Once again, I’m doing a retcon campaign, so I’m going with the Abrams stype of phaser — two settings stun & burn a hole in you.

HOLD OUT/HAND PHASER

This is a small handheld phaser device with limited battery and power capabilities.  Civilian self-defense phasers are often similar, fitting in the palm of the hand.  The weapon is inaccurate more due to the awkward firing position than an inherent accuracy problem.  Most civilian weapons are stun only; dual setting weapons require the user to manually shift the phase tube (normally a sliding switch.)

Damage: stun/d6W     Power usage: 1 stun, 2 thermal     Battery: 20 charges     Range:  10m [close]

When set to stun, the victim must make an ENDURANCE test vs. Hard+success.  A botch means the victim is unconscious for 2d12 minutes, a failure for 1d6 minutes, and a success means they are at -2 die step to attributes for 1d6 combat rounds.

PHASER PISTOL (Starfleet Issue)

The starfleet pistol has a specialized phasetube that rotates from stun to thermal with the touch of a button.

Damage: stun/d6W     Power usage: 1 stun, 2 thermal     Battery: 40 charges     Range: 50m

DISRUPTOR (Klingon)

Damage: d8W     Magazine/battery: 20     Range: 50m

DISRUPTOR (Civilian)

Damage: stun/d6W   Power usage: 1 stun, 2 disrupt     Battery: 30 charges   Range: 50m

PHASER RIFLE (Starfleet)

This rifle version of the phaser is designed for combat, rather than self-defense.  It has three barrels that can be rotated from stun, to thermal, to a high thermal setting.  (Think a modern, streamlined version of the laser rifle from The Cage.)

Damage: stun/d6W/d10W     Power usage: 1 stun, 2 thermal, 4 high thermal     Battery:  80 charges     Range: 500m