weapons, the pulse rifles helped draw a sharp distinction between the MACOs and the Starfleet officers around them. That paid narrative dividends when the two sides came to loggerheads. It also stressed how far humanity still had to go before the utopia of The Original Series.

3 The Original Series Type III Phaser Rifle

Nowhere can Star Trek 's space opera roots be more clearly seen than in its Type III phaser rifle. It became a part of the series very early: the second pilot, "Where No Man Has Gone Before." And while it was rarely used, it was invariably a lot of fun.

The phaser rifles of The Original Series had recognizable technology -- the coils powering it, for example -- to give the notion of a viable piece of machinery. But the long barrel and radar-style tip added the right sense of retro style.

RELATED: 10 Best Star Trek Spinoffs, Ranked

2 Star Trek: First Contact Type III Phaser Rifle

While the boomerang design for the Type II phasers in First Contact was serviceable at best, the movie struck gold with the rifle variant. Previous versions of the Type III used a pair of pistol grips, essentially making it a jumped-up Type II. It worked in terms of world-building -- the technology was of a kind with the Type IIs -- but it also looked very awkward.

First Contact brought a sleeker, cooler design to the rifles. A stylized grip and butt for shoulder firing tapered down to a sleek barrel. It felt very utilitarian, but also undeniably Star Trek . Like the film's Type II design, it soon became the standard for the Trek TV shows of the era.

1 The Original Series Type II Phaser Pistol

Several subsequent Star Trek projects have tinkered with the basic look of The Original Series Type II, but nothing really compares in terms of evoking the Final Frontier. Like so much else with the first show, it came to define the aesthetic of the whole franchise.

Its stylized look hasn't aged a day. The design fit a removable Type I within it, emphasizing its practicality. Yet it also had the style of the older Flash Gordon -esque ray guns to lend the show a sense of the exotic. It's no surprise that new variations from the likes of Star Trek: Strange New Worlds and the Kelvinverse are still just imitations.

star trek federation phasers

Energy or Particles?

Firing nanoprobes, vapourisation.

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Range Limits

Firing through shields, transporting phaser beams.

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Firing Underwater

Beams and pulses.

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Phaser Overload

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Wide Angle Beams

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Off Axis Firing

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Who Watches The Watchers?

The mind's eye, photon comparison, a matter of time.

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Federation Stardate: 40488.4

"Star Trek: Original Series” Classic Phaser with Lights and Sounds

  • HIGHLY DETAILED: Highly detailed classic phaser replica from the Original Series
  • MULTIPLE SETTINGS: Set phaser dial to Full, Stun, or Overload
  • BATTLE SOUNDS: Includes authentic sound effects from the show
  • LIGHTS UP: Features a light-up Beam Emitter
  • RETRO PACKAGING: Inspired by the Original Star Trek series

"Star Trek: Original Series” Classic Phaser with Lights and Sounds

Starship Weaponry

  • 1 Introduction
  • 2.1 Types of Phasers:
  • 3.1 Differences:
  • 4.1 Firing Modes:
  • 4.2 Types of Torpedo:
  • 4.3 General Components of Torpedoes:
  • 5.1 Launcher Components/Sections:
  • 5.2.1 Micro Torpedoes
  • 6 Plasma Torpedoes

Introduction

Please note: This paper does not represent the official Star Trek canon on starship weaponry. However, this is official, Federation Space, weapons specification canon.

Phasers General:

Phasers, short for Phased Energy Rectification Device, are easily the most commonly used weapons throughout the known galaxy. Variations of the Phaser are installed on warships of all major races in the galaxy. Though there are variations, all Phasers can be grouped into four types.

Types of Phasers:

  • Type I Phaser (Offensive): The most powerful, ship mounted, Phaser, it’s the standard main Phaser for the Federation, Romulans, Gorn, Cardassian, and Tholian militaries.
  • Type II Phaser (Offensive/Defensive): Less powerful than the Type I, the Type II requires roughly half the power. Designed by the Klingons (and stolen by the Mirak) to counteract the missile threat of the Mirak, the Type II became the all-purpose standard for the Imperial Klingon Navy. Not long after, the Type II began appearing on Mirak vessels. The Type II Phaser is used almost exclusively by the Klingon and Mirak Navies, though it’s not uncommon to find them mounted on Orion pirate ships.
  • Type III Phaser (Defensive): The Type III Phaser has come into wide spread use with the introduction of fighters and has become part of the defensive weapons of most starships. The Type III only requires ¼ the power of a Type one Phaser, allowing continuous rapid-fire against targets. Though they were designed to destroy enemy torpedoes and small craft, they have found other uses as well.
  • Type IV Phaser (Heavy): This huge Phaser is only mounted on large bases and occasionally planetary defense grids. Two or three blasts from a Type IV Phaser could easily destroy a heavy cruiser sized ship.
  • Phaser-G (Gatling): A newer design first implemented aboard the Defiant-class, the Phaser-G is a multi-purpose Pulse-Phaser than can fire with the destructive potential equal to a standard Type I Phaser. In trial tests, the Phaser-G has proven successful as both and offensive and defensive solution. Some Gatling Phasers have been "spiked" to allow them to fire at an increased rate, but this depletes the power cells faster and shortens the operational lifespan of the emitter due to the extreme temperatures involved. The Gatling Phaser is currently standard armament on Star Fleet Fighters , Federation-class Carriers and the Cicero-class Support Escort.

Phasers on Star Fleet ships/installations:

While the concept has remained the same, the delivery method of Phasers have changed significantly over the centuries, ranging from cannon type devices as seen on the Enterprise NX-01 and USS Defiant, to banks found on late 23nd century starships such as the Miranda class and Excelsior class starships, to arrays found on many late 24 century starships such as the Galaxy class and Sovereign class. Currently, in the 25th century, technological updates and necessity have brought Star Fleet back to the use of banks.

Differences:

star trek federation phasers

  • Phaser cannons: The technology for this has been around for centuries. In its infancy, Phaser cannons were used primarily because technology hadn’t developed enough to downsize the device. However, as technology increased, and parts were downsized and made to handle power loads more efficiently for their size, Phaser cannons saw a brief comeback. These were seen on the Defiant class starships. Phaser cannons on the Defiant-class (Pulse Phaser Cannons) saw use because of the sheer amount of energy that could be channeled to them because of the modern day size of the components, a pulse was required however to allow the cooling systems to prevail and prevent immediate burnout of the cannons. The configuration and layout of internal power distribution of the ship itself allowed this use of this technology, and is still impractical on standard Star Fleet design methods due to the limited firing arc and the power requirements.

In extreme cases a photon launcher system on a starship can be completely rebuilt to house a Phaser cannon, but due to shutting down a torpedo launcher, practicality, and the power load/drain required, use is not common.

  • Phaser banks: Phaser banks are a group of Phaser emitters grouped together into one centralized location. They share a common power source, the warp core, but separate power relays and recharge unit. Normally multiple emitters are fired simultaneously giving the illusion of 1 Phaser strike. While firing emitters simultaneously allows more firepower to be delivered, the setback is those emitters would be out of use while they recharged. While still commonly used on more dated starships for a longer period of time, overall incorporation of it into newer class starships was abandoned for nearly 100 years after the invention of the Phaser array, but has found use once again.
  • Phaser arrays: This technology was largely seen in the latter half of the 24th century on such ships as the Galaxy -class, Intrepid-class, Sovereign-class ship to name a few, all the way up until the first General War. Phaser arrays allow the power to be channelled and released anywhere along the array, and in some cases at multiple points at the same time; this however had the effect of requiring twice the power drain. The benefits of the Phaser arrays were that this technology allowed a much larger firing arc than just one bank. Another befit was that the focal point of the energy could be shifted along the Phaser bank which allowed the release of the energy at different points without compromising the size of the Phaser arc; this prevented anyone section from experience component burnout. The downfalls of this technology were discovered during the first general war where enemy ships would focus their fire on to the Phaser array. Because the technology is dependent on a large section of the array to be operational, this allowed a much larger target area to disable that section of the array; also of this, one well-placed hit could potentially disable two sections rather than just one. Another setback to this technology was that the whole array had to be of the same type; with the additional space taken up by the arrays, having multiple types of arrays in one section was impractical. Additionally the recharge time was dependant on the whole section of the array rather than one emitter.

