Difference between revisions of "Hand Phasers"

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<seo title="Hand Phasers" metakeywords="Star Trek, Starfleet, Star Fleet, Phasers, Hand Weapons, Weapons" metadescription="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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{{#seo:
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|title=Hand Phasers
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|title_mode=append
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|keywords=Star Trek, Starfleet, Star Fleet, Phasers, Hand Weapons, Weapons
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|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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}}
 
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__NOEDITSECTION__
 
"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" 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.
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== Phaser Specifications ==
 
== Phaser Specifications ==
  
=== Type I (Hand Phaser) ===
+
25th Century Phasers have been designed to be ergonomic and powerful. When concentrated beams of energy proved insufficient against groups of opponents during the Federation's many conflicts in the late 24th century, modern Phaser designs have been adapted to work on the concept of pulse-fire; delivering the full charge of a phaser blast in one pulse, allowing for rapid fire at the expense of power drain and wear on the emitters. Star Fleet Security has decided this is an acceptable trade; emitters can be replaced easily, trained Security Officers cannot.
[[Image:phaser1.png |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 4 Settings. <br />
+
=== Phaser Pistol (Type-2H) ===
 +
[[Image:phaser2.png |thumb |Phaser Pistol]]
  
====Type I Power Settings====
+
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.
  
All results based on an average 200 Pound Humanoid lifeform.<br />
+
====Phaser Pistol Power Settings====
  
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
+
All results based on average 100kg Humanoid Life form. The Phaser Pistol's energy cell has a capacity of 50 charges.<br />
{|style="text-align:left"  width="100%" border="1"
 
|-
 
! SETTING !! RESULTS/EFFECT
 
|-
 
!width="200"|Setting 1
 
| Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
 
|-
 
! Setting 2
 
| Medium Stun, effect effect severe enough to render a 200 pound target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form.
 
|-
 
! Setting 3
 
| Heavy Stun, effect severe enough to render a 200 pound target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour.
 
|-
 
! Setting 4
 
| Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
 
|}
 
 
 
=== Type II (Phaser Pistol) ===
 
[[Image:phaser2.png |thumb]]
 
 
 
Unlike the Type I, whose design remains mostly unchanged from previous models, the Type II Phaser is a departure from the design which had been in favor for more than 100 years.  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 come two new and more destructive settings.
 
 
 
====Type II Power Settings====
 
 
 
All results based on average 200 Pound Humanoid Life form.<br />
 
  
 
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
 
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left"  width="100%" border="1"
+
{|style="text-align:left"  width="80%" border="1"
 
|-
 
|-
! SETTING !! RESULTS/EFFECT  
+
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
 
|-
 
|-
!width="200"|Setting 1
+
!width="150"|Setting 1
 
| Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
 
| Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
 +
| 1 Charge.
 
|-
 
|-
 
! Setting 2
 
! Setting 2
| Medium Stun, effect effect severe enough to render a 200 pound target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form.
+
| Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form.
 +
| 2 Charges.
 
|-
 
|-
 
! Setting 3
 
! Setting 3
| Heavy Stun, effect severe enough to render a 200 pound target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour.  
+
| Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour.
 +
| 3 Charges.
 
|-
 
|-
 
! Setting 4
 
! Setting 4
 
| Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
 
| Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
 +
| 5 Charges.
 
|-
 
|-
 
! Setting 5
 
! Setting 5
 
| Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool.
 
| Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool.
 +
| 10 Charges.
 
|-
 
|-
 
! Setting 6
 
! Setting 6
 
| Disrupt, vaporization on contact.
 
| Disrupt, vaporization on contact.
 +
| 20 Charges.
 
|}
 
|}
<br />
+
<br />  
  
=== Type III (Phaser Rifle) ===
+
=== Phaser Rifle (Type 3G) ===
  
[[Image:phaser3.png |thumb]]
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[[Image:phaser3.png |thumb | 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. Modelled in the same fashion as Phaser-II, the Type-III is not designed to have the Type-II "plug in", but rather has been designed simply as a scaled-up and considerably more powerful Phaser-II.
+
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.
  
