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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-2H2) ===[[Image:phaser2.png jpg |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.
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=== Phaser Rifle (Type 3G3) ===
[[Image:phaser3phaser3x.png jpg |thumb | Type-3 Phaser Assault Rifle]]
Channelling power through Towards the large rifle housing creates end of the most powerful phaser based field weapon Star Fleet designs and 24th Century it became apparent that can still be carried by any shipboard officerthe limitations of the standard Type-3 Phaser Rifle were having a detrimental effect during hazardous operations. The removable power pack allow A replacement was needed for almost continuous use without recharge at any power settingtimes when combat was expected and a wide range of settings was not required. Andorian Arms, as long as extra power cells are availableInc. The Phaser Rifle has responded to the same six settings as the Phaser Pistol, but utilizing two cells at once allows requirement for greater ammunition capacity. The default targeting system a new weapon by introducing a more compact weapon with a collapsing stock and retractable sight for close quarters combat; the Phaser Rifle incorporates sight included a red dot sight laser pointer and tactical lightflashlight for operations in dark places. The new Type-3 only has three power settings; this Stun, Kill, and Disrupt. Unlike previous Starfleet-issue weapons, the Type-3 can be replaced with fired on a telescopic sight fully-automatic mode in situations where longer-ranged engagements are expectedthe lower two settings. Improvements to the power cells and focusing equipment within the rifle also make this a more 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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