Torpedoes General:

The standard heavy weapon of Federation Starships, variations of the photon torpedo have existed since the beginning of the Federation. (The terms photon and quantum torpedoes are interchangeable for this discussion.) It is also rumored that photon launchers have been installed on some Tholian ships, but those rumors have not been substantiated. There are three firing modes for this weapon.

Firing Modes:

  • Standard: A standard photon torpedo requires roughly four times the energy of a Phaser I. Unlike many heavy weapons, the photon torpedo does not lose energy as it travels to its target. However, the longer the range, the more difficult it becomes to strike the target.
  • Overload: Overload: The overloaded torpedo is one that has been programmed to allow a higher destructive yield than its normal setting; the yield depending on the settings programmed may be potentially double. This is done by programming the various internal components to become inactive and/or require less power generated through the matter/anti-matter reaction within the tube once it is armed. This allows more matter/anti-matter to be used for weapon aspect itself, thus increasing its yield. Setting a torpedo to overload may potentially cut its range by half if the power to the sub-light engine is diverted, and its accuracy may be adversely affected if power to its internal tracking system has been diverted to increase the yield. A torpedo set to full overload will have 50% of its range, and be limited to line of sight targeting.
  • Proximity: Proximity photon torpedoes are the Federation scientists answer to the accuracy problems of long ranged photon attacks. They require the same energy as a standard photon, but only yield a warhead about 50% as strong as the standard photon. However, accuracy is increased by an amazing 75%.

Types of Torpedo:

  • Spatial Torpedo: Obsolete nuclear fission torpedo. Variable yield usually in the mid-kiloton range.
  • Photon Torpedo: Most widely used among space-faring species; based on the combination of matter and anti-matter to cause a devastating release of energy. Variable yield up to 25 Isotons, the equivalent of 64 Megatons of energy.
  • Quantum Torpedoes: Currently only known to be used by Star Fleet. Uses a matter/anti-matter reaction to aid the extraction of power from a zero-point vacuum. This is done by placing an 11-dimensional space-time membrane, twisted into a Genus-1 topology string, into a vacuum in the detonation chamber. When the matter/anti-matter which is enriched with fluoronetic vapor is combined, it powers a continuum distortion emitter. From there it expands the membrane and pinches it out of the background vacuum. The membrane forms into subatomic particles accompanied by a high-explosive energy release. Variable-yield, a Quantum Torpedo usually releases more than double the energy of a standard Photon Torpedo in the 50-60 Isoton range.

Note : Though Photon and Quantum Torpedoes are fantastically powerful weapons, the initial matter/antimatter reaction often destroys the device before the reaction can be fully completed. This means that torpedoes rarely, if ever, achieve their full destructive potential.

General Components of Torpedoes:

star trek federation phasers

Whether talking about a photon torpedo, a quantum torpedo, or any other type of physical (not strictly energy based) torpedo, the components will generally be the same. Each torpedo tube will have its own propulsion system, guidance system, small matter/anti-matter reactor to power the unit, separated matter/anti-matter storage units for the warhead, and the warhead. The warhead itself consists of four subcomponents, the reactants (matter/anti-matter in the storage units which has a combined use with the matter/anti-matter reactor), the arming system, and the detonation system, and the detonation chamber.

  • Propulsion system: A sub-light engine built into the torpedo to allow for it to maintain speed once fired from a ships launch chamber. The more course corrections required the more power required. Extreme course correction are not possible because of forces imposed on the torpedo tube itself can cause detonation, so torpedoes are limited in the rate of course change; this may cause the torpedo guidance system to lose its target lock.
  • Guidance system: Internal sensors within the torpedo tube that signal the propulsion system to direct the torpedo towards its intended target. The sensor system is limited in his capabilities, and thus can be fooled or evaded. Guidance systems have two abilities. One being the internal sensors can be programmed to scan and aim for a specific object, location, etc., or the other being that it can simple be pre-programmed to follow a specific course.
  • Matter/Anti-matter reactor: Just like the warp core on a starship, this unit produces energy by combining matter and anti-matter within an intermix chamber where the two, within a controlled environment, annihilate each other producing energy.
  • Matter/Anti-matter storage units: Deuterium tanks are simple storage containers used to store the deuterium matter needed, while the anti-matter storage units use magnetic fields to suspend the anti-matter in place to prevent contact with its normal matter container.
  • Arming system: This system activates all the internal components within the torpedo tube, and readies the detonation system.
  • Detonation system: This system has three different components. Component one is the trigger system. Upon sensing an impact the system signals the warhead to release the matter/antimatter storage pods to allow the two reactants to collide within the detonation chamber, resulting in the release of energy; this is nearly the same concept, except intended, as a warp core breach. Component two is a proximity system. This system interacts with the guidance sensors to determine its distance from an object. Once within range it will activate the triggering system to allow the mix of the matter/anti-matter. The final component is the timer/manual detonation system. This system allows for the torpedo to have a timed detonation, or for the tactical officer to manually activate a self-destruct. Star Fleet Torpedoes now incorporate a fail-safe that after a predetermined time, the torpedo, regardless of set program, will self-destruct; this is to prevent Star Fleet technology into inadvertently violating the prime directive, or falling into enemy hands.
  • Detonation chamber: This is where the two reactants collide with one another resulting in the release of energy. The detonation chamber an also house a reactant of its own which when combined with the explosive energy of the other reactants, can create a much more devastating effect (this is seen with the Quantum Torpedoes).

Torpedoes on Star Fleet ships/installations:

As any officer knows, it takes time for torpedo’s to load and become ready for launch. This is because unlike many systems on a starship, this one still involves a physical mechanical process. Torpedoes have to be physically moved from their storage in the Torpedo bays, to the torpedo tubes which them moves them and properly positions them within the launcher.

Launcher Components/Sections:

star trek federation phasers

Overall, a starship torpedo launcher can be broken down into two major sections; the torpedo bay and the launch chamber. Torpedo bays generally consist of a launch control room, torpedo tubes, and the storage bay; often, even if located on another deck the storage bay is still referred to as a part of the torpedo bay. The Launch Chamber is considered a section of its own, and is not internal to a starship.

  • Launcher Control Room: This is where most work stations within the torpedo bay are located. From here all torpedo launcher operations are monitored. If necessary the launch control room can also fire torpedoes; this is often only done if no other location such as the Bridge or Engineering has immediate launch control.
  • Storage Bay: Torpedoes are stored in the torpedo bay storage area, and are left unarmed until moved to the next section of the loading process. Torpedoes in the storage bay pose no immediate threat of detonation. The storage section is designed so that as little movement is required to relocate the torpedo to the torpedo tubes. On ships with larger compliments of torpedoes, they may be stored on multiple racks containing a conveyor belt system that moves the torpedo down the line to a rotating belt that moves the torpedo down and around in a revolving manner, and into place on the track leading into the torpedo tube. Smaller compliments may just have a single rack that simply lowers down the torpedo onto the torpedo tube track.
  • Torpedo Tube: This section safely transports the torpedo away from the storage compartment to the launch chamber. Once a torpedo makes its way here it is armed, and sent down to the launch chamber.
  • Torpedo Launch Chamber: The launch chamber is the final stop before the torpedo is fired. Type and operations may vary depending on the starship. In some cases, on larger starships, a single chamber can hold up to 8 carefully placed torpedoes to be fired simultaneously. Launchers can accommodate this because they utilise electromagnetic fields in conjunction with the torpedo’s own thrusters to launch the torpedo at high velocities. Star Fleet torpedo launchers are the only known political power to currently have this type of launch chamber technology.

