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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 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) ===[[Image:phaser1designs 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.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 issuePistol (Type-2) ===[[Image:phaser2. Despite its small size, jpg |thumb |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 />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.{|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 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 100kg Humanoid Life 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 wears off almost instantly. No permanent harm to any humanoid life form.
| 1 Charge.
|-
! 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.| 2 Charges.
|-
! 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. | 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.
|}
<br />
=== Type III (Phaser Rifle(Type 3) ===
[[Image:phaser3phaser3x.png jpg |thumb| Type-3 Phaser Assault Rifle]]
Considered a radical design change upon its first introduction, Towards the end of the 24th Century it became apparent that the limitations of the modern standard Type-III 3 Phaser Rifle incorporates the best were having a detrimental effect during hazardous operations. A replacement was needed for times when combat was expected and a wide range of old and new designssettings was not required. Modelled in the same fashion as Phaser-IIAndorian Arms, Inc. responded to the Type-III is not designed to have requirement for a new weapon by introducing a more compact weapon with a collapsing stock and retractable sight for close quarters combat; the Type-II "plug in", but rather has been designed simply as sight included a scaled-up laser pointer and considerably more powerful Phaser-IIflashlight for operations in dark places.
Channelling The new Type-3 only has three power through settings; Stun, Kill, and Disrupt. Unlike previous Starfleet-issue weapons, the large rifle housing creates the most powerful phaser based field weapon Star Fleet designs and that Type-3 can still be carried by any shipboard officerfired on a fully-automatic mode in the lower two settings. The dual removable power packs allow for almost continuous use without recharge at any power setting, as long as extra Improvements to the 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 focusing equipment within the rifle designsalso make this a more efficient weapon than its predecessors, a beacon light allows leading to many considering it an offensive weapon rather than one used for the unit to act as a multipurpose devicedefense.
====Type III 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 200 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.{|style="text-align:left" width="10080%" border="1"
|-
! SETTING !! RESULTS/EFFECT !! CHARGE USAGE
|-
!width="200150"|Setting 1| Light Stun, effect wears off almost instantlysevere enough to render target unconscious for up to one hour. Possible nerve/brain damage if target does not regain consciousness after one hour. No permanent harm to any humanoid life form| 1 Charge.
|-
! Setting 2
| Medium StunKill, effect effect severe enough fatal to render a 200 pound most humanoid life if struck in centre mass or head. Severe burn trauma and nerve damage if target unconscious for five minutes, disorients target for up to an hourstruck in limb. No permanent harm to any humanoid life form| 2 Charges.
|-
! 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.
|-
! 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.
|-
! Setting 6
| Disrupt, vaporization on contact.
|}<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 obstructions5 Charges.
|}
[[Category: Marine]]
[[Category: Security]]
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