Star Trek Expanded Universe
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The Type 3B Phaser Rifle was developed shortly after the Type 3A as a variant to that weapon with the intent of developing a lighter version while retaining the same functional capacities. Some Type 3B phasers have been outfitted with an improved sight/light assembly. ({{film|10}})
 
The Type 3B Phaser Rifle was developed shortly after the Type 3A as a variant to that weapon with the intent of developing a lighter version while retaining the same functional capacities. Some Type 3B phasers have been outfitted with an improved sight/light assembly. ({{film|10}})
   
Like the Type 3A, the Type 3B fires a pulse for greater damage per discharge than a collimated beam. The type 3B has been found to have the unfortunate tendency to fracture or even completely break apart when used as a club ({{film|8}}). This has led the commanding officers of some vessels/installations/units, such as [[Captain]] [[Logan MacLeod]] of the [[USS Prometheus (NX-59650) (Prometheus)| ''Prometheus'']], to revert to the use of the type 3A phaser. ({{PRO}})
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Like the Type 3A, the Type 3B fires a pulse for greater damage per discharge than a collimated beam. The type 3B has been found to have the unfortunate tendency to fracture or even completely break apart when used as a club ({{film|8}}). This has led the commanding officers of some vessels/installations/units, such as [[Captain]] [[Logan MacLeod]] of the [[USS Prometheus (NX-59650) (Prometheus)| ''Prometheus'']], to revert to the use of the type 3A phaser. The Type 3B Mark II phaser rifel was developed in 2386 to address this weakness and was deployed on select vessels/installations, including the [[USS Prometheus (NX-59650) (Prometheus)|USS Prometheus]], for field testing. ({{PRO}})
   
 
===Type 3C Phaser Rifle===
 
===Type 3C Phaser Rifle===

Revision as of 20:50, 9 December 2015

Type3phaserupgrade

Benjamin Sisko holding an upgraded Type 3 Phaser

The Starfleet phaser rifle, also known as the type 3 phaser, was a rifle version of the type 2 phaser. The standard model as used in the mid 2360s used was visually similar at the emitter end as the type 2 then in service. It had 16 beam settings, with a fully autonomous recharge system. The weapon was gyrostabilised and had multiple target acquisition capability. Compared to the type 2 the weapon had a 50% greater energy reserve, but was no more powerful. By 2373 the compression phaser rifles had been removed from service and the type 3 phaser rifles that had not been removed from service had been upgraded with a sighting and light assembly.

Variants

Compression Phaser Rifle

The Compression Phaser Rifle entered service in 2370 as a alternative to the type 3 phaser. Like its predecessor it fired a collimated beam rather than a phaser pulse. It was hoped that the type 3A would replace the type 3, however do to serious design flaws and several incidents of unintended explosion of this unit it was removed from service in 2371 and replaced by the type 3A.

Type 3A Phaser Rifle

The Type 3A phaser rifle entered service in 2371 and continues in service along side the Type 3B Phaser rifle, which is essentially a Type 3B with only minor differences including the removal of the reinforcing cowl on the barrel to reduce the weight and on some rifles an upgraded sight/light assembly. Unlike its predecessor the Type 3B phaser fires a pulse for greater damage per discharge than a collimated beam. The type 3B phaser rifle is capable of being upgraded with an underslung photon grenade launcher to increase its versatility and usefulness. (Star Trek Voyager)

Type 3B Phaser Rifle

The Type 3B Phaser Rifle was developed shortly after the Type 3A as a variant to that weapon with the intent of developing a lighter version while retaining the same functional capacities. Some Type 3B phasers have been outfitted with an improved sight/light assembly. (Star Trek Nemesis)

Like the Type 3A, the Type 3B fires a pulse for greater damage per discharge than a collimated beam. The type 3B has been found to have the unfortunate tendency to fracture or even completely break apart when used as a club (Star Trek: First Contact). This has led the commanding officers of some vessels/installations/units, such as Captain Logan MacLeod of the Prometheus, to revert to the use of the type 3A phaser. The Type 3B Mark II phaser rifel was developed in 2386 to address this weakness and was deployed on select vessels/installations, including the USS Prometheus, for field testing. (Star Trek: Prometheus)