Abilities of Star Fleet Torpedo Launchers:

As previously mentioned, some launch chambers can accommodate the firing of multiple torpedoes at one launch; these are known as "Burst-Fire Torpedo Tubes". This is because they use a series of electromagnets in the launch chamber to propel the torpedo from the ship. Smaller ships lack this ability because additional space is required to position and hold the torpedoes within the launcher. Additionally, the main purpose for this function is that as starships increase in size, generally their maneuverability decreases as well. This presents a problem when trying to line up the ship to have the enemy target within the launchers firing arc. During any one given battle, the opportunities to use torpedoes are much less as the ship size increases. To offset this tactical weakness, larger ships can then fire a larger number of torpedoes during an opportunity given.

There are setbacks to this function however. One being the load time would be much higher as the torpedoes have to be positioned correctly in the launch chamber and programmed by tactical else they risk bumping into each other during launch and explode in close proximity to the launching ship/station and destroy itself. The other risk is, while it’s going through the load process and positioning within the launch chamber, one strong hit by an enemy’s weapons into the launchers would explode the torpedoes and potentially destroy the ship, or at the least cause severe damage.

Because of this risk, one would attempt to fire the contents of the launch chamber as soon as practical.

Micro Torpedoes

Micro Torpedoes or micro-torpedoes are small-scale weapons carried by smaller vessels such as Escorts, Fighters or Runabouts. Roughly one third of the size of a torpedo; micro torpedoes lack the range and yield of their larger counterparts. Microtorpedo launchers lack the electromagnetic fields that assist in the launch of larger weapons, and rely solely on the thrust of the small engine to carry the warhead to target. These are sometimes misidentified as "Missiles" due to the lack of powered launch tube.

Plasma Torpedoes

The fiery ball of the Plasma Torpedo is the last thing many starship captains will see before meeting their maker. The Romulan navy commonly uses this devastatingly powerful weapon to supplement their standard Photon Torpedo launchers, while the Cardassian military only utilise them on automated defence platforms. There are four known sub-types to this weapon, all believed to be armed with an internal "fire and forget" seeker head, though Plasma Torpedoes are notoriously less capable at tracking moving targets than their less destructive cousins:

  • Type F : The least powerful plasma torpedo, the Type F still packs a pretty good punch. This variation of the Plasma requires roughly the same amount of energy to arm as the photon torpedo. However, it takes approximately 33% longer to arm this weapon. Like all plasma torpedoes, it begins losing warhead strength the instant it is launched. A full strength strike yields twice the power of a photon torpedo. All plasma torpedoes lose 5% of their warhead strength for every 10,000km travelled.
  • Type G : Used almost exclusively by the Gorn, this outdated weapon is still in service on many Gorn warships. The faster Type S is slowly replacing it. This weapon requires 35 percent more power to arm and cycles 33% slower than the photon torpedo. The warhead strength is three times that of the photon torpedo
  • Type S : The type S is the typical version of this weapon. It requires 33% more power than a photon and cycles 28% slower. The warhead of the Type S torpedo is four times more powerful than the photon torpedo.
  • Type R : At one time, this powerful weapon could only be mounted on large bases. However, this weapon has been seen on some of the newest Romulan and Gorn ships. The type R requires more than 50% more power than a photon and 33% more time to arm. The warhead on this weapon is six times more powerful than the photon torpedo. It is believed that Romulan ships cannot cloak and charge this weapon at the same time, as the energy requirements are too demanding.
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Federation 32c. Phaser weapons (space)

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Federation Phaser Beam Array (32c.) is a Phaser -based directed energy damage weapon available for starships . Beam Arrays fire a series of average damage beams across a 250° arc. Their damage will fall off with distance to the target. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

  • 1 Modifiers
  • 2 Base damage table
  • 3.2 Consoles
  • 4 Base Energy Credit value table
  • 5 External links

Federation Phaser Dual Beam Bank (32c.) icon.png

Federation Phaser Dual Beam Bank (32c.) is a Phaser -based directed energy damage weapon available for starships . Dual Beam Banks fire a series of dual beams that are similar to a Beam Array , but they cause more damage and are limited to a 90° arc. Their damage will fall off with distance to the target. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Federation Phaser Cannon (32c.) icon.png

Federation Phaser Cannon (32c.) is a Phaser -based directed energy damage weapon available for starships . Cannons fire a series of pulses that cause more damage than a Turret , but are limited to a 180° arc. They are only mountable in forward weapon slots. Their damage will fall off with distance to the target. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Federation Phaser Dual Cannons (32c.) icon.png

Federation Phaser Dual Cannons (32c.) are a Phaser -based directed energy damage weapon available for starships . Dual Cannons fire in a 45° arc - 3 times per cycle, at 2 shots per second, for a total of 6 shots, and then recharge for 2 seconds. With less damage but more shots per cycle, they have the same DPS as Dual Heavy Cannons. They can only be mounted in the fore weapon slots. Their damage will fall off with distance to the target. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Federation Phaser Dual Heavy Cannons (32c.) icon.png

Federation Phaser Dual Heavy Cannons (32c.) are a Phaser -based directed energy damage weapon available for starships . Dual Heavy Cannons fire in a 45° arc - 2 times per cycle, at 2 shots per second, for a total of 4 shots, and then recharge for 3 seconds. They have the same DPS as Dual Cannons, however they come with innate +10 Critical Severity bonus. They can only be mounted in the fore weapon slots. Their damage will fall off with distance to the target. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Federation Phaser Turret (32c.) icon.png

Federation Phaser Turret (32c.) is a Phaser -based directed energy damage weapon available for starships . Turrets fire a series of pulses across a 360° arc, which has the widest firing arc, but the lowest damage output of standard energy weapons. Their damage will fall off with distance to the target. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Omni-Directional Federation Phaser Beam Array (32c.) icon.png

Omni-Directional Federation Phaser Beam Array (32c.) is a Phaser -based directed energy damage weapon available for starships . Omni-Directional Beam Array has a 360-degree firing arc, in addition to being able to utilize the standard functions of Beam Array weapons. Only one crafted Omni-Directional Beam may be equipped at a time. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Wide Arc Federation Phaser Dual Heavy Cannons (32c.) icon.png

Wide Arc Federation Phaser Dual Heavy Cannons (32c.) are a Phaser -based directed energy damage weapon available for starships . Wide Arc Dual Heavy Cannons have an innate +10% Critical Severity and deal similar damage as Dual Heavy Cannons , however Wide Arc variant has larger firing angle of 90°. Only one Wide Arc Heavy Cannon can be equipped at a time. Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and accelerating the recharge for a significant duration thereafter. Repeated triggers of this effect provide the upfront burst again and refresh the duration of the over time bonus.

Federation Phaser Beam Array (32c.) Effect icon.png

Very Rare Federation 32c. Phaser weapons will have three modifier suffixes and Ultra Rare will have four. Epic adds a fifth unique modifier.

