Disruptor Modes

Setting   Setting Name   Charges Used   Notes
1 Light Stun 1 Stun a human for 5 minutes
2 Heavy Stun 2 Stun a human for 15 minutes, or a Klingon for 5 minutes
3 Light Thermal 8 Cut a 1 meter hole in 10 centimeters of steel in 3 minutes
4 Heavy Thermal   15 Cut a 1 meter hole in 10 centimeters of steel or rock in 30 seconds or
Cut a 1 meter hole in a duraminum bulkhead in 10 minutes
5 Light Disrupt 35 Vaporize almost anything, including humanoids and resilient alloys
6 Heavy Disrupt 100 Explode 600 cubic meters of rock into glowing rubble

Note: A standard hand disruptor has 1500 charges.

Standard Beam Mode
The standard beam is the default setting for a disruptor. It's effects and the charges used are noted in the chart above.

Pulse Mode
A disruptor pulse does more damage than other settings, but at the cost of two extra charges of energy.

Continuous Beam Mode
The continuous beam mode provides greater accuracy but continously draws charges of energy even if not doing anything useful.

Extra Information: Disruptors are a common alternative to phasers, used primarily in the Romulan Star Empire and the Klingon Empire. They fire bolts of highly charged plasma created by using microscopic amounts of antimatter. In the Romulan variation this bolt leaves a residue of antiprotons for up to several hours. Otherwise Klingon and Romulan disruptors are functionally identical, but differ greatly in appearance. Unlike phasers, disruptors cannot be recharged with a ship's energy-plasma system. A new power "cartridge" containing additional antimatter must be loaded into the weapon. Disruptors also cannot produce the same variety of effects as phasers, and the are incapable of wide beam settings. While potentially dangerous, the use of antimatter means disruptors can hold many more shots' worth of energy than a comparably sized phaser.