Difference between revisions of "Hand Phasers"

From Federation Space - Official Wiki
Jump to navigation Jump to search
Line 16: Line 16:
 
=== Type I (Hand Phaser) ===
 
=== Type I (Hand Phaser) ===
 
[[Image:phaser1-2.jpg |thumb]]
 
[[Image:phaser1-2.jpg |thumb]]
Used when easy concealment is desired, or simply when large and obvious weapons are too cumbersome, The Phaser I is the perfect option when size is the issue. Despite its small size, Phaser I packs quite a punch, all standard beam width options remain intact from its larger cousins, the only trade off is a decrease in power, resulting in a different scale consisting of 8 Settings. <br />
+
Used when easy concealment is desired, or simply when large and obvious weapons are too cumbersome, the Phaser I is the perfect option when size is the issue. Despite its small size, Phaser I packs quite a punch, all standard beam width options remain intact from its larger cousins, the only trade off is a decrease in power, resulting in a different scale consisting of 8 Settings. <br />
  
 
====Type I Power Settings====
 
====Type I Power Settings====

Revision as of 22:13, 22 March 2015

Error: <seo> tag must contain at least one non-empty "title" or "metakeywords" or "metadescription" attribute.

"Phaser" is an acronym for PHASed Energy Rectification. All phasers fire particle beams. Personal phasers can stun or kill an enemy. The stun setting can also be used for crowd control. Ship-mounted phasers can damage shields or other systems or even cut a vessel's hull.

Phasers are based on the rapid nadion effect, whereby energy is passed through a special phaser crystal resulting in a discharge of short-lived nadion particles (often the detection of nadion discharges is a key sign that a battle has recently taken place).

Nadion particles have varying effects on the subatomic bonds of particles with which they interact, largely depending on the mass of the atom in question. To wit, dense starship hulls are more resistant to nadion discharges than are humanoid lifeforms.

The disruptive effects of nadion discharges can be moderated to produce varying effects (discussed below), ranging from benign to extremely destructive. Phasers, as particle beams, travel below the speed of light, seemingly varying according to the scale of their emitter.

Phasers can be made to overload, either deliberately or by sabotage. One possible method to overload a phaser involves disengaging the safeties that normally manages the phaser's power system. This allows energy to be transferred from the power cell to the prefire chamber then back into the power cell faster than the cell can reabsorb the energy, causing the cell to overload. Phasers in the process of overloading emit a distinctive high-pitched whine. About sixty seconds after the overload started, the weapon would expend all of its remaining energy in an explosion capable of doing considerable damage to its surroundings

From: http://memory-alpha.org/en/wiki/Phaser

Phaser Specifications

Type I (Hand Phaser)

Used when easy concealment is desired, or simply when large and obvious weapons are too cumbersome, the Phaser I is the perfect option when size is the issue. Despite its small size, Phaser I packs quite a punch, all standard beam width options remain intact from its larger cousins, the only trade off is a decrease in power, resulting in a different scale consisting of 8 Settings.

Type I Power Settings

All results based on an average 200 Pound Humanoid lifeform.

WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.

SETTING RESULTS/EFFECT
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form
Setting 2 Low Stun, effect slightly longer lasting, disorients target. No permanent harm to any humanoid life form.
Setting 3 Medium Stun, effect severe enough to render a 200 pound target unconscious for up to 5 minutes. No permanent harm to any humanoid life form.
Setting 4 Heavy Stun, effect will render any humanoid unconscious for upwards of 15 minutes. No permanent harm to any humanoid life form, however repeated exposure can cause nerve damage.
Setting 5 Maximum Stun, severe stun effect, target unconscious for up to an hour, remains disoriented for roughly 20 minutes after regaining consciousness. No permanent harm to any humanoid life form, however repeated exposure to this level will cause nerve damage, resulting death possible if untreated.
Setting 6 Low Disrupt, immediate unconsciousness, minor cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 5 hours of exposure, surgery may be necessary after that time to repair cell and nerve damage.
Setting 7 Medium Disrupt, immediate unconsciousness, significant cellular damage to all area’s near blast point. Unless treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed.
Setting 8 Heavy Disrupt, immediate unconsciousness, death likely, heavy cellular damage to the entire body. Damage cannot be reversed, If beam comes in contact with body for more then 10 seconds death is almost unavoidable, micro-cellular surgery required to maintain life of patient. Vaporization after 17.1 seconds.

Type II (Phaser Pistol)

Unlike the Type I, whose design remains mostly unchanged from previous models, the Type II Phaser is a departure from the design which has been in favor for the last century. Returning to the pistol design of the 23rd Century, this Phaser II also incorporates the Phaser I for increased power, a design which hasn’t been seen for a century. The Type II phaser is the standard armament used by away teams and kept in various compartments throughout ships.