Standard Modifiers: Can appear multiple times (e.g. [Acc]x2, [CrtH]x3 , etc.)

  • [Acc] : +10 Accuracy Rating
  • [CrtD] : +20% Critical Severity
  • [CrtH] : +2% Critical Chance
  • [Dmg] : +X Damage
  • Re-engineering options: [Acc], [CrtD], [CrtH], [Dmg].

Epic Modifier: All energy weapons upgraded to Epic quality receive:

  • [Ac/Dm] : +10 Accuracy Rating and +X Damage
  • Re-engineering options: [Ac/Dm], [Ac/CrtD], [Ac/CrtH], [CrtD/Dm], [CrtH/CrtD], [CrtH/Dm].

Base damage table

All values given are for Common Beam Array at 100 Weapon Power . There is greater damage with increasing rarity .

All values given are for Common Dual Beam Bank at 100 Weapon Power . There is greater damage with increasing rarity .

All values given are for Common Cannon at 100 Weapon Power . There is greater damage with increasing rarity .

All values given are for Common Dual Cannons at 100 Weapon Power . There is greater damage with increasing rarity .

All values given are for Common Dual Heavy Cannons at 100 Weapon Power . There is greater damage with increasing rarity .

All values given are for Common Turret at 100 Weapon Power . There is greater damage with increasing rarity .

Performance

There are several factors that can affect the performance of space weapons. These are modifier suffixes, skill points, consoles and equipment sets .

Base Energy Credit value table

All values given are for common weapons. There is greater energy credit value with increasing rarity .

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A friendly reminder regarding spoilers ! At present the expanded Trek universe is in a period of major upheaval with the continuations of Discovery and Prodigy , the advent of new eras in gaming with the Star Trek Adventures RPG , Star Trek: Infinite and Star Trek Online , as well as other post-57th Anniversary publications such as the ongoing IDW Star Trek comic and spin-off Star Trek: Defiant . Therefore, please be courteous to other users who may not be aware of current developments by using the {{ spoiler }}, {{ spoilers }} OR {{ majorspoiler }} tags when adding new information from sources less than six months old (even if it is minor info). Also, please do not include details in the summary bar when editing pages and do not anticipate making additions relating to sources not yet in release. THANK YOU

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  • Hand-held weapons

Phaser rifle

TNG Phaser Rifle

Phaser rifle from the year 2367 .

A phaser rifle was a type of phaser weapon , a rifle stock variation of the standard hand-held phaser weapon. Known in Federation parlance as a type-3 , this was a type of phaser used by Starfleet in combat situations that required more powerful weaponry than a standard type-2 phaser pistol .

  • 1 History and spefications
  • 2 Types of phaser rifles
  • 3.1 Connections
  • 3.2 References
  • 3.3 External links

History and spefications [ ]

Phaser Pulse Rifle

Phaser pulse rifle from the 2250s decade .

In the 2250s decade , phaser rifles were used by Starfleet during the Federation-Klingon War of 2256-2257 . ( DSC episodes : " The Vulcan Hello ", " Context Is for Kings ")

Aboard Constitution -class starships in the mid- 23rd century , phaser rifles were not standard issue for landing party missions. When Scotty informed Captain James T. Kirk that a phaser rifle was transported down to planet Delta Vega from the Enterprise , he was surprised, as he hadn't ordered it personally. He withheld further comments when he realized his second-in-command, Spock , had ordered the weapon, and saw it had been received. ( TOS episode : " Where No Man Has Gone Before ")

Starfleet phaser rifle 2370s Wildstorm

The Starfleet phaser rifle in the 2370s .

By the late 24th century , phaser rifles came equipped with 16 power settings, fully autonomous recharge ability, multiple-target acquisition, and gyro stabilization. Some more advanced rifles, called compression phaser rifles , could fire energy pulses, along with the normal phaser beam. Despite all these features, many people outside of the Federation didn't trust these weapons, as they were too advanced and complicated in a combat situation. The Bajoran Resistance preferred to use a Cardassian phase-disruptor rifle , for example. ( DS9 episode : " Return to Grace ")

In late 2365 or early 2366 , three female Trills were killed on Alpha Centauri by an unknown assailant using a type-3 phaser on "burn" setting. The murderer was discovered six months later to be Lieutenant Dar Ableen . ( SCE eBook : Security )

Modified phaser rifles became more common in Starfleet usage around the year 2372 . ( DS9 novelization : The Way of the Warrior )

Types of phaser rifles [ ]

  • Bajoran phaser rifle
  • Ferengi phaser rifle

Appendices [ ]

Connections [ ], references [ ].

  • FASA RPG module : Trader Captains and Merchant Princes, 1st edition

External links [ ]

  • Phaser rifle article at Memory Alpha , the wiki for canon Star Trek .
  • 1 Ferengi Rules of Acquisition
  • 2 USS Voyager (NCC-74656-A)
  • 3 Lamarr class

Memory Alpha

Phaser bank

Phaser banks referred to the phaser weapons mounted aboard Federation starships . ( Star Trek: The Original Series ; Star Trek: The Animated Series ) They were utilized by Starfleet as early as 2233 . ( Star Trek )

Constitution class primary phaser

Technical journal diagram of a Constitution -class primary phaser

Each bank contained one or more phaser emitters from which the beam energy was actually released but which shared common power sources and targeting systems.

Mid- 2260s Starfleet phaser banks consisted of one emitter each, and drew power from rechargeable sources separate from a ship's main power systems. ( TOS : " The Doomsday Machine ")

In the 2260s , Constitution -class starships were equipped with six phaser banks, though they tended to be fired in pairs. ( DIS : " Brother " display graphic )

The main banks were located on the lower half of the starship 's saucer section , forward of the sensor dome. Additional banks were located on the ship 's stern , above the shuttlebay . Port and starboard banks covered the ship's flanks. ( TOS : " Arena "; TNG : " Datalore "; ENT : " In a Mirror, Darkly, Part II ")

Constitution class phaser bank diagram

The forward phaser bank, depicted in Constitution II -class schematics

In the 2270s , a new system was developed during the refit to Constitution II -class , which tied the phasers directly into the main reactor. While increasing phaser power, it had the disadvantage of cutting off most of or all phaser power if the warp core suffers an antimatter imbalance or if the reactor was damaged. ( Star Trek: The Motion Picture ; Star Trek II: The Wrath of Khan )

By the 24th century , the number of emitters in each bank had been increased to the point where they were laid out in long strips called phaser arrays . ( Star Trek: The Next Generation )

On a schematic of the Galaxy -class USS Enterprise -D , the location of the phaser banks was labeled. The dorsal of the primary hull featured an upper phaser bank. The dorsal secondary hull had two phaser banks located on either side of the aft torpedo launcher. The ventral secondary hull had a lower engineering phaser bank and, aft of this bank, more phaser banks. ( TNG : " New Ground ")

This schematic was seen at Commander William T. Riker 's station on the Enterprise-D bridge .

However, the term "phaser bank" was still used, particularly in reference to units with smaller numbers of emitters. ( DS9 : " The Maquis, Part I ")

A small Federation phaser bank could be powered by a 4.2 gigawatt power generator. ( TNG : " Who Watches The Watchers ")

Phaser banks on the Kelvin-type USS Kelvin

External link [ ]

  • Phaser bank at Memory Beta , the wiki for licensed Star Trek works
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We got to check out Factory Entertainment’s prototype at 2022’s San Diego Comic Con, and you can see photos of that early edition here:

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If you want to add Factory Entertainment’s  Star Trek: The Next Generation “dustbuster” phaser replica to your personal armory, you can preorder today at a factory-discounted price of $499 — note however this introductory price ends February 15, when it will increase to $549.

