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Weapons

Energy Weapons

Phaser Cannon
Damage Hull: Varies Damage Shields: Varies Speed: 40

A cannon with nadion emitters in series that fires a phaser pulse.

It does not lock on to the target and requires manual aiming, however it has a longer range and is more powerful than the Stream Phaser.

Effective on most shields.

"Phaser" stands for PHASed Energy Rectification, where energy passes through a crystal that produces a discharge of nadion particles. The nadion particles severely drain the cohesion of energy fields (such as shields). They can also affect (to a lesser degree) the subatomic bonds of matter (such as a vessel's hull). They typically cut a path through it, which does not cause such diffuse damage as it would on energy fields.

Stream Phaser
Damage Hull: Varies Damage Shields: Varies Speed: Instantanious

A weapon with nadion emitters in parallel that fires a constant phaser beam for a period of time.

It automatically directs the beam towards the target and is more accurate and precise but has a shorter range and is less powerful than the Phaser Cannon.

Effective on most shields.

Disruptor Cannon
Damage Hull: Varies Damage Shields: Varies Speed: 40

A cannon with nadion emitters in series that fires a disruptor pulse. They are often found on Klingon and Romulan vessels.

Effective on most shields.

A disruptor is a weapon that uses direct-energy to produce nadion particles (compared to the phaser which uses a crystalized modifiying emitter). Like phasers, it has a similar affect on coherent energy fields (such as shields). However, they have a more blunt and less precise "cutting" affect on matter (such as a vessel's hull).

Stream Disruptor
Damage Hull: Varies Damage Shields: Varies Speed: Instantanious

A weapon with nadion emitters in parallel that fires a constant disruptor beam for a period of time. They are often found on Klingon and Romulan vessels.

Effective on most shields.

Polaron Cannon
Damage Hull: Varies Damage Shields: Varies Speed: 40

A cannon with particle emitters in series that fires a polaron pulse. Often found on Dominion vessels.

Effective on most shields.

The polaron weapon is a direct-energy weapon that produces a transversely phased wave that is intended to "slip" past coherent energy fields (such as shields) and thus making them less effective. They have a similar but less effective affect at penetrating matter (such as a vessel's hull).

Stream Polaron
Damage Hull: Varies Damage Shields: Varies Speed: Instantanious

A weapon with particle emitters in parallel that fires a constant polaron beam for a period of time. Often found on Dominion vessels.

Effective on most shields.

Expanding Sphere Phaser (Thoron Shock Emitter)
Damage Hull: Varies Damage Shields: Varies Speed: Instantanious

A weapon that fires a diffuse omni-directional phaser wave. It gives an equal amount of damage to all objects within its range. Used by Cardassian vessels.

It was designed by the Cardassians as a defense to the increasing attacks by swarms of Maqui Peregrins. The advantage of this weapon is that it gaurantees a hit to all (not just one) object within range. The downside is that it may hit friendly vessels flying close by.

Effective on most shields and small fighters.

This weapon is refered to conically as the Thoron Shock Emitter on Cardassian vessels in 2372.

Energy Conductor
Damage Hull: Varies Damage Shields: Varies Speed: Instantanious

A weapon that accumulates in power when fired by a group of vessels towards a target. A group of vessels fires this weapon towards one anothers' beams, the beams converge, summate in power, and is directed to a target.

Effective on most shields and larger sized vessels.

The energy conductor has been used by the Tholians and Species 8472. The Tholians use this weapon to form a network of energy beams that surrounds a target vessel in order to capture or destroy it. The energy conductor weapon can be generated from biological sources (as seen with Species 8472's bioships). Little else is known about the mechanics of this weapon.

Energy Dissipator
Damage Hull: Varies Damage Shields: Penetrates Speed: 40

A weapon that fires an energy dampening matrix that can penetrate a vessel's shields. This weapon was developed for and used by Breen vessels.

It has a slightly longer range than most pulse weapons and no vessel of any species has an effective defense against it prior to 2375.

Effective on most hulls and most shields.

The energy dissipator works by draining the energy of the target vessel and thus disabling all their resources.

On SWTrek, this weapon both penetrates shields and damages hull. Unlike the canon version which can only dissipate energy and has virtually no affect on matter.

Projectile Weapons

Torpedo
Damage Hull: 10 Damage Shields: 5 Speed: 35 Effective Range: 12 au Max Range: 15 au Cost: 5

A spatial torpedo armed with a triton atomic energy-based warhead. Very few vessels still use this outdated weapon, of them are freighters and smaller transport vessels.

Effective on unarmoured hulls.

Available at all Starbases.

The torpedo is launched from a torpedo launcher where its initial inertial propulsion is provided. From there it is self-guided until it arrives or hits its intended destination or target. A torpedo can carry a variety of warheads, this torpedo is a spatial torpedo which carries a triton atomic energy-based warhead.

Photon Torpedo
Damage Hull: 20 Damage Shields: 10 Speed: 35 Effective Range: 12 au Max Range: 15 au Cost: 10

A torpedo armed with a matter & antimatter warhead, this is a common projectile weapon employed by most space-fairing species after the 21st century. The Klingons were believed to be the first to design and utilize such a weapon as early as 2151.

