We now move on to the section that tends to hold peoples interest significantly more than the others. It's worth noting that whilst you will likely refer back to this weapons list you will probably never use any weapons IC beyond those listed in the hand weapons section.

There are a number of weapons in use in Starfleet, some that have been almost fully explained down to full technical specifications and some that have been given only passing reference.

Always bear in mind that the standard equipment issued to any Security Officer are tricorder and type II phaser, and most vessels carry nothing larger than compression phaser rifles. Combat oriented vessels will obviously carry larger and more varied stocks, but the chances of you being issued with Armour and photon mortars are minimal to say the least.

It's also worth mentioning that whilst your Character might have a lovely collection of antique weaponry from dozens of cultures including sniper rifles, Bat'Leth's Mek'Leth's and dozens of other nifty little trinkets, you will *never* get to wear them or use them except in some pretty damned extreme situations. It makes good character backstory for a Security Officer to have a collection such as that, but you're a Starfleet Officer not a Klingon warrior. NOTE: This doesn't preclude you indulging in Worf's happy pastime of practicing with these weapons on the holodeck. It makes for some rather excellent posting threads.


Type 1f Personal Phaser

This weapon has 4 settings. The Type If, due to its extra power availability provided by a slightly larger Sarium Krellide power cell, is the standard 'back up' sidearm for Starfleet Security personnel, including the Marines. This weapon is issued to away teams when having weapons visible could be detrimental to the mission. This weapon has an additional Sarium Krellide power cell embedded into the centre section giving it the ability to function for longer periods than the older type 1e. As with any sidearm, the main four beam types are Stun, Heat, Heavy Stun and Disrupt. This weapon is often treated as a covert weapon, and many officers over the years have decided that it is fun to stick one in their boot. It is fun until the phaser goes off and they end up in sickbay. Remember weapons handling and training is the Star-fleet way : Just like the modern military.

Type II Personal Phaser

This weapon has 16 Individual settings, each controlling the amount of damage capable of being inflicted to a greater degree than the type 1f. The Type II Phaser is the standard issue weapon for any away team and can be augmented with extra power cells should the need arise.

Type IIIa Phaser Rifle

When Starfleet Security or away teams need more firepower than a side arm they turn to the Phaser rifle. The Type-III is significantly more powerful than the Type II Phaser, in fact being little more than a power booster, though incorporating one or two extras. The Type III includes an effective targeting system and is equipped with a gyro-stabilized targeting unit. This targeting unit incorporates sensors capable of detecting and tracking life forms. The Type III has been phased out in recent years and has been relegated to an Academy training aid. Academy Starships carry a small supply of these aboard, usually stored aboard small auxiliary craft and in auxiliary weapon lockers.

Power: Enlarged Sarium Krellide power cell

Power consumption: 325 watts per shot

Casing: Tritanium Outer Shell

Effective Range: 400 m

Settings: 16 Variable Power

Type IIIb Phaser Rifle

Following first contact with the Borg a Starfleet Borg Tactical Analysis Unit was established at Starbase 324 and one of its first creations was the Type IIIb rifle. Utilising an advanced computer control matrix it was the first weapon specifically designed to rotate its power frequencies to combat the Borg. Since the advent of pulse compression and isometric technology this weapon has been phased out of active service and is rarely seen outside of a museum.

Power: Enlarged Sarium Krellide power cell.

Power consumption: 350 watts per shot

Casing: Tritanium Outer Shell

Effective Range: 500 m

Settings: 16

Type IIIc Pulse Compression Phaser Rifle

The current primary weapon in active Starfleet service, the Type IIIc uses pulse compression technology in conjunction with plasma accelerator systems to project toroidal plasma bursts at a significantly faster muzzle velocity than previous weapons. This allows significant increases in power level, facilitating greater frequency modulation capabilities. Pulse Compression rifles utilise biometric control systems and advanced targeting sensor systems capable of tracking and firing through solid objects. This rifle is a perfect multi purpose weapon that presents the first sustained fire pulse weapon in Starfleet's arsenal since the Plasma rifles of the early 22nd Century.

TR-116 Projectile Rifle

An experimental weapon developed by Starfleet Security, it fires tritanium projectiles propelled by expanding gases from a chemical detonation. This rifle was designed for use in areas of high electromagnetic (EM) interference (whether artificial or natural) that would render phasers useless, and as a potential alternative to energy weapons whilst engaging in combat with the Borg. The Weapon was never mass produced and became little more than a collector's item with no practical purpose that could be justified sufficiently for large scale production. One unique aspect of this weapon is its Exographic Targeting System, a separate sighting device which communicates with the weapon via a subspace transceiver link. The operator wears a wire frame helmet with a monocle attached over one eye, and moves a trackball (mounted on both sides of the weapon, making it ambidextrous) located on the rifle to zoom in to the target. The magazine is contained in the forward handgrip under the barrel, being removed by releasing a catch aft of the trigger guard and sliding it forward. In 2375, one of these rifles was modified on Deep Space Nine with a micro-transporter connected near the barrel exit. The rifle dematerialized the bullet after firing and rematerialized it just in front of the target, and could possibly have done it inside the victim. The person responsible, a traumatized Vulcan officer, murdered several Starfleet personnel before being wounded by another modified TR-116 and taken into custody. NOTE: The chances of this weapon being carried as standard issue on any vessel are NONEXISTANT. It was never mass produced. It may make an interesting character twist for an officer to have one as a keepsake of sorts, but your COS is highly unlikely to let you use it on a mission, so restrict it to the same place as Worf's Bat'leth, on the wall of your quarters.