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Keep checking back to TrekCore for all the latest  Star Trek  merchandise news!

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Netflix's Prodigy Season 2 Trailer Teases a Star Trek Time War

The Final Frontier is getting very timey-wimey.

The USS Voyager-A in battle in Season 2 of 'Star Trek: Prodigy.'

For the first time in the history of the Star Trek franchise, 20 new episodes will be released on the same day. But, then again, nothing about the release of the animated series Star Trek: Prodigy has been typical. Originally debuting on Paramount+ in 2021, Prodigy was pulled off that streamer in 2023, only to have its first season end up on Netflix. And now, on July 1, 2024, Netflix will debut the entirety of Star Trek: Prodigy Season 2, presenting a new Trek series as a massive binge event for the first time ever.

Ahead of the Season 2 launch of Prodigy, a new trailer has just dropped, which teases a ton of Trekkie Easter eggs, but also, the larger arc of the new episodes. With these episodes, it looks like Star Trek is going to have its biggest time-travel conflict ever.

Star Trek: Prodigy Season 2 Trailer

The new trailer for Star Trek: Prodigy Season 2 has several specific reveals, the biggest of which is that the youthful crew formally of the USS Protostar , will now be spending most of their time on the USS Voyager-A . This brand-new ship is the successor to the original Voyager , which featured in all seven seasons of Star Trek: Voyager from 1995 to 2001.

And like the USS Voyager of old, this new Voyager will once again be commanded by Kathryn Janeway (Kate Mulgrew) with the Doctor (Robert Picardo) along for the ride again, too. As the crew searches for Captain Chakotay (Robert Beltran), lost in time and in the Delta Quadrant, it seems that even more so than Season 1, Prodigy Season 2 will be a kind of low-key Voyager reunion.

Star Trek’s new time crisis

The crew in 'Star Trek: Prodigy' Season 2

The kids of Prodigy are about to step into a much bigger world of...time travel!

But the larger story of Prodigy Season 2 is more substantial than a series of callbacks to a beloved Star Trek era. Instead, based on the new trailer, the scale of this season looks much, much bigger than what came before. In Season 1, we gradually learned that Gwyn’s ( Ella Purnell ) father, the Diviner (John Noble) had traveled back in time from the 25th century to the 24th century, in order to destroy the Federation. In the Diviner’s future, the Federation’s first contact with the planet Solum resulted in a civil war that decimated the native people known as the Vau N’Akat. Mixed into all of this was an unstable wormhole that brought the Protostar into the future, before it was sent back into the past.

In theory, the main thrust of this time paradox was solved in Prodigy Season 1; the Diviner was prevented from destroying all of Starfleet in the present (2384) though some past version of himself (also from the future) was still lurking around in the galaxy. Plus, Chakotay, the original captain of the Protostar is still missing, lost somewhere in time.

And now, in Season 2, the Voyager-A is clearly embarking on another mission involving time travel via a wormhole. In the new trailer, Janeway says the mission’s objective involves “an unstable time rift.” Then, throughout the trailer, we see various diagrams indicating that throughout these episodes, multiple timelines will be in play. It seems two versions of Gwyn are glimpsed in combat; presumably one Gwyn from a timeline where she followed her father’s footsteps, and “our” Gwyn from the regular timeline. (Or maybe another member of Vau N’Akat?).

We also see at least one version of the Protostar intact, and flying around, complete with Holgram Janeway aboard. Because the Protostar was destroyed in the Season 1 Prodigy finale, this also seems to be the result of time travel. Finally, in a very deep-cut Star Trek time travel Easter egg, at one point, Murf seems to be underwater with what looks like a humpback whale. Long-time Trek fans will remember that humpback whales were involved in the most famous time travel story in the whole franchise, Star Trek IV: The Voyage Home . Could Prodigy be ushering in the return of George and Gracie?

With all of these possibilities swirling around, it looks as if Prodigy Season 2 could be bringing something like Doctor Who’s Time War to the Trek franchise. In fact, in reference to all the time travel shenanigans coming in this season, Dal (Brett Gray) says, “This timey wimey stuff hurts my head.” Just how much of the Trek timeline that Prodigy covers though, remains to be seen. The trailer seems limited to time periods the characters are already connected to. But, with 20 new episodes coming, everything could get even timey wimey-er.

Star Trek: Prodigy Season 2 hits Netflix on July 1.

Phasers on Stun!: How the Making — and Remaking — of Star Trek Changed the World

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Star Trek: The Tarsus IV Incident, Explained

Science fiction has a lot of common ground. Fans can find repeated tropes, character concepts, thematic notes, and narrative inventions across otherwise massively different franchises. Star Trek has countless iterations of this idea. The premise of a cruel leader killing half of a population in some misguided attempt to rescue the other half from a resource crisis might bring a certain purple gentleman to mind. Star Trek addressed a similar idea with a healthy dose of Macbeth when discussing the Tarsus IV Incident.

One of the strange things about Star Trek is the way it handles history . The series often tells stories without flashbacks, telling but never showing details about the distant past. It is, of course, not a show about the past. Time travel aside, many massive events in the timeline appear in the script with little more than a one-off description to go on. This leaves many fans wondering what a glimpse into the past might look like.

Iconic Star Trek Star Is Willing To Reprise Franchise Role, Even If It Involves AI

Nearly 6 decades after premiering in their iconic role, one Star Trek star has suggested a rather contentious way to return to the franchise renewed.

What was the Tarsus IV Incident?

Tarsus IV was an inhabited planet that held a Federation colony for humans from Earth. The original timeline offers little detail about its usual operation, but the films add some details. The Tarsus IV colony existed to enable agriculture on the harsh planet. The movies state that Tarsus IV became a safe home for veterans of the Earth-Romulan War . Those seeking peace after a period of struggle found a quiet new home. More than 8,000 citizens lived in the colony, many of them having found solace after fleeing a failed previous haven. Their previous home, Epsilon Sorona II, suffered a tragedy that ruined their food supplies. Unfortunately, that nightmare followed them to Tarsus IV in 2246. A hostile fungus or mutagenic virus attacked crops and food storage across the planet. The population faced a famine that could end life on the planet. One man came forward with a solution.

Kodos was the governor of the colony of Tarsus IV. When the mushrooms consumed their food storage, Kodos reverted to an old philosophy. As a eugenicist, Governor Kodos had strong opinions about who should and shouldn't exist in the human gene pool. He knew that Tarsus IV's remaining food supply could support half of the existing population. Thinking like Thanos , he believed that he would have to sacrifice 4,000 so that the other 4,000 could live. He personally selected 4,000 of his own people and executed them. The script mentions an antimatter chamber as his method, promising an instantaneous death for every victim. In a horrible twist, Federation supply ships arrived earlier than expected, providing more than enough food to save every person on Tarsus IV. His terrible philosophy and rash decision-making led to thousands of needless deaths. Earth Forces found a burned body in the governor's home and assumed Kodos died in the incident. Tarsus IV would later become a destination for various shipping vessels.

What happened after the Tarsus IV Incident?

Star Trek addressed the Tarsus IV Incident in the season one episode "The Conscience of a King." The episode features one of the great elevator pitches of the early franchise. James Kirk was one of many survivors who left Tarsus IV. Only nine of the 4,000 could positively identify Kodos, four of whom mysteriously died. Through the advice of an old friend and fellow survivor, Kirk finds Kodos living a new life as an actor in a traveling Shakespeare company. This leads Kirk to an encounter with Kodos, now going by Anton Karidian, and his daughter, Lenore. After attending a party for the actors, Kirk and Lenore find Kirk's friend dead.