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 dual removable power packs allow for almost continuous use without recharge at any power setting, as long as extra power cells are available.  The Type-III has the same six settings as the Type-II, but 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 beacon light allows for the unit to act as a multipurpose device.
+
====Phaser Rifle Power Settings====
  
====Type III Power Settings====
+
All results based on average 100kg Humanoid Life form. The Phaser Rifle's power cell has a capacity of 100 charges.<br />
 
 
All results based on average 200 Pound Humanoid Life form.<br />
 
  
 
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
 
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left"  width="100%" border="1"
+
{|style="text-align:left"  width="80%" border="1"
 
|-
 
|-
! SETTING !! RESULTS/EFFECT  
+
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
 
|-
 
|-
!width="200"|Setting 1
+
!width="150"|Setting 1
 
| Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
 
| Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form.
 +
| 1 Charge.
 
|-
 
|-
 
! Setting 2
 
! Setting 2
| Medium Stun, effect effect severe enough to render a 200 pound target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form.
+
| Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form.
 +
| 2 Charges.
 
|-
 
|-
 
! Setting 3
 
! Setting 3
| Heavy Stun, effect severe enough to render a 200 pound target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour.  
+
| Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour.
 +
| 3 Charges.
 
|-
 
|-
 
! Setting 4
 
! Setting 4
 
| Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
 
| Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
 +
| 5 Charges.
 
|-
 
|-
 
! Setting 5
 
! Setting 5
 
| Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool.
 
| Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool.
 +
| 10 Charges.
 
|-
 
|-
 
! Setting 6
 
! Setting 6
 
| Disrupt, vaporization on contact.
 
| Disrupt, vaporization on contact.
 +
| 20 Charges.
 
|}
 
|}
 
<br />
 
<br />
 
<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: Marine]]
 
[[Category: Security]]
 
[[Category: Security]]

Revision as of 01:54, 8 May 2021

"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

25th Century Phasers have been designed to be ergonomic and powerful. When concentrated beams of energy proved insufficient against groups of opponents during the Federation's many conflicts in the late 24th century, modern Phaser designs have been adapted to work on the concept of pulse-fire; delivering the full charge of a phaser blast in one pulse, allowing for rapid fire at the expense of power drain and wear on the emitters. Star Fleet Security has decided this is an acceptable trade; emitters can be replaced easily, trained Security Officers cannot.

Phaser Pistol (Type-2H)

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 average 100kg Humanoid Life form. The Phaser Pistol's energy cell has a capacity of 50 charges.

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

SETTING RESULTS/EFFECT CHARGE USAGE
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form. 1 Charge.
Setting 2 Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form. 2 Charges.
Setting 3 Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour. 3 Charges.
Setting 4 Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. 5 Charges.
Setting 5 Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool. 10 Charges.
Setting 6 Disrupt, vaporization on contact. 20 Charges.


Phaser Rifle (Type 3G)

Phaser Rifle

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 100kg Humanoid Life form. The Phaser Rifle's power cell has a capacity of 100 charges.

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

SETTING RESULTS/EFFECT CHARGE USAGE
Setting 1 Light Stun, effect wears off almost instantly. No permanent harm to any humanoid life form. 1 Charge.
Setting 2 Medium Stun, effect effect severe enough to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any humanoid life form. 2 Charges.
Setting 3 Heavy Stun, effect severe enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour. 3 Charges.
Setting 4 Kill, fatal to most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb. 5 Charges.
Setting 5 Cut, fatal to humanoid life if struck in centre mass or head. Extreme burn trauma and nerve damage if target struck in limb. Can be used as cutting tool. 10 Charges.
Setting 6 Disrupt, vaporization on contact. 20 Charges.