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<{{#seo :|title="Hand Phasers" metakeywords|title_mode=append|keywords="Star Trek, Starfleet, Star Fleet, Phasers, Hand Weapons, Weapons" metadescription|description="Hand Phasers contains the different types of hand phasers and their different setting that are used by Star Fleet personnel in the Federation Space RPG." />}}
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"Phaser" is an acronym for '''PHAS'''ed '''E'''nergy '''R'''ectification. 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.
== Phaser Specifications ==
=== Type I (Hand Phaser) ===[[Image:phaser1-225th Century Phasers have been designed to be ergonomic and powerful.jpg |thumb]]Used when easy concealment is desiredWhen concentrated beams of energy proved insufficient against groups of opponents during the Federation's many conflicts in the late 24th century, or simply when large and obvious weapons are too cumbersome, The modern Phaser I is designs have been adapted to work on the perfect option when size is concept of pulse-fire; delivering the issue. Despite its size, Phaser I packs quite full charge of a punch, all standard Beam Width Options remain intact from its larger cousinsphaser blast in one pulse, allowing for rapid fire at the expense of power drain and wear on the only emitters. Star Fleet Security has decided this is an acceptable trade off is a decrease in power; emitters can be replaced easily, resulting in a different scale consisting of 8 Settingstrained Security Officers cannot. <br />
====Phaser Pistol (Type I Power Settings=-2H) ===[[Image:phaser2.png |thumb |Phaser Pistol]]
The Phaser Pistol is a departure from the design which had been in favour for almost 100 years. Returning to the pistol design in vogue in the 23rd Century, the Phaser Pistol is the standard armament used by Security Officers and members of Away Teams, and kept in various compartments throughout ships.  ====Phaser Pistol Power Settings==== All results based on an average 200 Pound 100kg Humanoid lifeformLife form. The Phaser Pistol's energy cell has a capacity of 50 charges.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left" width="10080%" border="1"
|-
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
|-
!width="200150"|Setting 1| Light Stun, Effect effect wears off almost instantly. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.| 1 Charge.
|-
! Setting 2
| Low Medium Stun, Effect Slightly Longer Lastingeffect effect severe enough to render target unconscious for five minutes, Disorients Targetdisorients target for up to an hour. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.| 2 Charges.
|-
! Setting 3
| Medium Heavy Stun, Effect Severe Enough effect severe enough to Render a 200 Pound Target Unconscious render target unconscious for Up up to 5 Minutesone hour. No Permanent Harm to any Humanoid Life formPossible nerve/brain damage if target does not regain consciousness after one hour. | 3 Charges.
|-
! Setting 4
| Heavy StunKill, Effect will Render any Humanoid Unconscious for Upwards of 15 Minutesfatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. No Permanent Harm to any Humanoid Life form, Repeated Exposure can cause Nerve Damage| 5 Charges.
|-
! Setting 5
| Maximum StunCut, Severe Stun Effect, Target Unconscious for Up fatal to an Hour, Remains Disoriented for roughly 20 Minutes after regaining consciousnesshumanoid life if struck in centre mass or head. No Permanent Harm to any Humanoid Life form, However Repeated Exposure to this Level will cause Extreme burn trauma and nerve damage, resulting death possibleif target struck in limb. Can be used as cutting tool.| 10 Charges.
|-
! 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, Intensive 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 destroyedvaporization on contact.|-! Setting 8| 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 patient20 Charges.
|}
<br />
=== Phaser Rifle (Type II (Hand Phaser3G) ===[[Image:phaser1-2.jpg |thumb]]Unlike the Type I, whose design remains virtually unchanged from previous models, the Type II Phaser is a departure from the design which has been in favor for almost 100 years now. 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 used by away teams and kept in various compartments throughout ships.
Channeling power through the large housing and 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 Palm 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[[Image:phaser3. Along with the increased power comes a new scale, while key points remain identical to those on the png |thumb | Phaser I, they are now divided into 16 settings which give a greater range for increased effect and more accurate results.Rifle]]
====Type II Power Settings====Channelling power through the large rifle housing creates the most powerful phaser based field weapon Star Fleet designs and that can still be carried by any shipboard officer. The removable power pack allow for almost continuous use without recharge at any power setting, as long as extra power cells are available. The Phaser Rifle has the same six settings as the Phaser Pistol, but utilizing two cells at once allows for greater ammunition capacity. The default targeting system for the Phaser Rifle incorporates a red dot sight and tactical light; this can be replaced with a telescopic sight in situations where longer-ranged engagements are expected.
====Phaser Rifle Power Settings==== All results based on average 200 Pound 100kg Humanoid Life form. The Phaser Rifle's power cell has a capacity of 100 charges.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left" width="10080%" border="1"
|-
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
|-
!width="200150"|Setting 1 | Light Stun, Effect effect wears off almost instantly. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.| 1 Charge.
|-
! Setting 2
| Low Medium Stun, Effect Slightly Longer Lastingeffect effect severe enough to render target unconscious for five minutes, Disorients Targetdisorients target for up to an hour. No Permanent Harm permanent harm to any Humanoid Life humanoid life form.| 2 Charges.
|-
! Setting 3
| Medium Heavy Stun, Effect Severe Enough effect severe enough to Render a 200 Pound Target Unconscious render target unconscious for Up up to 5 Minutesone hour. No Permanent Harm to any Humanoid Life formPossible nerve/brain damage if target does not regain consciousness after one hour. | 3 Charges.
|-
! Setting 4
| High StunKill, Effect will Render any Humanoid Unconscious for Upwards of 15 Minutesfatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. No Permanent Harm to any Humanoid Life form, Repeated Exposure can cause Nerve Damage| 5 Charges.
|-
! Setting 5
| Heavy StunCut, Severe Stun Effect, Target Unconscious for at least 35 fatal to 45 Minutes, Target Remains Disoriented for roughly 5 Minutes after regaining consciousnesshumanoid life if struck in centre mass or head. No Permanent Harm to any Humanoid Life form, However Repeated Exposure to this Level will cause Extreme burn trauma and nerve damageif target struck in limb. Can be used as cutting tool.| 10 Charges.
|-
! Setting 6
| 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 7 | Stun/Disrupt, Immediate Unconsciousness, Drugs required to wake patient. 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, Intensive 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, Intensive Surgery may be necessary after that time to repair cell and nerve damage. |-! 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, Intensive Surgery may be necessary after that time to repair cell and nerve damage. |-! Setting 11| Intermediate Low/Medium Disrupt, Immediate Unconsciousness, Minor Cellular Damage to Area Surrounding Blast Point. No Permanent Harm to any Humanoid Life form if treated within 1.5 hours of exposure, Intensive Surgery may be necessary after that time to repair cell and nerve damage. |-! Setting 12| 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 13| 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 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 some permanent damage to the area, most 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 vaporization on 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. |-! Setting 16| Heavy Disrupt, Vaporization after 3.2 Seconds20 Charges.
|}
 
<br />
== Beam Width Selections ==
{|style="text-align:left" width="100%" border="1"
|-
!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.
|}
[[Category: Marine]]
[[Category: Security]]
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