Spock discovers that seven of the nine Tarsus IV survivors who could identify Kodos turned up dead. Only Kirk and Lt. Kevin Riley could still find the governor. Through an investigation, he discovers connections between all seven deaths and the traveling Shakespeare troupe . Suddenly, someone poisons Riley and rigs a phaser in Kirk's quarters to explode. Kirk confronts Karidian, and while he doesn't admit to being Kodos, he defends the decision to kill 4,000 people. A vocal scan proves a near-perfect match between Kodos and Karidian. Riley later overhears McCoy talking about Karidian and chases him down to avenge his family. Kirk defuses the situation but discovers that Lenore has been killing witnesses to Karidian's past transgressions. When Kirk moves to arrest them, Lenore steals a phaser to attack. Karidian throws himself in the path of the blast, sacrificing himself to save Kirk . The eugenicist monster, who unnecessarily killed thousands, gave his life to atone for his daughter's sins. Lenore suffered a mental breakdown, convinced that her father lived on and continued performing.

The Tarsus IV Incident is a lesson against several forms of terrible leadership. Kodos' decision would have been unthinkable even if it hadn't been immediately invalidated. With the benefit of hindsight, it's hard not to imagine him looking for an excuse to execute his citizens. Kodos bizarrely tried to redeem himself, and though the safety of one person hardly erases the Tarsus IV Incident, it's better than staying the course. Perhaps he learned a few things from his time on the stage. The King developed a conscience far too late.

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Star Trek: The Tarsus IV Incident, Explained

The 10 Best Captain Kirk Episodes in 'Star Trek: The Original Series'

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A good Captain in Star Trek is the embodiment of the ideals of the Federation. Captain James T. Kirk ( William Shatner ) came first, so he set the standard. He taught all of us Trekkers what it means to believe in this future: standing up to bigotry, treating everyone as equals, and always helping when possible. Equality in Star Trek is not leaving the less fortunate to suffer; it is lifting each other up so that they, too, can go forward and lift others.

Captains must also be tested, forged, and tempered. Kirk relishes conquering a challenge. He has faced sacrifices that tempered him and taught him when to bluff to the last breath and when to have mercy. The crew has absolute loyalty and trust in Kirk, and they know that to serve him is to stand by the same ideals as their Captain. To do otherwise would be to fail him. The following are shining examples of what it means to live by the values of Star Trek. As well as reasons why Captain Kirk of Star Trek: The Original Series will always be one of the finest Captains in Starfleet .

Star Trek: The Original Series

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10 "Obsession"

Season 2, episode 13.

This is Kirk's Captain Ahab moment long before Khan , but how he handles it shows that while he is not faultless, he can be brought back to reason. In this episode, Kirk confronts a familiar creature, one he previously battled and felt he had failed to defeat. He feels guilt and shame about the incident. When young Ensign Garrovick ( Stephen Brooks ) shows the same hesitation, Kirk is harsh, and the young ensign quickly shows the same shame. The Captain is at first uncharacteristically illogical in his obsession with the creature's demise.

It's only once he sees that a phaser blast does not affect the beast that he's able to forgive himself, and in doing so, the young ensign can forgive himself as well. This shows that the Captain can still make mistakes. He, too, is human, but he can still learn. He doesn't stay stubborn and hateful; he learns, adjusts, and forgives.

9 "A Taste of Armageddon"

Season 1, episode 23.

In "A Taste of Armageddon," Kirk and Spock ( Leonard Nimoy ) land on a planet that has learned how to sanitize war. The society of Eminiar VII is at war with a neighboring planet, but in a way that avoids damage to their buildings and materials. Computers initiate the attacks and provide the leaders with the projected casualties if the attack had been real. The people then surrender themselves to suicide booths. They consider this a cleaner and superior way to go to war.

Kirk is disgusted once he fully comprehends the situation. He decides to destroy the suicide booths , despite the possible consequences, to force them to face the horrors of war once again. Thousands have died. Kirk knows if they see the truth of war again—the ugliness of it—they will be forced to strive for peace. "That's all it takes...knowing that we're not going to kill today."

8 "The Corbomite Maneuver"

Season 1, episode 10.

"The Corbomite Maneuver" is a classic episode, often cited as one of Star Trek's best . It opens with Kirk in his quarters. Faced with dietary restrictions from Doctor McCoy ( DeForest Kelley ), and served by Yeoman Janice ( Grace Lee Whitney ), Kirk tells McCoy the only female he can worry about is The Enterprise. It's a slice-of-life moment, giving us a glimpse of the Captain's downtime and his commitment to the ship .

The Enterprise then comes across a new foe seemingly intent on trapping them. Kirk won't abide an unwinnable scenario, so he bluffs his way through. The crew is surprised to meet Balok ( Clint Howard ), a jovial character who only wished to learn about the ship's inhabitants by testing them. When Lt. Bailey volunteers to stay with Balok and teach him about us, Balok asks if he's Earth's best. Bailey answers no, that he will make mistakes, but Kirk states that he'll "...find out more about us that way." After all, to err is to be human.

7 "The Cloud Minders"

Season 3, episode 21.

Kirk and Spock land on a planet ruled by a literal upper class . Below them live the Troglytes, a people responsible for mining the planet's goods but prevented from enjoying the toils of their labor. The Enterprise is there on a mission for zenite, which can save another planet from a plague. Unfortunately, the citizens of Stratos made the deal while the people in charge of mining were busy fighting for their freedom.

Kirk is repulsed to see the High Advisor Plasus and his daughter Droxine (who claimed that Stratos was rid of violence) use torture, a violent and futile tactic , on one of the fighters. Plasus considers the Troglytes less evolved and incapable of learning civility, but McCoy quickly finds that the mines are filled with a gas that lowers IQ. When Plasus refuses to let Kirk dispense filtered masks, the Captain takes the masks straight to the Troglytes. No matter the politics and the zenite, he cannot stand seeing such inequity.

6 "The Omega Glory"

Season 2, episode 23.

Responding to a distress signal, Kirk finds a member of Starfleet, Captain Tracey ( Morgan Woodward ), manipulating two cultures in the hopes of commandeering what he believes to be their fountain of youth. Kirk has no desire to take down a fellow Captain, but he firmly believes that his morality outweighs that of any individual . The message, written by Gene Roddenberry himself, is undeniably overhanded. Its intention must nonetheless be acknowledged.

When Kirk begins to quote the Constitution, the words ring clear and sincere. "We the People of the United States, in Order to form a more perfect Union, establish Justice, insure domestic Tranquility, provide for the common defense, promote the general Welfare, and secure the Blessings of Liberty....They must apply to everyone, or they mean nothing!" To Spock and Bones, he states, "Liberty and freedom must be more than just words." There are few instances in which the message is so absent of subtext or metaphor. Here, Roddenberry has Kirk say it plainly, hoping that viewers will hear it.

5 "Balance of Terror"

Season 1, episode 14.

"Balance of Terror" shows Kirk once again facing bigotry, but this time on his own bridge . The Enterprise faces an unknown ship led by a Romulan Commander played brilliantly by Mark Lenard , who would later play Spock's father, Sarek. When the crew sees their likeness to Vulcans, Lt. Stiles ( Paul Comi ), whose family had lost members to Romulan attacks, grows suspicious of Spock and his pointy ears. Kirk immediately makes it clear what he thinks of prejudice aboard his ship.