Type 3C Phaser Rifle

The Type 3C Phaser Rifle was developed shortly after the Type 3B as a bullpup style variant to that weapon for use in close quarters combat situations where the length of the type 3A phaser is a disadvantage while still allowing for a weapon retains all the capabilities of size type 3B phaser. Not widely known or used the type 3C phaser does see limited deployment on vessels such as the USS Prometheus as a supplement to the type 3A phaser (Star Trek: Prometheus)

EVA Phaser Rifle

The EVA Phaser is a variant on the Type 3A Phaser that has been redesigned for use with an EVA suit and in low or zero gravity environments. The modifications to the design include a larger opening behind the hand grip of the trigger, the addition of a vertical hand grip, and magnetic pads to allow it to be set down and left in place. (Star Trek: First Contact)

Settings

All versions of the type 3 phaser are capable of the following settings:

Setting 1 - Light Stun This setting is calibrated for base humanoid physiology, and causes temporary central nervous system (CNS) impairment resulting in unconsciousness for up to 5 minutes. Higher levels of reversible damage to the CNS result from repeated long exposures Standard composite structural materials of median-density (consisting typically of multiple layers of tritanium, duranium, cortenite, lignin, and lithium-silicon-carbon 372) are not permanently affected, although some warming (from vibration) will be detected

Setting 2 - Medium Stun Base-type humanoids remain unconscious for up to 15 minutes. Resistant humanoid types will be rendered unconscious for up to 5 minutes. Long exposures produce low levels of reversible damage to the CNS and epithelial layers. Structural materials are not affected, though higher levels of vibrational warming are evident

Setting 3 - Heavy Stun Base-type humanoids will enter a deep unconsciousness for up to 1 hour. Resistant bioforms will be rendered unconscious for approximately 15 minutes. Single discharges raise 1cc of liquid water by 100ºC. Structural samples experience significant levels of thermal radiation

Setting 4 - Low Thermal Effects Base-type humanoids experience extensive CNS damage and epidermal trauma Structural materials exhibit visible thermal shock. Discharges of longer than five seconds produce deep heat storage effects within metal alloys

Setting 5 - High Thermal Effects Humanoid tissues experience severe burn effects but (due to water content) deeper epithelial layers will not char. Simple personal forcefields are penetrated after five seconds. Large fields as used by Away Teams will not be affected

Setting 6 - Light Disruption Effects Organic tissues and structural materials exhibit comparable penetration and molecular damage as high energy causes matter to undergo rapid dissociation. The 'familiar' thermal effects begin to decrease at this level

Setting 7 - Moderate Disruption Effects Organic tissue damage causes immediate cessation of life processes as disruption effects become widespread.

Setting 8 - Medium Disruption Effects Cascading disruption forces cause humanoid organisms to vapourise, as 50% of affected matter transitions out of the continuum. All unprotected matter is affected and penetrated according to depth and time of application.

Setting 9 - High Disruption Effects Medium alloys and ceramic structural materials (of over 100 cm thickness) begin exhibiting energy rebound prior to vapourisation.

Setting 10 - Extreme Disruption Effects Heavy structural materials absorb or rebound energy; there is a 0.55 second delay before material vapourises.

Setting 11 - Slight Explosive/Disruption Effects Structural materials utilising ultradense alloys absorb or rebound energy with a 0.20 second delayed reaction before vapourisation.

Setting 12 - Light Explosive/Disruption Effects Structural materials utilising ultradense alloys absorb or rebound energy with a 0.1 second delayed reaction before vapourisation. Moderate geological displacement, as approximately 50 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.

Setting 13 - Moderate Explosive/Disruption Effects Shielded matter exhibits minor vibrational heating effects. Medium geological displacement, as approximately 90 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.

Setting 14 - Medium Explosive/Disruption Effects Shielded matter exhibits medium vibrational heating effects. Heavy geological displacement, as approximately 160 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.

Setting 15 - High Explosive/Disruption Effects Shielded matter exhibits major vibrational heating effects. Extreme geological displacement, as approximately 370 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.

Setting 16 - Extreme Explosive/Disruption Effects Shielded matter exhibits light mechanical fracturing. Catastrophic geological displacement, as approximately 650 m3 of rock (of average density 6.0 g/cm3) is explosively decoupled by a single discharge.

External links