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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.
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-2) ===[[Image:phaser2.png jpg |thumb |Phaser IIPistol]]
The Phaser II 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====
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=== Phaser Rifle (Type 3)===
[[Image:phaser3phaser3x.png jpg |thumb | Type-3 Phaser IIIAssault 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-II. Like Phaser II, Phaser III incorporates multiple setting-specific focusing emitters to reduce chance of catastrophic emitter burnoutflashlight for operations in dark places.
Channelling The new Type-3 only has three power through the large rifle housing creates the most powerful phaser based field weapon Star Fleet designs settings; Stun, Kill, and that can still be carried by any shipboard officerDisrupt. The removable power pack allow for almost continuous use without recharge at any power settingUnlike previous Starfleet-issue weapons, as long as extra power cells are available. The Phaser Rifle has the same six settings as Type-3 can be fired on a fully-automatic mode in the Phaser Pistol, but utilizing lower two cells at once allows for greater ammunition capacitysettings. The default targeting system for Improvements to the Phaser Rifle incorporates a red dot sight power cells and tactical light; focusing equipment within the rifle also make this can be replaced with a telescopic sight in situations where longer-ranged engagements are expectedmore efficient weapon than its predecessors, leading to many considering it an offensive weapon rather than one used for defense.
====Phaser Rifle Power Settings====
All results based on average 100kg Humanoid Life form. The Phaser Rifle's power cell has a capacity of 100 200 charges.<br />
WARNING: ALL STUN SETTINGS ABOVE MEDIUM CAN BE LETHAL AT POINT BLANK RANGE.
{|style="text-align:left" width="80%" border="1"
|-
|-
!width="150"|Setting 1
| Light Stun, effect wears off almost instantlysevere enough to render target unconscious for up to one hour. No permanent harm to any humanoid life formPossible nerve/brain damage if target does not regain consciousness after one hour.
| 1 Charge.
|-
! Setting 2
| Medium StunKill, effect effect severe enough fatal to render target unconscious for five minutes, disorients target for up to an hour. No permanent harm to any most humanoid life formif struck in centre mass or head. Severe burn trauma and nerve damage if target struck in limb.
| 2 Charges.
|-
! Setting 3
| Heavy StunDisrupt, 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 limbvaporization on contact.
| 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.
|}
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[[Category: Marine]]
[[Category: Security]]
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