Effective on most hulls.

Available at all Starbases.

The photon torpedo is armed with a matter & antimatter warhead, when intermixed, the combination of the two produce an explosive yield. The photon torpedo, much like the earlier spatial torpedos, still requires a torpedo launcher to provide it with initial inertia. However, the photon torpedo has a much more advanced guidance and navigation system.

Plasma Torpedo
Damage Hull: 30 Damage Shields: 15 Speed: 28 Effective Range: 12 au Max Range: 15 au Cost: 20

A torpedo armed with a plasma warhead that accumulates in volumetric size after it is fired. This weapon was designed by the Romulan Star Empire and is often found on Romulan vessels.

Effective on most hulls.

Available at all Starbases.

A plasma torpedo is armed with a warhead containing plasma (super-heated O2 molecules). Both its initial inertial propulsion and power is provided by a special plasma torpedo launcher which requires a significant drain of a vessel's power (often requiring a cloaked vessel to decloak first, before launching it). The plasma torpedo, unlike most other torpedos, has an onboard propulsion system capable of controlling the projectile's speed.

On SWtrek, the plasma torpedo does not drain power when fired.

Quantom Torpedo
Damage Hull: 30 Damage Shields: 15 Speed: 35 Effective Range: 12 au Max Range: 15 au Cost: 20

A torpedo armed with warhead that harnesses zero-point energy (external link). It is a newer form of torpedo designed by StarFleet in the late 2360's and is often found on StarFleet vessels.

Effective on armoured hulls.

Available at all Starbases.

The quantum torpedo relys on harnessing zero-point energy (external link), increasing their destructive power to that greater than what photon torpedos can achieve. The zero-point initiator is actually an uprated photon torpedo warhead. The blast that is produced is more difficult to disperse by most conventional shields.

APC Warhead
Damage Hull: 120 Damage Shields: 120 Speed: 25 Effective Range: 135 au Max Range: 140 au Cost: 1250

APC stands for Atmospheric Penetrating Cruise warhead. It is a small unmanned vessel that can carry large amounts of various types of explosive warheads. The fore section is equiped with an atmospheric penetrating shield generator. This weapon is designed to hit large stationary targets both in orbit and on a planet's surface or even under a planet's surface. It has also been effective against the Borg.

Effective on armoured hulls, shields, large stationary objects, large battleships, and the Borg.

TriCobalt Warhead
Damage Hull: 250 Damage Shields: 20 Speed: 10 Effective Range: 3 au Max Range: 4 au Cost: 3000

A slow moving weapon with a massive yield that can penetrate subspace. This weapon was developed by the Tholians who have a great interest in temporal expansion, they have been known to use this weapon to create temporal rifts in order to gain access to other universes. This weapon has also been known to be used by terrorists such as the Maqui and Orions.

This weapon only causes 20 units of damage to a vessel's shields and is very slow moving, making it only effective on large unshielded targets.

Effective at close range on large unshielded stationary objects.

The tricobalt warhead is a torpedo armed with a warhead based on the element cobalt (symbol Co). This warhead has a yield of up to 20,000 teracochranes and can cause disruptions in subspace. It is often used in the clearing or demolition of asteroids, space stations, and other celestial objects.

Mines

Photon Mine
Damage Hull: 20 Damage Shields: 10 Hit Radius: 200 su Visibility: 10% Cost: 10

A mine equiped with an antimatter warhead. It has a stealth design, making it difficult to detect. Can be deployed while cloaked.

Effective on most hulls.

Available at all Starbases.

Neutron Mine
Damage Hull: 75 Damage Shields: Penetrates Hit Radius: 200 su Visibility: 10% Cost: 1000

Developed by the Ferengi, the Neutron mine is designed to atomically "orbit" the blast past a vessel's shields, thus penetrating it. It has a stealth design, making it difficult to detect. Can be deployed while cloaked.

Effective on most hulls.

Iridium Mine
Damage Hull: 100 Damage Shields: 50 Hit Radius: 500 su Visibility: 10% Cost: 750

Developed by the Ferengi, the Iridium mine scatters atomic radiation over a large area when it is hit. It has a stealth design, making it difficult to detect. Can be deployed while cloaked.

Effective on most shields and most hulls.

Misc

Probe
Endurance: 2.5 min Scanner Range: 60 ru

Used to explore any region of space near a vessel without putting the actual vessel in danger. Probes can be launched into any situation, they can detect and report the location of any vessel within their scanner range (including cloaked vessels).

Probes regenerate in your inventory so they do not need to be baught.

Probes are available on all SF vessels and the DY300 Freighter.

Buoy
Endurance: 10.0 min Scanner Range: 20 ru

Used to monitor a small region of space. Bouys can be placed anywhere, they can detect and report the location of any vessel within their scanner range (including cloaked vessels).

Buoys regenerate in your inventory so they do not need to be baught.

Buoys are available on all SF vessels and the DY300 Freighter.

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