Channeling power first through its own large housing and then the Phaser I unit creates a massively more powerful blast, and far more options in a crisis situation. The removable power pack also allows for almost continuous use without recharge, as long as extra power cells are available. A first for this design, the Phaser II also incorporates a portable beacon, this powerful light helps this unit to act as a Multifunction Device -- a high powered weapon with a removable Phaser I, good for concealment, and a beacon light helpful for search and rescue. Along with the increased power comes a new scale, while key points remain identical to those on the Phaser I, they are now divided into 16 settings which give a greater range for increased effect and more accurate results.

Type II Power Settings

All results based on average 200 Pound Humanoid Life form.

WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.

SETTING RESULTS/EFFECT
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
Setting 2 Low Stun, effect slightly longer lasting, disorients target for several minutes. No permanent harm to any humanoid life form.
Setting 3 Medium Stun, effect severe enough to render a 200 pound target unconscious for between 5-10 Minutes. No permanent harm to any humanoid life form.
Setting 4 High Stun, effect will render any humanoid unconscious for upwards of 15-20 Minutes. No permanent harm to any humanoid life form, repeated exposure inadvisable and can cause nerve damage around blast point.
Setting 5 Heavy Stun, severe stun effect, target unconscious for at least 35-45 Minutes, target remains disoriented for roughly 5-10 minutes after regaining consciousness. No permanent harm to any humanoid life form, however repeated exposure to this level will cause nerve damage.
Setting 6 Maximum Stun, severe stun effect, target unconscious for up to an hour and remains disoriented for roughly 20 minutes after regaining consciousness. No permanent harm to any humanoid life form, however repeated exposure to this level will cause nerve damage which can result in death.
Setting 7 Stun/Disrupt, immediate unconsciousness, drugs required to wake patient in timeframe less than 2 hours. No permanent harm to any humanoid life form if treated within a day of exposure, minor surgery may be needed to repair blast point.
Setting 8 Low Disrupt, immediate unconsciousness, minor cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 5 hours of exposure, invasive surgery may be necessary after that time to repair cell and nerve damage once patient goes into shock.
Setting 9 Intermediate Low Disrupt, immediate unconsciousness, minor cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 4 hours of exposure, invasive surgery may be necessary after that time to repair cell and nerve damage. Patient likely to go into shock without prompt treatment.
Setting 10 Intermediate Low Disrupt, immediate unconsciousness, minor cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 3 hours of exposure, invasive surgery may be necessary after that time to repair cell and nerve damage. Patient likely to go into shock without prompt treatment.
Setting 11 Intermediate Low/Medium Disrupt, immediate unconsciousness, cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 1.5 hours of exposure, extensive surgery may be necessary after that time to repair cell and nerve damage. Patient likely to go into shock without prompt treatment.
Setting 12 Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Immediate shock likely.
Setting 13 Intermediate Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid some permanent damage to the area, most nerves around the blast point destroyed. Death results after one minute exposure.
Setting 14 Intermediate Medium Disrupt, immediate unconsciousness, significant cellular damage to all area’s near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, nerves around the blast point destroyed. Death results after 30 second exposure.
Setting 15 Intermediate Medium/Heavy Disrupt, immediate unconsciousness, possible death, heavy cellular damage to the entire Body. Damage cannot be reversed, if beam comes in contact with Body for more then 10 seconds death is almost unavoidable, micro-cellular surgery required to maintain life of patient, survival rate almost nonexistent. Vaporization after 15 seconds.
Setting 16 Heavy Disrupt, vaporization after 3.2 seconds.


Type III (Phaser Rifle)

Considered a radical design change upon its first introduction, the modern Type-III Phaser Rifle incorporates the best of old and new designs. Phaser III, or a phaser rifle as it is more commonly referred, looks very similar to the now defunct 2367 design, this appearance is, however, more than misleading as the unit is functionally quite different. Like the Type II Phaser, which incorporates a Type I Phaser, this Phaser Rifle functions with the addition (snapped and locked in place) of the Phaser II housing, which adds power, an additional power cell, and a beacon light.