Type IIId Pulse Compression Phaser Rifle - EVA Variant

This weapon is identical in terms of specification to the Type IIIc with the exception of a specially adapted grip and trigger system designed to accommodate the bulk of EVA suits.


Mark I Photon Mortar

Primarily a large scale infantry weapon *not* carried on non combat oriented vessels, this launcher is designed to fire high powered photon grenades up to 40,000 metres.

Mass: 3.2 kg (fully loaded)

Length: 40 cm

Capacity: Standard Clip holds 10 grenades.

Note: This weapon is limited in availability and use to wartime conditions or extreme combat zones and will be stocked only as mission conditions require.

Isomagnetic Disintegrator

This shoulder mounted weapon is issued to the Armouries of combat and deep exploratory vessels only. Utilising mammoth capacity power cells and larger pulse compression technology this weapon is capable of projecting a toroidal plasma charge powerful enough to destroy several cubic metres of rock instantly. The advantage inherent in this weapon is its ability to adjust the power setting, something missing in the larger Tetryon Pulse Launcher.

NOTE: This Weapon is ONLY available on Combat oriented vessels and deep exploration ships.

Tetryon Pulse Launcher

A newly designed weapon for the use by Starfleet ground forces and security personnel, the Tetryon Pulse Launcher is perhaps the most powerful handheld weapon in Starfleet's arsenal. The device was designed as a single-person plasma cannon for use against small craft and heavily fortified emplacements. Building on the success of the Starfleet Avalon R&D facility to grow nearly flawless emitter crystals in a ground-based micro-gravity environment, the pulse launcher is effectively a miniaturized version of the pulse phaser used on newer Starships. Whilst much of this theoretical research has been applied to the Type-IIIb Pulse Compression rifle making it the first true transitional-phase accelerator, the Tetryon pulse launcher takes this a step further. As such, this weapon lacks the variety of power settings typical of a type-II or type-III phaser. When the trigger is depressed, the weapon fires a collimated beam of Tetryon particles which rebound from the target to the unit, providing range and vector information to the acquisition sub-systems. A rapid-discharge Sarium Krellide power cell, coupled with high-speed plasma accelerator coils and a ten-stage cascading pre-fire chamber allow for longer periods of sustained pulse fire than previous models of phasers, making it a truly automatic weapon. The discharge emerges as a focused pulse of superheated, rarefied plasma. The pulse launcher emits energy comparable to a Type IV phaser emitter and incorporates the biometric control systems now common to modern weapons systems. The weapon is capable of firing continuous or wide beam settings.

NOTE: This weapon is ONLY available on combat oriented vessel and deep explorations ships.


Photon Grenades

Photon grenades are one of the most devastating personnel weapons developed by the Federation. Their use is strictly controlled, usually limited strictly to wartime conditions. They are effectively a more adjustable version of the microtorpedo used in modern fighter craft. Photon grenades may be set to explode upon impact, at some altitude above the ground, or at some preset time, up to ten hours after impact. Both the power level and blast radius of these weapons may also be carefully controlled. They have five distinct blast settings and a variable blast radius ranging from 3 to 10 meters.

Mass: 0.2 kg

Note: This weapon is limited in availability and use to wartime conditions or extreme combat zones and will be stocked only as mission conditions require.


  1. Flash: All humanoids inside the blast radius without special eye protection are blinded for approximately five minutes.

  2. Heavy Stun: Stun all humans in blast radius for one hour.

  3. Heavy Thermal: Melts most metals in blast radius

  4. Light Disrupt: Vaporize all Humanoids and softer materials within the blast radius

  5. Heavy Disrupt/Explode: Any none shielded object is obliterated on contact. Shielded objects are severely damaged dependant upon size and power of shielding.


It is worth mentioning here that combat armour is use only by the Starfleet Marine corp. and large combat oriented Vessels such as the Maverick and Pendragon class. It is *not* standard issue and is used only in large scale Infantry combat missions or special operations missions.

The combat helmet is part of all marine battle dress. The helmet has an integral short-range communicator. It is also equipped with various sensors that allow night-vision, infrared scanning, magnification up to 5x, and a targeting interface with most Standard weapons from the Type III Pulse Compression Rifle Upwards.

Standard field combat dress consists of lightweight, reinforced ablative armour plating over a flexible mesh base. The plates affixed to the mesh cover arms, torso, and legs, with ridged joints to allow full freedom of movement. The armour is intended to provide protection against physical attacks, nullify most projectile weapons, and give some level of protection against low-level energy weapons or indirect hits from more powerful beam weapons. Direct hits from a phaser set to level five and higher will likely kill the wearer of standard combat dress and heavy stun will be effective when a direct hit is taken to torso or head. Note: larger field combat dress may be worn over a conventional vacuum suit and worn with a sealable helmet and gloves. This adds zero-atmosphere capabilities to the suit.