Kirk and the Romulan Commander then enter an intense battle of wits. While the Romulan ship has cloaking capabilities and powerful plasma torpedoes, the Enterprise is swifter and more maneuverable, packing quite a punch herself. The two commanders grow a healthy respect for one another's shrewd strategy as the game unfolds. The Enterprise is ultimately victorious, and the Romulans choose to self-destruct, showing the crew of the Enterprise their resolve as warriors. The encounter is later revisited in Star Trek: Strange New Worlds with Captain Christopher Pike ( Anson Mount ).

4 "The Enemy Within"

Season 1, episode 5.

A transporter malfunction tore Kirk's psyche asunder, creating two physical forms of the Captain. One embodies kindness and timidity, while the other exudes aggression and a cavalier attitude. This episode gives Shatner a chance to chew up the scenes with some Olympian acting and shows what Kirk would be like if he were to lose balance. When the "bad" Kirk attacks Yeoman Janice, his crew's devotion is again shown in her hesitation to blame the Captain or "get him in trouble." Spock immediately deduces that there must be an imposter aboard because the possibility of his Captain committing such a heinous act is illogical.

When Kirk fears that his darker half has all of his best traits, McCoy reminds him that his softer side is the bravest. It takes courage to stand by your principles. As the situation comes to a head, he is given a choice: risk death by attempting to rejoin his worse half or deprive the Enterprise of her Captain. For Kirk, it is no choice at all.

3 "Space Seed"

Season 1, episode 22.

"Space Seed" begins Kirk's most significant arc as a character and sows the seed for the greatest Star Trek movie : The Wrath of Khan . The Enterprise happens on the U.S.S. Botany Bay, a ship from the 20th century. Kirk finds the vessel full of genetically modified warriors, led by Khan, who is played exquisitely by Ricardo Montalban . Lt. Marla McGivers, the ship's historian, is undone by an immediate attraction to this living embodiment of the ancient Sikh warriors of her texts.

Despite Khan's ability to lure Marla to his side, Kirk clocks Khan's instincts and sees the danger inherent. Kirk must stay in step with Khan's intellect without any genetic advantages or lose the ship entirely. There are multiple instances throughout the show where Kirk outsmarts robots and A.I., but none deliver the challenge that Khan does. Kirk regains command of the Enterprise with help from his crew and still offers Khan mercy: a planet of his own with which to make his destiny. He goes, a sign of the respect Khan now holds for Kirk.

2 "Let That Be Your Last Battlefield"

Season 3, episode 15.

"Let That Be Your Last Battlefield" perfectly encapsulates the road of futility that prejudice will take you down . Commissioner Bele ( Frank Gorshin, fresh off 1966's Batman as The Riddler ) and Lokai ( Lou Antonio ) are two beings locked in an eternal duel, all because one is black on the right side and the other on the left. Bele seizes control of the ship to escort Lokai to their home world of Cheron, but Kirk chooses to activate the ship's self-destruct sequence rather than let anyone take his Enterprise. "You can use your will to drag this ship to Cheron, but I command the computer. MINE is the final command ."

Once control of the ship is back in his hands, he offers mercy yet again. He explains that the Federation is ruled by peace and implores them to consider finding a new purpose. But the two are so entrenched in their hatred that they choose instead to continue to pursue each other, presumably until the end of time, on a dead planet, ravaged by their resentment.

1 "Court Martial"

Season 1, episode 20.

The original trial episode, "Court Martial," started a fan-favorite tradition in the form of the courtroom drama. Kirk stands accused of murder by a crewman's daughter, Jame ( Alice Rawlings ). He recalls perfectly not jettisoning the pod until he had activated red alert and had no choice . Yet, the computer's record doesn't match his recollection. Kirk, unafraid to dig for the truth and steadfast in the knowledge that he would never doom a man without cause, demands a trial.

During the trial, Spock explains, "It is impossible for Captain Kirk to act out of panic or malice. It is not his nature." Even an angry young daughter is later shaken by her conviction and pleads with Kirk's defense attorney, Cogley ( Elisha Cook ), to help him. Kirk has no resentment toward her for the accusation. Even once he finds the man responsible for putting him in this position, he wants only to help him. "Court Martial" shows Kirk strong and steady in his principles, his crew's utter faith in him, and his unfailing belief in mercy over violence. Star Trek continues the tradition most recently through Strange New Worlds ' second season.

NEXT: What We Know About Captain Pike's Next Voyage in 'Star Trek: Strange New Worlds' Season 3

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Federation Phaser Rifle (c2399)

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Federation Phaser Rifle (c2399) icon

Federation Phaser Rifle (c2399) is a ground weapon that deals Phaser Damage , based off a design seen in Star Trek: Picard . It can be obtained from the [ Special Equipment Pack - A Safe Galaxy Weapons ] , which has a chance to drop from the [ A Safe Galaxy Lock Box ] .

Game Description [ | ]

This accurate rifle's secondary fire hits upto 5 targets using controlled fire rather than relying on more traditional "spray and pray" tactics commonly used with other bolt rifles, thus reducing the chance of hitting unintended targets. Phaser ground weapons have a chance to stun targets.

See also [ | ]

  • A Dual Rifle variant, Dual Federation Phaser Rifle (c2399)
  • 1 Obelisk Carrier
  • 2 Phoenix Redemption Store
  • 3 Phoenix Prize Pack

IMAGES

  1. Phasers [Mid To Late23rd Century] Tech Readout by unusualsuspex

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  2. So these are the "Special Issue" phaser weapons from the new bundle

    star trek federation phasers

  3. Federation phaser collection

    star trek federation phasers

  4. star trek space battle, phasers, federation, concept

    star trek federation phasers

  5. Star Trek: Ship Phasers (and Phase Cannons)

    star trek federation phasers

  6. Set phasers to fun: All the 'Star Trek' phasers, explained

    star trek federation phasers

VIDEO

  1. Let's Play Star Trek Infinite (Federation) Part 13

  2. Let's Play Star Trek Infinite (Federation) Part 2

  3. Let's Play Star Trek Infinite (Federation) Part 22

  4. Star Trek: Strange New Worlds

  5. Let's Play Star Trek Infinite (Federation) Part 12

  6. Star Trek Phasers

COMMENTS

  1. Phaser

    Phasers were the most common and standard directed energy weapon in the arsenal of Starfleet and several other powers. Most phasers were classified as particle weapons and fire nadion particle beams, (Star Trek: First Contact; TNG: "The Mind's Eye"; VOY: "Time and Again", "Demon") but some, like the Ferengi hand phaser, were classified as plasma weapons and fired forced plasma beams. (TNG ...

  2. Type-3 phaser

    24th century []. Facsimile phaser rifles were created by the Romulan Star Empire in 2367 and given to rebels on the Klingon planet Krios, in an attempt to destabilize relationships between the Federation and the Klingon Empire.Both the facsimile and Federation rifles had an output of 1.05 MW.The only physical difference to the standard Federation rifle was an emission crystal efficiency of 94.1%.

  3. Weapons in Star Trek

    Phasers are common and versatile phased array pulsed energy projectile weapons, first seen in the original Star Trek series and later in almost all subsequent films and television spin-offs. Phasers range in size from small arms to starship-mounted weaponry.. Though they seem to discharge in a continuous "beam", close observation reveals that phasers actually discharge a stream of pulsed ...

  4. Type-1 phaser

    A type-1 phaser was the smallest, most basic weapon carried by Starfleet and other Federation personnel. Type 1 phasers were typically carried when it would be inappropriate to carry a larger weapon, such as on diplomatic missions, or "undercover" work. The type 1 had eight adjustable settings, ranging from stun to heat through disruption to disintegration. The 23rd century type 1, in use in ...