Channeling power through the large Phaser II housing and then the rifle itself create the most powerful phaser based field weapon Starfleet designs and that can still be carried by any officer. The dual removable power packs (one slot built into the rifle body itself, with the only part of the Phaser II body) allow for almost continuous use without recharge at any power setting, as long as extra power cells are available. Utilizing two cells at once allows for either longer use, or increased beam power. A retractable sight aids in targeting and, like with most previous rifle designs, a detachable beacon light (contained within the Phaser II assembly, but when locked in place controlled through the rifle itself) allows for the unit to act as a multipurpose device. Along with the increased Power comes a new Scale, once more, while key points similar to those on the Phaser I and II, they are now divided into 24 Settings which give a greater range for increased effect and more accurate results. (Note: Unit is also functional without addition of Phaser II, however power is notably decreased, as Is length of use. It is recommended that user avoid using rifle without Phaser II in all but emergency situations.)


Type III Power Settings

All results based on average 200 Pound Humanoid Life form.

WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.

SETTING RESULTS/EFFECT
Setting 1 Light Stun, effect wears off within minutes. No permanent harm to any humanoid life form.
Setting 2 Low Stun, prolonged stun effect, disorients target. No permanent harm to any humanoid life form.
Setting 3 Medium Stun, effect severe enough to render a 200 pound target unconscious for up to 12 minutes. No permanent harm to any humanoid life form.
Setting 4 Intermediate Medium Stun, effect severe enough to render a 200 pound target unconscious for up to 15 minutes. No permanent harm to any humanoid life form.
Setting 5 High Stun, effect will render any humanoid unconscious for upwards of 20 minutes. No permanent harm to any humanoid life form, repeated exposure can cause nerve damage.
Setting 6 Intermediate High Stun, effect will render any humanoid unconscious for upwards of 25-30 minutes. No permanent harm to any humanoid life form, repeated exposure can cause nerve damage to blast point and surrounding area.
Setting 7 Heavy Stun, severe stun effect, target unconscious for at least 35 to 45 minutes, target remains disoriented for roughly 5-10 minutes after regaining consciousness. No permanent harm to any humanoid life form, however repeated exposure to this level will cause nerve damage to blast point and surrounding area and is not advised.
Setting 8 Maximum Stun, severe stun effect, target unconscious for up to an hour, remains disoriented for roughly 20 minutes after regaining consciousness. No permanent harm to any humanoid life form, however repeated exposure to this level will cause nerve damage, resulting death possible.
Setting 9 Stun/Disrupt, immediate unconsciousness, drugs required to wake patient in less than 3 hours. No permanent harm to any Humanoid Lifeform if treated within a day of exposure, minor surgery may be needed to repair blast point.
Setting 10 Low Disrupt, immediate unconsciousness, minor cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 5 hours of exposure, invasive surgery may be necessary after that time to repair cell and nerve damage.
Setting 11 Intermediate Low Disrupt, immediate unconsciousness, minor cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 4 hours of exposure, invasive surgery may be necessary after that time to repair cell and nerve damage.
Setting 12 Intermediate Low Disrupt, immediate unconsciousness, cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 3 hours of exposure, extensive surgery may be necessary after that time to repair cell and nerve damage.
Setting 13 Intermediate Low/Medium Disrupt, immediate unconsciousness, cellular damage to area surrounding blast point. No permanent harm to any humanoid life form if treated within 1.5 hours of exposure, extensive surgery may be necessary after that time to repair cell and nerve damage.
Setting 14 Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed.
Setting 15 Intermediate Medium Disrupt, immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Death results after one minute exposure.
Setting 16 Intermediate Medium Disrupt,immediate unconsciousness, significant cellular damage to all areas near blast point. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Death results after 45 second exposure.
Setting 17 Intermediate Medium/Heavy Disrupt, immediate unconsciousness, significant cellular damage to the entire body. Unless treated within minutes it is virtually impossible to avoid permanent damage to the area, most nerves around the blast point destroyed. Death results after 25 second exposure.
Setting 18 Heavy Disrupt, immediate unconsciousness, possible death, heavy cellular damage to the entire body. Damage cannot be reversed, If beam comes in contact with body for more than 10 seconds, death is almost unavoidable, micro-cellular surgery required to maintain life of patient, survival rate almost nonexistent. Vaporization after 20 seconds.
Setting 19 Heavy Disrupt, vaporization after 12 seconds.
Setting 20 Heavy Disrupt, vaporization after 10 seconds.
Setting 21 Heavy Disrupt, vaporization after 8 seconds.
Setting 22 Heavy Disrupt, vaporization after 4 seconds.
Setting 23 Heavy Disrupt, vaporization after 2 seconds.
Setting 24 Heavy Disrupt, vaporization after less than 1 second.


Beam Width Selections

BEAM WIDTH RESULTS/EFFECTS
Narrow Beam Small and very powerful, commonly used to drill small holes or cut various materials.
Medium Beam Standard beam, used on single targets.
Wide Beam Used to incapacitate many targets, or to destroy doors or other such obstructions.