  5. Federation 32c. Phaser weapons (space)

    Federation Phaser Cannon (32c.) is a Phaser -based directed energy damage weapon available for starships. Cannons fire a series of pulses that cause more damage than a Turret, but are limited to a 180° arc. They are only mountable in forward weapon slots. Their damage will fall off with distance to the target.

  6. Star Trek Phasers Ranked

    Season 3 of Star Trek: Discovery launched the crew into the 32nd Century to find the Federation shattered and Starfleet all but nonexistent. Weaponry of the time had changed, of course. Sleeker and simpler than earlier phasers, it emphasized the firing port more than the controls, stressing just how much damage it could cause.

  7. Phasers

    The purpose of this article is to explore various aspects of phaser weapons seen in the Star Trek universe. Essentially, I'm going to do a general walk-through of the amazing device that is the Federation phaser. Many of the ideas within this article are my own, but the denizens of RAST both acted as an excellent sounding board and contributed ...

  8. Federation Type 3 Phaser Rifle

    Federation Type 3 Phaser Rifles are ranged ground weapons. They fire a beam that inflicts energy damage at a single target. They have a secondary fire mode that shoots a concentrated bolt of energy at a single target, dealing high damage with a good chance to knock back. Phaser ground weapons have a chance to stun targets. This weapon, used by Starfleet in the 23rd Century, will always ...

  9. "Star Trek: Original Series" Classic Phaser with Lights and Sounds

    HIGHLY DETAILED: Highly detailed classic phaser replica from the Original Series MULTIPLE SETTINGS: Set phaser dial to Full, Stun, or Overload BATTLE SOUNDS: Includes authentic sound effects from the show LIGHTS UP: Features a light-up Beam Emitter RETRO PACKAGING: Inspired by the Original Star Trek series

  10. Starship Weaponry

    Please note: This paper does not represent the official Star Trek canon on starship weaponry. However, this is official, Federation Space, weapons specification canon. Phasers General: Phasers, short for Phased Energy Rectification Device, are easily the most commonly used weapons throughout the known galaxy.

  11. Why do federation ships use phasers as their main weapon?

    Phasers are used for more than just blowing stuff up. They've used them to bore through a planet's crust, disabling ship systems instead of outright destroying them, and even energy transfers and things of that nature. Disruptors have only one function--destruction. The Federation doesn't roll that way. Reply reply.

  12. Dual Federation Phaser Rifle (c2399)

    Dual Federation Phaser Rifle (c2399) is a ground weapon that deals Phaser Damage, based off a design seen in Star Trek: Picard. It can be obtained from the [Special Equipment Pack - A Safe Galaxy Weapons], which has a chance to drop from the [A Safe Galaxy Lock Box]. The secondary fire mode of these rifles hits upto 5 targets using controlled fire rather than relying on more traditional "spray ...

  13. The Science of Star Trek's Phasers

    #startrek #phasers #technology Phasers are one of the most iconic pieces of technology from Star Trek. Powerful particle weapons with settings ranging from a...

  14. Phaser

    The phaser (an acronym for PHASed Energy Rectification) is a standard weapon that has been issued to Starfleet personnel since the 23rd century. Phasers project subatomic-particle beams (technically, nadions) which produce a wide variety of effects, ranging from Stun (technically, bioelectric shock) to Vaporization (technically, subatomic disruption). Phasers can be fired in beams or pulses ...

  15. Phaser array

    A phaser array was a weapon comprised of a linear arrangement of numerous phaser emitters located in strategic areas of a starship, space station, or other vessel. In the 23rd century, phaser arrays had smaller numbers of emitters, and were commonly referred to as phaser banks often like gun turrets on 20th century warships (TOS: "The Corbomite Maneuver", "Balance of Terror") By the 24th ...

  16. Federation 32c. Phaser weapons (space)

    Federation Phaser Beam Array (32c.) is a Phaser-based directed energy damage weapon available for starships. Beam Arrays fire a series of average damage beams across a 250° arc. Their damage will fall off with distance to the target.Federation Phaser (32c.) space weapons have a chance to recover the recharge time of Bridge Officer Abilities, providing an upfront burst of recovery and ...

  17. 32c Federation Phasers Post Patch

    32c Federation Phasers Post Patch - Now they match Discovery! Fantastic, thank you for posting! They look and sound even better than I had hoped they would. I noticed a couple weird things about them on tribble. beam arrays and DBB under beam overload have different sounds and during FAW the visual gets kinda stretched out and darker.

  18. Phaser rifle

    Star Trek. A phaser rifle was a type of phaser weapon, a rifle stock variation of the standard hand-held phaser weapon. Known in Federation parlance as a type-3, this was a type of phaser used by Starfleet in combat situations that required more powerful weaponry than a standard type-2 phaser pistol.

  19. Phaser bank

    Phaser banks referred to the phaser weapons mounted aboard Federation starships. (Star Trek: The Original Series; Star Trek: The Animated Series) They were utilized by Starfleet as early as 2233. (Star Trek) Each bank contained one or more phaser emitters from which the beam energy was actually released but which shared common power sources and targeting systems. Mid-2260s Starfleet phaser ...

  20. Factory Entertainment Announces STAR TREK: THE NEXT GENERATION

    Following their previous Star Trek: The Next Generation hero prop replicas including the small Type I "cricket" phaser, Factory Entertainment is expanding their Federation arsenal with the early-season Type II "dustbuster" phaser. Used in Season 1 and Season 2 of The Next Generation, this redesign of the classic Starfleet hand phaser was seen in such episodes as "Too Short a Season ...

  21. Netflix's New Star Trek Trailer Teases a Time-Bending War

    All 20 episodes of 'Star Trek: Prodigy' Season 2 are hitting Netflix on July 1. ... the Federation's first contact with the planet Solum resulted in a civil war that decimated the native people ...

  22. Federation Type 1 Phaser (Wide)

    The Federation Type 1 Phaser is a mission reward from the Federaton Klingon Front mission "Past Imperfect". It is currently unobtainable for the Klingon Defense Force . Since this item is not unique, players can obtain it more than once via episode replay. Replaying this mission at higher levels will grant a level-appropriate Mark version ...

  23. Star Trek: The Tarsus IV Incident, Explained

    Star Trek addressed a similar idea with a healthy dose of ... Tarsus IV was an inhabited planet that held a Federation colony for humans from Earth. ... someone poisons Riley and rigs a phaser in ...

  24. Federation Type 2 Phaser (Stun)

    Type 2 Federation Phaser - circa 2265. This classic phaser from the past has a secondary fire mode that holds targets. Phaser ground weapons have a chance to stun targets. This weapon is unique in that its beam is blue, and will always vaporise its target when killed. Values given are for a player at level 50. A [Federation Type 2 Phaser] is a scaling mission reward from the Devidian Front ...

  25. 10 Best Captain Kirk Episodes in 'Star Trek: The Original Series'

    A good Captain in Star Trek is the embodiment of the ideals of the Federation. Captain James T. Kirk (William Shatner) came first, so he set the standard.He taught all of us Trekkers what it means ...

  26. Federation Phaser Rifle (c2399)

    Federation Phaser Rifle (c2399) is a ground weapon that deals Phaser Damage, based off a design seen in Star Trek: Picard. It can be obtained from the [Special Equipment Pack - A Safe Galaxy Weapons], which has a chance to drop from the [A Safe Galaxy Lock Box]. This accurate rifle's secondary fire hits upto 5 targets using controlled fire rather than relying on more traditional "spray and ...